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coolspear

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Posts posted by coolspear

  1. 2 hours ago, dragongirl said:

    While I don't THINK GPs add much in the way of traits usually, the Vampire game pack added "I am the Master", "Regained Humanity" and "A true Master" as reward traits. Might be of use for someone altering this file?

    They are Aspiration Traits and although they are also added to the Reward Store via this mod, they will not cause any issues. They (Aspiration Traits) simply will not show up in the Store if you do not have those packs installed. The reason the others were problematic is because of the Reward XMLs and SimData files I had to create so as to make them rewards at all, before adding them to the Store lists. As such, it's only the traits in the left side panel of S4S that need deleting and to the best of my knowledge, I've listed all the ones to remove if the relevant packs aren't installed. Aspiration Traits already have Reward XMLs built by Maxis, the devs just don't put those types on the Reward Store list.

    Now... Speaking of which, I've been giving all traits a thorough examining to determine their EP or SP heritage, to finalize the info here, and I found a few interesting things regarding Maxis', shall we say, forgetfulness. I found two more default Reward Store Traits that have never actually been in the Reward Store as Maxis did not complete the coding for them. If you've been debug adding traits for a while, you'll probably be familiar with them. But if you have never done the debugging trickery, you would not realise the Reward traits exist. Those two traits are "Memorable" and "Sincere" and I've tidied them up and put them on this mod so they are in the Store where they should have always been. Also another base game Aspiration Trait that slipped through the net, "Socially Gifted" has been added, a base game Art Critic career trait, and finally one from Get To Work EP I missed, "Sickness Resistant" also added. The two files for this last one will need to be deleted if Get To Work EP is not installed.

    I will upload the new versions of the Reward Store mods, knowing they are now as complete as they're going to be, (Until Maxis give us new traits.) and I'll be doing no more tinkering on them for the foreseeable future.

    So re-download and replace older version, and sorry for the inconvenience of making you have to delete the traits for packs you don't have one more time.

  2. Brilliant news! This is great stuff for others to know, and testament how easily it can be remedied. Thank you so much for trying out.

    Essence Of Flavour and Fresh Chef are base game Aspiration Rewards, so they're safe to keep. Aspiration traits in general are probably safe.

    Though there are a couple of Personality Traits from Get Together EP I need to include in the delete list - Insider & Dance Machine.

    And to this day I do not know if Vegetarian is base game compatible or City Living only as it was introduced with the City patch. You don't have City installed, but do you have the Vegetarian Personality Trait? Given that the mod now works for you I'm guessing the trait was made in mind for all TS4 players to have.

    Thanks again for all your helpful feedback. Great work, detective.

  3. A reply to both, and any folks in future who meet with the same issue. Hopefully together we can get it sorted so those future folks know what to do.

    It looks like it may be the City Living EP traits that are causing the issues for you. There are not many of those in the mod, but all it takes is one to mess it all up. Good that you are familiar with S4S. Follow the tutorial at the bottom of opening post for deleting the City Living traits and let me know if that does the job. Looking forward to your reply and results. Fingers crossed...

    Meanwhile I'll go through the traits again with a fine-toothcomb as I'm sure there's one or two more that are not base game that could be problematic if you don't have the EP, GP.

    And afaik, I think you're right. There are no normal personality traits with SPs. Though things like Vintage do have hidden life state trait, such as the isButler life trait. Anyway, fine-toothcomb time for me. 

  4. Well if that is the case for those with not all traits from additional packs, as I said in the opening post, it really is easier than you think to use Sims 4 Studio to open the mod, go down the list of all the traits and simply delete the ones from the set that are not in your game. I'm guessing the Parenthood Life Skill Traits are causing the issues here. And they can be deleted out of the mod in a jiffy.

    S4S is found here - http://sims4studio.com/ - and I use the Wishes version. If you are willing to meet me half way and install it, I'll be happy to give you a brief tutorial here what to do to remove those traits from the list, because I'm sure there will be plenty more like yourselves with not all packs and an empty Rewards Store, so they too can follow the quick tutorial as well.

    S4S is not just a tool for modders, it has many CC batch fix clean up functions that all players can benefit from, those functions specifically designed for players not modders. It's a worthwhile tool for all TS4 users.

    Until then, you can use the Extra Personality Trait mod and the Add & Remove Trait Non Debug mod to achieve pretty much the same end result of sims with more traits.

