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Posts posted by coolspear
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This mod has been through a big change after Seasons. The older version just did not fit the bill any longer. (Didn't frikken work any longer!) It's no longer about how long a puddle lasts - those days are over. It's about certain sims bitching about puddles! When I first made this mod (Posted on MTS yonks ago.) sims instinctively moaned about puddles, yet never-frikken-ever mopped them up. Hence the birth of this mod. Now, however, they do actually tend to autonomously mop up puddles, (On Residential lots.) if they have the Neat trait. But, of course, not before having a good, long bitch about them first. And on community lots, it's still just the same, old bitching and still no frikken mopping. (Because their visitor "Role XML" and its hidden buffs disallows them to "clean." Maybe it should also disallow them to bitch, too, in a perfect world. But that's a whole other type of mod...)
Since Seasons, puddles can be a fun thing to play in for the kids and the weird-er adults. And to be honest, why the heck not? Knock yourselves out. Enjoy life and all its... wetness. Until it drowns everyone in a Biblical flood scenario... again... But until then, puddles - and how long the game says they last - is no longer the focus of this mod. Sim puddle-bitching is. (As it always has been.)
Two mods here to mix and match.
1 - The first mod leaves all puddles to sit there as long as Maxis say they should sit there. Though a new interaction when clicking on the puddle to "Instantly Evaporate" the puddle if you're sick of looking at it - or sims bitching about it.
Note - Works on all puddle types, water, oil, green goo & vomit.
2 - Which directly leads to the second mod, that water puddles no longer give off a negative room score. So no sims bitching about them EVER AGAIN, no matter how long you let the little wet pools of wonder sit there till Maxis laws finally evaporate the blighters.
Note - Vomit puddles, Oil and Green Goo puddles still have sims complaining. Because I would complain, too, if a puddle of oily, green-goo vomit was on my floor! What am I, totally detached from reality?! But when it comes to just plain, simple water puddles? STFU about it already...
So now the player gets to choose when to disappear the fuc.. ahem... puddles, and to also stop all that annoying sim moaning about them if you want the fuc... ahem... puddles to stay.
How good is that?! Modders that give you so much puddle choices! My, how I spend my days...
Important Note - As of the massive Seasons patch, Maxis decided after four years to remove access to many debug cheats. This means that mods such as this one, that rely on those cheats being in place, will probably not work correctly. There is a solution. TwistedMexi has a mod that restores debug cheats back the way they were, the way they have been for the past four years. Find it here - https://www.patreon.com/TwistedMexi/overview - I also use this mod and recommend that you do too, to restore debug cheats and get my mods, like the one here, working again.
Mod 1- Instant Puddle Evaporation - Player's Choice
cool1_puddles_InstantEvaporationCommand.rar - New for August
Mod 2 - Water Puddles No Negative Room Score (Sims No Moaning About Water Puddles)
cool1_puddles_WaterPuddlesNoNegativeRoomScore.rar - New for August
For patch version compatibility status, please see most recent Patch News thread for the TS4 General Mods section.
XML Resource Used:
B61DE6B4!00000000!0000000000003AA6_puddle_Black_Small_ObjectTuning.xml
B61DE6B4!00000000!0000000000003AA7_Puddle_Large_ObjectTuning.xml
B61DE6B4!00000000!0000000000003AA8_Puddle_Medium_ObjectTuning.xml
B61DE6B4!00000000!0000000000003AA9_Puddle_Small_ObjectTuning.xmlThis will conflict with any other mod using same resources.
Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis
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If, like me, you are not a fan of your sims lives being randomly, suddenly and brutally ended, - at least not without your say so first - then this mod is designed to make our Cowplants a worthwhile, peaceful addition to the home, garden and community lots. And also prolonging the life of a Cowplant by extending the very short window between feedings that oftentimes is neglected, resulting in the poor Cowplant's sudden death. Any wonder they are so vicious?!
Under default times, once a Cowplant reveals its cake of death, indicating it's hungry, the time is ticking to feed it within 24 hours before it turns into a dead, skeleton Cowplant. That short window is so easily missed. So I have extended the countdown to now last a week, giving players ample time to remember to feed the thing.
You may think that's worse, seeing as the cake of death will be exposed to lure unsuspecting sims for much longer.
