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coolspear

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Posts posted by coolspear

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

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 But the current (outdated) version of S4S does not even know they exist, it won't know how to extract the game files, or data will be missing from the files it does extract.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

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

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

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

  3. f1.jpg.bcfbc9bacf70d01d1be78e05b0e069b0.jpg

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

    f1c.jpg.cc8a406cd84d3f7fa56d6ecea11934a9.jpg

    Found in Outdoor Activities section for 63 simoleons.

    f1b.jpg.5a9ba1034ee76cdd94d5a6629aea3a02.jpg

    Serving Suggestions.

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

    f1d.jpg.2096048c39e5c0d594a5d3f8c9ab0eb2.jpg

    f1e.jpg.fdef2038a8f826081caa884d4aaacbc5.jpg

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

    f3.jpg.7777d69f2c76fc93420d700cbbc201cf.jpg

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

    f3b.jpg.734b0fecf88dd7054208a27bb16ab417.jpg 

    The secret fairy bathing grotto

    f6.jpg.fca5f7b8bdde803a851e27c9450eaca3.jpg

    f6b.jpg.4081fc75445edf421011cb534e39984a.jpg

    f7.jpg.d37cbfdba3e403d0df465e9697474866.jpg

    f9.jpg.f1d546d468ea38e5323e56c174d9eb5f.jpg

    A magical fairy enchanted child's play area

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    f11.jpg.1e96a1a361dc83c9919c1b797577765b.jpg

    f12.jpg.ab3c434e11cca9096f3507e42a0be3ea.jpg

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

     

    Download

    cool1_object_FXCrystal_Fairies_TheSylvanGladeSilverstone.rar

     

     

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

     

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

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

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

  5. Hi @givemethatedm

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

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

     

     

  6. Hello @givemethatedm

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  9. Ever since Turbodriver gave us the news last year that the Social Bunny phone app is yet another shameless contributor to game lag, - and a mod to help reduce the lag potential - https://www.patreon.com/posts/116065084 - I thought wouldn't it also be better for all sims to have their Social Bunny deactivated, too? So with Turbo's mod and Social Bunny deactivated on a global scale, that's gotta be better right? But how does a player go about deactivating Social Bunny on a global scale? One by one, sim by sim? Errr... no. With over six hundred sims in my world, I did attempt doing this, but that was at the end of last year and we're in May 2025 now and I'm still not halfway done. 😫

    The thing is, to do it properly, every sim in the world has to be given the hidden trait, that also has a hidden buff, to officially recognize their Social Bunny app is properly turned Off.  Giving them the hidden buff on its own is not enough. It will be removed without the hidden trait constantly enforcing it. So to speed things up in my quest to deactivate app for ALL sims in my universe, first I built it into all residential type homes to instantly deactivate app for all residents, tenants and/or roommates and even temporary lot visitors (I think) associated with that lot. With that mod, just load up lot and all sims relevant to lot will instantly be given official trait and its buff and have their Social Bunny app officially and properly deactivated forevermore. That mod can be found here - https://simsasylum.com/tfm/index.php?/topic/12238-venue-residential-no-running-no-house-fires-update-may-2025-new-addition/

     

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

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

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

     

    Download

    cool1_sim_EXTREME_PUSH_AllSimsAutoDeactivateSocialBunny.rar - New for May 2025

     

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

  10. Update May 2025 - New alternative addition added. Ever since Turbodriver gave us the news last year that the Social Bunny phone app is yet another shameless contributor to game lag, - and a mod to help reduce the lag potential - I thought wouldn't it also be better for all sims to have their Social Bunny deactivated, too? So with Turbo's mod and Social Bunny deactivated on a global scale, that's gotta be better right? But how does a player go about deactivating Social Bunny on a global scale? One by one, sim by sim? Errr... no. With over six hundred sims in my world, I did attempt doing this, but that was at the end of last year and we're in May 2025 now and I'm still not halfway done. The thing is, to do it properly, every sim in the world has to be given the hidden trait, that also has a hidden buff, to officially recognize their Social Bunny app is properly turned Off.  Giving them the hidden buff on its own is not enough. It will be removed without the hidden trait constantly enforcing it. So to speed things up in my quest to deactivate app for ALL sims in my universe, first I built it into all residential type homes to instantly deactivate app for all residents, tenants and/or roommates and even temporary lot visitors (I think) associated with that lot. With this alternative mod, just load up lot and all sims relevant to lot will instantly be given official trait and its buff and have their Social Bunny app officially and properly deactivated forevermore. As usual, do not use this mod with original version. These versions have "SBD" added to their name to indicate "Social Bunny Deactivation." I will also be uploading a new mod in a new thread that makes sims autonomously deactivate the Social Bunny app themselves because it is an extremely fun thing to do, with extremely high static commodities to push even harder, - to a sim that is the equivalent of the voice of God in your head commanding you DO IT NOW! Of course, they only need do this the one time. To work alongside this mod to eventually and quickly catch all sims, homeless and worker NPCs, who are not residential sims, and the player does not have to do the wretched sim by sim grind. Social Bunny BE GONE!!!  If you too have six hundred sims or thereabouts, I know you'll appreciate this.

