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coolspear

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  1. Here in Part 2 of the Doctor Career Re-imagined set, the mods are specific to patient behavior and the hospital venue. Again you are free to mix and match any of the mods you desire here with any in Part 1.

    Get To Work EP is a required install for these mods to be of any use in your game.

     

    Seated Check-In

    For this mod to be successful, it will involve some effort on the player's part when building the hospital, to set up the seating arrangements of the hospital's check-in waiting area properly. If done correctly with the right amount of seating for patient traffic, and all chairs within the proximity range and facing towards the check-in desk , then all patients who come to check-in at the hospital's front desk will sit down in a chair, rather than stand up all day in agony.

    This mod allows the chairs to be placed at any circumference point around the check-in desk, one big circle, but all the chairs must be facing towards the desk for sims to see them as valid chairs for a seated check-in.

    The distance of the chairs is also an important factor. This mod makes the official check-in seating fall within the range of about 5/6 square tiles away from the desk. Any chairs or sofas placed beyond that range and patient sims will not see them as valid check-in seating.

    Get the hospital working the way you want it. Your job, your way, you are the boss.

     

    Patients Never Leave & Never Complain

    Even with all these mods, it can still be a longsome chore to refer every patient to a bed throughout the working day. Try as you might, there's always going to be a few stragglers your doc just can't get to quickly enough. But now, seeing as they can have a seat and relax, with the soothing hospital radio station playing in he background, why should it be our doctors' fault if there just isn't enough time to get to those still waiting? It's not as if it's your fault the poor sims became sick, is it? And you're still prepared to go the extra mile, to do the long haul, to put in some overtime to get to them all, because you are a living testament to the Hippocratic Oath. So then let's have those impatient patients just blooming-well wait and shut their moaning till our hardworking docs can get to them. This mod ensures it. A good, clean record at the end of a hard workday, because you deserve it. Your job, your way, you are the boss.

     

    Patients Do Not React To Collapsed Sim

    During the "Emergency Surgery Event," the random sim comes into the hospital, walks to reception, and then collapses to the ground. This then has almost all of the waiting check-in patients react in shock, panic and gasps. If the waiting patients were already standing beforehand, then this mod won't mean much to you. But if you are using my check-in patients always seated mod, - as I do - then if seeing everyone back on their feet for the rest of the day, not sitting down again, defeating the whole purpose of the seating mod has you annoyed, - as I am - then this is the mod for you. Yeah, it makes them all seem a bit heartless that they don't bat an eyelid when the sim collapses. But, hey, they are troubled with their own worries, pains and illnesses, which is exactly why I made them park their sick little butts in the first place. Your job, your way, you are the boss.

     

    No Hospital Fires & No Running

    No Running, simply because I've added it to most venue types, so this one gets it as well. This mod also prevents the outbreak of fires from starting at the hospital. I can't honestly say I've ever seen a fire at the hospital before I made this mod. But what I do know is that fires are allowed on hospital venues by default, yet there is no build mode access allowed on hospitals, (Without cheats) so how are you supposed to replace burnt stuff? Not that I've ever had to, it was just an awkward equation to begin with, so I have ruled it out. After a big fire at the Science Labs burnt a lot of stuff that had to be replaced, which was a real pain in the butt, I learnt a burnt lesson. Ban fires at these venue types! Let's just get on with the job at hand. Your job, your way, you are the boss.

     

    All Patient Pie Menu Options on Front Page - New for July 2024

    A helpful Quality of Life change that places any relevant and actionable interaction options your doctor has with a patient on front page. No more having to hit "More Options..." tab to go to second or third page to hunt them down. Front Page News, just the way we like it! Your job, your way, you are the boss.

     

    Patient Outfits - New for July 2024

    The hospital gown is cute and all, but does become a royal PIA when cured patients up and leave hospital still wearing it! Then later on down down the line, visiting some other venue that does not force a dress code, that sim comes still wearing the frikken gown! Or when you load up that sim's home, they're still wearing it. Just me? Just my game?  No? Does everybody experience that, or is it just me? So two new flavors in the rar below. Only use one of them. First flavor for the family friendly games, sims wear Everyday most of the time, only changing into Gym outfit for hospital treadmill, then back to Everyday outfit. Flavor two for the more grown up games and gamers, with Everyday mostly, gym for treadmill, naked for X-Ray and Surgery - as it should be. Also the No Running and No Fires at Hospital mod here does a wee bit more than just those two functions. It also pushes some hidden buffs on the building that all on lot must obey. One of which is to prevent reactions to nudity, so that if a child is waiting in another part of the hospital, the game won't have conniptions and threaten to send you to Hell to burn for an eternity if a patient gets nude for X-Ray or Surgery.

     

    Illness Symptom Effects Last Longer - Obsolete as of July 2024. No longer supported. Patient sims get seen to so quickly now, what with all the coworkers now mucking in and doing proper jobs, that the time span on symptom fx is no longer a matter of concern.

     

    Patients Are Played Human Sims Only - Obsolete as of July 2024. No longer supported. Now incorporated into main Coworkers mods. You must delete this older mod if using latest coworkers mods to avoid conflict.

     

     

    cool1_careerDoc_PatientsSeatedCheckIn.rar  - Update to 1.107.151 July 2024

    cool1_careerDoc_PatientsNoLeave&NoComplain.rar  - Update to 1.107.151 July 2024

    cool1_careerDoc_PatientsNoReactToCollapsedSim.rar  - Update to 1.107.151 July 2024

    cool1_careerDoc_Venue_NoHospitalFires&NoRunning.rar  - Update to 1.107.151 July 2024

    cool1_careerDoc_PatientsAllPieMenuOptionsOnFrontPage.rar  -  New for July 2024

    cool1_careerDoc_PatientOutfits.rar - New for July 2024  

     

    For patch version compatibility status, please see most recent Patch News thread for the TS4 Career Mods section. 

     

    XML Resource Used:

    Spoiler

    Seated Check-In, Referrals always on, Watch TV
    0E4D15FB!00000003!000000000001C5D0.role_Career_Doctor_NPC_Patient_Sick_Admitted_recline.RoleStateTuning.xml
    E882D22F!00000003!000000000001B528.frontDesk_WaitToCheckIn.InteractionTuning.xml
    E882D22F!00000003!000000000001C7C8.frontDesk_WaitToCheckIn_start.InteractionTuning.xml
    0E4D15FB!00000003!000000000001B80E.role_Career_Doctor_NPC_Patient_Sick_Admitted.RoleStateTuning.xml
    0E4D15FB!00000003!000000000001BC7D.role_Career_Doctor_NPC_Patient_lowLevel.RoleStateTuning.xml
    E882D22F!00000003!000000000001BF29.Socials_Doctor_Refer_Xray.InteractionTuning.xml
    E882D22F!00000003!000000000001BF40.socials_Doctor_Refer_ExamTable.InteractionTuning.xml
    E882D22F!00000003!000000000001BF3E.socials_Doctor_Refer_Treadmill.InteractionTuning.xml
    Patients Never Leave & Never Complain
    FBC3AEEB!00000003!000000000001C3BA.hospitalPatientSituation_lowLevel_child.SituationTuning.xml
    FBC3AEEB!00000003!000000000001C24C.hospitalPatientSituation_Diagnosed_StarryEyes.SituationTuning.xml
    FBC3AEEB!00000003!000000000001C24D.hospitalPatientSituation_Diagnosed_LlamaFlu.SituationTuning.xml
    FBC3AEEB!00000003!000000000001C24E.hospitalPatientSituation_Diagnosed_GasAndGiggles.SituationTuning.xml
    FBC3AEEB!00000003!000000000001C24F.hospitalPatientSituation_Diagnosed_BloatyHead.SituationTuning.xml
    FBC3AEEB!00000003!000000000001C506.hospitalPatientSituation_lowLevel_elder.SituationTuning.xml
    FBC3AEEB!00000003!000000000001A82B.hospitalPatientSituation_lowLevel.SituationTuning.xml
    FBC3AEEB!00000003!000000000001B71E.hospitalPatientSituation_highLevel.SituationTuning.xml
    FBC3AEEB!00000003!000000000001B740.hospitalPatientSituation_Admitted.SituationTuning.xml
    FBC3AEEB!00000003!000000000001BF19.hospitalPatientSituation_Admitted_highLevel.SituationTuning.xml
    No Hospital Fires
    E6BBD7DE!00000003!000000000001AFF0_venue_DoctorClinic_VenueTuning.xml

    This will conflict with any other mod using same resources.

     

    Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis

  2. Okie dokie. As soon as I've uploaded parts 2 and 3 of the doc career, I'll upload Heartbeat in a temporary no pictures state. It's a great hospital, with many little comedy quirks and a few special build tricks which I've never revealed the secrets to. (Have had plenty of requests to do so, but just holding back the secrets a while longer because, you know, "exclusive." Does that make me a meanie?) Big though, so not brilliant on mid range computers, or 32-bit games. If your game is cranked up to 64-bit with a meaty rig to handle it, then there should be no worries.

    Update: Going to have to put a hold on that for a little while longer. I forgot that while all my lots are CC free, they do have some Maxis objects I remade that I have yet to upload. Best to get those objects in place so you can download them first before placing the hospital, science labs and Sixam lots. Otherwise you'll be getting the "Missing Objects" notification. Worse still, for the science labs, that irritating Missing Objects message never goes away, coming up every time your sims go to work, even if you later place the missing objects. Best to make sure everything is in place so you never see the diehard, unrelenting message to begin with. It was an actual base game bug Maxis fixed ages ago, but they forgot to include the fix for EP (Work) hidden neighbourhoods. Go, go, Maxis.

  3. This is Part 1 of the Doctor Career Reimagined mods set. It will be for all mods in the set that are specific to our doctors and their career interactions. Although they are designed to work in harmony with each other for the best effects and results, you don't have to use them all if you don't want to. Pick, choose, mix and match whichever ones you like.