Never fear, that's where the second part of this mod comes in. If any sim is foolish enough to grab the cake, then after the Cowplant swallows them it will always spit them back out again. The sim covered in nasty, stinky green slime, but very much alive! And, as a bonus for you cooks, chefs and pie-makers extraordinaire, the udders will always be full of that sim's emotional juices to be milked and mixed into those delicious Essence of Cowplant Pies. Or just straight-out gulp down the glass and feel the tingling mood milk joy. Mmm... Mood Juice... Yummy...
The push and chance of a gullible sim grabbing the cake is exactly as Maxis intended. I have not altered those default parameters.
Personally, I simply would not have Cowplants in my game without this mod. Now that I do have them, they are another bit of harmless fun.
cool1_garden_CowplantTweaks.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:
5B02819E!00000000!0000000000003B7E.Hunger_2_Full.ObjectStateTuning.xml
5B02819E!00000000!0000000000003B7F.Hunger_3_Hungry.ObjectStateTuning.xml
5B02819E!00000000!0000000000003B80.Hunger_4_Withered.ObjectStateTuning.xml
339BC5BD!00000000!00000000000040FB.commodity_Object_Cowplant_Hunger.StatisticTuning.xml
E882D22F!00000000!00000000000037A6.si_Cowplant_Eat_And_Drain.InteractionTuning.xml
E882D22F!00000000!00000000000037A7.si_Cowplant_Eat_And_Spit.InteractionTuning.xml
E882D22F!00000000!00000000000184D2.si_Cowplant_Eat_And_Spit_While_Empty.InteractionTuning.xml
5B02819E!00000000!0000000000003B7C.Hunger_00_Default.ObjectStateTuning.xml
5B02819E!00000000!0000000000003B7D.Hunger_1_Bloated.ObjectStateTuning.xmlThis will conflict with any other mod using same resources.
Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis
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There are a few interactive objects that I would prefer sims to fetch out and put back into their own inventory when using. To prevent the sims plonking them just about anywhere when done and, more often that not, have me pulling my hair out trying to locate them again. Never knowing if they just thoughtlessly dropped it somewhere obscure and silly, or has a glitch just deleted the object for good. This ends those concerns, as they just pop it back into inventory when done using it.
The current four object types I have applied this rule to are 1. Tablets (Slablets) 2. Clay Blob 3. Future Cube 4. Toddler Wabbit Tablets
18th September 2017 - New Feature Added - Now for both Slablets & Wabbits, sims of all ages, including toddlers, can personalize their tablets by naming them. Up to thirty characters allowed in the naming window, so it should fit most sim names, even those with double-barrelled hyphenated names. Though maybe not the Spencer-Kim-Lewis' of the sim world. But certainly enough characters to make it uniquely their own. I know under most normal circumstances sims put these tablets back into their inventories due to the help of these mods. But certain game conditions cause them to drop the tablets on the floor if they were using one. The odd sim reset can occur and make them drop one. But the biggest offender is going through a loading screen, as it causes all sims using one to drop it on the floor. I got fed up of seeing mystery tablets lying around at venues wondering who they belong to. And just today, my scientist sim was about to leave home for work at the labs, and the teen was on their tablet. He came home after work and tablet was on the floor where the teen had been sitting that morning. Easy enough to know whose it is during those scenarios, but what about when at the park or libraries, with other sims from other families who are forced to drop theirs? That's it, I had enough, and finally added this feature that I've been thinking of for a while. Now if you spot a tablet abandoned down at the park, you can call the owner sim to come join your sim there, and Live Drag the tablet onto the sim so it goes back into their inventory as their reclaimed rightful property. No more abandoned mystery tablets. Name it and keep it. (Though the Get Together EP introduced a hidden "Auto Use Tablet" buff on the visitor roles for libraries and cafés, so it generates free ones for visitors to use when in those roles, so you may find some of those freebies also laying around after a loading screen when leaving then returning to a Windenburg venue.)
