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coolspear

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Posts posted by coolspear

  1. Hi @PaladinDraakThanks for posting the WW Advanced Settings info. I haven't got round to getting latest 176c version yet, too busy tinkering with other mods to have any WW fun in the game. It's good to know it is something TurboDriver is addressing and now has options to clear it up. Hopefully users will now see and use these settings to fix issues before coming here to say this mod is forcing clothes on kids in the shower/bath. Or at least if they still report the error here I can now point them in the right direction - directly to your post above - on how to clear it up. Cheers.

  2. Been working on this mod for a little over a week, and yesterday I was about to throw it away as the hellish annoyance of many sims, teen and above, fussing over sleepy infants just seemed like it could never be brought under control. But then I had a brainwave and tried something different, and it does the trick.

    As reported by others and experienced myself recently, it is a constant fight with the game to put infants into a crib and expect them to be left alone to sleep. Some idiot sim or another has an unneeded random brainfart to go fuss with the infant and it's a bad case of "Polly put the kettle on, Sookie take it off again."

    The timing is all wrong, Maxis only prevent interactions with infants when the infant is actually asleep, and finally has the hidden "is_sleeping" buff which then blocks other sims from autonomous interactions. Same for all sims getting same buff when sleeping. But with all other age groups, they fall asleep the instant their heads hit the pillows. Infants like to idle about in the crib too long, hence random auto interactions - of the trivial kind -  from other sims have time to generate, and indeed they do. While waiting for the infant to sleep, clicking on other sims in the house and there is always at least one sim who now wants to do some Tummy Time milestone training, or just have a chat and a cuddle or blow raspberries. NO! FFS! FUCK OFF! Leave the infant to sleep. So how do we do this where Maxis have failed? (They've been failing at it since Sims 2, BTW.)

    Using the Maxis logic of using a blocking buff to stop interactions, we have to find another buff, as the is_sleeping buff comes far too late to be of any use. And of course, infants always get the Rest Time buff, that gives a Sad mood, to say they want to nap. THAT'S when the blocking of unneeded, unhelpful interactions should start. That's getting the timing of it all to a more respectable level.

    So that's what this mod does, stops all the trivial interactions stone dead when infant gets the Rest Time buff. No longer open season for brainfart attacks while fetching the infant, carrying to crib, putting them in, doing the mandatory kiss, then waiting for the idle to do its thing, taking its sweet time. No more random attacks of stupid all that while. That's much better. Only important motive solving interactions available for autonomous or user directed use, all others blocked from autonomy, even blocked from the player using them because NOW IS NOT THE TIME! 🤣 Now it's crib time only. The testing since yesterday has shown a marked improvement in infants being placed into cribs and being left alone to sleep. Can't promise it will always work, if infant is also hungry and/or stinky and/or a blowout nappy full of poo-doo. Or brainfart was incoming to the action queue a split second before infant got the Rest Time buff. But, hey, needs must...

    Also a couple of bonus mods to change the animation of crying to that of laughing. Infants cry a lot, and most due to a random push to do it just because it's available, despite the infant being otherwise happy and content. It bothers me, as first instinct is something is wrong when it's not. So like the endless, annoying dog barking, general crying has to go, too. It may seem strange when an infant is in some real distress and they are laughing like the Mad Hatter, but hey, one extreme to the next and this is one I can live more comfortably with. I am such a watchful god over my sims it would be rare indeed for an infant, toddler, any age, to find themselves in a state of distress, so the laughing replacement is fine for me as true distress is a rarity - lest it be intended. (Though in my doting years I do nod off sometimes while playing, only to wake twenty minutes later to find the household has turned into a shit show of carnage and neglect under its own devices. Wholly expecting half the family to be dead, copses floating in the pool, the remaining pile of ashes of human combustion scattered on the kitchen floor, the Grim Reaper back and forth several times during my brief slumber, now more familiar with the address than the pizza delivery sim. Just all sorts of mayhem. Those damn, crazy sims.) The last mod is again one that removes chance crying when infant is on the Playmat and trying to sleep. Again no real need for it, so removed. Now they'll just quietly idle or suck their hands or feet before nodding off, (I think it also does same when in crib, I'll have to check that to confirm.) Plus a higher chance for infant to autonomously sleep on Playmat, no need to get others to fuss about. But if they are too far away from a Playmat when sleepy time goes around and comes around, then they'll probably not bother trying to use it.

