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coolspear

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Posts posted by coolspear

  1. Hi all. Now that I've calmed down somewhat, I thought I'd pop back in and try and lighten the mood. A Drama Llama like me prone to man-child rage quitting? At my age, dear me. I should know better.

    Time to bring some levity to the situation. After all, at the end of all tings, it is supposed to be a comedy drama.

     

    Willow Creek

    (After Save File Corruption Hits)

    AKA - Turd Land

     

    tl3.jpg.003ef7ed04fc9df541b0ec7fda16186b.jpg

     

    Load up any lot and building is gone, just an empty field. An empty, unplayable, unusable field where only a giant turd makes any sense thereafter. That big blue building on the Oakenstead lot isn't some miraculous lot that survives the glitch. Oh no. That's the one that gets the Error Code 800/801 and is utterly inaccessible forevermore. Even though if it did manage to load it would just be another empty field again. Just bum luck - if you'll pardon the pun - that I could not go in and drop another giant turd there, too.

    Now I know it's not pc to use such terminologies these days, but I think Willow Creek is beginning to look like a Turd World Country. :tonguenew10:

    And so now, time to finish on a song. Or at the very least, a poem.

     

    What is the worth... of Willow Creek... after a save corruption glitch so absurd?

    It's worse than you think, causing a mighty awful stink, turning the whole neighborhood into turd.

    A save file once fine, but with every patch down the line, are you willing to risk it?

    Maxis must love it, thinking themselves high above it, in two years they haven't attempted to fucking fix it.

    We cannot recreate the error, is all they've said on the matter, then slink back into the shadows no longer heard.

    Meanwhile Willow Creek is still weeping, tears endlessly seeping, because it's nothing now but a big, giant turd.

     

    I hope that brought some smiles to some faces.

    Regarding future modding, I don't know. Give me some time to think on it. I know me, I'll put it off for as long as I can, but I'll eventually get back to tinkering with something. Can't be helped. Until the next man-child drama llama rage quitting. My life in a nutshell. Like Willow Creek, another sodding shit show.

  2. Sorry guys, I am done with this pox-riddled game. Yes, this is part rage-quitting, but I just don't have any faith in those lousy meatheads Maxis to ever fix this corrupted game.

    As some of you may know, I've spent the last two weeks trying to rescue sims and lots from a severely corrupted save game. I'd finally got all salvageable stuff into a new save file yesterday. Much work still needed getting all sims settled, but it was, apparently, done. New world, new hopes. So I then patched to 1.116, and even fixed up a few important mods of mine and uploaded them today.

    And then I went into game with the intent to play, while also checking for any aberrant mod behavior, LEs and such the like. There were a few, mods from other modders, which I got their updated mods for. Cleaned most of that up. Scumbumbo's don't prep food where you angry poop, the one that Le Roi De Tout  took over after Scumbumbo's passing, won't shut up with the LEs, but I don't see any reports of it anywhere, so what the fuck.

    So finally, I'm ready to just play, I go to Willow Creek, load up a house, and it's once again an empty fucking lot like in my corrupted save file. All neighboring lots are Maxis default, not mine. A new save file, not even two hours of play to it, and it'a already corrupted.

    Fuck Maxis to Hell. I'm done.

    Sorry for the inconvenience to anyone, but I can't take it any more. I'm truly done with TS4 and I won't be back in a few months time with little tweaks here and there. I'm done, I'm uninstalling the game, and I hope Maxis crash and burn and I won't spend one more minute making or fixing mods for their severely broken game which they do not have the skills nor even the true intent to ever fix. Just keep selling you half-arsed broken packs till it all comes to a crashing halt on our computers. Fuck them.

    To anyone interested, do whatever the heck you like with my mods because I won't be touching them ever again.

     

  3. Just popping in to say this mod will certainly need an update for 1.116 Enchanted patch, I'm sure the files will need all new fairy stuff added. I'm currently waiting for S4S to be updated to recognize the Enchanted EP itself. Yes, it's been updated for the patch, but not the EP itself, it currently has no idea the EP exists, so not all extracted game files are 100 percent complete. I'm waiting for them to be 100 percent complete and aware the EP exists,  which I'm sure that won't be long now.    

