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coolspear

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Posts posted by coolspear

  1. Hi @phoenixcI'm not able to decipher anything from that LE report. It's total jargon that only lists references to the inner-workings of the game's py script lines. Are you still getting the LE reports when playing with no mods? It may very well just be a Maxis issue and nothing to do with mods. Maxis are as guilty as causing the game to generate LE reports as modders. It's just modders who normally take the flak for it from mod users.

    Are any non-mod  players over at EA Help reporting the same or similar issues? Given it is the doc career, and the pregnancy event already generates LE reports in a non-modded vanilla game, I would not be at all surprised if this is all part of same, lingering, 9 months old issues. And as I've said to other members here, I really don't care for the doc career any longer and the total mess Maxis have made it, so I won't be doing anything new with it and if Maxis don't pull their 9-month-lazy-fingers out and fix it, I may very well abandon all my doc career mods.

  2. Hi @raindropstop your first post on this site, so a big welcome. While looking at any mods on this site, please pay no heed to what commenters say regarding the state of mods. It is against site rules for members to make comments to either confirm a mod is working in their game just after a patch, (unless they've properly checked the new XML coding to know what they are commenting on.) or to ask if and when a mod will be updated.

    We're a dedicated bunch here, and if I do not say otherwise in the monthly Patch News bulletins and in each mod's thread regarding its health, then take it as read (or indeed not read) that the mod is fine. I only ever report on those that need fixing. (Lest I'd be writing a small novelette's worth of words every month if reporting on them all.)  

    As nothing's here by me to say it's broken and/or updated, then it's not broken nor needs updating. (Regardless of what some members report.)

  3. Hi @niandrea1110it's actually against site rules to make mod requests.

    And in regards to the doctor career, personally I want very little to do with it due to the amount of glitches the career has. Recently I have been testing a few new mods and enhancements on that career, (maybe even something close to what you are thinking of requesting.) but I'm fed up of the snags I keep running into. I've already had a few players of late suggesting I look at my current doctor mods again, believing the issues to be mod related and not Maxis gaffs. I can't even imagine how many folks may have abandoned my mods thinking the same. I just don't think I can go through with that any more, taking the flak for the growing Maxis crap.  It has actually put a complete halt on all my unreleased projects, as the majority on the back burner are all being held up as I investigate Maxis errors. Going to the EA Help site and seeing the lists and lists and lists of ever-growing errors has dulled my enthusiasm to mod. It certainly hampers the ones I'm working on, as I find part of my modding process now is to frequently visit the EA Help website to see if the glitches and errors I keep running into have been reported. I cannot express enough how that kills the mood to mod bigger, exciting projects.   

  4. Hi @NekoDako Adding the object instance id numbers to the fruit bowl lists would be a relatively easy task for someone to do for their own, personal editing if they had an application such as Sims 4 Studio. But to further hide the individual items from the build/buy catalogue would be a little more tricky. Still something an apt S4S user could do for their own game. In regards to finding out what those object instance id numbers are and how to go about hiding them from build/buy catalogue, that's a subject best discussed with the original creator.

  5. Hi @spidergirl79 It's not a mod problem, as the fridge is not set up to be non-autonomous. There is a small selection of the more medical-like drinks and potions which sims can and will take out autonomously, mostly a protein shake if they are hungry. I made it this way more so for work colleagues at the labs or at the hospital, as an alternative to the bowl of lunch salad they are always getting out. As to me, these lab fridges do not seem like the place where a salad should be available. (I also am testing an unreleased mod where they cannot get out lunch salads at all from this fridge.)

    Not being able to select, grab or even see the handy info tooltip on newly made drinks (whether from a bar, bartender or grabbed from a fridge) is a long-standing Maxis issue. And I do mean long-standing. Easily eighteen months now since they broke that and have not fixed it for newly crafted/generated drinks.

    Some of my drinks mods, such as the trays, actually negate the Maxis error, and allow for players to grab newly generated drinks or see the handy info tooltips. But some fridge generating does not negate the issue.  After saving and reloading, all Live Grab drink grabbing and tooltips are working as normal. Maybe Maxis will eventually fix this issue, probably towards the end when they are done introducing new foods and drinks to the game. Maybe...

