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coolspear

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Posts posted by coolspear

  1. Hi @theblindbatIf they are specific invites to the City Living rabbit holes or Windneburg party events, then this mod does not cover them. The one you are reporting is one of those types. This mod only covers those nonsense calls that are generated after your played sim does something new and mundane in their life, like gains a new friend, improves a skill level, basic job promotions and such the like. The bigger life events like getting married, having a child, age up birthday, I did not stop them calls either as they are quite rare and not, as I see it, nonsense.

  2. Hi @GrumpySuzy It's not advisable for books. Otherwise the public library very quickly becomes a haven for book thieves and, as I've seen with my own game, very soon is emptied of all books. After a few sim weeks the library only had two books left on its many shelves, and both of them were my modded magazines! I don't know if my sims were honouring me or plain insulting me, leaving only my mags in the library?!

    I had to restock the library myself after that. (Turn it into a residential lot, put rich sim in home, buy 5 of every book, move out sim and revert lot back to library.) Oh, yes, and take out "put book in inventory" test mod.

    With the Parenthood Diary, from what I've seen I think it has the same coding as the Homework, meaning putting it back into inventory is hit and miss, which I've seen in my own game. Sometimes back in inventory, sometimes abandoned, left for another sim to then put in bookshelves. Many moons ago I tried scumbumbo's mod for homework inventory placement, but found it did not completely fix it, especially on community lots and kids/teens from un-played homes just dumping homework books here and there. Then Maxis must have tried something to make it better, but caused a horrid glitch where every sim on lot freeze if a kid starts homework and someone tries to talk to that kid. A rotten glitch. So then I made the mod to rid the game of doing homework altogether. End of.

    I fear the diary will be the same as homework. Hit and miss no matter the mods to help fix it. But I will take a look to confirm, as I too would like sims to not abandon their dairy half the time.

  3. 2 hours ago, gagasluxury said:

    I've seen on other mods that sometimes you post a comment about that you updated the mod. since the new update this mod doesnt work for me anymore. 

    Hi, there. Well if this mod truly wasn't working any more, I'd already know about it in my own game, as I use all the mods I've made. (And you know how computers are the main "go to" activity for our sims. Never mind the last few patch-checking routines would have highlighted anything new.) But I'm seeing no such troubles with sims using (and not using) computers in the way these mods decree. That "it's not working any more" in your game, coupled with my own knowledge using this mod, would have me suggest perhaps you are having a conflict with another mod. So then it's not the mod that's not working, it's other factors. If your game is patched up to date, then try a 50/50 elimination process and see if you can identify the conflicting mod. The computers are such a specific thing in terms of XMLs and mods, that you should know if any other computer-related mods you have downloaded would be conflicting.

    The last update needed for this was 1.30, which was only a couple of patches ago. Have you properly removed the older version from your mod folder before installing the 1.30 updated version?

  4. Hi @cyclelegssorry for the late reply. Gosh, darn it, there's quite a few questions in these mod sections of my mods I have yet to reply to. The best answer I can give to your question is, if you have the brilliant Sims 4 Studio installed, I'd be happy to walk you through doing that for yourself. Not only is it quite easy with S4S, (Sheesh, if I learned it, a snowman can.) but S4S is a great tool to have for doing general batch fixing CC in your game even if you don't use it for editing XMLs and such.

    This mod has already a big number of files, and I just don't want to double that with other versions, then have folks relying on me to check and update them all come patch time. It's daunting enough as is. But I'd be happy to steer you in the right direction for making quick edits on XMLs for exactly what you want for your own game. Just let me know if you want to do that, and we can go through that pretty quickly.

  5. hi @adrianova, I know I've said it more than a couple of times in the past, but I really, really am going to get stuck into the detective career soon. So many irons in the mod fire I've been steadily getting sorted, all working towards clearing that empty space to get stuck into the cop career. I promise I'll have something good to report by the time autumn (Fall) is turning the leaves red and letting gravity have them. Jeez, that's only a couple of months away. God's striped pyjamas! It'll blooming-well be Christmas again soon! Where does the time go?!!!

  6. Personal Update August 2017 (Not patch related) - August 2017 - Just a little tweak to the two mods here to help facilitate a third, new mod designed to halt the glitch of kids and teens forever getting a Good Manners push to go to sink or dishwasher to clean dishes that don't even exist. A couple of other good modders have attempted this fix, and while using both their mods one after the other, I still experienced the young'uns going at them fake dishes on sinks and dishwashers without hesitation. So I did an overkill version, that has certainly eliminated it in my game. (So far.) Seeing as it's only temporary till Maxis (hopefully) get it sorted, I thought I'd share it in the interim if anyone else has previously experienced mod-ignoring children and teens.

  7. Personal Update August 2017 (Not patch related) - A few helpful tweaks here and there to make it better.

    1) All pie menu options have been tidied up so that humans or occults will only see what is useful to them. Also the switch on and switch off functions have been brought to the front page of options, so you no longer have to go searching four or five pages in to activate or deactivate.