  4. No updates needed for 1.116.

    @Petr54please keep in mind two factors for future reference. First, that it is site policy not to ask modders if mods need an update, and further to that I generally do not post a message after every patch if a mod is fine. I only usually post if and when a mod needs updating, or to let folks know why checking for updates may be delayed on my end. Other than that, take it as read the mod is fine.

  5. Update July 2025 - I'm uploading the updated Command To Teleport mod individually for now, as that is a main mod that always needs looking at every major patch, and it did indeed need updates for all the fairy terrain commands. But I will also very probably be updating it again very soon, as I've seen the SatchOnSims video and once again Maxis have made the new Foraging commands very obnoxious, always present and getting in the way of the simple, mainstay Go Here commands. I will probably give those obnoxious Foraging commands the On/Off treatment too - just like I did for the vacuum dust commands - as they are not always needed to be seen ffs. But I need to actually play in game for myself for a while to see just how obnoxious they truly are. Watch this space, and please report if you find them obnoxious, ever-present and getting in the way too. 

  6. Update July 2025 - As expected, this mod needed an update for the new storage holds on Apothecary Table and for the Fairy House, it can hold up to 100 fairies supposedly. But nowadays if you have more than 20 sims on a lot, even with mods that allow more than 20 etc, on a top notch computer made by alien wizards, expect lag anyway because Maxis.... akkk, fucking Maxis. Need I say more?

  7. @daluved1Got most of it rescued. Last night I tried another "big" attempt to rescue all those lots from Willow Creek that won't load. I trick I tried years ago for another problematic lot. It starts with me installing the EA app and TS4 on my old computer. That took a good few hours. Then to pick out all the mods that may have CC objects in those Willow Creek homes and move them to the old computer. Then to bring over the saves from last March that I thought were not so corrupted. That took another three frikken hours installing on my old computer. All in all, an eight hour job, all in the hopes I could get those lots into my Tray folder. Nope. Since that patch last May that was supposed to make the game load 10 percent faster - (why frikken bother?) - it has secured the corruption going back through all my older save files from the last two years. Meaning Willow Creek loads as if it has never been played, Maxis default housing only, nothing else. Yet no families in those homes, not the Goths, Pancakes, nobody. All devoid of sims. Meaning whatever Maxis did in the patch last May, it has utterly secured I can only load up Willow Creek as default going back through all older saves from 2023. Before that patch last May, it would have loaded my houses. But now it won't, because Maxis keep fucking around with the game without any real clue what they're doing.

    So, eight hours wasted. Still haven't patched the game yet for the recent one. Did I mention I fucking hate Maxis? 

  8. I've not had a chance to patch game as yet. Have been spending most time in Sims 4 this last two weeks moving all salvageable sims and lots from my corrupted main save to a new save. Have been trying to save the main save file since last November, - properly selling off all residential rentals that my main sim owned as landlord, then deleting those lots and replacing with normal residential homes, ergo no more tenants anywhere. Alas it did not work, with regions such as Willow Creek now unplayable, no lot will load, error codes, or if they do load in Oasis Springs, the house is gone and it is just an empty field.

    Right now Maxis are busy trying to sell us fucking fairies and all I want to do is punch them in their fucking fake-smiling mouth. Let's not also forget the latest patch has, once again, broken many game features. No surprises there.

    I'm not patching till I get the last few remaining refugees out of my corrupted game save and settled into the new save. Perhaps by then those Maxis fuckwits will have fixed their latest patch crap with hotfixes. Fucking Maxis. The last thing I want to talk about is their latest new offerings, when they've left a trail of game-breaking, save-file-corrupting shit in their wake.

    This isn't playing a game. This is a genuine, dedicated rescue attempt I'm in the middle of. Fucking Maxis.

  9. @asgrunda, yep that is mostly true. For the last four years Maxis, every March, have tweaked the file this mod uses. Never at any other time. That includes the first six years since game released where they did not touch it at all.

    But there is also a more recent reason why I simply cannot currently check this file. S4S (Sims 4 Studio) is the app I use to mod the game, but it has not had an update since April 5th, meaning I cannot extract game files from all the patches and kits and whatever else since then. There's been two patches since then and 5 kits released. But the current (outdated) version of S4S does not even know they exist, it won't know how to extract the game files, or data will be missing from the files it does extract. Until it gets updated with all this recent stuff for the last two and a half months, I'm in the dark! 

  10. Hi @HolmeZy55the DJ booth is not included with these On/Off mods. I've never worked on it for that reason. Never felt the need to.