New Feature Added January 2019 - Added new option on the slablet to change in and out of celebrity disguise. Doesn't seem like much of a deal, but if you've sent your celebrity sim to a venue, and suddenly realised all other sims are gong to start crowding round them, and you just want some peace and quiet and you need them to change into their disguise pronto, (And to get to the nearest mirror you'll have to pass 50 excitable sims en route.) then you'll be glad this feature is on their slablet. Can be selected from slablet while still in the inventory and sim will immediately change into disguise. Peace and quiet coming right up, and no mirrors even needed. Mainly did it as a proof of concept, with the idea to get sims to do many other things with a simple click on the slablet while still in their inventory. So expect more helpful options like this to pop up on those little gadgets of wonder.
cool1_inventory_PutTabletInInvertory&NameSlablet.rar - Updated for 1.55
cool1_inventory_PutTabletInInvertoryToddler&NameWabbit.rar - No Update Required
cool1_inventory_PutFutureCubeInInventory.rar - No Update Required
cool1_inventory_PutClayBlobInInventory.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:
SpoilerTablet
B61DE6B4!00000000!0000000000003A82_object_tablet_ObjectTuning.xml
E882D22F!00000000!0000000000003813.tablet_BrowseWeb.InteractionTuning.xml
E882D22F!00000000!0000000000003816.tablet_Picker_Chat.InteractionTuning.xml
E882D22F!00000003!000000000001BE55.tablet_ViewCraftingNotebook.InteractionTuning.xml
E882D22F!00000000!000000000000381A.tablet_Read.InteractionTuning.xml
E882D22F!00000000!000000000000840F.tablet_Browse_HomeworkLookForAnswerKey.InteractionTuning.xmlClay Blob
B61DE6B4!00000000!00000000000039FB_object_ClayBlob_ObjectTuning.xml
Future Cube
B61DE6B4!00000000!0000000000003A49_object_FutureCube_ObjectTuning.xml
E882D22F!0000001B!0000000000030F41.change_CelebrityDisguise_Disguise.InteractionTuning.xml
E882D22F!0000001B!0000000000030F42.change_CelebrityDisguise_Undisguise.InteractionTuning.xmlThis will conflict with any other mod using same resources.
Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis
Footnote - July 2018 - The Put Toys In Inventory mod will no longer be supported. Children with toys in their inventory can and do cause Last Exceptions when trying to multitask playing with toys while doing something else, like sitting in hottub. No toys in inventory = no random multitasking LEs.
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Hi, Alamain. I'll not be maintaining that one any longer. That mod is now back in the hands of the original creator, DrChillgood on MTS.
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This mod is to heavily reduce our sims autonomously peeing - fertilizing - in the WooHoo Bush that came with Get Together EP. It was considered by the devs to be just as much a fun thing to do as the age old bladder emptying requirement, with a very high attraction score to use much more than traditional toilets. So our sims were rushing off to do it, not unlike a pet dog, just out to mark it's territory, rather than answering the call of nature. Although for a dog, both are answering the call of nature. But for a sim, not so much. I don't recall the last time I peed all over my friend's houseplants because I liked going to his home, and I don't suppose he'd invite me back too often if I did. But I've used his toilet plenty. And so should our sims continue to use toilets, when on residential lots. Sims will continue to pee on community WooHoo Bushes, because, what the hey? But WooHoo Bushes at home should be left alone if they are not the only toilet facility on the lot. Get Together EP is a required install for this mod to be of any use in your game.
cool1_garden_bushFertilize_LowAttraction_LessTimeStink.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:
SpoilerE882D22F!00000009!000000000001E73D.interactiveBush_Fertilize.InteractionTuning.xml
E882D22F!00000009!000000000001ECCA.interactiveBush_FertilizeStanding.InteractionTuning.xml
E882D22F!00000009!000000000001F527.interactiveBush_FertilizeBush_Aggregate.InteractionTuning.xml
339BC5BD!00000009!000000000001E7C1.commodity_InteractiveBush_Dirtiness.StatisticTuning.xmlE882D22F!00000013!000000000002CA11.interactiveBush_FertilizeBush_Aggregate_Temple.InteractionTuning.xml
This will conflict with any other mod using same resources.
Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis
Hi, folks. This one was a wee bit tricky to get the balance right. Faced with the outright global banning of bush peeing, or just keeping residential usage to an absolute minimal, I opted for the latter. So if you set up your residential homes with a single toilet in the middle of a crazy maze, with an abundance of WooHoo Bushes at every turn en route, then the outcome will be stinky, green-foggy bushes every time and a squeaky-clean unused toilet. Though not may people outside of Alice's Wonderland hide toilets away like that. At least I hope not...