    2) Since the activation and deactivation is via remote control, there's no need to have to walk all the way up to the fridge to turn it on or off. Now sims can do this instantly from anywhere on the lot. Putting the "remote" back into remote control. (Doh!)

    3) The Vampire Resistance Cocktail has been moved from the vampire list of foods and drinks, as this drink is not even for vampires. (To quote the Borg, "Resistance is futile," especially if the drink is trapped in the vampire section!) Now given its own, unique slot for non-vamps to grab and drink. But don't forget, the sim has to be versed in vampire lore, having read those vampire books, otherwise they'll find there's no Vampire Resistance Cocktail buyable. Maxis rules, not mine, nor the Borg's.

    Happy fridge raiding, folks.

    P.S. Only the Alpha mod has been edited. All others are fine.

  8. Personal Update August 2017 (Not patch related) - Revamped this object, - quite literally - to give it four new vampire interactions and a new take on a Maxis buff (yay! I finally leaned how to do working SimData files that buffs require. It was actually very simple, why did I put it off for so long? Needs must as the buff drives, I guess.)

    1) For vamps that's two new options to "Max Vampire Thirst" and "Max Vampire Power." Another new option is "Vampire SunDay," which gives a powerful Sunlight Resitance buff (Yay!) for 24hrs, and can be topped-up to 24hrs again if the buff gets too low. And since I haven't seen a mod out there to make vampires instant Grand Master Vamps, just see what the "Lazy, Cheaty Grand Master Vampire" option can do for you. After Computer Rack is switched on, Max Thirst and Max Power are autonomous for vamp sims to use, the other two options are player controlled only. 

    2) Another new option is for plantsims to get max hunger using the "Plantsim Photo-Shock" option. This is also autonomous usage for plantsims once Computer Rack is activated.

    3) All the options, old or new, have been tidied up to appear only for the occults they work for, and grouped together more neatly for quicker, easier access to the most used options.

    4) And lastly, since the activation and deactivation is via remote control, there's no need to have to walk all the way up to the object to turn it on or off. Now sims can do this instantly from anywhere on the lot. Putting the "remote" back into remote control. (Doh!)

  9. Quoted from opening post -

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

    That's where you find out if a mod needed updating. I'm not going to write on each and every mod, after every patch time, if it needed updating or not. I'll be here till the next five Christmas' for just one patch. I only write on a mod the last time it required an update. No new writing = no update required since last report.

  10. This is a big rework of all the beds in game so that they all match the highest quality, have the same "loot_Wakeup_HighQuality" buff, and all details are represented in the build mode catalogue for players to view which new changes have been implemented. All double beds are now Energy 10, Stress Relief 10 and Uncomfortable Relief 10, plus a nice bonus that they all have a Romantic Décor (Flirty Ambiance) factor which you can switch on or off (Enable or Disable Emotional Aura.) to heighten the joy of woo hoo in the bedroom should you choose.

    59867c395a8c9_1double.jpg.e4a8874df89ec609787dea9852441a0f.jpg

    59867cd9e2b7c_10roomambiance.jpg.24c583a79ea237c88adf057b28cb09f1.jpg

    The Rustic Dream double I've kept the original Inspired Ambiance in place, but raised it to 10 to match all the others. Not a real big difference, but just keeping it tidy and organised.

    59867cce52316_9rustic.jpg.543c0e5f0095d461b1f5b496599a1838.jpg

    All single beds, except the most child-like, have no Emotional Ambiance added as yet. I may get round to adding some later. The most obvious child bed does have Playful Ambiance added.

    59867c411b0d9_2single.jpg.505060121b6ee9d23ce0e50eaa8b9457.jpg59867c861036d_3childbed.jpg.3947b6bc5131b38d7f38dcf5f22bacb5.jpg

    The 3 toddler beds have been raised to Energy 5, (As I thought Energy 1 was a bit too low?) and a few other Motive Increases to help those toddlers wake up refreshed, in good moods, and even less need for grown-ups to hound them over Checking toddlers every 10 minutes. (This works exceptionally well with my No Auto Check Toddlers mod.) The slight motive boosts while sleeping are, Fun 1, Social (Attention) 1 and Bladder 1. Fun and Social (Attention) because, hey, nice dreams do that, especially with the Playful Emotion added to their beds. Bladder, because they wear nappies and it's one less chore for them to attend to when they wake up hungry for breakfast or, indeed, needing a bath.

    59867c916764f_4toddler.jpg.defb20e5308f92f2f091ce33e19c6218.jpg

    The 3 Vampire coffins have likewise been brought into line with the beds, as well as the Luxury coffin having a Confident Ambiance added if you want to switch it on.

    59867cc21ccbf_8luxcoffin.jpg.8a9348652bcb63d70c26bd3bab1e8a39.jpg

    The Outdoor Retreat camping beds have the same treatment, and the 2 single beds have each a different Emotional Ambiance. One Confident, and the other Focused. The latter a great help for those anglers sleeping near a lake, where the Focused boost will help improve the fishing experience and boost reeling in more fish after they wake up looking to catch and grill their breakfast.