  6. Update 29th June 2017 - New - Two new versions added that remove the possibility for house fire outbreaks on residential lots. I've actually been using this No House Fires version in my game for a short while due to testing other "explosive" effects in unreleased mods. I did intend to put the fire possibility back to normal, but not only do I find I don't miss house fires and would rather never see them again, but now other players request they, too, would like this No House Fires version. So rather than undo the editing, I'll instead release it for anyone else who wants to rid their game of house fires. (This does not prevent the nice hearth flames from igniting in the fireplace. Only those horrid fires intent on burning furniture, sims and homes to ashes.)  There's a new No House Fires version for the residential venues only mod, and a new No House Fires addition to the All venues mod. Remember to remove the older versions of these mods otherwise they will conflict. Happy flame-retardant homes, folks. 

  7. @LalalandJK This mod did not stop the upgrade parts requirement in the first place. It only removes the silly cap that a sim can only do one instant upgrade every 24 hours. Totally daft, and totally gone with this mod.

    I am fully aware that the Maxis mob continually, continually, continually mess up the instant upgrade functions.  They either forget to include it, or patch it in later but mess it up, or just do a half-baked job where instant upgrade only does one element of upgrading and one or two upgrades are left because they need parts. The Maxis devs who have worked on this are utter dopes and have yet to get it right in almost three years.

    I used to try and tidy it up in my Quicker Rocket Upgrade mod, but I just cannot keep up with this team of dopey devs so I no longer try. Now I just try to find entertainment in the next incredible way they mess it up, rather than ever get it right. It's better you make a report at the EA Help site, for all the next-to-useless good it will do.       

  8. @spenndraginif you really hate residential fires that much, I can switch them off completely from ever happening. In the mods I do for No Running On Residential Lots, I can turn off all potential for outbreak of fires.

    In fact, I have already done this in my version of the No Running mod as I was testing something and I switched off the fires. I did intend to switch the potential back on again after testing, but I don't miss house fires and would rather not see them.

    If you would also like this No House Fires version, just let me know and I'll release it in the No Running mod section as it's the same mod (Same XML)

    BTW, it does not stop the nice hearth flames from igniting. Just those escape embers that ignite fires intent on burning furniture, sims and homes to ashes. Just let me know here or in the No Running section and I'll upload it.     

  9. @JSwartz0181 The pregnancy event has been broken for eight months now, very much reported on the EA Help site. What you describe is a typical example of what happens when a pregnancy emergency triggers. No pregnant sim turns up, nor any other check-in patients. And the game will continually spawn Last Exception errors at a rate of 2 per second all the while you remain at hospital waiting, causing serious lag on lower end machines. One could say Maxis introduced a virus for neglecting to fix this issue all this time, because I know some old viruses designed to do that to a pc, generate so much garbage information so quickly and non stop that it locks up the pc.

    All I can suggest for now is to use MC Command Centre as the creator has implemented a fix for the pregnancy event that works quite well. Still the odd, random Last Exception can reset a pregnant sim while a doc has them on the surgery table, but far better than the bug Maxis have been eight months remiss in fixing. Perhaps they are waiting for nine months to pass before finally fixing the issue, as a twisted pun on human pregnancy duration.

    If you are already using an up-to-date version of MC and still experience this issue, then I don't know what to tell you as I do not experience this in my game. (And I've been playing the doc career a heck of a lot lately, pretty much non stop, over and over, while testing new, unreleased mods for the career). Perhaps your issue is due to a conflict with other mods.

    I hope you get it sorted.

  10. Hi @AndreaHooper89 a very worthy and logical question. But these mods do not focus on an actual timeframe per painting, - as logic would (normally) dictate. But are more focused on deleting and removing all the unnecessary sub-actions, idles and the prolonging thought bubbles our sims have during the process of painting. There is no specific timescale or time rate to adjust, as MB first discovered with these mods and I did after taking over the maintenance of them. It's all about removing the unnecessary idle junk while painting, that makes the process flow more quickly.