Footnote: Update October 2017 - A few little tweaks done to this mod, and a renaming to better suit it. Since this mod never fully stopped sims peeing in the bush, I thought the "No Auto" prefix was always a bit of a misnomer. Now that's been corrected. (I will remove the old name from the mod thread title in due course. Just giving folks a few weeks to spot the new change first.) I never wanted to end the chance of sims peeing in the bush completely, given the bush may be the only access to a toilet on some community lots. (The Windenburg Haunted Mansion and its massive maze being one such location, as too the Ruins.) What I did want is to stop sims using it even if they did not need to pee. That has been done more efficiently now buy removing the silly, reckless high bladder attraction Maxis put on the interaction. Now the bush is no more attractive than using a bog-standard toilet (if you'll pardon the pun.) Also, I believe equally as annoying as sims using it pointlessly, is how long the bush will stink after being used as a toilet. Many horrid, agonising hours in default play. This mod now jolts that to be a massive twenty times faster, so now the bush only stinks for an average of ten sim minutes, till it stops making your pretty garden look like a nasty swamp. Please remove older No Auto version if you are going to use this new renamed version. I will no longer be supporting the No Auto version as this new mod is an improvement on usage balance in every way.
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Good idea. I'll get that oversight tidied up. Going through a bit of a learning curve here, so please, everyone, give all the advice you can if you spot where to improve things. I'd really appreciate it.
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1 - What Type of Mods?
The TS4 General Mods Section will be for all mods that were made using light XML amendments. Basic tuning mods, such as No Autonomous mods, can be found in this section. Given the light amendments needed in making these mods, they will usually be the first ones updated if required after patching.
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.
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Hello, Heidi.
Glad to see you here! So, vampires can turn on stereos, eh? Cheeky rascals, I'll have to look into that.
I know you're unfamiliar with the layout of this site, so over the next few days I'm going to be uploading all the mods for you to find. The Doctor Career mods will soon be in the "Career Mods" section (it's still empty for now) and then you can find the co-worker mod you need.
Once I get all mods uploaded in place, like the no auto stereo mod (That'll be in "General Mods" section soon) that would be the best place to report if a mod isn't working properly any more - pesky vampires!
All the best. Heidi.
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You're psychic! "Cooking" being very close to the mark with a bunch of new objects with interactions for the kitchen named "Chef's Kitchen Helpers." Whatever could they entail???
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Making my first post in this section to say a huge, heartfelt thanks to all well-wishers who have made my arrival here very special with such a fantastic welcome. To all those new to this site I am so thrilled you have come along also, and I know you'll love this very special website. And to Twoftmama for inviting me to come here, I am so very grateful for the opportunity.
News on the state of my mods is they are all, but one, updated and inline with latest February patch. So all there is left to do now is to begin the uploading process. The Motive Manager Machines are going to need a little bit more scrutiny before uploading, so I'll be leaving them till last.
I was gobsmacked that this Feb patch had no changes for any of my mods. It's been so long since a patch has been that easy on the mods, I had to double check! This is great news for a great start here at the Asylum for me, as I will finally be able to release a few new mods that have been held back in testing for what seems like ages.
So, if you'd managed to grab my January updated mods from the other place before I took them down, they're all good to go till next March patch. If not, then I'll have them all uploaded here for you in the coming days.
Thank you to all you lovely people. Now I've got to get to work sorting how best to start the uploading. Chat with you soon, folks.
Upgrades - No Instant Upgrade Delay
in TS4 General Mods
Posted
If a sim has earned the Handy Trait, or you give it to them via a debug cheat, then they are given the extra choice to perform and Instant Upgrade on most upgradable objects in the game. Getting all an object's numerous single upgrades done in one, quick hit and not needing any upgrade parts to do it. Marvellous! However, under default rules, there is a punishing 24hr cooldown period in effect between each Instant Upgrade. This slows the game to a snail's pace, and sims just don't live that long to be made to suffer this pointless blocking. This mod removes that cooldown period completely, so that a sim can get on with doing as many Instant Upgrades as you see fit to tell them. Then they might actually get to enjoy the rest of their comparatively short lives having fun with their upgraded objects.
cool1_upgrades_NoInstantUpgradeDelay(RH).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:
339BC5BD!00000000!0000000000018601_Commodity_Trait_TheKnack_UpgradeTimer_StatisticTuning.xml
This will conflict with any other mod using same resources.
Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis, ReubenHood
This mod was an original idea from ReubenHood. He has not kept his MTS account active in some time, and a patch at the end of 2016 made his version outdated. So I have taken over the maintenance of it. All thanks and credit to ReubenHood.