    (But I'd much prefer you to be using and enjoying the Reward Store mod.)

    Edit: Tutorial now written and posted at bottom of opening post. If you do try to fix it for your game, please let me know how you get on. Good luck.

  5. I've tried the same combo you've posted and there is no problem in my game. Do you have all Expansion Packs and Game Packs? I cannot account for what will happen in games that do not have all the traits covered in the Reward Store mod. I expected some blank entries in the Store, but not everything missing! Especially all the default Reward Traits and Potions gone too. I would have to start uninstalling EPs and SPs just for testing purposes. I won't be going that far.

    If you have all packs to date, then the only thing I would suggest is it's a conflict. I know you've said you ran a Mod Conflict Detector and it says no conflicts. But I don't use such tools, so cannot speak for the reliability of them.

    Do you use any CC trait mods? I don't use any, so would have no idea if they would cause negative influences with this mod whether directly conflicting in XMLs or just not working well together through sharing similar resource paths.

    Remove all mods but the two you mention here and see if it is still broken. That'll end any possibility or notions of conflict at least.       

  6. Personal update for September 2017

    A quick tweak to give children the availability to switch the autonomy on and off. So now, if the child is the first one out of bed in the morning, they can switch the autonomy on, so that all others who wake up soon after can go grab their breakfast without you having to command anyone. Or if the kids are having a little get together with their school pals, and there's no adult in the house, none of the visiting kids need go hungry. Just a simple thing, but it all helps.

  7. On ‎10‎/‎09‎/‎2017 at 6:28 PM, eksynn said:

    did you ever manage to make yOUR way work btw?

     

     

    Due to the Maxis way of it, it's never going to be perfect. It works more than it fails, but eventually they'll put a guitar down facing the wrong way, so the next sim to play it will be facing the brick wall, almost as if it's a big "up yours" to me knowing it rattles my cage. Leaving things exactly as they found them is still something of an alien concept to our little sims.

    I very much liked the electric guitars of Sims 2, as part of larger object with amps and speakers that they could only use facing one way and only put it back one way.

    I have been meaning to take a look at the Busker Station that came with City Living EP. (Kinda reminds me of the Sims 2 object.) I know there is coding in the game to generate instruments out of thin air as and when needed. As it is, the Busker Station needs sims to bring their own instruments. I want to see if I can get it to generate the needed instrument for anyone - then delete it when finished using. So sims will always, but always be facing the right way when using it. But mostly to change the god-awful crowd reaction (animations) who gather round a busker. All they do is constantly laugh. That's it. And when there are many it really is hard on the ears, especially if playing the game wearing headphones. They don't even do that much laughing if listening to a comic routine at the lounge. It's bloody awful, and I want to rearrange it all. Shift that busker crowd laughing to be the comedy routine reaction, where it's better suited, and give the occasional clapping animation to the busker crowd.  

    Until then, placing instruments at a venue, that belongs to the venue, will do. The rules of ownership stop sims from stealing such instruments -  mostly.  

     

  8. Hi @MDunford78I found out what the issue was, and it had nothing to do with this mod at all. Silly me, I forgot about a mod I have in testing for trying to push autonomy quicker on sims. I'd put a few adverse settings on the mod, that caused the game lock ups. (Trying to make the game do the impossible.) It was just a coincidence that the first two times it happened, a visiting sim was trying to interact/chat (which I have not tried to prevent with mods) with the Talking Toilet.

    I've got it all cleaned up in my game and this mod back in play, so you can carry on using it as is, as it was never the culprit.  

  9. Thank you for the detailed report. I'm seeing same. But I know due to the amount of XMLs that they either go to watch a toddler who's doing a specific interaction, playing, eating, dancing and such, or there is just the go watch them anyway, even if they are doing nothing, just for the heck of it. Problem is they are all named in game as "watch" so it might all seem like it's a single interaction governed by one simple autonomy XML. Too many XMLs to get stuck into and end it outright, for all the reasons they are pushed to do it. I have just been concentrating on the pointless go watch just for the heck of it.

    But in regards to the Check Toddler, I am simply not seeing it at all from any of the grown ups, teen and above. Three sims days have gone by and simply not once. So I won't be looking into that mod as I don't want to fix what is not broken, certainly not in my game.