     

    cool1_sim_OnlyImportantMotiveInteractionsaAllowedWhenInfantNeedsNap.rar - New for June 23

    cool1_sim_InfantLaughAnimationInsteadOfCry.rar - New for June 23

    cool1_object_InfantPlaymat_MoreAutoSleep_NoAutoCrying.rar - New for June 23

     

    Happy simming, less mindless fussing over infants and less cry-wolf crying, folks.

     

    Note - I deal with all the annoying, overzealous checking of toddlers and infants in another mod. My Residential Venue mod, where all that annoyance is brought under tight control. I'll be uploading that updated mod to its thread soon.

  3. I have thrown in the towel with infants. I cannot mod them anymore without removing them from the game completely. 😆 I must have worked on eight or nine different mods this week and I just cannot get any logical rhyme or reason into sim autonomy with infants. It's been a long week, my head is sore, and I will not do another infant mod as long as I live. Infants will now be consigned to the back burner curiosity element in my game, that if I can ever be bothered with them again, it will be a single parent only with one infant and game autonomy turned well and truly off. In other words, probably never again because I prefer large families with autonomy on. Infants are just far more fucked up than toddlers. I have toddlers down to a fine art in my game, they - and all others in the house - are under full control with mods and not a single annoyance rises its head. But infants are a different thing, toddlers can pretty much look after themselves with my mods, but infants need autonomy on, and everyone - teen and up - will abuse and abuse and abuse the autonomy privilege in the most furiously annoying and unhelpful ways. Indeed, it is a constant fight against the player trying to bring sense to it. A fight the player will always lose. Bye-bye infants. Maxis, I want my money back!!! (Irony, they were a free update.) 

  4. Hi @cadorno12Once again this mod thread suffers the same issue as the other mod for the elements display case. If you are new to this site then you would not be aware that I have been unable to find the time to update each mod thread individually. My time for things is very limited. But I do try when I can, and not that long ago I did upload a rar bundle folder that contains fixes for many mods. Although that was for the 1.80 patch, I do know that all my mods for objects with purchase options work fine right up to the most recent 1.98 patch. That rar folder is found here -  https://simsasylum.com/tfm/index.php?/topic/15991-all-updated-mods-180/

    Though some mods in that bundle rar are no longer compatible with latest patch, I do know that the objects with purchase options, such as this vase, are fine.

    I'm sorry for any confusion. I understand it's a bit of a mess at present. I am trying to get each mod thread up to date, but it's very slow-going. And for anyone new to what's going on with my mods, I can see how it's a bit daunting. My hope is to clear it all up and get all threads as updated and as organised as they once were, but my time available to do that is limited. Hence I upload the bundle rar folders whenever I can.

    I appreciate your patience, and in time I will have all mod threads in good order, it's just a matter of finding the time to do it.

     

     

  5. It's fine in my game and I'm fully patched to date. Make sure you are using the remade standalone version as described in opening post. Do not use the Maxis original version, as that one is not modded and does not have the extra purchase option features.

    Edit - Ooops, my bad. I did update it about a year ago when Maxis changed the coding for the purchase mechanic. All of my objects with purchase features needed same fix and I thought I uploaded all fixed mods to their respective threads. This one slipped through the net. (I think I did have it on this site in a bundle rar with all the fixed things, but that rar is now gone.) I have now uploaded the working version to this thread so please download again.   

  6. I would very much like to do some on/off autonomy on computers, seeing as the personalizing options to ban other users isn't worth a damn during lot load. Locked computers remain a free for all until after lot is loaded and user rules are finally allowed in play. (Same lazy dev crap for buyable Reward Store Traits the game totally ignores until after lot load. So that things like a Never Hungry Trait sim will still have their hunger bar reduced anyway during lot load mechanics. Thank god Maxis do not work on strategy games like Stellaris, where an earned buff is expected to be be in play ALL THE TIME, lest a battle or war can be lost. Lazy Maxis. Could lose an entire battle fleet during lot load if it were them nitwits behind the coding development. Yeah, if Maxis did EVE Online there'd soon be real world murders. But they're doing online sims for Sims 5, so there may yet be some real world bloodshed soon enough. 😜 "I gave my online sim a new Trait to say no Romance or WooHoo, but they still got pregnant anyway to that other online stalker perv sim during lot load." Yeah, real world murders incoming!) Sorry for tangent, back to the computer topic. I do intend to make many things on computer on/off, as well as properly lock down the lock out functions, as the on/off mod will do that successfully, even during lot load. But I'm waiting for Maxis to quit patching the game. Computers have a gazillion interactions already, and no doubt Maxis will keep adding to them. Computers are their go-to object to keep adding more shit to. And I'll be damned if I'm going to have to fix hundreds of computer XML files after every other patch. Best wait till Maxis finally do an Elvis and leave the building forevermore.