    Get To Work EP is a required install for these mods to be of any use in your game.

     

    1 Task Gives Max

    Using all four "careerDocSG" package files in this rar, will cover all tasks that our doctors perform at all ten levels of the career. The function of this mod is to max out the Daily Task Bar after doing only one task. This frees the player from being locked into a daily repeat grind, struggling to do the same chores over and over for ten levels of dire monotony, just to stay afloat in the career. When doing only one task, and maxing the Daily Task Bar, your are then free to do whatever you like at the hospital for the rest of the day. Do more tasks and help more patients if that suits your Hippocratic work ethic, or just plain mess about and have fun. You're a brilliant worker at the end of each day whichever your choose. Your job, your way, you are the boss.

     

    Less Examining & Quicker Diagnosis

    By default rules, our poor doctors, (Even level 10 docs!) are going to have to go through every examination type with every patient to finally deduce and diagnose the illness. That's a six/seven step grind every time, every day of their working lives, for every adult patient they'll ever examine. Then there are the children, who cannot use the treadmill, so our doctors are always left with a final 50/50 guess as to the child's diagnosis. No more of that, please!

    This mod makes it so all our doctors need to do is either two small bedside examinations, or one big examination via the X-Ray machine or treadmill, and then the patient is ready for a final diagnosis. That's right, any two of the five bedside examinations, check ears or check eyes, you choose which ones, and the patient will be ready for diagnosis. Or just one big examination in the X-Ray machine, or a run on the treadmill, then the patient will be ready for full diagnosis.

    No more six/seven step grinds or 50/50 guesses. Your job, your way, you are the boss.

     

    Charisma Diagnosis Success Bonus

    This mod is to guarantee that all those smooth, charming, sophisticated doctors with a high Charisma level (9-10) will have a successful diagnosis. Because even after examining the patient, eliminating all guesses down to only one diagnosis, our unskilled, low level doctors, and even some high level docs, can still get it wrong. Such is life. But now with a high level doc with high charisma, then never. We want our ER Charismatic Clooney docs to be fantastic, don't we? Of course we do. Your job, your way, you are the boss.

     

    Quicker Analyse Patient Sample on Chem Lab (10 Minutes)

    Going down from an average of 30 sim minutes! (Ouch!) to a tidy 10 minutes. Upgrading the machine does not seem to have an impact on time spent analyzing samples. Just less chance of machine breaking. And analyzing patient sample on a broken machine can take anything up to 60 sim minutes!!! (Double Ouch!!!)  This again has been reduced to a tidy 10 sim minutes. (Since it's those idiot co-workers who always break the machines because they just won't leave them alone, why should our docs have to suffer a penalty? July 2024 - Not Any More They Don't. Yay! Too busy helping patients now!)

     

    Quicker Computer Use (10 Minutes)

    The Enter Analysis Results and Update Patient Records have both been reduced from about 20 minutes to 10 minutes.

     

    Paid Time Off (PTO) No Cost

    This mod allows any doctor at any time, for as many consecutive days as you like, to phone in sick and take a paid day off work without any negative outcomes. Even on day one of the career for a new doc with no vacation days in the bank. Just phone in first for each day, and don't ever worry about angry bosses. Eventually the unused vacation days your doc earns will mount up. So then you can take out this mod for a while and spend them in the default fashion. Your job, your way, you are the boss.

     

    Career Level 10 Doctors - Less Workdays

    The Level 10 Doctor now only works on a Tuesday for a twelve hour shift. And that's it. Wages for the day altered to reflect this, so the same is earned as working all week. Little bit more actually. And the Level 10 Doctor is on the same wage rate as the Level 10 Scientist.  

    This gives the level 10 Chief of Staff doctor sim a lot more free time throughout the week to improve their lives in other matters, or maybe work shifts in other self-employed careers. Your job(s), your way, you are the boss.

    Note: No other levels of the career are used or edited in this mod.

    Notes July 2024 1.107.151 Update: It used to be the single day was 10 hours on a Wednesday. But then High School Years came out, and I've modded that to high heavens for teens to only go twice a week, so Tuesday was the better time slot for the doctor career when living in a household with HSY teens. And 12 hours because the hospital is so much more fun now with major update to co-worker mods that you will probably want to stay that little bit longer. (High School mods coming soon.) 

     

    Quicker X-Ray (10 Minutes) - Obsolete as of June 2024. No longer supported. I should imagine the original mod will still work as nothing changed to the code, but this mod now seriously hampers the major rework done to the co-workers mods. They now autonomously use all these machines to help patients so the length of time using the machines must not be tampered with. If you are going to use the latest reworked co-worker mod then absolutely get rid of this mod.  

    Quicker Treadmill (10 Minutes) - Obsolete as of June 2024. No longer supported. I should imagine the original mod will still work as nothing changed to the code, but this mod now seriously hampers the major rework done to the co-workers mods. They now autonomously use all these machines to help patients so the length of time using the machines must not be tampered with. If you are going to use the latest reworked co-worker mod then absolutely get rid of this mod.

     

    cool1_careerDocSG_1TaskGivesMax.rar  -  Updated for 1.107.151 July 2024

    cool1_careerDoc_LessExaminingQuickerDiagnosis.rar  - Updated for 1.107.151 July 2024

    cool1_careerDoc_CharismaDiagnosisSuccessBonus.rar  -  Updated for 1.107.151 July 2024

      cool1_careerDoc_QuickAnalyzePatientSample10Mins.rar -  Updated for 1.107.151 July 2024

    cool1_careerDoc_QuickComputer10Mins.rar -   Updated for 1.107.151 July 2024

    cool1_careerDoc_PTONoCost.rar  -  Updated for 1.107.151 July 2024

    cool1_careerDoc_WorkHours_Lvl10_12hrDay_TuesdaysOnly.rar  - Updated for 1.107.151 July 2024

     

    For patch version compatibility status, please see most recent Patch News thread for the TS4 Career Mods section.

     

    XML Resource Used:

    Spoiler

    1 Task Gives Max
    598F28E7!00000003!000000000001C4CB.situationGoalInteractionSim_Coworkers_DeepConversation_doctor.SituationGoalTuning.xml
    598F28E7!00000003!000000000001C4CD.situationGoalInteractionSim_Coworkers_GetToKnow_doctor.SituationGoalTuning.xml
    598F28E7!00000003!000000000001C4CF.situationGoalInteractionSim_Coworkers_AskAboutDay_doctor.SituationGoalTuning.xml
    598F28E7!00000003!000000000001C4D0.situationGoalInteractionSim_Coworkers_DiscussWork_doctor.SituationGoalTuning.xml
    598F28E7!00000003!000000000001C4CA.situationGoalInteractionSim_Coworkers_ComplainAboutWork_doctor.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B4A9.careerDoctor_FlashID.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B7D8.careerDoctor_Clean_MopPuddle.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B7D9.careerDoctor_XRayMachine_Repair.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B7F2.careerDoctor_TreatPatient_success.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B29A.careerDoctor_ExamPatient.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B29B.careerDoctor_TreatPatient.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B67B.careerDoctor_GetCaffinated.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B77B.careerDoctor_WashHands.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B77E.careerDoctor_FrontDesk_Staff_start.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B295.careerDoctor_DiagnosePatient.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B297.careerDoctor_DiscussHealth.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B298.careerDoctor_XrayScan.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B299.careerDoctor_XrayScan_success.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B563.careerDoctor_ExamBed_Clean.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B564.careerDoctor_FlashID_hidden.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B565.careerDoctor_Social_GiveMedicalAdvice.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B567.careerDoctor_AdmitPatient.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B568.careerDoctor_Social_GreetCoworkers_3.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B684.careerDoctor_GetRandomSamples.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B688.careerDoctor_GrabSnack.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B772.careerDoctor_ExamBed_DeliverFood.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B773.careerDoctor_ExamBed_GiveShots.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B774.careerDoctor_ExamBed_DeliverMeds.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B776.careerDoctor_ExamBed_TakeTemp.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B777.careerDoctor_ExamBed_CheckEars.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B778.careerDoctor_ExamBed_Probe.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B779.careerDoctor_ExamBed_CheckEyes.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B795.careerDoctor_DeliverBaby.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B807.careerDoctor_Computer_EnterLabResults.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B808.careerDoctor_Computer_ResearchHealthInfo.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B809.careerDoctor_Computer_UpdateMedicalRecord.SituationGoalTuning.xml
    598F28E7!00000003!000000000001BB86.careerDoctor_HospitalTreadmill_Test.SituationGoalTuning.xml
    598F28E7!00000003!000000000001BE92.careerDoctor_FlashID_hidden_TasksLow.SituationGoalTuning.xml
    598F28E7!00000003!000000000001C6DC.careerDoctor_Computer_EnterLabResults_emergency.SituationGoalTuning.xml
    598F28E7!00000003!000000000001C7DD.careerDoctor_Computer_ResearchHealthInfo_highLevel.SituationGoalTuning.xml
    598F28E7!00000003!000000000001C15A.careerDoctor_RecordAnalysisData.SituationGoalTuning.xml
    598F28E7!00000003!000000000001C450.careerDoctor_ChemicalAnalyzer_practice.SituationGoalTuning.xml
    598F28E7!00000003!000000000001C451.careerDoctor_BrokenObjects_repair.SituationGoalTuning.xml
    598F28E7!00000003!000000000001C452.careerDoctor_ChemicalAnalyzer_clean.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B0F2.careerDoctor_XrayMachine_Calibrate.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B2A5.careerDoctor_AnalyzeSample.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B2A8.careerDoctor_TakeSample.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B5F9.goal_Career_Doctor_WorkedHours.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B813.situationGoalInteractionSim_Career_Doctor_DetermineBabyGender.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B814.situationGoalInteractionSim_Career_Doctor_GreetPatients_3.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B815.situationGoalInteractionSim_Career_Doctor_GreetCoworkers_2.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B816.situationGoalInteractionSim_Career_Doctor_ChatWithCoWorkers.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B820.situationGoalInteractionSim_Career_Doctor_FrontDesk_CheckInSim_5.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B821.situationGoalInteractionSim_Career_Doctor_FrontDesk_CheckInSim_3.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B838.situationGoalInteractionSim_Career_Doctor_RanTests.SituationGoalTuning.xml
    598F28E7!00000003!000000000001BD8D.situationGoalInteractionSim_Career_Doctor_HouseCall_Examine.SituationGoalTuning.xml
    598F28E7!00000003!000000000001C5FF.situationGoalInteractionSim_Career_Doctor_ChatWithCoWorkers_greeted.SituationGoalTuning.xml
    598F28E7!00000003!000000000001C290.situationGoalInteractionSim_Career_Doctor_GreetCoWorker.SituationGoalTuning.xml
    598F28E7!00000003!000000000001C631.situationGoalInteractionSim_Career_Doctor_TransferPatientCase.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B811.situationGoalInteractionSim_Career_Doctor_ChatWithPatients.SituationGoalTuning.xml
    598F28E7!00000003!000000000001B812.situationGoalInteractionSim_Career_Doctor_GiveMedicalAdvice.SituationGoalTuning.xml
    598F28E7!00000003!000000000001BA77.situationGoalInteractionSim_Career_Doctor_CollapsedPatient_ReferToSurgery.SituationGoalTuning.xml
    598F28E7!00000003!000000000001BD67.situationGoalInteractionSim_Career_Doctor_AwayEvents_OutbreakMainGoal.SituationGoalTuning.xml
    598F28E7!00000003!000000000001BFBB.whim_Careers_TakePTO_Doctor.SituationGoalTuning.xml
    Less Examining Quicker Diagnosis
    339BC5BD!00000003!000000000001A2CE.commodity_SicknessSystem_PatientDiagnosis.StatisticTuning.xml
    0C772E27!00000003!000000000001B657.loot_Commodity_SicknessSystem_Patient_Target_Diagnosis_+05.ActionTuning.xml
    Charisma Diagnosis Success Bonus
    E882D22F!00000003!000000000001B184.mixer_hospitalExamBed_Seated_social_Diagnosis_BloatyHead.InteractionTuning.xml
    E882D22F!00000003!000000000001B185.mixer_hospitalExamBed_Seated_social_Diagnosis_BurningTummy.InteractionTuning.xml
    E882D22F!00000003!000000000001B186.mixer_hospitalExamBed_Seated_social_Diagnosis_GasAndGiggles.InteractionTuning.xml
    E882D22F!00000003!000000000001B187.mixer_hospitalExamBed_Seated_social_Diagnosis_ItchyPlumbob.InteractionTuning.xml
    E882D22F!00000003!000000000001B188.mixer_hospitalExamBed_Seated_social_Diagnosis_LlamaFlu.InteractionTuning.xml
    E882D22F!00000003!000000000001B189.mixer_hospitalExamBed_Seated_social_Diagnosis_StarryEyes.InteractionTuning.xml
    E882D22F!00000003!000000000001B18A.mixer_hospitalExamBed_Seated_social_Diagnosis_SweatyShivers.InteractionTuning.xml
    E882D22F!00000003!000000000001B18B.mixer_hospitalExamBed_Seated_social_Diagnosis_TripleThreat.InteractionTuning.xml
    E882D22F!00000003!000000000001B18C.mixer_hospitalExamBed_Seated_social_Diagnosis_X_None.InteractionTuning.xml
    Quicker X-Ray - 10 min
    E882D22F!00000003!0000000000019DD6_xrayMachine_ScanTarget_doctor_InteractionTuning.xml
    Quicker Analyse Patient Sample
    E882D22F!00000003!000000000001B29C_chemicalAnalyzer_Analyze_PatientSample_InteractionTuning.xml
    Quicker Computer
    E882D22F!00000003!000000000001B7F8_computer_DoctorCareer_EnterLabResults_InteractionTuning.xml
    E882D22F!00000003!000000000001B7F9_computer_DoctorCareer_UpdateMedicalRecords_InteractionTuning.xml
    PTO No Cost
    0C772E27!00000003!000000000001BFA0_loot_Career_PTO_Doctor_ActionTuning.xml
    E882D22F!00000003!000000000001BF9D_phone_TakePTO_Doctor_InteractionTuning.xml
    Career Level 10
    2C70ADF8!00000003!000000000001A2F8_career_Active_Doctor_Level10_CareerLevelTuning.xml
    545AC67A!0070ADD4!000000000001A2F8_career_Active_Doctor_Level10_SimData.xml

    This will conflict with any other mod using same resources.

     

    Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis

  4. 1 - What Type of Mods?

    This section will be for mods such as the Reimagined Careers from the Get To Work EP. All the previously released stuff for Doctor, Scientist, Retired Scientist and, in time, new stuff for Detective career after more tweaking and testing.

    The career lots I have created to work best with these mods, such as Heartbeat Hospital, Labs reworked and Sixam reworked, will soon be available in the Housing and Lots Section. I will need to upload some of the specialized objects first, that I also use on these lots, then take a few nice screenshots of the venues, and that'll take a bit of time to get right, so it's best left until everything else is done. But it won't be too long to wait.

     

    2 - Reporting Mod Issues

    If the time comes you experience errors in your game using any of my mods, please make sure to be specific in your report on the mod thread. Writing nothing more than "it no longer works," or "I did a mod elimination process and once your mod was out my game worked again," is not very helpful. These types of reports tell me nothing, especially if I am not experiencing any errors with the mod in question. As such, I will likely not respond to undetailed reports while knowing the mod is fine and doing as it should in my own game. Take it as read I would be telling you no more than it's a mod conflict. And please, if your game is not patched up to date, don't even bother reporting issues. There's nothing I can do for you if you're behind on patches for whatever reason.

    An example: No Auto Play Computer Game Mod

    You report  - It's no longer working.

    I think - In what way? Sims are playing games regardless? They won't use the computer at all? They reset trying to use computer? Game crashes if they try to use computer? Game won't load at all?!

    All the while, it's still working fine in my game.

    End result - I will not be responding to the report, other than qualifying it as PEBCAC. (Problem Exists Between Computer And Chair.)

     

    3 - Things that do not need to be edited after a patch 

    Right then, how to distinguish genuine patch changes that need to be amended in mods, from some other ineffectual changes that the patching process or Sims 4 Studios implements into XMLs, for those helpful, would-be mod detectives who spot differences month to month and wish to report them.

    While scrolling down an XML, if you spot a line of language text, in green-coloured letters, next to a long digit instance number, it is Sims 4 Studio that puts that helpful line of green text there, not Maxis. It's there only to help modders identify those long instance numbers more easily via their native language. It has absolutely no bearing or effect in game whatsoever. If I don't bother to change this on some older mods, if this new line of green text suddenly appears on an XML where it was not there before, I'd prefer folks not to tell me my mod needs updating. Technically it does not, and I will not be updating for this particular type of implementation if it's the only change on an XML. Chances are, in time, Maxis will genuinely change the code on these XMLs and I will then update it, so the mod's XMLs will eventually contain the additional line of green S4S text. All things in due time - as the old saying goes.

    Also every now and then some command lines get a switcheroo treatment during a patch, which WinMerge also highlights as being different when comparing the new XMLs from those of the previous patch. The patching process may have changed a command line on the XML from something like -

                                                                                      <"t=hot" "n=cold">   to   <"n=cold" "t=hot">

    and again this has absolutely no change to the game whatsoever and I usually do not alter my mods to reflect such minimal, unimportant switcheroo text if it's the only change on an XML. Please don't tell me about these ineffectual changes either. Thanks, folks.

  5. This mod bans almost all of the repeat, pointless congratulations and invite phone calls our sims might get for doing the simplest things in game. Their phones besieged by other sims with a mess of calls, oftentimes complete strangers, with invites to celebrate the most mundane of things. "Hey, congratulations for tying up your shoe laces this morning. Fancy coming out tonight to celebrate?" Okay, that isn't actually one of them, but it does start to feel as ridiculous for many of those phone calls.

    I have not banned the more sensible, rarer types. Such as phone calls to congratulate a wedding, or the birth of baby, or a birthday. They're nice and infrequent and worth having. All the others are banned. Below, in the XML Resources Used spoiler, you can open it and go through the list and read the English text to see the ones that are banned by this mod. I will also put a second spoiler below it, so you can see the ones that are not banned, and can still expect your sims to receive phone calls about. I hope you think I have the balance right.

    Update - March 2018 - Take note this mod now also bans all City Living festival invites, the rabbit hole invites, and the Get Together invites to go to the four Dance Party events. The Dance Party invites removed as I have mods to make them a permanent thing any time your sims visit the venues. Also If you have my mod that unlocks the otherwise hidden Hallway Bulletin Board from the City Living EP, then once placed on any lot, the game always tells you about festivals that are due to start and clicking on the board when living in any town, not just the city, can have your sims and guests travel to that festival - no need of constant, inconvenient phone invites. The rabbit hole calls removed, because if I want to not look at any of my sims for long, pointless periods of time, I'll quit the game and go watch Netflix for a while instead. It's called The Sims, not The Empty Lots. (Anyway, I'm working on an experimental mod for a virtual reality simulator object, where the buffs for visiting the rabbit holes will be applied in a similar way for visiting a VR circus, VR theatre and what have you. Oops, seems like other busy modders out there have done a few of such mods since mentioning this last March. Don't think I'll bother now.)