    Regarding the latest two mods, Longer Cooldown Buff and No Auto Watch, I'll be keeping both in my game now, for testing as a medium deterrent for the aimless watching. But if sims want to go watch a toddler who's eating or dancing, then it's just going to happen. I've never found that to be overbearing, and I still don't, as I'm just not seeing it at a frequency that makes me want to scream. (Mileage varies per player, I imagine.) Maybe if I'm playing a household with unskilled parents and an unskilled toddler, I may change my mind if it does start changing pattern and becoming intolerable. Maybe due to the skills and traits I give toddlers, that makes them dynamite at taking care of themselves and the rest of the house knows to let them get on with it. They can certainly talk the ears off a toddler, and do the various watching interactions, but it just has not annoyed me to any great degree to want to go to war against it with an arsenal of obliterating mods.

    The over-Checking did rile me, and in my game that's been brought to a satisfactory end. (Although it was mentioned there may be a potty glitch I have yet to see. Sims reset trying to take a toddler to potty. I keep forgetting to test for this as they're not doing it autonomously in my game. I'll have to command them to do it during next session, if I can remember.)

    And as a helpful note I should have said yesterday. The No Auto Watching has also had the time reduced on it to only two sim minutes. The default time was maximum thirty minutes watching. That's far too long a timespan for doing something so pointless. For a very long time now the community have been complaining to EA and Maxis about the dire bottleneck autonomy push in the game, that can have sims standing around for hours doing nothing. And what do they do? Put coding into game that recurrently forces sims into interactions that equate to them standing around for ages doing nothing (watching) The logic of Maxis is a marvel to behold. 

  10. Hi @AiDan2 Glad you like it, and welcome to the site.

    And, well, you answered your own question with the final line.

    I have promised one day I'll write up a tutorial on placing objects in any 3d position. But for now the Colonel's Secret Recipe stays secret.

    But I'll give you one helpful tip. The (silly) debug cheat to "set object as head" is where you can generate shrunken versions of game objects. It'll copy the chosen object and place it on top of the sim as their new head. The size reduction varies per object. Then just reset sim so the object drops to ground and is no longer acting as their head, and place it wherever you like. Objects that have interactions can cause route fails thereafter if sims try to interact with a shrunken object, so just block access to it in a way that looks natural - (the shrunken surgery table in the hospital is blocked from use by the ever-so-slightly-protruding kitchen counters below... sneaky, but does the job and looks totally natural.)  - and sims will never try to use it autonomously.

    The most freakish thing I ever tried was a debug baby crib with a debug baby inside. Reduced to the size of a small music box! I had rows and rows of these on shelves in the hospital at one stage, sheer freakiness. Unfortunately, as the baby inside could not stay that size, they all reverted to normal size during the next session. But freaky while it lasted. Especial when placing onto the slots of an empty garden fruit bush, as if the bush is growing babies as fruit. Good for story telling pictures, but it won't survive a game save and reload. Too bad.   

  11. Warning!!! As of 17th Sept, on two separate occasions tonight I've had visiting sims walk into the bathroom to view this toilet and on both occasions it caused the game to lock up and I had to shut the game down via Task Manager.

    I don't know what is causing it right now. This mod hasn't needed any updates since I first posted it here, but the toilet's upgrading interactions have always been a bit squiffy. I don't know if Maxis have tried to fix this or what, since their last two patches have been focused on mending outstanding game issues. For the time being I've removed this mod from this post and from my game to see if it still happens. Something's awry, seeing as sims should not have been attempting to view the toilet autonomously at all, but they did try, and the game locked up directly after on both attempts.

    I urge players who use this mod to remove it until I find out what's going on with the Talking Toilets. The fault may not be this mod at all, but better safe than a locked up game.

    Disregard this warning. The fault was not with this mod but another Faster Autonomy Push Mod I had in testing. 

  12. With a stuck or messed up timer on a buff, you'll know mostly by sims never completing certain actions where that buff would normally tell them to quit after it appears  - such as getting the Good Workout buff that tells them to stop exercising and the buff is visible in the UI for four hours thereafter preventing them from doing any more workout stuff. It's harder to tell with the hidden ones as there are gazilliions of them and you just wouldn't know as you don't expect to see them on the UI. Other than seeing sims locked permanently into interactions you know they should have quit doing long since, you can't really tell with the hidden ones.