    59867c9ac0f25_5campdouble.jpg.54ca78f23ecdc4a40d739e696dc4cbd2.jpg

    59867ca9f3463_6campsingle1.jpg.b69a2d73742d51112a52945e7825f232.jpg

    59867cb58669c_7campsingle2.jpg.d7c8405c5229fd216f0a579838469202.jpg

    59867ce5e8e26_11roomambiancecamp1.jpg.69c07988ef5ead37cb2636e2d301f4ad.jpg

    And next we'll see she is Focused from the Emotional Ambiance. If only there were a pond in her bedroom, the fishing would be great!

    59867cf2c3b52_12roomambiancecamp2.jpg.9851155495fa54809f5e024952184558.jpg

     

    I've kept all the beds from add-on packs separate, so you can pick and choose if you want them. You will need those add-on packs installed for the mods related to them to be of any use in your game. In all cases you will need the reworkedBeds_Alpha installed first so that all can draw the needed resources from it.

    Update March 2019 - No more annoying monster coding on any single beds and toddler beds. It no longer exists, as if it never was. Akkk, be gone annoyance, be gone. Where JASF has a mod on this site that successfully prevents the monsters from appearing, I have noticed in game that this does not deter children from still getting out of bed and pestering teens and adults to spray the bed for them. So even if the monster cannot make an appearance as JASF has secured, we still get kids getting out of bed and bothering a grownup, for no valid, genuine reason whatsoever, due to the coding pushes on the bed objects themselves. And if you haven't spotted this shenanigans going on upstairs in the bedrooms, and are expecting your kids to wake up fresh for school because there should be no monster shit happening, then it's another annoying Nelson Muntz  "Ha, haaa..." mockery moment from Maxis to you. Not anymore it ain't. Please take note of the name change of the mod as it will not overwrite the older one.

     

    Essential Alpha mod for all beds to work

    cool1_reworkedBeds&NoMoreMonsterStuff_Alpha.rar  - Updated for 1.61

    Beds from base game and all the packs

    cool1_reworkedBeds_BaseGame.rar  - No update required

    cool1_reworkedBeds_BaseGameToddlers.rar  - No update required

    cool1_reworkedBeds_GetToWorkEP.rar  - No update required

    cool1_reworkedBeds_CityLivingEP.rar  - No update required

    cool1_reworkedBeds_OutdoorRetreatGP.rar  - No update required

    cool1_reworkedBeds_KidsRoomSP.rar  - No update required

    cool1_reworkedBeds_VintageGlamourSP.rar  - No update required

    cool1_reworkedBeds_VampireGP.rar  - No update required

    cool1_reworkedBeds_ParenthoodGP.rar  - No update required

    cool1_reworkedBeds_KillerQueen.rar  - No update required

    cool1_reworkedBeds_Cats&DogsEP.rar  - No update required

    cool1_reworkedBeds_JungleAdventuresGP.rar  - No update required

    cool1_reworkedBeds_SeasonsEP.rar  - No update required

    cool1_reworkedBeds_GetFamousEP.rar  - No update required

    cool1_reworkedBeds_StrangerVilleGP.rar  - No update required

    cool1_reworkedbeds_IslandLivingEP.rar  - No update required

    cool1_reworkedBeds_RealmOfMagicGP.rar - New Addition April 20202

    cool1_reworkedBeds_DUni.rar  - New Addition April 2020

    cool1_reworkedBeds_TL(SingleBedOnly).rar  -  New Addition April 2020

     

     

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

     

    XML & Binary Resource Used:

    Spoiler

    Alpha
    B61DE6B4!00000000!0000000000008D77.object_bedDoubleQA_02.ObjectTuning.xml
    B61DE6B4!00000000!0000000000008D81.object_bedSingleQA_02.ObjectTuning.xml
    B61DE6B4!00000000!000000000002307C.object_bedSingle_Toddler_MedQuality_01.ObjectTuning.xml
    B61DE6B4!00000002!000000000001A977.object_bedSingle_Camping.ObjectTuning.xml
    B61DE6B4!00000002!000000000001ACF0.object_bedDouble_Camping_AirBed.ObjectTuning.xml
    B61DE6B4!00000011!00000000000249AD.object_Coffin_High.ObjectTuning.xml
    E882D22F!00000000!00000000000230D1.bed_Sleep_Toddler.InteractionTuning.xml
    E882D22F!00000000!00000000000244FE.bed_Sleep_Toddler_Autonomous.InteractionTuning.xml
     

    All other files are Catalogue Binary files for every last swatch of bed in game far too numerous to mention here. Thankfully, they are very rarely touched by patches, but will conflict if other modders use same files.

    This will conflict with any other mod using same resources. Mod first made and uploaded with Game Version 1.32.1.1020

     

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

     

    Footnote:  I know there are other mods out there that do a similar thing. But this arrangement handles it all very differently, certainly to include the changes as viewable when in build mode and the Emotional Ambiance Auras, and indeed, the extra toddler motives.