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

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

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

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

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

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

  12. Update April 2025 - It's been a very long while since I uploaded this mod. As such I have reworked the description on this thread to be more accurate to latest version. So it's worth a quick read. Long gone is the fun feature to Search For Presents, as Maxis love to keep breaking that element and I did not want to have to keep updating this mod just for that feature. It kinda makes the name and theme of the object, Plenty 'O Presents, somewhat redundant. But who knows, if Maxis ever stop patching this game I might put that fun feature back in play. I've been keeping the mod maintained all this while, but I just keep forgetting to upload it. The main feature of buying Collectables is brought up to date with Business and Hobbies. And if the Collectable items you are looking for are not found in this mod, its probably because they are covered in other mods I've made. But if you know of any that I have missed including in any of my mods, just let me know and I'll add them to this one. Though my recent check on the Maxis Collectable list suggests I do have all things covered in my mods

  13. You can use them together without issue. But yeah, the super sprinkler does make the beebox fertilizing somewhat redundant. But there are times when either has its moment. Like when you first load a lot, - in spring or summer - you'll notice the swarm from the beebox goes active autonomously fertilizing plants, giving them a quick top up service, and you have no need or desire to activate sprinkler yet. So not totally redundant.

  14. Hi Red, unfortunately the sound and the swarm sfx are inseparable. That is to say from my pov, as I do not possess the app nor the skill to open the file and separate one from the other. More likely the sound file is in another part of the game files, triggered when swarm sfx goes active, and is something I have no idea how to mod. Not only that, but even if I did research how to edit sound files, and shut off the swarm sound, it would kill it permanently in game every time it is meant to be triggered. Not good.

    It's true that it can be overbearing, - same as the wall sprinkler here that activates the cloud of mist and pulsing alarm - but keep in mind these sprinklers do everything they need to do to every plant in radius, no matter how many, in only a few seconds. If you use the deactivate autonomous option, then only turn on sprinkler manually when you feel the need, it only needs a few seconds to do its magic before you can switch it off. Not so annoying when you do it like that.

    If anything, I should look into the autonomous timing and edit the length of time it is set to run for. It goes on and on, - for Maxis default minimal gardening purposes - but these sprinklers just don't need to run anywhere near that long under normal circumstances. Just three or four seconds then off again will do the bizz for most garden scenarios. Sometimes you need longer if doing lots of speedy "suck-it-up-badass" harvesting interactions (from my gardening mod) and waiting for magic sprinkler re-spawning of fruit, veg and flowers in between, but that's what the manual switch is for. I'll look into it. 

  15. @Kimiit translates as "good" according to Google. So that's good, or 好, in this instance.

    To those asking about patch compatibility, I did make a post here a few slots up - not that many above your own posts - to say Maxis did make a very minor change to the idle frequency coding, but of no significance to this mod as it already edits that aspect.

    The theme of my post also remarking on the strange practice of how Maxis only seem to look at these files once a year, every March, for the last four years, and never for the six years prior to that. Indicating how seldom Maxis edit these files and how insignificantly pointless the edits have been these last four years each March. It's like these files are scheduled to be looked at every March, and the person who does so makes an utterly pointless and wholly insignificant tweak just to prove they looked.

    So, taken as read, I do not feel the need to make a comment about patch stability after every last patch. Perhaps every March to coincide with Maxis' file scheduling regarding these files. 

  16. Hi all.

    I did try playing the doc career again yesterday, and again the stuttering camera was obnoxious and did not relent. But I persevered through it because I just needed to check if the mods and mechanics of the hospital staff and patients needed attention. I don't think the stuttering camera is connected to whether on DX9 or DX11 settings, as I tried both and the stuttering camera was same in either scenario.

    Furthermore, when visiting hospital with a non-doctor career sim outside of working hours, there was no stuttering camera at all.