    When it comes to a remedy, it's a bit hit and miss. For the stuck, invisible Good Workout buff I had a few weeks back, I tried so many tricks and nothing was helping. Debug reset of sim, save-quit-reload, travel to community lot. Nothing undid it. I was about to delete the test sim, but thought I'll try one last trick. I put them back on the treadmill again knowing they'll be on it indefinitely. (They'll autonomously quit due to motive failure, but nothing else.) After four sim hours where I knew they should have quit three or four times over, I jumped out of house into town view and moved that sim directly out of the household into a new home on their own. Jumped into their new home and bingo, the Very Fatigued buff was finally there, finally indicating the default four hours before it's gone, after days and days of tireless, non-stop working out. The sim also had the other buff they get when they push the limits during workout - Ha! I should blooming-well think so! Push the Limits was an understatement and a half! 

    You can bet, I've been very careful when tweaking and testing that Gym Workout Reworked mod ever since. And if I do ever upload it here, it will come with a very strong warning of dos and donts to prevent buff horror before installation or removal.

    As far as butler mods go, I don't really know. I'm not really keen on butler or maids as Maxis always make a half-baked mess of them, haven't got it right in seventeen years, and they're always more trouble than they're worth. The maids and butlers I mean, not Maxis. 

     

  13. Thanks for the feedback. If you can stand it, allow the sims to have that watch, because if you cancel the interaction then they don't get the buff, then I can't gauge if the longer cooldown is continually working for you. Just how long between each successful watch is the most important info for now.

    However, having said that, I went ahead and cobbled together a No Auto Watching mod for testing. You can keep both in your game, the XMLs don't conflict. But for testing purposes, it'd be better to remove the longer cooldown Buff mod as that will allow sims to follow the default, more often watching, to see if the No Auto Watching is working or not. I'll be testing this today too with a toddler family.

        -  (Mod removed for updating. Will re-upload it as part of a toddler/child set in the opening post. Please remove older version if you were using it.)

    Though just a word of warning regarding buffs whether hidden or viewable. Always give time for a buff to run out before putting in or taking out mods that alter that Buff's times. Otherwise the buff can get stuck. An example of this would be, recently I was working on giving a longer buff for Good Workout, when sims use gym equipment. The longer buff meaning they stay off gym equipment for longer periods. Silly me, I kept altering the mod while my test sim was working out or still had the buff from last testing. The buff got stuck, un-viewable, and the sim would never get off the treadmill as nothing told them to, as the buff time-out cooldown got messed up. So either go back to a save before the installation of longer cooldown buff, or make sure no sim has watched a toddler for six hours to let existing hidden buffs expire before removing mod. (Household Autonomy Switched Off for the duration.)

  14. @KayleenaThere's no need to remove the No Auto Check Toddler mod, if that's what you meant. I did a bit of testing last night and did not see anything untoward going on with an 8 strong household of one toddler, two adults, three teens and two children. There was plenty of times the older lot wanted to just talk with toddler, I think that has a higher push than wanting to talk with other age groups. But, with No Checking and Longer Watched Buff mods, there was absolutely none of it going on. Not once did any grown ups try either for the whole sim day. Then again, that toddler is mighty fine at taking care of their own motives, so that might be an element.

    To be honest, I don't know if the Longer Watched Buff is doing anything, as I've not experienced the issue before. Although, as already mentioned, this is my first time playing a toddler household since Toddler SP was installed. I could do further testing without the new Buff mod, I guess. But I'm tired of all the testing I've been doing with the trait mods these last few weeks and I just want to play the game with my tester hat off.

    Still looking forward to your feedback on the Buff mod, so that will really put paid to the issue if you are no longer seeing the annoyance as often. And also, if the Checking Toddler malarkey is still over the top in certain houses, is it due to lesser trained toddlers actually needing the help? I don't want to have to create a new, unskilled family to do yet more rounds of testing. I will if I have to, but I'm quite satisfied with the mods for now, especially after my experience last night, so will rely on feedback of players for now, stating whether their toddlers are skilled or unskilled is the key factor. Not to mention, my main sim household are expecting a baby, so the experience of a fresh, unskilled toddler is not far up the road for me anyway. So I'll definitely garner all I need to know when that soon unfolds and all during normal, non-test-like playing - thank goodness.