    Though I will be posting an update of this mod soon as there are more on/off items added to the list.

    Edit - Also, regarding the Grills, I do have an outdated no autonomy mod on this site for all cooking objects. I will be scrapping that mod, should take it off the site if I can remember to do it, but I really should get round to making those objects with the on/off functionality. I'll certainly try to do that in near future. 

  7. Hi @MrluigibearI'm glad it's all working good for you now. It is such a better feeling to the game after suffering so long with the simulation lag and finally getting it to ease up a bit. Can I ask which TS version of this mod you are using. I like to build a general idea of which version is most popular and works best for most users.

    In regards to your question regarding donations, I don't personally take any. But I do appreciate your consideration. However, this great website does rely on donations to survive, so if you are still willing, you could contribute. See this link for more details -  https://simsasylum.com/tfm/index.php?/topic/2-tfms-sims-asylum-donations/

     

    Happy trash and dishes simming

  8. Using Srslysims simulation lag mod with this one is your problem. Firstly they will conflict as they alter the same files. And secondly, I can understand if you did not read the original "technical" explanation I wrote for this mod, it is rather long-winded and now hidden away in a spoiler tab so as not to overwhelm, but therein I note that the Srslysim script mod causes the very problems with dishes and trash (multi-part autonomy interactions) you have described, and is the very reason I made this version to evade those problems.

    (Did you put this mod in the Overrides Folder? Because if so it should have overridden the Srslysism mod, so that it would not have loaded into your game and cause the dishes/trash multi-part autonomy problems you are having. Not unless you put that mod in the Overrides Folder, too? Ouch, that would seriously confuse the poor game.)

    Use one or the other, not both. And if opting for my version, place it in Overrides Folder for best results. (I also noted that if a player fails or rejects to use the Overrides Folder for this mod, then it's not worth making reports to me if mod is not working correctly, as this mod only works correctly for me when in an Overrides Folder, and I cannot imagine anyone else's game would be any different than mine in that regard.)

    The Turbodriver simulation lag mod works fine with this one as they work on different aspects of the game, they do not attempt to fix the same things, not even close. Again I have explained the differences between the two on main post.

     

  9. Experimenting with the version won't cause any long term side effects or world time to run out of sync. In game the changes between similar versions, (TS8,TS16) might seem minimal, if noticed at all, if your world and play style are too similar throughout. For instance if you always have the same number of sims allowed on any given lot. Community lots always have the same amount of things to do, same amount of sims to do them. Not much experimenting to be had there, nor seeing any noticeable difference. But if you had most community lots at 20 sims (default number)  but one modded to have larger like 50, 60 sims or higher, then you could put these mod variations through their paces and get noticeably different results, of course also depending on your computer specs as well. As in these mods won't be helping a low end potato laptop perform sudden miracles.

    With MC slower world time, there is always a chance of things flowing out of sync, more so when newly implementing a slower (or faster) than default world time in a long standing save game. For as long as MC has had the function, I've learned the lesson way back when that if you're going to change world time, then do it right from the get go of a new world save, before any sims have ever left home to go to any jobs/schools, before you've even given them such things, then it pretty much stays in sync with work time schedules and such thereafter.

    Though I did discover a long time ago, in an older world save I no longer even have, when world time was slower and work time was way out of sync, that setting world time to be vastly, ridiculously faster, play for five minutes, save quit, then reset time back to the preferred slower world time, everything went back in sync. I think I even documented the experiment here on this site somewhere.

    My current world save, I've had close to two years now, it all runs in sync with world time being on 75 (X3 Slower than default) and that was because it was set from the get go, before a single sim had left their home to travel anywhere, before that world and its sims had yet to run for a minute of life.   

  10. Just like my toddler mods from few years back, I feel a similar batch of infants mods coming in near future. Basically making sims leave infants alone. The mod for toddlers that gives them my hidden trait "needs no attention," has always been a great help to stop all that busying, helicopter parenting nonsense, and I just updated it for infants as they too have same attention motive. So far so good in testing.

    Personally I think Maxis are giving young people a terrible idea of parenting - can't leave the toddlers and infants alone for five minutes, always gotta be busying at them - that some of the younger players may take as lessons for real life behavior and totally mess up their real kids in later life by constantly fussing over them and feeling guilty if not being overzealously attentive. 