  11. This mod came about for a number of reasons. Not least it drives me nuts when sims autonomously cook up a mess of cupcakes when they're hungry, even though there's plenty of Impeccable meals laid out on the counter for them. Equally as annoying, is the actual cupcake machine itself. The design of it. I'd bet even money the artistic dev who drew that up had been eating a few special hash-laced cupcakes before they got on the drawing board. Then offered the rest of those special cupcakes for those on the approval committee to give it a thumbs up. Sheesh, (or indeed hashish more like) is that thing a monstrosity, fit for no home.

    A while back, the very creative Esmeralda gave us a remade cupcake machine that could happily fit the theme of most home kitchens, without making a player's eyes bleed in horror. It's on MTS here -  http://www.modthesims.info/download.php?t=558124

    Although, in making it neater and smaller, it meant the animation to fill it with batter was a bit off. As this is one of the very few CC objects I use in game, since it is a truly marked improvement over the Maxis monster, I also tweaked the need for batter to zero, so it never runs out.

    The changes this mod makes to the cupcake machine are -

    1 - No autonomous making cupcakes or baking.
    2 - Quicker making cupcakes now 6 minutes. (Half default time.)
    3 - Endless batter, it never runs out so no more refilling needed.
    4 - It never gets dirty, so no more cleaning needed.

    The last two more specifically implemented for the Esmeralda version, but work for the Maxis default behemoth version just as well, just in case you have something of a steam punk cupcake factory where the Maxis one actually fits in rather well.

     

    cool1_food&drink_CupcakeMachineReworked.rar  - Updated for 1.47

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

     

    XML Resource Used:

    Spoiler

    E882D22F!00000000!00000000000033E9.cupcakeFactory_MakeRecipe_Staging_Basic.InteractionTuning.xml
    E882D22F!00000000!00000000000066E0.cupcakeMachine_CookGroupCupcake_Autonomously.InteractionTuning.xml
    E882D22F!00000003!000000000001B6A0.cupcakeFactory_MakeBakingRecipe_Staging_Basic.InteractionTuning.xml
    E882D22F!00000003!000000000001B75F.cupcakeMachine_StartBakingAutonomously.InteractionTuning.xml
    B61DE6B4!00000000!0000000000003A10.object_cupcakeMachine.ObjectTuning.xml
    E882D22F!00000000!0000000000017D5B.cupcakeMachine_CookCupcake_Autonomously.InteractionTuning.xml

    This will conflict with any other mod using same resources. Mod first made and uploaded with Game Version 1.32.1.1020

     

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

  12. This mod is to help significantly reduce all that overzealous checking of toddlers from all other sims in the house teen and upwards. Man oh man, Maxis never get this right. Sure isn't that why they almost never gave us toddlers at all for TS4? Because they have yet to fine craft a toddler minding mechanism, where sims are not autonomously and constantly tripping over themselves to endlessly tend to toddlers. Even when they do not have to.

    Sick of sims dragging our toddlers to the potty? Even if the toddler is fully potty-trained and is highly capable of tending to it themselves? Even if the bladder is only a single degree less than being 100% fine? Some poor, grown-up sim is given the auto push to hound our toddlers because Maxis have not changed the formula since TS2. I knew it was not going to be any different for TS4 once toddlers were announced. I knew teens, adults and elders would, once again, be a bigger pain in the butt regarding toddlers, than the toddlers themselves.

    This mod helps alleviate that. Especially with those fully skilled toddlers that are great at minding themselves for most motives and needs. Especially if you've set up the home for them to easily do so. Then grown-ups, just back-the-frick-off and let the little ones be.

    Grown-ups will still autonomously train and teach toddlers with nice, helpful stuff that you're happy to see them attempt. Or just talk to the wee ones for a bit of interactive social fun. But won't hound them over motives because the game pushes them to "Check" every blasted few minutes. That overbearing crap can gladly go away. And this mod helps make it so.

    So it's not a miracle mod that will end toddler checking completely. (Hence renaming mod as it was my own silly fault for boasting "No Auto Check Toddler." Even though this is pretty much what I experience in my own game.) It is so engrained into the numerous toddler interaction files for sims to do it that it would be impossible to fully prevent, short of turning toddlers into mannequins. (Or giving you my Save Game and Mods folder to see it for yourself as I do.) Hence there will not be one mod out there that will switch it off entirely - short of turning toddlers into mannequins. Not one mod out there. So I'll just rename the mod so you know what you're getting. But if you follow what I say here with skilled parents and skilled toddlers, you will experience what I experience, and that is a very significant reduction in toddler checking. I don't actually see it much at all, usually never. But if you are still seeing it without a drop in frequency while using these mods, I dunno, not much use telling me about it as I don't experience it. If it's not due to conflicting mods then it's purely down to style of play. Either way, not much use telling me about it. I can only be concerned with broken mods, not style of play. My sim homes are always designed with plenty for sims to do. But if you're the kind that prefers cosy little barebones, shotgun starter homes with newbie, unskilled sims and only a TV, Stereo and a Toddler for entertainment. Well guess what happens when the TV is off...:57b447a70b144_3(1): An autonomous woohoo mod might help in the short term, for something else to do, but in the long term just more toddlers in your little home!!! :slapnut:But seriously, I don't experience it with these mods, so I don't know what to tell you if you do.