    New Addition - February 2019 - An extra mod to prevent most of the same calls occurring all over again, but this time due to Get Famous. If my sim did not want to go on random dates with strangers last year,  or job promotion celebrations, or even invited out just for learning how to tie up his shoe laces, I hardly think he (me!) has changed his mind on that now that he's famous. Actually fame being even more of a reason not to date strangers just because they somehow have your phone number! Regurgitated, lacklustre, annoying crap be gone. To the best of my knowledge this should not stop the invite calls for charity gigs and such the like, if you have given your sim the Fame/Reputation Perk for that type of thing to happen. Don't want that, don't give them the perk. However I have simply not played a fame sim long enough to know the ins and outs of this type of thing. That takes time and player feedback will most certainly help in getting the balance right. Plus the main mod updated to include one missing festival invite. Now my teen can stop being pestered with the invite to go to Blossom Kissing Festival by some horny stranger looking for a quick snog. You should be arrested for that! The uncle in the Detective Career will be paying you a visit soon, you random perv.

    Use both mods in your game if you have the EPs installed and wish to end the silly calls from them all. If you don't have Get Together but do have City Living, or vice versa, it's still fine to use the original mod.

     

    1 - Original Mod - Deals with Get Together and City Living Phone Annoyances

    cool1_simNPC_NoMoreIrratatingPhoneContact_GetTogether&CityLiving.rar  - Personal Update February 2019

    2 - Add On - Deals with Get Famous Phone Annoyances

    cool1_simNPC_NoMoreIrratatingPhoneContact_GetFamous.rar  - New Addition February 2019

     

    For patch version compatibility status, please see most recent Patch News thread for the TS4 General Mods section. 

     

    XML Resource Used:

    Spoiler

    2553F435!00000000!000000000001E650.dramaNode_NPCInvite_BirthdayParty.DramaNodeTuning.xml
    2553F435!00000000!000000000001E651.dramaNode_NPCInvite_PlayDate.DramaNodeTuning.xml
    2553F435!0000000A!0000000000020CB5.dramaNode_NPCInvite_Restaurant_Standard.DramaNodeTuning.xml
    2553F435!0000000A!0000000000020D1C.dramaNode_NPCInvite_Restaurant_Condolences.DramaNodeTuning.xml
    2553F435!0000000A!0000000000020D12.dramaNode_NPCInvite_Restaurant_BuryTheHatchet.DramaNodeTuning.xml
    2553F435!0000000A!0000000000020D14.dramaNode_NPCInvite_Restaurant_CongratsOnThePromotion.DramaNodeTuning.xml
    2553F435!0000000A!0000000000020D22.dramaNode_NPCInvite_Restaurant_EnemyDate.DramaNodeTuning.xml
    2553F435!0000000A!0000000000020D27.dramaNode_NPCInvite_Restaurant_StandardDate.DramaNodeTuning.xml
    2553F435!0000000A!0000000000021BD0.dramaNode_NPCInvite_Restaurant_StandardDate_FirstWeek.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB03.dialogDramaNode_CongratsOnPromotion.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB5B.clubInviteDramaNode_joinClubFriend.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB9D.DramaNode_NPCInvite_Date_GoingOutSocials.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB12.dialogDramaNode_CondolencesForDeath.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB58.dialogDramaNode_GoingOutSocials_OffLot_TrashAnotherSim.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB59.dialogDramaNode_GoingOutSocials_OffLot_BreakUpSims.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB76.clubInviteDramaNode_JoinClubStranger.DramaNodeTuning.xml
    2553F435!00000009!000000000001EBC5.dramaNode_NPCInvite_CelebratePromotion.DramaNodeTuning.xml
    2553F435!00000009!000000000001EBFA.dramaNode_NPCInvite_PlayHooky.DramaNodeTuning.xml
    2553F435!00000009!000000000001EC1D.dialogDramaNode_CongratsOnSignificantOther.DramaNodeTuning.xml
    2553F435!00000009!000000000001EC2C.dialogDramaNode_NewFriend.DramaNodeTuning.xml
    2553F435!00000009!000000000001EC45.dialogDramaNode_NewEnemy.DramaNodeTuning.xml
    2553F435!00000009!000000000001EDF4.dramaNode_NPCInvite_ClubFriends.DramaNodeTuning.xml
    2553F435!00000009!000000000001F0F4.dramaNode_NPCInvite_EnergizedText.DramaNodeTuning.xml
    2553F435!00000009!000000000001F7BF.dramaNode_Phone_NPCInvite.DramaNodeTuning.xml
    2553F435!00000009!000000000001F7D5.dramaNode_NPC_Invite_SadText.DramaNodeTuning.xml
    2553F435!00000009!000000000001F11F.dramaNode_NPCInvite_PlayfulText.DramaNodeTuning.xml
    2553F435!00000009!000000000001F12A.dramaNode_NPCInvite_FlirtyText.DramaNodeTuning.xml
    2553F435!00000009!000000000001F109.dramaNode_NPCInvite_HappyText.DramaNodeTuning.xml
    2553F435!00000009!000000000001F141.dramaNode_NPCInvite_AngryText.DramaNodeTuning.xml
    2553F435!00000009!000000000001F569.dialogDramaNode_GoingOutSocials_OffLot_BreakUpSims_Divorce.DramaNodeTuning.xml
    2553F435!00000000!000000000001E7AD.dialogDramaNode_Phone_InviteNPCOver.DramaNodeTuning.xml
    2553F435!00000000!000000000001E64F.dramaNode_NPCInvite_Date.DramaNodeTuning.xml
    2553F435!00000000!000000000001E71E.runAffordanceDramaNode_Phone_Chat.DramaNodeTuning.xml

    2553F435!00000018!0000000000022DD5.dramaNode_CityInvites_RabbitHole_Opera_Preinvite.DramaNodeTuning.xml
    2553F435!00000018!0000000000022E1A.dramaNode_CityInvites_RabbitHole_Theater_Preinvite.DramaNodeTuning.xml
    2553F435!00000018!0000000000022E18.dramaNode_CityInvites_RabbitHole_Concert_Preinvite.DramaNodeTuning.xml
    2553F435!00000018!0000000000022E19.dramaNode_CityInvites_RabbitHole_Circus_Preinvite.DramaNodeTuning.xml

    2553F435!00000009!000000000001EBAE_dramaNode_NPCInvite_GoDancing_DramaNodeTuning.xml
    2553F435!00000009!000000000001F1C5_dramaNode_NPCInvite_GoDancing_Ruins_DramaNodeTuning.xml
    2553F435!00000009!000000000001F1C6_dramaNode_NPCInvite_GoDancing_Bluffs_DramaNodeTuning.xml
    2553F435!00000009!000000000001F1C7_dramaNode_NPCInvite_GoDancing_Chalet_DramaNodeTuning.xml

    And many "Fesitval_DramaNodeTuning" files for the festival invites not included here.

    This will conflict with any other mod using same resources.

    List of Phone Calls Not Banned:

    Spoiler

    2553F435!0000000A!000000000002033A.dialogDramaNode_ExperimentalFoodPhoto.DramaNodeTuning.xml
    2553F435!00000009!000000000001EAE3.dialogDramaNode_CongratsOnEngagement.DramaNodeTuning.xml
    2553F435!00000009!000000000001EAF7.dialogDramaNode_CongratsOnMarriage.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB0C.dialogDramaNode_CongratsOnBaby.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB1C.dialogDramaNode_GotNewJob.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB5A.dialogDramaNode_GoingOutSocials_OffLot_TalkUpSim_Success.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB5C.dialogDramaNode_GoingOutSocials_OffLot_TalkUpSim_Fail.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB5D.dialogDramaNode_GoingOutSocials_OffLot_Matchmake_Success.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB5E.dialogDramaNode_GoingOutSocials_OffLot_Matchmake_Fail.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB5F.dialogDramaNode_GoingOutSocials_OffLot_Matchmake_InRelationship.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB6F.dialogDramaNode_WelcomeToClub.DramaNodeTuning.xml
    2553F435!00000009!000000000001EB29.dialogDramaNode_HappyBirthday.DramaNodeTuning.xml
    2553F435!00000018!0000000000021ACE.dramaNode_NPCInvite_CriticCareer_LocalHangout_Museum.DramaNodeTuning.xml
    2553F435!00000018!0000000000021AD7.dramaNode_NPCInvite_CriticCareer_LocalHangout_Bar.DramaNodeTuning.xml
    2553F435!00000018!0000000000021AD8.dramaNode_NPCInvite_CriticCareer_LocalHangout_Club.DramaNodeTuning.xml

    2553F435!00000018!0000000000022321.dramaNode_NPCInvite_CriticCareer_LocalHangout_Restaurant.DramaNodeTuning.xml
    2553F435!00000000!000000000001FA2F.dialogDramaNode_test_node.DramaNodeTuning.xml

     

    Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis

  6. On ‎2‎/‎12‎/‎2017 at 7:20 AM, gor2104va said:

    Hello. Say please when mode come to the hospital? Thank you. Sorry for my English.

    I'll be busy most of Wednesday, so I can't say how much time I'll have for mod stuff. But Thursday I'm on the case again, and since the General Mods are almost done, I'll next start on the Career Mods sections because so many people are waiting for those. Gotta keep all you lovely folks happy. :good: 

  7. On ‎10‎/‎02‎/‎2017 at 5:07 AM, skanning said:

    Does this also work for townies?  I don't know who's abandoning their stablets and books but if I ever need one there always seems to be one on the picnic tables in the community lots  lol  I'm always tempted to have my Sim pick them up then sell them.  I  haven't tried that yet and just maybe there will no longer be these things lying around?  I hope so.:well_done_3:

    This is a good question. If you give tablets to many sims while doing rotational play, then sims from other households will continue to use tablets on community lots and put them back into their own inventory. However, they do sometimes drop them. I've yet to spot it in action, the actual moment they drop it rather than put into their inventory. So I can't verify what occurred to make them do this. I'm working on a theory that if one of these sims is using tablet, at the time you send your played sim home, then the initiation of the loading screen has those sims just drop what they're doing, literally dropping tablets. So the next time you go back to lot there's one or two going spare.