    If your talking about the sims who come to Nightclubs to just stand and watch DJ, they do indeed have their own job and role just to do that, rather than be pushed to dance, socialize or go buy drinks from the bar. Their Job and interactions on their Role XML is to just stand there watching DJ. To end it, you would have to fetch out the Job XML for that type of venue Situation and set the number of sims to invite to zero.

    Because even if you used MC to make their watching DJ interaction non auto, they'd still come and then stand doing nothing, which is pretty much what they do anyway. Best to stop them coming completely.

  11. f1.jpg.bcfbc9bacf70d01d1be78e05b0e069b0.jpg

    Here is just a simple cloned crystal object with an On/Off switch to play the Sylvan Glade fairy sfx. Some of you may remember this was a much bigger mod many years ago, as part of my Motive Manager mods. However, interaction animations for that old mod got messed up many moons ago in one of Maxis' more delightful patches, so I kinda scrapped it. But I always did like the fairy sfx playing in gardens and such, so a while back I reworked the old mod to be just a simple decor object with nothing more than an On/Off switch for the fairy sfx. But now it seems Maxis will be giving us the actual fairy occult in the game next month, so I thought I'd upload this little gem to whet your appetites and put you in the mood for decorating venues for the upcoming fairy occult.

    f1c.jpg.cc8a406cd84d3f7fa56d6ecea11934a9.jpg

    Found in Outdoor Activities section for 63 simoleons.

    f1b.jpg.5a9ba1034ee76cdd94d5a6629aea3a02.jpg

    Serving Suggestions.

    If you have the  Growing Together EP with the Fungi  Realty plant pot, you can place a crystal inside it with Move Objects cheat and turn it on and it's just the right height to make it look like fairies are coming in and out of a home.

    f1d.jpg.2096048c39e5c0d594a5d3f8c9ab0eb2.jpg

    f1e.jpg.fdef2038a8f826081caa884d4aaacbc5.jpg

    Place a second one at just the right distance, facing each other, and it looks like fairies are flying out of one, flying across and going into the other. Bonus!

    f3.jpg.7777d69f2c76fc93420d700cbbc201cf.jpg

    The mysterious fortune-teller's caravan site complete with fairies.

    f3b.jpg.734b0fecf88dd7054208a27bb16ab417.jpg 

    The secret fairy bathing grotto

    f6.jpg.fca5f7b8bdde803a851e27c9450eaca3.jpg

    f6b.jpg.4081fc75445edf421011cb534e39984a.jpg

    f7.jpg.d37cbfdba3e403d0df465e9697474866.jpg

    f9.jpg.f1d546d468ea38e5323e56c174d9eb5f.jpg

    A magical fairy enchanted child's play area

    f10.jpg.f1deaceedef3ad63089abac2fbf33b05.jpg

    f11.jpg.1e96a1a361dc83c9919c1b797577765b.jpg

    f12.jpg.ab3c434e11cca9096f3507e42a0be3ea.jpg

    Next month, when the fairy occult arrives, and all the new plants and gardening stuff comes, I will make a new addition to my Super Sprinkler set with another of these cloned crystals and the fairy sfx that when switched on will have the happy little fairies magically tend to the garden. 

     

    Download

    cool1_object_FXCrystal_Fairies_TheSylvanGladeSilverstone.rar

     

     

    Happy simming and fae-watching in the garden, folks.

     

  12. I'm a little over fifty, going a little slower than half speed. It seems the perfect fit for me.

    Did Maxis fix the issue with Social Bunny? Is that why Turbo's mod is not needed?

    Not that my sims ever use it. It always seemed too shallow and limited to be of any long term value. It would get too repetitive too soon, so just don't bother at all. More than that, I don't want the flashing light hinting my sims should check out Social Bunny. Nope, I just want it turned off and hear (and see) no more about it.     

  13. Hi @givemethatedm

    Yes this mod is still compatible. And to help you in you future endeavors while navigating my mods, please know that I do not make a comment on every mod thread after every patch, small or major, regarding its status. I did try that method once but long ago, making a helpful mention in every thread after every patch, but even back then when I had so few mods in comparison and more of a spring in my step and more mental acuity to persevere than I presently command, it became far, far too time consuming an unbearable chore. So I quickly abandoned that approach.