    New Additions - August 2018

    Four new additions to compliment the mod here for less toddler and child annoyances. I did not want to start a new thread for all of these, just best to keep them all in the thread that's relevant. I've been using these in my own game for a very long time, to further balance the toddler and child annoyances. I truly hope you can find the same degree of sanity in your game as I do in mine with all these mods combined. So, the four new ones are -

    1 - Less Auto Watch Toddler - The truth to spotting the devious Maxis trick is knowing the difference between Check Toddler and Watch Toddler. Unless you're keeping a very keen eye on the interaction queue, it all looks the same in terms of the sim animations in game. Hence so many say the No Auto Check Toddler mod does not work. I don't blame the lesser observant players who just want to play the game without all the overbearing bullshit nonsense. Just Maxis, for doubling up on different annoying shit that has the same frikking animations it's hard to tell the difference. So, then, this mod too, to compliment the No Auto Check Toddler and lessen the overzealous, overbearing "Watch" shit that Maxis invariably seem to think we enjoy in our games every three minutes. Where and what the fuck planet do they come from?

    2 - Longer Watched Toddler Buff Time - To compliment the above. Less watch toddler AND longer buff cooldowns in between watching. No need to get out your calculators as the maths is good. E=MC-Stay-the-frik-away-from-toddlers-squared. Special Toddler Relativity right here, folks. Six whole hours, back-the-MCSquared-off. But remember, if you go into a different room they may age quicker than you quite dramatically while you stand still. (Like sims standing still in time is fucking new to the game, what?)

    3 - No Auto Watch Child Play With Toy (And Quicker Watching.)

    Sims no longer autonomously watch children playing with toys. They're not missing much anyway, FFS. Why do it at all? So, the biggest complaint of TS4 is sims standing around catatonic-like. And Maxis give us interactions where sims are engaged in... standing around catatonic-like. Fuck me, I thought my maths was bad on the previous mod's description. Explain this stroke of Maxis genius to me, if you dare. Well, I've added extra genius that if you somehow desire to command your sim to watch a child play with a toy, because the child's room is a better place to stand catatonic than in the hallway they were just standing catatonic in, then they will stand catatonic watching for much less time than Maxis wants them to stand catatonic. Are we understanding this game yet???

    4 - No Auto Make A Mess

    Yes, this mod exists out there already, but none that shorten the time a kid or toddler takes to make that god-awful mess. So not only will they not do it autonomously, but if you're so bored you feel the need to command a child/toddler to do it, then they'll take far less time doing it and you don't actually feel yourself ageing before they finally stop. 

     

    cool1_sim_LessAutoCheckToddler.rar  - No Update required

    cool1_sim_LessAutoWatchToddler.rar - No Update Required

    cool1_sim_LongerWatchedToddlerBuffTime_6hrs.rar - No Update required

     cool1_sim_NoAutoWatchChildPlayWithToy&QuickerWatch.rar - No Update required

    cool1_sim_NoAutoMakeAMess&LessTime.rar  - Updated for 1.55

     

     

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

     

    XML Resource Used:

    Spoiler

    E882D22F!00000000!0000000000025DFD.sim_Toddler_CheckToddlerListen.InteractionTuning.xml
    E882D22F!00000000!00000000000266CD.sim_Toddler_CheckToddler_Minor.InteractionTuning.xml
    E882D22F!00000000!0000000000026796.putDownHere_CarriedSim_PottyChair_FromCheckToddler.InteractionTuning.xml

    This will conflict with any other mod using same resources. Mod first made and uploaded with Game Version 1.32.1.1020

     

    Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis, our lovely toddlers (Thank you Maxis for finally bringing them to TS4.)

  13. Oh, toddlers, you lovely little things. But when you come and smash up a school project, on a whim, that your older sibling and your parent spent an age constructing together for a great school report, I could scream.

    When I was a kid, I got spanked left, right and centre for all sorts of naughtiness. As an adult, I raised my son never lifting a violent hand to him. Always with a notion to talk it through. It worked wonders, too, as my adult son is a fine young man. But when our sim toddlers just smash up that school project, just because it's there, I does give me pause to reconsider my non-violent child rearing philosophy. So then, rather than unleash the butt slaps as my own parents would have done, just simply make smashing school projects non autonomous to avoid all that later life, recurring guilt of having been a violent parent. How great would such mods be in real life? My own, beloved parents could have done with one or two. Such as a "No Autonomous Smashing The Neighbour's Greenhouse Roof Trying To See If An Action Man Toy Parachute Can Make A Brick Float To The Ground." (It doesn't BTW.) There's a No Auto mod that could have saved my childhood some agro. And when your parents spank you in front of said neighbours, just to get a happy approval and closure from said neighbours, boy am I glad those days are gone. Or at least now highly criminal to repeat. Ah, well.