    Bring back those sims who could happily drop down those newborns outside in the snow and just leave them there. Okay, that's going from one extreme to the next. Doesn't Maxis know how to create the middle ground.  

  11. Hi @heaven6397I'm glad this mod has made such a difference to your gaming experience. I do remember when it first made a difference for me, it was of that same life changing feeling to the game. Really, the difference between night and day. (Actually did bring a tear to my eye at the time.) Though I am curious, what version of the mod did you opt for? It's nice to build a bigger picture of all this for those who might be sitting on the fence about the benefits of this mod - all the versions of it - and what effects it can have overcoming the horrid simulation lag the default game is plagued with.

  12. Not a bug, per se. The coding is correct. Just a stupid implementation for the crib, that the sim has to be standing in a certain spot to upgrade, and that spot is right in the corner where it would be up against walls. And again for playing the mobile lullaby tunes. Like if this same idiot dev put the same thing on stereos, you'd have route fails just trying to turn on music.

    Human error is everywhere and we're all prone to it. But in this case the dev is an idiot because the most minimum of play testing their crib interactions would have shown them that adding the "constraints" to the upgrade interaction and play lullaby interaction was bad juju. Play testing they did no such thing - like so much over so many packs - ergo idiots. I've no qualms insulting them after nine years of this same shit.   

  13. Hi all. Yes, I do have plenty more older mods to be checking for 1.96 patch. But I hit upon something in game tonight that made my blood boil. The sheer idiocy! I'm sure that when most of us are building and designing a child, toddler and now infant bedroom, there is a very high probability that we're going to place the bed, and now crib, up against a wall. Perhaps even into a corner space, so then up against two walls. Extremely normal, yes? And hey look at this, we can upgrade cribs to have a mobile toy to entertain the infant. And the mobile toy can play one of five very nice little tunes. Really nice touch, Maxis. Really nice touch.

    So can somebody please explain to me the choice of the Maxis fuckwit who made it so you cannot upgrade the crib if it's up against a wall. The fucking thing needs to be in the center of a room otherwise route fails galore. But more importantly, much more annoyingly, why I cannot get any of the tunes to play on the mobile because of fucking route fails again if crib is up against a wall? The person who did that at Maxis, you are a bloody idiot.

    I have removed the stupid fucking shit. Now Upgrade Crib from anywhere, play tunes from anywhere, no more fucking route fails because crib is up against a wall or in a corner where 99.99% of us would have placed it originally. Fucking idiots Maxis.

    I see on the EA app and on Sims 4 Main Page after loading game, they are looking for Play Testers for The Sims. Fuck me, it's about time! (Paradox got them bucking up their ideas methinks) Not Game Testers, that kind of thing requires some coding knowledge and the like, just Play Testers, as in just playing the game and spotting faults, poorly implemented stuff and what not. Go apply for the job, please somebody. Lots of you, go apply. No more untested game stupidity, please. Let EA pay you for a while.

    Okay, I'm calm, rant over, mod does the job, stupid crib route fails removed. All is good.

     

    cool1_object_Crib_Upgrade&PlayLullabyFromAnywhere_FFSMaxis!.rar - New for 1.96

     

    Happy simming and crib upgrading/mobile tune playing. 

  14. Well, I simply had to risk jumping into the game for a quick check, knowing full well I'll probably be hit with LEs from mods I've yet to check, some mine, some from other creators. And indeed, got a few LEs as expected. But I won't let that bother me too much until after I've checked and updated all mods. But I wanted to see if two mods were working, this mod and the unhidden traits mod.

    So, as I suspected, this mod is working fine, seeing Maxis did not change any of the code. Played that new family from the EP video and tested infants in the bath, nappy change on table and breastfeeding and there is no censor blur for any of it. Repeat, no censor blur at any stage when anyone in the family used bath, showers and also whatever stuff they did with infants. Mod is working as it should. I suspect Maxis have coded infants in the core files to use the same blur that is for toddlers, hence mod works on infants even though Maxis made no new code for infants on the XML this mod uses. So I'm happy with it, seen it with my own eyes, confirmed all works fine. Case closed.

    But I do have a lot of other LEs to go get sorted out. Grrrr. Bloody biggest patches ever!!! Akkk!

  15. Akkk! I'm half asleep over here, operating on fumes. When updating mod earlier, I removed older mod from this thread and only went and replaced it with... the same frikken older mod.

    Only two downloads, but whoever did get those two, scrap them and download again. This time the updated one.  Right, I'm done for the day, knackered and off to bed before I fall asleep on the keyboard. 