    In recent months I am mustering the will and focus, time and health permitting, to go through them all and do some cleaning up of mods and information. Sorely needed, I know. An ongoing process I do feel confident about completing, and a great sense of hope in doing so, but slow. Akkk, yes, terribly slow.  

     

     

  14. Hello @givemethatedm

    It's true that quite a lot of my mod threads are in somewhat of a mess, with outdated information. For reasons related to health and time constraints, my availability to tidy up the information process on all my mod threads is limited. To the point I did retire from modding for a while as I could not keep up with it. But when I find the time and the state of mind, I do return to it as best I can. However, as you have discovered, it's still far from perfect.

    One of the many "outdated information" elements on my threads is the information related to the "patch update thread." It's related to an older method I used to use to mention, list, which mods were subject to changes from recent patches and also their update status, whether pending or completed. As well as being the most professional and insightful method, it was also very time consuming and needed greater mental focus, concentration and attention to work on than what I am currently capable of. Hence the retirement from modding.

    In recent times, when I find the time and focus, I do like to come back and make an effort to clean up the information, indeed misinformation, on threads.  And removing the line regarding the patch note thread, that you have fallen foul of, is one such bit of outdated and incorrect information I do want to remove from all my mod threads that unfortunately still mention it. Many have had it removed as I continue working through cleaning up the threads, the mods and the information, but not all as yet, as you have discovered. It's a slow process, to be sure, hampered ever more by my time availability and periods regarding lack of mental focus. I am sorry that it lead you up the garden path, as there is no longer such a patch note thread.

    But if it can serve as any consolation, this very pet thread is one I do have intentions to work on very soon. I did in fact, just over a week ago, make a few new dog bath mods, for styles, models, of Maxis baths I think more suitable-looking to the task than the original model, and am currently testing in game. So this thread was, is, destined to get the tidy up treatment quite soon. And as for the mods of this pet thread, they are still fine, I still use them myself.

  15. It's true that in every iteration of the game since Sims 2, when sims choose to do things autonomously they can so very easily be distracted, pulled away, very quickly want to do something else instead. Most often because another sim has set their target on them to be the sim they will "bother," irregardless if the first sim is doing something more worthwhile autonomously.

    Whereas a player commanding sim to do same task, usually cements the sim in place to full completion of the task, or motive failure otherwise insists they stop, and other sims no longer have full pulling power to remove them from the task, even if they do find ways to bother the sim such as coming over to talk their ears off while they continue - more slower - at commanded task.

    I cannot know for certain if it actually is this mod that pushes sims to soon abandon current autonomous interaction in favour of choosing yet another auto thing to do that is likely to also be abandoned too soon. The case of "Ants in their pants" which I have seen occurring myself in game, mods or not.

    Firstly because of the game mechanic featured in most iterations noted above. Secondly because Maxis gave the coding lines on the files these mods use such alien names - (Seemingly purposefully for whatever reason. To throw off modders? Job security as the original dev is the only one who knows the mystery writing? Your guess is as good as mine.)  - it's still hard to know what half of the code lines actually cover. So yeah, in all honesty, this mod might be somewhat responsible for the ants in their pants autonomy.

    But there is also the mechanic that the files the mod uses, do not cover singular specific autonomy interactions like getting a massage. That if "do new stuff auto push" is actually one of those very alien named coding lines, and I did edit it too high, then ants in their pants would be absolutely on everything they do such that they would never do anything long enough autonomously. But that's not the case either. There are certain things, interactions, that have more ants in their pants outcomes than others. And over time I've come to see a pattern that if an interaction involves sitting, including lying on massage table, then ants in their pants is more likely to strike. (Though not always, as seen with Bubble Blower. As once they get on that ride they can bogart it for the best part of the day. Sometimes.) And if one of those alien code lines actually translates to "more ants in their pants probability while sitting," then why didn't the original dev just frikken write it, name it, that way? 🤪

    Jokes aside, I just think some things don't cement sims in the same way. Usually while sitting. (Musical Chairs, anyone?) And this was going on long before I made this mod for Sims 4. But with all that alien-named jargon coding, you can never be certain... unless you are the original dev, of course. I wonder, did that job security trick work out for them all these years later, or did some other employee dev finally crack the alien jargon Enigma code? 🤣 Because I'll be damned if I can understand half of it, all these years I've been modding it.