    Parenthood GP is a required install for this mod to have any effect in your game.

     

    cool1_sim_NoAutoSmashSchoolProjects.rar  - Updated for 1.47

     

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

     

    XML Resource Used:

    E882D22F!00000012!0000000000028623.object_SchoolProjectBox_Smash.InteractionTuning.xml

    This will conflict with any other mod using same resources. Mod first made and uploaded with Game Version 1.32.1.1020

     

    Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis, non-violent child rearing

  14. This mod is to make those quaint Spa Day incense burners stay lit and filling the room with the selected scent indefinitely. Once lit, they will not stop burning until you command your sim to put it out, then it will remain extinguished till you light it again. Even after a loading screen, they stay lit.

    I have also reduced the chance for a house fire outbreak to zero. The Maxis default is a whopping 25% chance to kill your sims and reduce their homes to ashes for the default 20 minute pleasure of incense. Incense??? That's just nonsense!!! Methinks not. In real life, I've used these babies in my home all my life, and there was that one incident where I sat on a lit one accidently and got a blister on my butt for the experience, and ruined a decent pair of trousers, but no hospital, morgue or fire brigade were required afterwards. And they won't be required either in your game with this mod. (Any blisters on sims butts I cannot be held responsible for.)

    Also the animation chance to smell, sniff, at the scent is reduced, but not removed. It's now been removed, to coincide with the reworked No Auto Smells Good mod. No more sniffing. Enough is enough.

    Small Spaces

    Not only does it make the room smell permanently beautiful while remaining indefinitely lit, but the incense objects have a very high room score that will help elevate the room buff to be "Beautifully Decorated" without needing to place too many other décor objects. I'm all for splendidly decorating lots and rooms, just look at any of my builds. But sometimes, that small hallway just doesn't have enough space to cram it full of stuff to make it even half-decently decorated. And our sims buffs don't mind telling us the décor is not up to much. May as well just leave a pile of old newspapers on the floor and they'd say "Decorated," almost begrudgingly, like they're mocking your efforts. My perfectionist sims and me want "Beautifully Deorated," room to room and all the connecting corridors in between. Even when they're just sitting on the toilet taking their first dump of the day, rubbing the soothing ointment on their butt blisters, it's got to be beautiful, otherwise I have failed in my task to make each of their homes a masterpiece. So now just place one of these puppies and the smell and the look will be the most beautiful talk of the town. Though one or two more bits-&-bobs added will certaily never go amiss. (Incense instantly makes a room "Nicely Decorated" on its own, so putting one or two more décor objects should bring it to "Beautifully Decorated.")

    In summary, now the incense burners are a treat for the visual sense as well as the olfactory one. Making the small spaces of the home equally beautiful, and no bad thing.

    Spa Day GP is a required install for these mods to work in your game.

     

    cool1_object_PermanentIncense&LessAutoSmell&NoFires_V2HighRoomScore.rar  - Updated for 1.44

     

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

     

    XML Resource Used:

    Spoiler

    DEBAFB73!00000006!000000000001D573.broadcaster_Incense_causefire.BroadcasterTuning.xml
    E882D22F!00000006!000000000001D6C5.Incense_Smell.InteractionTuning.xml
    339BC5BD!00000006!000000000001CECC.commodity_Incense_TimeLeft.StatisticTuning.xml
    E882D22F!00000006!000000000001D039_smellIncense_positive_InteractionTuning.xml - added new April 2018