    Not only this, but, when sims go to lots, they enter into a specific Job type for that lot. All visitors become employed by the lot, so to speak, even your own sim in a specific job. Every job in the game has an accompanying Role XML, which defines the dos and don'ts of the job. Venues such as libraries and cafes, the job and the Role XML has specific lines to use tablets. As such, I've witnessed with my own eyes, sims who I knew did not own a tablet five minutes beforehand, whip one out of their inventory and use it as if it was always there. So then I jump to play their home five minutes later and, yep, they don't have a tablet because they never did have a tablet! Did they too just drop that freebie when the loading screen was initiated?

    Despite the game not adequately protecting clumsy sims from dropping their gear, it does have some pretty solid rules of ownership in effect. (Discovering this while doing much experiment with my storage mods on many lot types and with many stored objects and who owns what, when and where.) That if a tablet is the true property of a clumsy sim, bought for them once upon a time on their own home lot, the game will remember this and other sims will not be able to put that item into their own inventories. Sure, they'll use and abuse the crap out of it, no problem. But they'll never be allowed to take it home nor sell it off via a quick sale from their own inventory. Only the original owner can come and reclaim it, take it off lot or sell it.

  8. This mod changes the animations to something more friendly when a sim asks another sim to leave their home. This mod is an original idea of RuebenHood. He no longer keeps his MTS account active. Subsequently, plasticbox took up maintaining it for a while, but now plasticbox no longer updates any mods. The January toddler patch broke this mod, so I shall take up the maintenance of it henceforth.

    RuebenHood's original and funny description of the mod says it all, so I shall quote that here directly.

    "Here's an attempt to try to tone down the overly harsh Ask to Leave interaction. It seemed to me like the Sim asking the other to leave was annoyed and the guest looked embarrassed to have overstayed their welcome. Wouldn't have been so bad if it was based on relationship or emotion but it was the same for me every time. Seemed really bi-polar. Thanks for coming over for dinner. Now get off my property! We should be BFFs, like forever! Now get off my property! I love you so much! Be my girlfriend? Now get off my property!

    This is a simple XML tuning mod that replaces the Ask to Leave interaction's animation with that used for the Good-Bye interaction you get when having a conversation off of the home lot. Normally, Ask To Leave plays an animation called Soc_Generic_NT_Complain_Succeed_basic, seems very ornery. The new animation played is Soc_Greet_NT_Wave_basic, which is the one used for Good-bye. Just smile and wave."

     

    cool1_social_FriendlierAskToLeave(RH).rar  - Updated for 1.47

     

    For patch version compatibility status, please see most recent Patch News thread for the TS4 General Mods section.

     

    XML Resource Used:

    E882D22F!00000000!00000000000032CA_ask_toLeaveLot_InteractionTuning.xml

    This will conflict with any other mod using same resources.

     

    Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis, ReubenHood

    All thanks and credit to ReubenHood for the original idea of this mod.

  9. This mod allows our poet sims to bind the Book of Life to the ghost of a dead sim. This mod is an original idea of ReubenHood. He no longer keeps his MTS account active and his mod was broken with the January toddler patch. So I will take up maintaining it henceforth. I think RuebenHood's excellent and funny description of the mod cannot be topped, so I will simply quote it here directly.

    "Normally to bind a Sim to the Book of Life you have to use the Capture Epic Saga interaction on them at any point before they die. Somehow you're Epic Poet can turn the life of a child in grade school into an epic tale of triumph and woe, but after a Sim has died...complete blank. They've got nothing. Your Sim is the greatest writer on earth but a legendary obituary, an exaggerated recapitulation of another Sim's life, is beyond their scope. What madness is this?

    This elementary XML tuning mod allows Ghosts to be the target of the Capture Epic Saga interaction found on the Book of Life. Your Epic Poets will now have the power bind the Dead.

    Only the Sim filter has been adjusted, the other requirement of having at least met the Sim still remains. Be warned, a Sim who's spirit has been released to the Netherworld no longer has a ghost and will not be available to be bound to the Book of Life."

     

    November 2017 - Now further amended so your sims can also write epic poems and family sagas about their adorable wee toddlers, before they grow up to become scruffy kids and spotty teens where they'd sooner throw books at their heads than write books of their tales.

    (Don't forget to physically remove the outdated version as this newly-named mod will not overwrite it.)

     

    cool1_crafting_BindGhostBookOfLife_&Toddlers.rar  - Updated for 1.44

     

    For patch version compatibility status, please see most recent Patch News thread for the TS4 General Mods section.

     

    XML Resource Used:

    E882D22F!00000000!00000000000078D4.book_Of_Life_Picker_Bind.InteractionTuning.xml

    This will conflict with any other mod using same resources.

     

    Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis, ReubenHood

    All thanks and credit to ReubenHood for the original idea of this mod.

  10. This is a fun edit of the Drink_FountainOfYouth ITUN to open Leon's Fountain of Youth for sims to drink from it autonomously. Also added a medium fun motive push to it so sims will drink from fountain to have some fun, and gain an extra day of life for doing so! Only the drink from function is autonomous. I did not alter the make a wish option as that can have negative consequences.

    Also, just for a giggle, I added it to be one of Bonehilda's Goofoffs. So now, after she jumps out of her coffin, she may very well go to take a swig from the fountain. Might help explain why she just keeps on going, even after she has long since died.

    Leon's Fountain of Youth is a Premium Store item that comes with Hidden Springs World.

    cool1_Auto_Drink_FountainOfYouth_Bonehilda.rar

    Tested and working fine with game version 167-169

    Thanks and Credit: Simsasylum, S3pe, our sims community, EA Maxis

  11. This is a simple alteration of the Eat_CarnivalFoods ITUN to make the carnival foods from the cotton candy stall and the popcorn stall actually fill hunger motive when sims eat them. The amount the hunger motive fills is comparable to a snack. So it won't fill the hunger bar in one go, and as such leave plenty of room for the sims to keep coming back for more while having a fun day out at a Wonderland carnival.

    Originally, all the cotton candy and popcorn filled was the fun motive. Now they sensibly and realistically fill hunger too.

    Both objects are Store items that come with the Wonderland Lot.

     

    cool1_CarnivalFoodFillsHunger.rar

    Tested and working fine with game version 167-169

    Thanks and Credit: Simsasylum, S3pe, our sims community, EA Maxis

  12. Hi, folks. This section here will be for my TS3 mods, what little of them there are currently. Really, only three left from what was once a great many. After TS4 came out I stopped playing TS3, eventually uninstalled it, then the dumbest of all things, I got rid of all the mods I'd made for it except the ones safely uploaded elsewhere. I had all the great mods from this site, MTS, NRass, everywhere, and still found so many to make that filled the gaps for so many other things in the game. Then went and threw them all away. Idiot!

    Only very recently, I woke up in a cold sweat thinking of all the money I'd spent on TS3 and all Store Stuff, and rushed to reinstall it all on my PC, just to know the money wasn't completely wasted. Even had fun playing it again. Even went round getting all of those old, great mods back again. All except my own. IDIOT!!!

    Well, I will upload the ones that did survive. And, maybe, I might even get round to making a few of the ones that were lost. Then not so idiot. 

     

  13. This mod stops the otherwise prolific chance for a fire happening when unskilled children use the Junior Wizard Chemistry Lab. A terrible Catch 22. The unskilled child tries to learn. The unskilled child cannot learn because a fire is almost always going to happen. Never mind having to replace the burnt objects all the time. Needs to stop. This mod does just that.

     

    cool1_crafting_noFires_JuniorWizardChemicalTable.rar  - Updated for 1.52

     

    For patch version compatibility status, please see most recent Patch News thread for the TS4 General Mods section.

     

    XML Resource Used:

    0C772E27!00000000!00000000000121C8_Loot_Fire_TestChildMental_ActionTuning.xml

    This will conflict with any other mod using same resources.

     

    Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis

  14. Once our child sims have mastered the child art skills, and have a few traits to make them better artist, then, with an inspired mood and all motives in good shape, why shouldn't they be producing masterpiece artwork like the adults can? I know it's hard for adults to judge children's painting is such terms as masterpieces, what with all the sticky glue, blobby crayon streaks and glitter all over it. But I'd put that down to an adult's narrow-mindedness, rather than a child's failing to produce such quality work. So it's time to redress the imbalance, and let those child prodigies shine through with their masterpiece art, glitter, glue and all.

    And won't those narrow-minded adults be happy when they see the price tag that some of those child masterpieces can fetch. That'll pay for the child's eventual college and university fees come the day, and then some!

    If it is your first time using this mod, than after installing to mods folder, it is advised to replace any of the children's crafting tables in game, so the new tables can pick up the change.

     

    cool1_crafting_ChildMasterpieceArt.rar  - No update required

     

    For patch version compatibility status, please see most recent Patch News thread for the TS4 General Mods section.

     

    XML Resource Used:

    EB97F823!00000000!0000000000003DA6_recipe_Painting_ActivityTable_Monster_RecipeTuning.xml
    EB97F823!00000000!0000000000007526_recipe_Painting_ActivityTable_People_RecipeTuning.xml
    EB97F823!00000000!0000000000007527_recipe_Painting_ActivityTable_Vehicles_RecipeTuning.xml
    EB97F823!00000000!0000000000007528_recipe_Painting_ActivityTable_Shapes_RecipeTuning.xml
    EB97F823!00000000!0000000000007529_recipe_Painting_ActivityTable_Animal_RecipeTuning.xml

    This will conflict with any other mod using same resources.