    Just reading that last line back to myself, it does rather suggest I'm not qualified or competent enough to be modding these files at all. Ouch! Whether that's true or not, I did in the early stages, years ago, play with all those alien codes, setting them way too high or way too low from their original status just to see what they did in game. Some did do adverse things, which helped me learn what they govern. Others seemingly did noting noticeable one way or the other.  So still a mystery. As such I don't edit those default parameters, seeing as they didn't do anything evident when I did blatantly edit them in heavy-handed ways. So make of that what you will regarding my qualifications to mod these mystrious and alien files.

    Maybe I should call Scully and Mulder to help me on these particular files. You never know.👽 (Queue spooky alien X Files music. X Files? Xml Files? Hmmm, I wonder...)

    Finally, it could just be that within the inner-workings of cyberspace, that an unseen form of micro AI has been taking shape all this while, and the observable results of that are some sims develop conditions similar to what their human counterparts, us, would identify as OCD and ADD. Great for science-fiction writing, or even a plot line for the upcoming The Sims movie, might even feature in the latest Tron movie, but I'm not going to hold too much stock in it. For now. But damn that AI that's soon to come and take over everything. 😆 Though if it replaces Maxis and makes better Sims games, I'm all for it! Though, you know, be careful what you wish for. Better the devil you know, and all that. "In Russia, AI uses YOU as its Sims game!" Back to Tron again, with a bit of The Matrix thrown in. It's all getting hazy at this point.

    Okay, I'm going to stop writing here now, - please! - OCD and all. Enters the T1000 armed combat unit to make me stop and in so doing alters the timeline and ensures the existence of Skynet and, of course, the continuation of ADD sims. Hmmm...

  16. Update May 2025 - I updated this to have the new ghost interaction stuff from Life & Death EP. Only one mod in the set, the "cool1_object_Radiators_PreUpgraded_Radiators&AirConPeSyncWithThermostat_ForRent"

    However, the only reason I looked at these mods at all was because since Business & Hobbies patch the Maxis AC wall units are a little broken. Typical Ham-Fisted Maxis, here's a new patch, but it'll break some old shit. I do believe something in the game files which modders cannot access, has change the dynamic of rooms, seeing they can now be assigned as private residential or public business. And in so doing has partially broken wall mounted AC Units depending on the shape and dimensions of the room. If a basic square or rectangle shape room, then no issues. But if a bit more differently shaped, with small cul de sac sections, like where a fireplace will be inserted, and AC Unit is placed in these sections, it simply will not broadcast to sims it is operational. Sim can be standing right next to AC Unit and still will not get "cool breeze" buff. This is definitely a Maxis issue, not these mods. In fact my modded CC AC Units and their CC broadcaster XML work as well as they ever did in any shape room. So if Maxis take their sweet time in fixing yet another of their fucking endless patch issues, I will convert the Maxis AC Units to my broadcaster XML seeing my AC Units work perfectly fine. I'll give Maxis a patch or two to fix their shit, - HA! Fat chance - before I convert their object to my files.

  17. 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 that 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. That mod can be found here - https://simsasylum.com/tfm/index.php?/topic/12238-venue-residential-no-running-no-house-fires-update-may-2025-new-addition/

     

    Then there is the new mod here to do it a different way. You can use this mod here with the one in the link above, or just use this one on its own if that's what you prefer. It's up to you. This new mod 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! Indeed, exterminate with extreme prejudice, no quarter given, no mercy shown, annihilation absolutum. Of course, they only need do this the one time. It's a short war, and one our sims will win with their right to keep and bear mods against the tyranny, oppression and injustice of the foreign Social Bunny invader. So when you visit residential or community lots with this mod installed, soon after arrival you should see most sims pulling out their phones to, - very, very happily - deactivate their Social Bunny app. Your own sim too if they haven't done it already.

    If like me you like using MCCC to reduce the speed of world time, then I have also made sims deactivate their phones quicker. The default is sims take seven minutes (seven real world seconds) faffing about pushing buttons deactivating Social Bunny. But if world time is going slower, they take all frikken day doing the deactivating. Not any more. Done in two minutes, (two seconds) and if playing on default world speed time, this will be over in a blip. Phone in and out in an instant I should imagine. (As I don't play default time speed I don't actually know how quick of a blip it will be.)