    319E4F1D!00000000!0000000000016E34.Scent-from-Heaven Incense Holder.ObjectCatalog.binary
    319E4F1D!00000000!0000000000016E35.Scent-from-Heaven Incense Holder.ObjectCatalog.binary
    319E4F1D!00000000!0000000000016E36.Scent-from-Heaven Incense Holder.ObjectCatalog.binary
    319E4F1D!00000000!0000000000016E37.Scent-from-Heaven Incense Holder.ObjectCatalog.binary
    319E4F1D!00000000!0000000000016E38.Scent-from-Heaven Incense Holder.ObjectCatalog.binary
    319E4F1D!00000000!0000000000016E39.Scent-from-Heaven Incense Holder.ObjectCatalog.binary
    319E4F1D!00000000!0000000000017DAD.Spring Blossom Incense Holder.ObjectCatalog.binary
    319E4F1D!00000000!0000000000017DAE.Spring Blossom Incense Holder.ObjectCatalog.binary
    319E4F1D!00000000!0000000000017DAF.Spring Blossom Incense Holder.ObjectCatalog.binary
    319E4F1D!00000000!0000000000017DB0.Spring Blossom Incense Holder.ObjectCatalog.binary
    319E4F1D!00000000!0000000000017DB1.Spring Blossom Incense Holder.ObjectCatalog.binary
    319E4F1D!00000000!0000000000017DB2.Spring Blossom Incense Holder.ObjectCatalog.binary
    319E4F1D!00000000!0000000000017DB3.Spring Blossom Incense Holder.ObjectCatalog.binary
    319E4F1D!00000000!0000000000017DB4.Spring Blossom Incense Holder.ObjectCatalog.binary
    319E4F1D!00000000!0000000000017DEA.Spring Blossom Incense Holder.ObjectCatalog.binary
    319E4F1D!00000000!0000000000017DEB.Spring Blossom Incense Holder.ObjectCatalog.binary
    319E4F1D!00000000!0000000000017DEC.Spring Blossom Incense Holder.ObjectCatalog.binary
    319E4F1D!00000000!00000000000175DB.Spring Blossom Incense Holder.ObjectCatalog.binary
    319E4F1D!00000000!0000000000016E3A.Scent-from-Heaven Incense Holder.ObjectCatalog.binary
    319E4F1D!00000000!0000000000016E3B.Scent-from-Heaven Incense Holder.ObjectCatalog.binary
    C0DB5AE7!00000000!0000000000016E3B.incense_GP02GEN_set8.ObjectDefinition.binary
    C0DB5AE7!00000000!0000000000016E34.incense_GP02GEN_set1.ObjectDefinition.binary
    C0DB5AE7!00000000!0000000000016E35.incense_GP02GEN_set2.ObjectDefinition.binary
    C0DB5AE7!00000000!0000000000016E36.incense_GP02GEN_set3.ObjectDefinition.binary
    C0DB5AE7!00000000!0000000000016E37.incense_GP02GEN_set4.ObjectDefinition.binary
    C0DB5AE7!00000000!0000000000016E38.incense_GP02GEN_set5.ObjectDefinition.binary
    C0DB5AE7!00000000!0000000000016E39.incense_GP02GEN_set6.ObjectDefinition.binary
    C0DB5AE7!00000000!0000000000017DAD.incense_GP02GENflower_set2.ObjectDefinition.binary
    C0DB5AE7!00000000!0000000000017DAE.incense_GP02GENflower_set3.ObjectDefinition.binary
    C0DB5AE7!00000000!0000000000017DAF.incense_GP02GENflower_set4.ObjectDefinition.binary
    C0DB5AE7!00000000!0000000000017DB0.incense_GP02GENflower_set5.ObjectDefinition.binary
    C0DB5AE7!00000000!0000000000017DB1.incense_GP02GENflower_set6.ObjectDefinition.binary
    C0DB5AE7!00000000!0000000000017DB2.incense_GP02GENflower_set7.ObjectDefinition.binary
    C0DB5AE7!00000000!0000000000017DB3.incense_GP02GENflower_set8.ObjectDefinition.binary
    C0DB5AE7!00000000!0000000000017DB4.incense_GP02GENflower_set9.ObjectDefinition.binary
    C0DB5AE7!00000000!0000000000017DEA.incense_GP02GENflower_set10.ObjectDefinition.binary
    C0DB5AE7!00000000!0000000000017DEB.incense_GP02GENflower_set11.ObjectDefinition.binary
    C0DB5AE7!00000000!0000000000017DEC.incense_GP02GENflower_set12.ObjectDefinition.binary
    C0DB5AE7!00000000!00000000000175DB.incense_GP02GENflower_set1.ObjectDefinition.binary
    C0DB5AE7!00000000!0000000000016E3A.incense_GP02GEN_set7.ObjectDefinition.binary

    This will conflict with any other mod using same resources. Mod first made and uploaded with Game Version 1.32.1.1020

     

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

    Footnote - November 2017 - Version 1 - This mod will no longer be supported. The massive overhaul of November Cats & Dogs patch put a few things into perspective regarding regular mod maintenance. I have come to the decision that I will be trimming down and streamlining my mods and only be updating mods I actually use and consider worthwhile keeping. Also, in the weeks and months that follow this massive patch, I foresee a lot of folks having issues with a lot of mods all across the community as the dust settles. I need to be certain regarding the state of my mods in this little corner of the community, ergo I simply cannot have multiple, alternative versions of mods any more as I am unable to test them or verify their health should any issue reports come my way. All non-supported mods will eventually be moved to their own thread where anyone is free to continue updating if they so choose. Happy simming, folks.

  15. Personal Update 4th Aug 2017

    Not a patch related update, just a personal one. When I updated this for the Vamp Pack a couple of months back, to include the Sixam Mosquito Trap plant, I'd used the wrong object instance for it. (And here's where I partially blame Maxis.) When new garden, fish or collectable items are released, Maxis have this very handy loot file XML that's just for reference, it does nothing in game. It has all such object instance numbers on it, which I have used successfully to copy the numbers and make all the mods where collectable items are buyable and such. Only this time, Maxis gave the wrong instance number for the Mosquito plant on that handy XML, so that's why it never shows up on the buyable list for the Florists Vase. This has been corrected now after I hunted down the correct object instance number from another reference source, so now the Sixam Mosquito Trap flower seed truly is buyable with this vase.   