    I do love the fact that you open up mods to take a look, perhaps with S4S, to get a better knowledge and understanding of their inner workings and changes. I started my path on modding this way, too. But I'll give you a handy tip to add to this great detective work you do. Also extract the original Maxis versions of the XMLs which a modder has worked on. When doing such full "reverse engineering," you might see a world of difference in the comparisons. Especially with these faster painting mods.

    When it comes to XML entries such a "base_weight," that's more an indication of how often a sim gets pushed to do something, how important it is to their role at the time, not how quickly they will do it.

    All the best. And keep up the mod searching and evaluating. It's really great when mod users know mods inside and out. It leads to healthy and informative discussions. (Such as this.)

  11. In near future I will be releasing, bit by bit, a new and very big set of mods that reworks all the community venues with new staff and new visitor types and behaviors.

    Working, tinkering and tweaking it for over a year, these mods have been rather like building a "train set in the attic" more than anything I've ever done before. So big a project, I'm not quite sure how to release it. But I'm sure I'll have that in order when the time comes to let others play with my train set.

    Of course, there will be more details on how I got the staff to work on lots and how I changed visitor behaviors to do new stuff with the release of each part, that will come with a rebuilt venue to help highlight the new functionality of each lot.

  12. That's great advice. And something that I actually did for these doc mods. When I first did them over a year ago, I was quite surprised to find in the coding that NPC staff should be doing a lot more at the hospital. Definitely coding for nurses to be taking patients to the Xray and docs (White coats) to be taking patients to the treadmill. But they never do. I tried to get it fired up again, but all in vain.

    Then when I noticed Maxis have now also consigned the diagnosis docs to the land of zombie NPC staff, who only want to work on the analysing machine and nothing else, I attempted another go. Perhaps two weeks now of coming at if from a different angle, better than the first attempt (I thought) connecting the dots more thoroughly, trying to fire up the Maxis coding again. But no joy again. Not a bit of it.

    I've half a mind to take screen pics of all the XMLs that say the NPC staff should be doing more, and ask Maxis why they don't. Why did they write the coding, but then shut it all down beyond use before GTW was released? (That's of course if it was purposely shut down and not just plain broken, but they've never fixed it because players just don't know it's supposed to be happening so have not made complaints or reports.)

    Now that they have likewise killed the diagnosis docs, I feel I should contact the devs and get them to explain themselves. Because I will not be trying to fire up the faulty coding for a third time. It just does not want to work, and only Maxis know why.

  13. You must have the Get To Work EP installed. Then use the phone or a computer to pick the career for the sim, as you would for any other job in the game.

    Once you do that, when the time and day for their shift to start comes, the game will give you a message asking do you want to join them at work. Click "join" and the hospital will load up. It will be the Maxis hospital. But while there, you can replace it in build mode with any other hospital in your Library (Tray folder)

  14. @Juno it's a Maxis issue. Many months now. If you also play with nurses you'll notice they also stand around all day, and only go to talk with patients they know from their own family. For a long time, non mod users were complaining that NPC diagnosis docs were too quick off the mark to diagnose patients, leaving your doc no time to do it as they rushed in, often bullying your doc out of the way.

    So Maxis fixed this. By that I mean they broke it - in a sense. You might have noticed no-one talks to anyone at any of the career lots, especially if they do not know each other, now Including the nurses, who were once a chatty, royal pain in the butt talking to any patient and blocking your doc from examining them. Now they only chat with other sims if a high enough friendship is in place. I think that's why the diagnosis docs are also ignoring every case now, because the friendship isn't high enough to allow interaction.

    I have been working on it, trying a few tricks to fix, but Maxis really did a number on it and I'm just about ready to give up on it.  Maxis really want the doc career to be boring and broken. They've worked harder at doing that than any fixes they've ever released for it, and that's a fact. I'm getting fed up of the doc career and Maxis just keep breaking it. It's no fun working on mods for it any more, and I just want to bail out before everyone is coming to me with mod issues due to these continuous Maxis muck-ups.

  15. Hi @qazwertyuiop1234with "Tuning Mods" such as these you need to extract them from the rar folder and place the ".package" file into your mods folder. Any file that ends in .package should always be extracted from a rar or zip folder otherwise the game cannot read them.