    Before I made the No Auto Checking mod, I knew even skilled toddlers were being overly harassed, especially when being dragged to the potty every five minutes willy-nilly on an adult's silly whim. If I'm not seeing that, then I'm happy for now.

    And the new Trait mods, every trait is available. Including all the new Parenthood ones.

  15. A new set of mods that work together for new ways to give our sims their traits, increase the number per age, and learn the traits of other sims.

    1 - All Traits now in Reward Store

    All known traits now available for purchase in the Rewards Store. (That's the little button with the gift box icon found in the sim's Aspiration Interface.) 

    As well as all the familiar default Reward Traits and Potions in the Store, it now also includes:
    -- All Personality (Cas) Traits
    -- All Aspiration Traits (Both the Choose Aspiration set and the Completed Aspiration set.)
    -- All Parenthood Life Skill Traits (All Positive & Negative versions. The positives do conflict with the negatives, so your sim can only have one or the other from each pair, not both.)
    -- Both the Happy Toddler Trait & the Top Notch Toddler Trait, to give to those grown up sims, child and above, who predate the toddler patch and were never toddlers. Why should they miss out? (You can only choose one of these per sim. And remember they're not designed for toddlers.)
    -- A few other traits and some that had incorrect or missing icons now tidied up.

    None of the hidden-type traits or occult-type traits in this mod. Only the Personality-types, from Cas, Aspirations or otherwise. Using the Reward Store is a much better way of adding traits than using the debug method. Many, many true traits to choose from without having to scroll through so much hidden traits you don't want. The debug way can only add one trait at a time. The Reward Store method allows you to purchase many consecutively without the window closing down every time you choose a trait, and also stops the annoying popup window for each single purchase. Just let me continue shopping in peace already. Plus it's just right there to click without having to worry about turning on cheats or having debug availability set up via outside mods. Plus you may genuinely like the wholesome idea of saving up and paying for them via spending Aspirations Points, rather than just slapping them on debug fashion.

    The same Maxis rules for trait conflicts apply, so, for instance, if you buy the Good Trait, the Evil Trait will not be available for purchase.

    While shopping for your new selection of traits, the purchase button may be greyed-out. The reasons for this are:
    -- Not enough Aspiration Points to purchase Trait. (Unless Free version installed.)
    -- Not the correct age for Trait.
    -- Sim already has the Trait
    -- Conflicts with another Trait the sim has.
    -- No more Trait slots available on the sim.

    Four different Shopping List versions here. Every trait in the Reward Store is set to the same price per version. (Potion prices remain as default throughout, except for Free version.)
    --  Trait Cost - Free (Also potions are free for this one. Because, FREE!!! Yay!)
    --  Trait Cost - 100 *AP
    --  Trait Cost - 500 *AP
    --  Trait Cost - 1,500 *AP
    (*AP = Aspiration Points.)

    Seventeen package files in the rar folder. Four are for the Shopping Lists. Only use one Shopping List version in your game to suit your AP price range. The other thirteen package files cover all traits from Base Game and various Expansion Packs and Game Packs.  Only use the EP/GP versions if you have those additional packs installed, otherwise it will cause the Rewards Store to be blank.  

     

    2 - More Personality Trait Slots

    This mod gives each age group more Personality (Cas) Trait slots. When in Cas, you can only apply the default amount of traits for that age group. But when in game you can purchase the extra traits via the Reward Store if that mod is installed. Or apply the extra traits via the traditional debug slap-it-on method. Heaven forbid, you opt for using the old Stone Age method of typing in the million digit cheat code for each trait.

    I know there are other mods out there that do a very similar thing to this mod, but I wanted to keep this set of mods organised and together without sending you guys all over the place for other mods. But you can continue using the More Trait mods from other sources with the rest in this set if you desire. I will only be doing four versions here, so you may prefer the different array of extra slot count numbers other modders provide. But even at that, this is one of the simplest types of mod to edit. If you have S4S installed, then it's easier to edit this type of mod than it is to open Microsoft Office and type and save a letter. I kid you not. Open it up and the age groups and their trait amount numbers are right there in front of your eyes. Change to your own preferred values and save.