     

    Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis

  15. The mod here is to force our sims to continue walking when they're on the outside grounds of a residential venue. By default, as soon as their feet hit the outside areas, they take to running. Not my cup of tea. I prefer them to just walk. Strolling round the mansion maze and enjoying the time in the garden, very nice. Running round the maze in a panic like Keanu Reeves in a Speed movie where they'll blow up if they dare to slow down, not so good. Not such fun. No earthly need for it.

    It also directly prevents house fires from happening. So sims don't even need to run about in fearful panic, as they will never experience an outbreak of destructive fire in their homes.

    Update December 2022 - Now comes with a few more new features. As well as the No Running and No House Fires, residential lots also come with no Temperature Reactions, - (aka No freezing or overheating to death.) It also prevents sims changing into summer or winter wear while on a lot. Sims may very well be pushed into wearing seasonal clothing during a lot load, when going to visit friends and neighbors homes. That's fine. What this stops in an annoying glitch of sims changing into seasonal clothes when indoors, while you are playing a session. Especially noticeable if it's winter, and you send sims down into a basement, and they think they have to change into winter wear because basements can be seen as outside by the game. Akkk! This mod stops all that. They'll run walk around naked in the snow now on their home lots, with no auto clothes changing. And no Temperature Reactions to boot.

    Also there is coding to lessen the chances of sims autonomously going round looking at artwork in their house all blooming day. Curb that enthusiasm. Also no autonomous tipping sims playing instruments. No drop what you're doing just to go throw a few coins at your parent who's playing the piano. STOP THAT! It has all been coded to only prevent this type of stuff on residential venues, both houses, apartments or penthouses alike, as that's where it's most annoying. But it will not stop them viewing art, gathering round and clapping musicians, tipping performers, all that jazz, when on community venues. I have no qualms with sims doing it there.  

    Also a very high autonomy push added to this mod, for all sims child upwards who become randomly sick with one of the illness types, to go cure themselves using a special object. You can find that object mod here -  https://simsasylum.com/tfm/index.php?/topic/16452-mood-manager-machines-new-for-december-2022/   

    And finally, all residential homes will now come with a hidden No Privacy buff. So let them run walk around naked in the snow, no seasonal wear changes, no Temperature Reactions (aka DEATH), and nobody else in the house going bananas about your sim being butt naked. To really seal the deal and totally prevent all the annoying, prudish Victorian privacy reaction shenanigans, also use this mod - https://simsasylum.com/tfm/index.php?/topic/13282-no-more-privacy-shooing-or-reacting-to-nude-all-ages-update-october-2024/

     

    Update March 2025 - Needed update to bring residential living in line with Business & Hobbies coding. Also a third penthouse xml added to Penthouse mod to cover the latest penthouses in Lovestruck, because Maxis love making new penthouse xmls every time they add more penthouses to the game. (Because they make newer elevators in those EPs, ergo using old Penthouse xml will not allow access to new penthouse if it has new elevator object access. Given that a player might not have older packs that have older elevators. All logical, I guess.)

    Update May 2025 - New alternative addition added. Ever since Turbodriver gave us the news last year that the Social Bunny phone app is yet another shameless contributor to game lag, - and a mod to help reduce the lag potential- https://www.patreon.com/posts/116065084 - I thought wouldn't it also be better for all sims to have their Social Bunny deactivated, too? So with Turbo's mod and Social Bunny deactivated on a global scale, that's gotta be better right? But how does a player go about deactivating Social Bunny on a global scale? One by one, sim by sim? Errr... no. With over six hundred sims in my world, I did attempt doing this, but that was at the end of last year and we're in May 2025 now and I'm still not halfway done. The thing is, to do it properly, every sim in the world has to be given the hidden trait, that also has a hidden buff, to officially recognize their Social Bunny app is properly turned Off.  Giving them the hidden buff on its own is not enough. It will be removed without the hidden trait constantly enforcing it. So to speed things up in my quest to deactivate app for ALL sims in my universe, first I built it into all residential type homes to instantly deactivate app for all residents, tenants and/or roommates and even temporary lot visitors (I think) associated with that lot. With this alternative mod, just load up lot and all sims relevant to lot will instantly be given official trait and its buff and have their Social Bunny app officially and properly deactivated forevermore. As usual, do not use this mod with original version. These versions have "SBD" added to their name to indicate "Social Bunny Deactivation." I will also be uploading a new mod in a new thread that makes sims autonomously deactivate the Social Bunny app themselves because it is an extremely fun thing to do, with extremely high static commodities to push even harder, - to a sim that is the equivalent of the voice of God in your head commanding you DO IT NOW! Of course, they only need do this the one time. To work alongside this mod to eventually and quickly catch all sims, homeless and worker NPCs, who are not residential sims, and the player does not have to do the wretched sim by sim grind. Social Bunny BE GONE!!!  If you too have six hundred sims or thereabouts, I know you'll appreciate this.

    That other mod can be found here - https://simsasylum.com/tfm/index.php?/topic/16801-autonomous-social-bunny-deactivation-with-extreme-prejudice-new-for-may-2025/

      

    Download

    Venues Residential.rar  -  Update March 2025

    Venues Residential SBD.rar - New Addition May 2025

     

     

    Happy carefree home simming, folks.

  16. The Jedi Dish Trick is my pet name for something that has been going on in both TS3 and TS4 when our sims are on community lots. (Pre-Dine Out GP.) When sitting and eating or drinking, once finished they do a little wave of the hand (Very Jedi-like as I see it.) and the empty plate, glass or cup instantly vanishes! All through TS3 I would've loved a mod for sims to do that same trick in their own homes, not just on community lots.

    For TS4 I decided to make it, not just because it's quaint and a great time-saver for sims at home, but equally out of a need to end some dish cleaning annoyances.

     

    The Yoda Supreme

    Firstly a Fun Motive added as an incentive to push resident sims to clean dirty dishers more often. This coupled with the Neat Trait has sims vanishing away their single dishes almost 100% of the time.

    Also, as well as the Jedi hand wave, there is another unique feature included, for collecting many dishes quickly. Many visitors at a house party can leave so many empty plates, glasses and cups all over the lot, as visitors do not use any Jedi tricks in your home, only sims who live on the lot. This next trick will allow our resident sims to walk to the nearest dish, pick it up, then instead of the slow process of walking one-by-one to all other dishes, they just stand there and summon all others to them, no matter where those dishes are on the lot. A skill comparable to Master Yoda himself! The dishes very quickly pile up in the standing sim's palm, then can quickly be shoved into a sink or dishwasher for cleaning. Okay, Marry Poppins probably did that trick long before Yoda, but we're sticking to a Jedi theme here. Unless it can be reasonably argued that Mary Poppins is, in fact, a Jedi. Hmmm???

    The Yoda Supreme cuts down on two major game annoyances. The first being that while a sim is walking through every room in the house collecting dishes the traditional way, if they encounter décor that will cause a massive mood change, they will instantly drop all dishes they were carrying to the ground. Not having to walk room to room stops that annoyance.

    Secondly, for Dine Out GP users, especially those like myself who have mods for larger visitor numbers to community lots, the dishes at restaurants very quickly become a nightmare. The waiters just cannot collect the fast build up of dishes quick enough, and soon all hell breaks loose. With this mod, the waiters also use the supreme Jedi method to summon all dishes straight to their hands, giving them much more time to take food orders and deliver food to tables.

    Dine Out GP is not a required install for the Yoda Supreme version. It is safe for all TS4 players.

    Child/Teen Good Manners Dish Fix

    This is a mod to stop children and teens rushing off to a sink to clean dishes that don't even exist. An interaction that came with Parenthood GP, it is meant to serve as a means for kids and teens to earn points for good manners. More like earn devious points in deception, or just plain stupidity for doing something so meaningless, futile and fake. This mod stops them attempting this fakery. 

     

    Yoda Supreme

    cool1_jedidishes_YodaSupreme.rar  - Updated for 1.47

    Child/Teen Good Manners Dish Fix

    cool1_sim_Child&TeenGoodMannersCleanDishesFix.rar  - Updated for 1.47

     

    For patch version compatibility status, please see most recent Patch News thread for the TS4 General Mods section.

     

    XML Resource Used:

    Spoiler

    Yoda Supreme

    E882D22F!00000000!00000000000124A6.Collect_Dish_After_Eating.InteractionTuning.xml
    E882D22F!00000000!00000000000124A8.Collect_Dish_After_Eating_Continuation.InteractionTuning.xml
    E882D22F!00000000!0000000000003371.Collect_Dish.InteractionTuning.xml
    E882D22F!00000000!0000000000003374.Collect_Dish_Continuation.InteractionTuning.xml

    Good Manners Fix

    E882D22F!00000000!0000000000008D38.cleanup_Dishes_From_Object_Aggregate.InteractionTuning.xml
    E882D22F!00000000!00000000000037A0.sink_washDishes.InteractionTuning.xml
    E882D22F!00000000!00000000000037A2.sink_washSingleDish.InteractionTuning.xml
    E882D22F!00000000!0000000000003369.cleanup_Dishes_Aggregate.InteractionTuning.xml
    E882D22F!00000000!0000000000012495.cleanup_Dishes_After_Eating_Aggregate.InteractionTuning.xml
    E882D22F!00000000!0000000000018708.sink_washDishes_Counter.InteractionTuning.xml
    E882D22F!00000000!000000000001DCAC.dishwasher_LoadDishes.InteractionTuning.xml
    E882D22F!00000000!000000000001EF8C.dishwasher_LoadDishes_AfterEating.InteractionTuning.xml

    This will conflict with any other mod using same resources.

     

    Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis, Yoda

  17. 1 - Precision Fishing

    (Moved from General Mods section to Specialized Mods section due to the nature of the files I needed to create, making this mod now far from typical, general Maxis "easy" stuff.)