    Only the older types of "Script Mods" must remain in the rar folder. An example of this would be, If opening a rar and the contents within end in .py and .pyo, then leave them in there and place the rar in mods folder.

    However, those rules are old, and most modern Script Mod files end in ".ts4script" and they should be extracted from a rar/zip in the same way .package files should be extracted.

    Every mod I've made and uploaded here to date are all Tuning Mods, all .package files, that need to be extracted from rar first. Hope this helps.  

  16. Hi @JayRo222 try not to see it as a cheat, but more a means to secure what should be always attainable for sims with the correct skills, traits, motives and moods. Getting your sims to that level takes some commitment, no mean feat, and the final product by then should not be left to an inexplicably unfair bit of chance. Imagine going to a three star Michelin restaurant which the critics and foodies have been raving about for years. But while you're there, at least two thirds of the visitors are complaining about the food quality and one by one ask to see the chef. The chef is in and out of the kitchen door throughout the evening and every table he goes to, he stands there and says nothing but, "chance. True, it's unforgiving Maxis odds chance. But chance." No-one would stand for that.:giggle33:

    This mod does not stand for paintings coming out as any lesser quality than the prepared painter is able to give.  Maxis odds chance, be gone. Put it this way, even with this mod, an unprepared, unskilled sim will not be seeing masterpiece paintings. Not even by chance.

  17. This mod stops the Spa Day Reflexologist NPC and the Massage Table NPC from cleaning any of the aquarium objects. After seeing it for the millionth time, and almost every ten sim minutes before they are back at it, it simply has to end. Though, as a counter balance, I don't like the idea of removing the interaction from the game completely, so I made it a selectable pie menu option on the aquariums for any controlled sim to do. At least this way, if you find one day you truly miss the animation and are hankering to see it again, simply command your sim to do it and quell the inner aquarium-cleansing turmoil.

    I once had a fish tank, with such shy little fishies in it, that if I dared turn on the lights too abruptly, not mimicking the subtle tones of light that nature provides from sunrise to sunset, it actually frightened a few of those scaly, scaredy-cat critters to death. And I thought they only see in infrared, but what do I know? (Certainly not enough, otherwise they might still be alive.) I imagine the cut and thrust of cleaning the tank every ten minutes would have sealed their final Armageddon.

    Well, not any more in TS4, at least.

     

    cool1_sim_NPCNoAutoCleanAquarium_NowInOptions.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:

    E882D22F!00000006!000000000001D2D1_si_aquarium_clean_InteractionTuning.xml

    This will conflict with any other mod using same resources. Mod first made and uploaded with Game Version 1.30.105.1010

     

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

  18. Update: 16th July 2017 - Oh, my. This little update is a de-tweaking after a fashion. Where all the thumbnail updating and new drink varieties are great, I had released this bunch with an implementation I was only currently testing, that in hindsight should have never seen the light of day. I'd put in a fun motive push to see if it got more sims using these objects if placed on community lots. There wasn't much of a change down at the discos to write home about, but those sims at home where going at it like there's no tomorrow. Two hands just weren't enough for the amount of drinks they wanted to have and to hold. I swear, if I left this new change in for any great length of time, it would push the next step of physical evolution on the Sims species, that they would grow a third arm and hand just so they could grab another damn drink. And it still would not be enough!

    Anyway, I have removed the fun motive push and returned it back to normal. One hand will do for now. And don't dare think of getting another drink until you've finished the one you currently have. (Just goes to show how hopelessly susceptible our poor little sims are. Not one mind of their own among the lot of them. Two hands, yes, and in desperate need of a third. But not one mind. How truly, truly sad. Now that's something that does need to evolve. The Sims[TM] 9 - With true A.I. Release date: 2038.)

  19. @nabob052I did notice that, too. Those streaming rays off light that shoot way up into the sky are only supposed to activate if and when the portal is being used for a few seconds. I will have that corrected soon as I'll be working on a few other tweaks for the portal in a week or so. Currently testing new mods for the hospital that gives it a bit more life with my own made staff and new patient types. Because the Maxis coworkers are just so utterly boring.

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