  16. Hi @sims4user007

    Quoted from my opening post - "To find this lot in your Library, you must activate the allow CC checkbox on the Library screen. Put a tick in the box and this lot will be available to view and place. Also build mode is normally deactivated at the Hospital. Enter cheat bb.enablefreebuild to switch build mode on."

    This is not the same thing as activating mods and custom content in the Game Options. Open your Library and find that Maxis have given you more hoops to jump through. Activate the Allow CC in your Library too, if you want to see lots there which have CC.

  17. Hi @alafreitas, your first post here, so first of all a big welcome. In the very near future I will upload a special, purpose built 5x5 room in this thread with the altered pond and the six fishing spots all around it - as described in the special Version 2 of this mod. That 5x5 room and the fishing objects within it can then be placed on any lot, residential or commercial, if you leave a 5x5 clear space for it. Then after placing and removing the walls of the 5x5 room, and with Version 2 of this mod in your game, your sim can catch every fish possible in the small and realistic open fishing area. I do include that same 5x5 fishing area in some of my lots already, such as the reworked FutureSim Science Labs. And other lots I will release will also have the same area. But I will also release it as its own, self-contained room for placement anywhere.

  18. Hi @Juno It's always better to report any suspected problems with mods in the actual mod thread. More over so that other players can see the reports and confirm if they too are experiencing the same problem with a mod.

    Case example, the exact thing you are reporting on the Diagnosis Docs (blue coats) now being a waste of space like all the other hospital NPCs, in that they no longer diagnose patients and just faff around with the analysing station all day (or stand around aimlessly) has already been reported and answered in the staff mods thread.

    It's an implementation by Maxis, not an error, glitch nor broken mod. The diagnosis docs had long been complained about by non-mod players for being too quick off the mark, mere seconds before they rush in to diagnose an examined patient, oftentimes bullying the player's doc out of the way and causing a locked sim scenario by the hospital bed. The orderly causes this too if they're too quick to come and make the bed and your doc is still standing there.

    Maxis changed the system and, in so doing, killed it stone dead, because they are so, so careful and professional. I think now both nurses and diagnosis docs have to have a relationship of a certain level or else they will not go near anyone in the hospital all day. They will now leave strangers to rot and die. Cheers, Maxis. Big logic, as always.

    I have tried looking into it, but have not had any luck. Then again, as I keep saying, I am on the cusp of abandoning the doc mods because of this spate of issues, and I am tired of getting reports over and over and having to explain how Maxis have messed up the doc career. (Not that is was in such great shape to begin with.:giggle33:

     

    Edit: Ah, I've just seen that you were the one that reported the original thing with the diagnosis docs ignoring patients. Now you say they are just standing still doing absolutely nothing at all for the whole day? Not even using the analysis machines? If you have patched then that might be why. I have yet to patch, so do not know if the diagnosis docs have been altered. Who knows, maybe Maxis have undone the original issue of them ignoring patients. If so, then my mods would probably need updating.

    I'm currently trying to wind down from testing a couple of big mods before I can make my game ready for the patch. It really is a pain when I'm deep in the middle of testing, as I don't know which XMLs I'll be keeping from the test mods, so as to put them in with all others that need checking after patching. That's the hardest part for me, winding down the testing and sorting out the files, to know the patching and checking will cater for all XMLs for all mods released and in testing.

    A few more days at least till it's all organised and ready to go.   

  19. Hi @adrianovaI actually have a bunch of new doc mods in testing that do just that. New patient types (Named: Private Healthcare Patients) that come in throughout the day and bypass the check-in queue and jump straight on a vacant bed. Also a new NPC doc type - Physiotherapy Coach and new Physiotherapy patients. And special Hospital Visitors sims who are not sick but just visiting. And a few of the Maxis staff tweaked to be a bit better. And an advanced career level 10 mode that will run your doc ragged with these new patients and many more emergencies throughout the day thrown in that'll test your doc's stamina, skills and mettle. 

    All on hold until Maxis fix this damn career and I can determine if my newer mods are working okay without the many Maxis errors blindsiding me.

  20. Hi @Menaceman44Jeez, patch time already! So they say they've fixed the preggers glitch, eh? Only the other week I said it would be ironic of they fixed it now. Seeing it was broken for 9 months straight. Some players could have conceived and had a real baby in that same amount of time. Too blooming ironic.

    I know Deaderpool told the devs what was broken and how to mend it - since MC had it (almost) fixed last month. I put "almost" in brackets as even with the MC fix, there is still the odd Last Exception and sim reset when a doc has a pregnant patient on the operating table. So if Maxis have straight up copied MC and Deaderpool's advice to the letter, with no other jiggery-pokery changes, then expect an LE and pregnant patient reset every once in a while. Though that's still far, far better than the horrible state it's been in all this time.  

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