    New mods which consist of nine newly cloned, standalone fishing objects and one Alpha mod that governs them all. The objects are one Pond and eight Fishing Spots. Together they cover every fish in the game to date, including the 14 new fish of the Island Living EP. These objects have no effect on any of the default Maxis fishing locations around the world and are designed to allow players a much more accurate overview of what fish they intend to catch, and to do that catching much more hassle free and quicker.

    The new objects here are now doing their own thing, doing it the way I prefer fishing. In a few of the lots where I create fishing areas, such as the Science Career Lot and the Hook, Line and Sinker Café, I place these objects so you can really know what your sim is fishing for, "precision fishing." Click on any of the nine objects, and it tells you in the interaction option exactly which fish are available at the spot or pond. Each has about five or six fish that do not get repeated in other precision fishing objects. Nothing else but fish will be caught. No "treasures,"  - all of which can be bought or found elsewhere anyway. No rotten gunk, slime or trash. Just fish. Because geez, Maxis, I just came here to fish.

    So you click on an object, see exactly which fish are available, and start fishing to randomly catch one of the types on offer. All objects also include the Equal Chance All Fish reworking. So you will eventually catch all five or six fish available to each object before too long at a balanced rate. Move on to the next object, then the next, and soon you'll catch every fish available in game, all in one area - if using my lot venues or setting up the nine objects on your own venues in a similar way seen in the pictures here - eight spots surrounding the pond.

    As I say, no fish are repeated between objects, all fish unique to each object, and you'll only catch fish, no other crap. Also I've tried to keep them grouped into themes, for tropical fish types, those fish used in food recipes, so on and so forth.

    f1.jpg.20a537bddea7368a7f8c982d8c957aa1.jpg

    f2.jpg.825c3ab92ba224f21367fb72b7369b30.jpg

    f3.jpg.44ea0f979c6c8e6354a802095ffe8437.jpg

    f4.jpg.e8b4c122a098dbaf7a267b2ae3a72f95.jpg

    f5.jpg.b8c4c3b4cdce081b9404a130ec14336a.jpg

     

    These objects and the XMLs that governs them had to go through a massive rework after the 1.52 patch. Major changes, just to keep that easy-going fishing element in action. Such as no sudden fishing bans because the game randomly decides a certain species of fish is now on the endangered list. No do-gooder conservationists coming to give you an earful for fishing. (With Storage Galorage Ltd behind these products, then as sure as heck fire they're cloning every fish right before you catch 'em, like the V.A.T of Life object, so no dwindling numbers of endangered fish are ever threatened. :57b447a70b144_3(1): Storage Galorage Ltd are all about saving the planet too, you know. One empty space at a time.)

    And lastly avoiding the cockamamie bait system, specifically that rotten Notebook mechanic and all the lies it will be telling you about fish bait. For instance, a minnow does not need bait. You could catch them all day without bait. But if a minnow snags the apple you were using to try and catch a catfish, the Notebook makes the entry and advises you from there on in to use apples to catch minnow - until the next minnow is caught with a banana, or crystal, or trash FFS. I don't mind that a cheeky, klepto chancer fish snags the bait, that's just life, and you still get to catch the bothersome little rogue for your troubles. But what I detest is the Notebook and its FUCKING LIES. Because it makes it look like Maxis did a fully realised, fleshed-out bait system as like the worthwhile systems seen in previous iterations of the franchise. They did no such thing for TS4 and I will not even look at the useless Notebook, nor read the popup lies. End the piss-poor, lying, misleading Bait Notification system completely.

    In fact I recoded it so that fish caught from these object will never be entered in the Notebook, and no poxy Notebook popup messages every other minute. And I do mean every other minute, as fishing speeds for these objects are extremely fast now. So many fish to catch! Need to get on with it. It is even faster than my Faster Fishing mod which only deals with default Maxis fishing spots and ponds and has no effect on these objects. They've got their own lightning speed system now, baby! So much so, that sometimes when you catch an electric eel, the frikken things explodes in the intensity! Nah, I just made that up. Better lies than that no-good Notebook, though.

    More serving suggestions

    My island mermaid gals, just fishing for fun. The pic below was supposed to capture the UI effects, and show you the reworked pie menu options on the objects. Shame, too, as three of the Island Spirits gathered around the pond just as I took the snapshot. (But the UI effects capture is currently broken. Not switched off, I checked, On, but not functioning. Maxis, did you break that shit too, FFS?!) Anyway, the pic was meant to demonstrate that the pie options no longer say "PF... whatever." That didn't mean anything, confusing even. Now it just says "Spot1" (through to 8), next the number of fish available, anywhere between 5 to 7, such as "(FishX6)" and then the names of those fish. "Spot1(FishX6) Fish Name, Fish Name,  Fish Name,  Fish Name, Fish Name, Fish Name" Amazing how much text fits on a pie menu string. All much better and more informative at a glance. (Hey, coolspear, why didn't you just put an easy object tooltip on each of these things? Much simpler! Ha! Like the cowplant object, putting an easy tooltip on certain objects causes major global tooltip fubar. Been there, done that, T-shirt had a fucked up tooltip as did the rest of the world! Had to rethink it.)

    The only option is to fish after this recent big rework. There's no "Fish With Bait" option, simply no need for it on these objects. No "Examine Water," again not needed. The merfolk do still have their "Lure" option, and the pond object also has its own, unique "Search For Frogs" option. Unlike the default Maxis frog options, here I remade that element also, so your sims will catch many more frogs each time and available more often. In for a penny, in for a pound, eh. The whole kit and caboodle.

    serve2.jpg.ff65c122463d735035b63e68626a65b4.jpg

    Here we see the two new Island Living fish spots added to the set. A residential home, the objects placed on the deck overlooking the beautiful bay. The two Island Living décor fish objects enlarged and placed over the fishing spots, as the original spot objects are not exactly the stuff of elegant home design. I think it works rather well as a concealing camouflage. And hey look, you eager-beaver conservationists. I'm doing this in the privacy of my own home, and Storage Galorage Ltd are keeping the ecological and biological balance in harmony, so you don't get to come lecture, warn or threaten me like I'm the uninformed idiot in that scenario.

    serve1.jpg.689d45f4244f99303ff53783da6c1f72.jpg

      

    All nine new objects can be found in Activities/Misc and Activities/Outdoors in build mode.

    The objects themselves are all base game, but the various fish come from quite a few packs. If those packs are not installed, the fish will not be available, even if the text string on the object lists them as available, - them's just words - the fish simply will not be there if you don't have their respective origin packs installed. (And I do mean origin as in the pack they originate from, not that Origin. Same difference, some might say. :57b447a70b144_3(1):)

     

    2 - No Bait Required

    This mod is designed to end the bait system for all the default Maxis fishing spots and ponds around the world. As such, I have not tested it as thoroughly as I would normally do before a mod is released. Too busy checking and tweaking the Precision Fishing objects, I'm plum tuckered out when it comes to fishing. I'm gone fishing when it comes to fishing, taking a break from it now these mods are ready for upload, so I can get on with other non-fishing projects. So feedback on the success, or failure, of the default fishing no bait system would be appreciated. Jut keep in mind the Precision Fishing objects have their own no bait system, so this mod does not effect them. Only the default global world of Maxis fishing,  which I don't ever really do - that frikken, lying, no-good Notebook, grrr!!!

    Text Update - Though I have heard tell that the bait system is actually quite okay now. Is it? Could it be? But me, I'm one of those folks who's and advocate of an old saying, especially when it comes to Maxis. "Fool me once, shame on you. Fool me twice, shame on me." There's never a third fooling, don't care if the bait system is now fucking immaculate. You had your chance, Maxis.

     

     

    Precision Fishing - Nine Object Clones & One All-Important ALPHA mod.

    cool1_object_PrecisionFishingAll_ALPHA.rar  -  Reworked for July 2019

    cool1_object_PrecisionFishingPond1(Clone).rar  - Reworked for July 2019

    cool1_object_PrecisionFishingSpot1(Clone).rar  -  Reworked for July 2019

    cool1_object_PrecisionFishingSpot2(Clone).rar  -  Reworked for July 2019

    cool1_object_PrecisionFishingSpot3(Clone).rar  -  Reworked for July 2019

    cool1_object_PrecisionFishingSpot4(Clone).rar  -  Reworked for July 2019

    cool1_object_PrecisionFishingSpot5(Clone).rar  -  Reworked for July 2019

    cool1_object_PrecisionFishingSpot6(Clone).rar  -  Reworked for July 2019

    cool1_object_PrecisionFishingSpot7(Clone).rar  -  Reworked for July 2019

    cool1_object_PrecisionFishingSpot8(Clone).rar  -  Reworked for July 2019

    No Bait Required

    cool1_fish_NoBaitRequired.rar  - Reworked for July 2019

     

    For patch version compatibility status, please see most recent Patch News thread for the TS4 General Mods section. 

     

    XML Resource Used:

    Spoiler

    I'll add soon. Only six files. Five fish object tuning XMLs and the new fishing.fishing tuning XMl that has all baits listed. That's been wiped clean to end the default bait system.

    Objects and Alpha mod are cloned object files and majority of XMLs built by me so should not conflict. However, five Maxis fish object files are in the No Bait and Alpha mods, so mod conflict detectors will highlight this. Though it is a false positive, as all files are edited identically in both mods so there is no true conflict with each other, but will conflict with any mods out there that also alter same fish object files.

     

    Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis

  18. The mod here is to speed up the time it takes for our sims to catch a fish. The default time is an average of 40 sim minutes depending on skills and traits. CatchFishFaster(Super) makes it an average of 10 sim minutes. These averages will vary if you use any time speed modifications in your game.

    Update - July 15th 2019 - While working on the Precision Fishing mod set, I came across the new XML for a new form of spear fishing sims can do from a boat. It has exactly the same data and times as the default rod fishing XML. So I've changed this new tropical island angling activity to match those faster speeds of rod fishing this mod provides. 