    All in all, hopefully this automated function will eventually and quickly catch all sims, including homeless and worker NPCs who visit venues, and the player does not have to do the wretched sim by sim grind themselves. Social Bunny BE GONE!!!  If you too have six hundred sims or thereabouts, I know you'll appreciate this.

     

    Download

    cool1_sim_EXTREME_PUSH_AllSimsAutoDeactivateSocialBunny.rar - New for May 2025

     

    Happy simming and exterminating Social Bunny with extreme prejudice, folks.

  18. 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 - 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.

  19. Update May 2025 - Hi all. I've been messing with these again. It is a big project and I'm forever tinkering, so I'd better upload latest versions. A good bit of tidying for existing mods in this set. Quite a few, but to name any specifically the easels needing a touch up for latest coding, with a couple of painting annoyances finally cleared up. Firstly the Figure painting is now non autonomous because I'm sick of sims painting that autonomously so, so often. You wanna see figure painting, - actually figure charcoal sketching - you gotta tell them. Also since Cats & Dogs, the devs of that pack introduced new paintings, and to make us all realize this, they put way too high a chance multiplier on sims painting those few cats and dogs images. So I'm sick of seeing those more often, too. We get it Maxis, you gave us new paintings seven years ago! Yip-de-frikken-do! The obnoxiously high multiplier has finally been removed on those, so they're now the same random chance as any other painting, at long last.

    TVs got tweaked too. (I'm really enjoying the On/Off for TVs. Not only because sometimes you just want TVs Off for a while, but because it allows for having dedicated gaming console only if a TV is Off while a game console is placed near to it. Good for kid's rooms or man caves. And also for placing in gyms, so while Off - and no gaming console in sight - the only available choices are the two special TV workout interactions. Great stuff.)

    Also a few new additions. The Karaoke machines at long last added with the On Off functions. Hallelujah!

    And of all things, the Loungers, the pool floating ones, the poolside ones and the Beach Towels. Because you may have noticed since last patch these things are now autonomous for sunbathing, and sims are rushing to it. I think this is yet another sign the next EP will be Vacations/Hotels, and Maxis making the Loungers and Beach Towels ready for guests to auto use. However, typical Maxis, it's a bit ham-fisted. Sims are now sunbathing after midnight, yep, (Not moonbathing from Life & Death, but actual sunbathing at 2am FFS! Maybe the new Vacation/Hotels world will be 24/7 tropical clear sunny skies, like the way Snowy Escape is 24/7 snow.) And sunbathing while fully dressed! Not funny, Maxis. Anywho, I've made it all On Off. Also made sunbathing in everyday clothing (Actually "current clothing.") permanently No Auto.  Swimwear and Nude are autonomous when Loungers are switched On, but I've tweaked the Nude interaction so that sims will frikken-well dress themselves - in hot weather outfit, or swimwear when leaving floating lounger - once they've finished nude sunbathing. Because Maxis leave them naked otherwise and, well, that's just a bit silly, and downright lazy of Maxis. (Then again, Maxis may leave it that way because of their nudist lot trait and/or to work alongside WW nudity settings and whatever. So then my mod forcing them to dress afterwards is the bad guy. All down to play style preference, I guess. Obviously I don't mind nudity here and there, but I don't play full-on nudists colonies either. Garden of Eden pre-Apple incident, not for me. I wouldn't spend so many hours in Cas dressing them otherwise!) Also, for those brave sims who chose to sunbathe nude, they also get the buff for having sunscreen applied, so they don't get their dangly bits and pointy bits and baby-making bits and baby-feeding bits all sunburnt. That's too harsh and merciless, even for a game. Maxis want to give all our summer sims skin cancer by making sunbathing autonomous but not auto applying sunscreen. If sim chooses swimwear, you'll have to give them sunscreen yourself, because I don't want to totally kill off the "funny ha, ha" sunburn chances, so Maxis can be happy they managed to give some sims skin cancer, you know, for a laugh.  Good old Maxis.

    And a final word on all loungers, I utterly hate auto napping in all iterations of the Sims franchise, so there is no auto napping on these objects when they are switched On.  (You wanna sleep when visiting my Vacation Hotel? Rent a room, pal. No free rides.)

    I can't remember all the other mods I've tweaked for this set, but there were a good few. And always more to do with this set, so I'll keep plugging on with it. As ever, if you notice anything weird about objects of this set that I missed in testing, please don't hesitate to report it.

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