    The extra trait amounts are:

    -- Toddler 2, Child 3, Teen 7, Young Adult & Upwards 15
    -- Toddler 2, Child 5, Teen 10, Young Adult & Upwards 20
    -- Toddler 3, Child 15, Teen 20, Young Adult & Upwards 30
    -- Toddler 4, Child 20, Teen 30, Young Adult & Upwards 50

    Unfortunately, as there is no Aspiration Interface for the toddler age, they cannot have access to the Reward Store. But you can use debug method to give the little ones those extra traits. (See last mod in this set for better debug availability.)

    Four package files inside the rar folder. Only use one version in your game. Lower end computers can suffer lag and stuttering if too many traits are given to lots of sims. When sims have more than four traits, the UI borkiness seen when hovering the mouse cursor over a sim's portrait to view the info panel is not caused by this mod directly. This glitch was introduced about five or six patches ago and randomly effects some sim info panels, but not all. The white border box either extends to appear neat, tidy and all traits remain within. Or it does not extend and the extra traits are seen outside the white box. I doubt Maxis will ever be rushing to fix this as it simply does not effect mod-free vanilla games where sims have the default amount of traits. If I ever discover the pattern why it does it to some info panels but not others, I'll be sure to mention it here. If anyone else has an idea why or how it happens, please share it here.

     

    3 - Get To Know no cooldown and Learn 15 Traits

    While talking friendly with another sim, the "Get To Know" option is a helpful way to learn their traits. By default, once it's used, there's a big, long cooldown period before it can be used again, and it only helps to learn one trait. Yeah, right, Maxis. That's a reflection of reality is it? Hello, let's talk and get to know each other. Right, I've learnt one thing about you, that's enough, don't want to know any more about you today, now go away, be off with you. (That actually sounds like somebody I know! But that's beside the point.) No more of that nonsense. Get To Know is now always available, and up to 15 traits can be learned at a time. (Overuse will cause other sims to think your sim is a complete bore. Geez, how hostile do Maxis want our sims to be? That's enough, now be off with you. Okay, but before I go, do you fancy a quick woohoo? You know I do!!! Strange priorities, indeed. It's all about the Traits, I guess.)

     

    4 - Observant sims learn 50 Traits.

    Those sims who have purchased the Observant Reward Trait, can now learn up to 50 traits of other sims in one go. The difference between this and the Get To Know, is that the Observant Trait only works when meeting another sim for the first time, and only when you are controlling the Observant sim. If an Observant sim meets another while you are not controlling either family, they learn zero traits and the Observant chance is over thereafter as the "Has Met" relationship bit is given to both sims. (That was Aspiration Points well spent, Maxis. Cheers. That ship has sailed, baby. Sailed, torpedoed and sunk, eh Maxis?) That's where the Get To Know improvement mod comes into play. So it's not a total unsalvageable shipwreck.

     

    None of these mods need any of the others in this set to work, although they are all highly complimentary together, especially mods 1 and 2.

     

    cool1_traits_AllTraitsInRewardsStore.rar  -  Personal update April 2020

    cool1_traits_MorePersonalityTraitSlots_Todd6_Child15_Teen20_YA&Upwards30_GSpecial.rar  -  No update required

    cool1_traits_GetToKnowNoCooldown&LeanrMoreTraits15.rar  -  No update required

    cool1_traits_ObservantLearnMoreTraits_50.rar  -  No update required

    (Debug Cheat mod now moved to its own thread here - http://simsasylum.com/tfm/index.php?/topic/14572-sim-cheats-available-on-sims-no-debug-required/ )

     

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

     

    XML Resource Used:

    Spoiler

    All Traits in Reward Store
    03B33DDF!00000000!CEE9A466EBFC13D1.whims.whims_tracker.Tuning.xml"
    6FA49828!00000018!0000000000024501.reward_Trait_MaxSkill_Chopsticks.RewardTuning.xml
    6FA49828!00000018!0000000000024502.reward_Trait_MaxSkill_Spicy.RewardTuning.xml
    545AC67A!00A49847!0000000000024502.reward_Trait_MaxSkill_Spicy.SimData.xml
    545AC67A!00A49847!00000000000204C9.Reward_Food_MeltMaster.SimData.xml
    6FA49828!00000000!00000000000204C9.Reward_Food_MeltMaster.RewardTuning.xml

    Sims More Personality Traits
    03B33DDF!00000000!A37570B802C829D0_traits_traits_Tuning.xml
    03B33DDF!00000000!5D0152209188C58B.sims.aging.aging_tuning.Tuning.xml (Newly added in 1.36)