     

    cool1_fish_CatchFishFaster(Super).rar  - Personal update July 2019

     

    For patch version compatibility status, please see most recent Patch News thread for the TS4 General Mods section.

     

    XML Resource Used:

    E882D22F!00000000!000000000001238B_FishingLocation_Catch_InteractionTuning.xml

    This will conflict with any other mod using same resources.

     

    Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis

  19. This mod is to stop the horrendously frequent outbreak of house fires after igniting the hearth of a fireplace. The chance of it has been set to zero, so that a lit hearth can become a nice, safe and enjoyable thing to have again. This mod is an original idea of MadameButterfly first posted in her section of this site here -  http://simsasylum.com/tfm/index.php?/forum/305-madamebutterflys-garden-of-mods/

    I took over maintaining it after MB retired from modding TS4. Subsequently, with City Living EP came Fireworks, and Maxis felt it important to make them as horrifically nightmarish at burning the house down, at the same rate as the default hearths. So I have altered that to match the zero chance of flaming the house to rubble and ashes just to have fun with a firework. Otherwise it could be a third of the times where your sim lit up a mortar, their home may burn down with it. No thanks! We sensible folks here know how to implement safety first, Maxis. So no burnt down homes for us, thank you very much.

    Although Fireworks are objects from City Living EP, it is not a required install to use this mod. The data for firework fires is simply put on the XML by Maxis in everyone's game, whether they have City Living EP or not. 

     

    cool1_fire_SafeFireplace(MB)_SafeFireworks.rar - No update required

     

    For patch version compatibility status, please see most recent Patch News thread for the TS4 General Mods section.

     

    XML Resource Used:

    DEBAFB73!00000000!00000000000125A5_Broadcaster_Fireplace_CauseFire_BroadcasterTuning.xml

    This will conflict with any other mod using same resources.

     

    Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis, MadameButterfly

    All thanks and credit to our wonderful MadameButterfly for the original idea for this mod.

  20. With City Living EP came Fireworks. They can be seen in displays by visiting some of the new festival types in the city area. Some can be purchased at the festival stalls or from the computer. There are cheats that can be entered into the console, followed with entering certain search words, to finally reveal them in buy mode. All things considered, that is a big, old rigmarole, one way or another, to purchase and see them all. How about they just be opened and categorized for purchase in build mode directly? Okay then. There are quite a few of them. But okay then. Let's do it.

    There are seven main sets, most with five special types. Not all sets have five types, some have less. All can be found in Activities&Skills/Misc. City Living EP is a required install for these mods to be of any use in your game.

    1. Geek Con Festival Set - Spinner, Sparks Fountain, Roman Candle, Mortar, Battery

    2. Humour & Hijinks Festival Set - Spinner, Sparks Fountain, Roman Candle, Mortar, Battery

    3. Romance Festival Set - Spinner, Sparks Fountain, Roman Candle, Mortar, Battery

    4. Spice Festival Set - Spinner, Sparks Fountain, Roman Candle, Mortar, Battery

    5. White Wedding Set - Spinner, Sparks Fountain, Roman Candle, Mortar, Battery

    6. Non Event Set (Generic) - Spinner, Sparks Fountain, Roman Candle, Mortar, (No Battery)

    7. Winners Set (Specials) - Jokesters Winning Battery, Pranksters Winning Battery

    The ones named as Battery are the main display pyrotechnics in each set and will be the ones with the most diverse and unique displays from each other. All others in each set are single shot fireworks, and the only real difference they have from others of the same type in each set are the colour of the effects. Green for Geeks, Red for Romance and so on.

    Once a firework is finished, the casing will have either exploded away, or a burnt husk will remain on the ground. To remove the burnt husk, go into build mode and sell it. There are no options for our sims to throw it away as trash. Or, with default cheat activated, hold down shift key and left click on the object to either bring it back to life as unused, and have fun with it all over again, or default delete it.

    The two Battery displays from the Winners set, (Jokester and Prankster) were not given ignite functions by Maxis, as they were never meant to be buyable. There is also a mod included here to give them the needed ignite function, so our sims can enjoy them at home.

    There are a good few, and I did keep them all as separate, rather than meld into a single package file. The primary reasons for this is, over time, once you've experimented and found your favourite displays and colours, you'll probably want to get rid of the rest to cut down on too many unneeded build mode objects. Then you'll be glad I did not merge them all into one package file.

    Sets

    coolspear1_Fireworks_GeekConSet.rar  - No Update Required

    coolspear1_Fireworks_Humor&HijinksSet.rar - No Update Required

    coolspear1_Fireworks_RomanceFestivalSet.rar - No Update Required

    coolspear1_Fireworks_SpiceFestivalSet.rar - No Update Required

    coolspear1_Fireworks_WhiteWeddingSet.rar - No Update Required

    coolspear1_Fireworks_NonEventSet.rar - No Update Required

    coolspear1_Fireworks_WinnersSet.rar - No Update Required

    Ignite Mod

    cool1_fireworksLarge_Jokester&PranksterIgniteOption.rar  - Updated for 1.44

     

    For patch version compatibility status, please see most recent Patch News thread for the TS4 General Mods section. 

     

    XML Resource Used:

    Spoiler

    Geek Con Festival Set
    319E4F1D!00000000!0000000000020301.ObjectCatalog.binary
    319E4F1D!00000000!0000000000020320.ObjectCatalog.binary
    319E4F1D!00000000!000000000002030C.ObjectCatalog.binary
    319E4F1D!00000000!00000000000202F9.ObjectCatalog.binary
    319E4F1D!00000000!0000000000020316.ObjectCatalog.binary
    Humour & Hijinks Festival Set
    319E4F1D!00000000!00000000000202FF.ObjectCatalog.binary
    319E4F1D!00000000!000000000002031E.ObjectCatalog.binary
    319E4F1D!00000000!0000000000020309.ObjectCatalog.binary
    319E4F1D!00000000!00000000000202F7.ObjectCatalog.binary
    319E4F1D!00000000!0000000000020314.ObjectCatalog.binary
    Romance Festival Set
    319E4F1D!00000000!000000000001F004.ObjectCatalog.binary
    319E4F1D!00000000!000000000002031C.ObjectCatalog.binary
    319E4F1D!00000000!0000000000020307.ObjectCatalog.binary
    319E4F1D!00000000!00000000000202F5.ObjectCatalog.binary
    319E4F1D!00000000!0000000000020312.ObjectCatalog.binary
    Spice Festival Set
    319E4F1D!00000000!0000000000020303.ObjectCatalog.binary
    319E4F1D!00000000!0000000000020322.ObjectCatalog.binary
    319E4F1D!00000000!000000000002030E.ObjectCatalog.binary
    319E4F1D!00000000!00000000000202FB.ObjectCatalog.binary
    319E4F1D!00000000!0000000000020318.ObjectCatalog.binary
    White Wedding Set
    319E4F1D!00000000!0000000000020305.ObjectCatalog.binary
    319E4F1D!00000000!0000000000020324.ObjectCatalog.binary
    319E4F1D!00000000!0000000000020310.ObjectCatalog.binary
    319E4F1D!00000000!00000000000202FD.ObjectCatalog.binary
    319E4F1D!00000000!000000000002031A.ObjectCatalog.binary
    Non Event Set (Generic)
    319E4F1D!00000000!000000000001F001.ObjectCatalog.binary
    319E4F1D!00000000!000000000001F008.ObjectCatalog.binary
    319E4F1D!00000000!000000000001F00A.ObjectCatalog.binary
    319E4F1D!00000000!000000000001F006.ObjectCatalog.binary
    Winners Set
    319E4F1D!00000000!0000000000022F74.ObjectCatalog.binary
    319E4F1D!00000000!0000000000022F73.ObjectCatalog.binary
    Ignite Mod
    B61DE6B4!00000018!0000000000023F3E_fireworks_Aerial_RepeaterBox_LampFestival_LightSide_ObjectTuning.xml
    B61DE6B4!00000018!0000000000023F97_fireworks_Aerial_RepeaterBox_LampFestival_DarkSide_ObjectTuning.xml

    This will conflict with any other mod using same resources.

     

    Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis

  21. This mod is to speed up our sims when writing programmes on the computer. It is an original idea by MadameButterfly and first posted in MB's
    section of this site found here - http://simsasylum.com/tfm/index.php?/forum/305-madamebutterflys-garden-of-mods/

    I took up maintaining this mod after MB retired from modding TS4. Its function has been kept exactly as MB first intended and, as such, I will quote her original description of the mod.

    "This mod makes it possible for your sim to whip out plug-ins, viruses, apps, game mods, and freelance work at a much faster rate.
     
    It does not touch hacking, however, because I quickly felt overwhelmed by the number of files centered around the various types of hacking. (And boy, EA must really love their hacking.)"
     
     

     

    For patch version compatibility status, please see most recent Patch News thread for the TS4 General Mods section.

     

    XML Resource Used:

    0C772E27!00000000!00000000000081D6.Loot_ProgrammingSkill_FreelanceProgressGain.ActionTuning.xml
    0C772E27!00000000!00000000000081ED.Loot_ProgrammingSkill_VirusProgressGain.ActionTuning.xml
    0C772E27!00000000!0000000000008205.Loot_ProgrammingSkill_AppProgressGain.ActionTuning.xml
    0C772E27!00000000!0000000000007AC9.Loot_ProgrammingSkill_PluginProgressGain.ActionTuning.xml
    0C772E27!00000000!0000000000008E43.Loot_ProgrammingSkill_GameProgressGain.ActionTuning.xml

    This will conflict with any other mod using same resources.

     

    Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis, MadameButterfly

    All thanks and credit to our wonderful MadameButterfly for the original idea of this mod.

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