  16. Update March 2023 - 1.96 - It's been a while since I wrote anything in this mod thread. I had been adding any updated versions of this mod to a bundle rar these past few years. But it's time to be more tidy and use its own thread again, and also update the description here to highlight any notable changes. Firstly the hidden trait for plain, normal human occult needed the new INFANT tag added, otherwise infants won't be seen as human - ouch. Now they will be. Yay! Also added many more hidden traits from several patches and packs over the last few years, so plenty more explained traits with actual names and better icons to find in the trait list now. Also removed a lot of "NPC only" tags various special NPCs Maxis has given us over the years. Doing this so that you can actually move them into a home to play with them, work on them in Cas or whatever, and they won't lose their special NPC status or special jobs or be replaced by another sim. I can't guarantee I've done all of those special NPC types, so save game before you move them into a house just in case. And keep in mind some of those NPCs are more trouble than they're worth to try and play with normally or regularly. But if you just want to edit them a bit here and there before making them homeless again, this mod will help you do that. Though if you try with a special NPC and it does break their job, let me know which one I missed and I'll add it to this mod.

  17. hi @BlueFenix

    Thanks for the report. I'll look into it. Could well be a hidden trait or two in this mod somewhere that's supposed to cover all ages, so just needs the new >INFANT< tag code added in with all other ages on the tag list. Sounds the most likely reason.

    Can I ask what trait the infant has? What I mean is, have you given them a hidden trait's that been in the game a long time. Not a new trait from the new pack or patch, as this mod won't have them anyway. Something older, perhaps an occult trait? Help me narrow down the search for which hidden trait types in the mod need updates, as there are a great many in this mod. 

  18. Ah, but that is a feature. I did rework it a while back to be so godlike on plants. So that it would convert a freshly planted seedling into a fertilized, healthy, fully mature plant in full bloom, laden with produce almost instantaneously. Nothing left to do but talk to the plant.  And since they don't even really need that, - more for the sim than the plant - then not even that left to do.

    My only issue with it currently is that it has no effect on the plants from Cottage Living. It's on my list of things to look into. Can't say when I'll get the chance, but when I do I'll look into making a version more like the original and not so godlike potent.       

        

  19. 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. 

  20. I've extracted the xml this mod uses and no new coding has been added in 1.96 patch. I've not yet been able to load up the game since patching, too many mods to check first. So I have yet to see with my own eyes if infants have the mosaic blur or not with this mod installed. I've seen mixed reports both here and on MTS that say there is no blur on infants with this mod, others say there is. If infants do have mosaic blur then it will be due to a new xml Maxis have created for 1.96. Not the xml in this mod as Maxis have not altered it. Again, this mod is not broken as is. But I've yet to confirm if it needs a new xml added that I've yet to find in game files. Once I get in game and see infants for myself, while using this mod that is not broken, then I'll know for myself if I have to now look for a new Maxis xml to add to this mod.

    Everyone please be patient until I have time to confirm this, because finding a new XML - if that is indeed the case - can be like finding a needle in a haystack, especially when Maxis don't even give the xmls a proper, relevant name to help with the search. Like the original xml for this mod is just called "default." (So are many others called "default.") Very lazy and very unhelpful. Forget helping modders, how can that even help themselves ffs?!

    For those reporting lag with this mod. That sounds very much like the Simulation Lag the game has long suffered from. See my simulation lag mods for more details. There is very little data on the xml for this mosaic blur mod and could not possibly effect the game so much as to cause such lag.

    Also reports here and on MTS about sims being forced into clothing (underwear) once blur is removed. Once again, the small amount of data on this xml is related only to the size and body position of each pixel of blur. It has absolutely no coding whatsoever to do with adding clothing to sims if the censor blur is removed. In fact, as far as the game is concerned, is "aware," it is still causing the mosaic blur effect to happen, only the pixel size reduced to zero so that it blocks nothing visually.

    This mod cannot be responsible for any other game issues other than the mosaic blur as the original XML used has no coding for anything else other than the mosaic blur. That's it. That's all. Just size and body position of blur. The fact that Maxis have called many files the same name, "default," and expect the game to not have conniptions over that is the real worry. But that's a whole other matter. I know, I know, all XMLs have their own, unique number, so the name is not really important. But so what, it's still lazy and unhelpful (to modders) to not name a game file anywhere near close to the relevance of its function.  Like "Censor_Blur," or "Mosaic," for the name of this xml would be okay. Calling it default? Again? Like twenty others? Not okay! Very frikken lazy and unhelpful.

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