    Get To Know No Cooldown & Learn More Traits 15
    0C772E27!00000000!00000000000026AD.Loot_KnowTrait_Random.ActionTuning.xml
    0C772E27!00000000!00000000000069A0.Loot_KnowTrait_Random_5.ActionTuning.xml
    0C772E27!00000000!00000000000078BF.Loot_KnowTrait_Random_3_traits.ActionTuning.xml
    E882D22F!00000000!0000000000005FEC.mixer_Social_GetToKnow_Friendly_STC.InteractionTuning.xml
    E882D22F!00000000!00000000000267DD_mixer_Social_GetToKnow_Friendly_STC_TargetToddler_InteractionTuning.xml

    Obseravnt Learn More Traits 50
    0C772E27!00000000!0000000000007F77_Loot_KnowTrait_Random_3_Observant_ActionTuning.xml

    This will conflict with any other mod using same resources. The vast majority of XMLs in the All Traits in Reward Store mod were made by me so will have no chance of conflict. Mod first made and uploaded with Game Version 1.34.18.1020

     

    Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis, and all those wonderful members of this great site doing research, whose feedback and advice has helped in finding which Traits belong to which game packs, so I could sort out the individual mods for each EP/GP and its specific traits.

  16. Hi @saphnaeland welcome. Yes, the Maxis rules (or lack thereof) for NPC posts pay no attention to what the sim's actual promotion level may be. Maxis rules = Don't give a fig.

    Although, when you think about it logically, if all your played medical sims from different households were all high-flying, top end, level 10 doctors, then if they arrive for work and kept their promotion levels and job titles, who is going to fill in the other roles? I'd rather they be put to work in other roles, than have the game continuously generating new, unwanted, unknown homeless sims just to fill in the roles.

  17. Okay, I looked in game files after searching "watch toddler" and quite a few xmls came up. Most of them are regarding toddlers watching other things. Yet a couple stood out as hidden buffs with cooldown times for what I imagine are older sims to watch toddlers. One with a "has_been_watched" tag, the other with "watch_toddler_distress" tag. The first cooldown runs out after 30 sim minutes (thirty seconds) since last watched. The second buff after 120 mins. Does that sound right? Sims falling over themselves every 30 seconds + 120 seconds again, to go watch toddler after each buff cooldown expires?

    I could simply extend both hidden buff times to last six hours (360 mins) before expiring and you could test it, see if it helps reduce the annoyance. If so, and it works, I'll post the mod in an actual standalone thread as a new mod with different versions. 6hrs, 12hrs, 24hrs, that kind of thing. But for now I'll add it here for you to grab and test.

    I'll try a bit of testing later myself if I can. But right now I'm just finishing up a set of mods that rework the sims traits system, more traits, better ways to add and remove traits and all known traits can be found in the Aspiration Rewards Store for sims to buy. (Beats the choppy debug method hands down. Everyone loves going shopping. Why should buying even more traits be excluded?) Hopefully uploading that set later today.

     - (Mod removed for updating. Will re-upload it as part of a toddler/child set in the opening post. Please remove older version if you were using it.)

  18. The "Watch Toddler" malarkey? I don't recall seeing any mods out there for that specifically. Then again I don't recall seeing any of it in my game the last time I played with a toddler in the family. It may be an interaction very much heightened by the toddler pack to new, unbearable proportions, that I haven't got round to experiencing yet. With every new pack, Maxis find new ways to force yet more of the same things, like hugging scenarios and opportunities, into the game, padding it out so they can boast they've put trillions of lines of new code into TS4 compared to any other iteration in the franchise. But then I have to add the new-same-crap to the No Auto Hugging mod. Perhaps this is the toddler version of that Maxis disease to just keep adding and padding more of the same thing, under the mistaken impression that all TS4 players love it and want more and more of it. 

  19. More nesting depth for folders - aka more folders within folders.

    It's just recently been brought to my attention about the nesting depth allowed for mods in folders within the main Mods folder. So I thought I'd provide an updated Resource.cfg file which I use in my Mods folder for anyone interested.

    If you are using the Maxis default "Resource.cfg" file that is situated in the Mods folder, then the amount of nesting depth is very limited to package file mods (no more than two or three folders deep if I remember correctly.) and zero nesting to script mods (Especially the old format of script mods that have to remain in their rar folders. Although I understand that the newer format of script mods is still a zip folder of sorts, just one designed not to be easily opened so players do not accidently extract its contents and render the mod broken.)

    I use a different Resource.cfg that allows for much more nesting depth (five folders within folders deep) and also for an Overrides folder to sit in the Mods folder, so you can put mods in it in case you want one mod to definitely override others that are using the same XMLs and would otherwise conflict. (Good for mod testing purposes.)

    I've put both the bigger Resource.cfg file and an empty Overrides folder in a rar attachment to this post, if you want to try them out. Just extract them both and place them as is into the Mods folder. But make sure to keep the original Resource.cfg file safe if ever you wish to return to the Maxis limited nesting.

    It is highly unlikely that this "mod" would ever need updating. Firstly it is not a mod in the same sense as all other mods. It does not effect that part of the game. If Maxis ever change the way mods are injected into the game, (and they may as well work on a new iterations of the franchise than  do that to ye olde TS4) then this file and its data would need looking at. So I'm confident enough to say, this will never need updating no matter how unbearably long they continue to drag out TS4 for. And I would not say that for any other TS4 mod. 

     

    Update April 2022.

    For future reference, it's also worth keeping in mind that if you ever need to use the function on Origin to "Repair Game," during the process it may replace this Resource.cfg with the original. So be ready for that if ever the need arises. In recent times, 2022 and patch 1.85, there was a supposed fix for the lag latency that happens when switching between Live Mode and Build Mode, and vice versa. Much like a frame rate lag spike that could go on for several minutes before clearing up. Some players reported it still occurs after patch, and were advised to then do an Origin Game Repair for the fix to finally take hold. So there is one example to keep an eye on this Resource.cfg if you feel you need to try that repair trick to fix the Live Mode/Build Mode lag spike if it still persists after patching to 1.85+.

    What I can confirm from my own experience is that yesterday, I patched from game version 1.83 to 1.86. Only to find the Live Mode/Build Mode lag fix, as expected,  did not take hold in my game. It was still there. Before I took to cursing Maxis' typical ineptitude, I came out of game and tried the Origin Repair. Took about ten minutes, then I was back in game. More surprised than I ought to have been, I discovered the lag has indeed gone. Yay! Two years of it now finally over. Slowpoke Maxis comes good in the end. Also the Origin Repair process did not replace the modded Resource.cfg with original. So that report I got some time ago does not seem to be accurate. Though it may vary from game to game, perhaps. Depending on how much damage Origin has to repair, I'll guess.

    Edit - I think it needs to be said that the Maxis patch to fix the lag mentioned above no longer works. A very short-lived fix that now does nothing. The lag is back and worse than ever. To be truthful, they never did fix it properly to begin with. Where it stopped happening when transitioning from Live Mode to Build Mode and vice-versa, it was still present when using Photography. Hence not thoroughly fixed, and probably now why it is back in game when Live Mode/Build Mode transitioning and worse than ever. No amount of Origin Game Repair helps. Well done Maxis. Typical Maxis. Fixing it with horse blinders on means not really fixing it at all. 

            

    Resource.rar

  20. On ‎05‎/‎09‎/‎2017 at 2:40 AM, Kayleena said:

    Well, I know that some mods can only be so deep in the Mods folder, and I have a decent  amount of nesting folders. Is that the case for this one? I'll keep checking back every so often to see if the game required an update of your mod. Right now I've switched to a house without a toddler, but I'll report back and confirm that I'm still having issues once they have another child. Should be within the next day or two.

     

    Thank you mentioning the other mods! I'll download them now. :)

    If you are using the Maxis default "Resource.cfg" file that is situated in the Mods folder, then the amount of nesting depth is very limited to package file mods (no more than two or three deep if I remember correctly.) and zero nesting to script mods (especially the old format of script mods still in rar folders.)

    I use a different Resource.cfg that allows for much more nesting depth (five deep) and also for an Overrides folder to sit in the Mods folder, so you can put mods in it in case you want one mod to definitely override others with the same XMLs. (Good for mod testing purposes.)

    I've put both the bigger Resource.cfg file and an empty Overrides folder in a rar attachment to this post, if you want to check it out.

    - (Folder now found in main General Mods section for download. Pinned to top of first page of General Mods.) 

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