    So it's something to do with staff and/or patients being on site causing the endless camera stuttering.

    And I also noticed a different dynamic regarding doctor/patient interactions that definitely proves Maxis has faffed with something. Ironically enough, Maxis seems to have weaved their way though every type of thing in the career that I do mod, and there is a great deal that I mod, to change something I don't mod at all. Never had a need to, yet it is the one thing they've somehow hit upon to change, or indeed break, depending on your point of view. Coincidence much? Or... conspiracy?

    In the eight years I've been modding the doc career, the one thing I've never had cause to mod was when giving a diagnosed patient shots or medicine to finally cure them. I specifically left it alone, not modded, as I only wanted our played, controlled doctors to do this, something unique for them to do. And when a doc is level 10 in career, giving shots or meds should never fail. In my eight year experience with highly skilled, level 10 doc, I never once saw these interactions fail.

    However, yesterday, while pushing through with the awful jerky camera, my doc failed with 3 of the 5 patients they gave shots or meds to. FIRST TIME IN EIGHT YEARS!!! And not just once, but three times. Estimating that the majority of these treatments would likely fail if I did 20 more patients. Each one making the doc's end of day report worse and worse. Ergo, Maxis has clearly tampered with something, - something I don't actually mod - and could well be why the camera is also so jerky and stuttering when docs and patients are at hospital. Typical Maxis, tamper and break.

    Today I pulled out the files for giving shots and meds and looked at them. First time in eight years, so I don't have a reference to know if Maxis has changed them recently. But the way the coding is currently structured suggests failing at these interactions , OFTEN AND A LOT, would have been a known and ongoing thing all these years. But it has't been, not until Business & Hobbies patch.

    Anyhow, I'v now modded those two interactions to not fail, so now they finally join this mod set after eight years. Of course I still have to test their validity in game, and that does mean persevering through a hospital day with a maddeningly jerky camera.

    I haven't given up on these mods. I have done some other little patch tweaks on them too. But if the camera during work days is going to continue being so jerky, then what is the point?

    At this stage I do need feedback from other players. So please do join in and let's talk about it.

    BTW, the LE reports I was first getting when vising hospital turned out to be from another mod, not one of mine, and the game did not like the mannequins I have at the hospital. I removed all mannequins from the hospital and no longer get the LE. So there's that to consider if you get the LEs and are using my Heartbeat Hospital build. Yep, mannequins are now bad. I mean they were already bad, causing game crashes if trying to place a lot with mannequins in it, but now, since Business & Hobbies, they're giving LEs too if used outside of a business lot scenario. So are retail store tables going crazy if used on normal, non-business lots. Typical Maxis coding, eh? Unfortunately, the removal of the eight mannequins and six retail tables from the hospital, did not stop the jerky camera, only the retail LEs. Just wtf is the jerky camera all about?!

  17. I still haven't got round to fixing up the Fame mods. I haven't forgotten. It's still the next modding tidy up project I want to do. However the delay is based on how long it's taking me to tidy up my game because of all the Maxis glitches. (Not mod problems.) Since the start of this year I've been doing mostly region fixes to prevent Maxis bugs. Mainly removing all Rental Residential homes from the game as if For Rent never existed. Reassigning all those rental tenants to have normal homes. Also going to every sim family of my 600 sims and tidying up their traits and stuff. (I'm currently only halfway through that 600 sims ffs.) And, of course, new frikken problems on top of all that with Business & Hobbies. Having to go to every non-business lot where I may have placed things like mannequins or used retail tables as normal tables. Because now the game has serious conniptions if these retail items are placed on anything other than retail lots. LEs up the wazoo for mannequins and retail tables as the game just doesn't understand why you would want to use these things if it's not a retail business. What a nightmare. Maxis coding the game wearing horse blinkers again.  Anyway, it's still going to be a while yet till I get all this sorted, before I can take a look at any mods. 

  18. @PokaNYCDo you play your game on the newer DX11 settings, or do you stay on the older DX9 settings? I have opted to stay on the original DX9 settings. Mostly because I always tweak game graphics settings on my NVidea card, never using the Maxis in game settings. As such my game always looks the best it can, so when switching to DX11, graphically I do not notice the slightest improvements. But technically, I do not use DX11 on TS4 because Maxis made a balls of it at first. They said that's been fixed in a patch, but their fixes are never to be trusted. Case in point, when switching to DX11, I get in game what I've come to call the Omen Curse. If you've ever seen that old Omen movie, with Damien 666, there is a journalist/photographer in that movie who noticed some of the folks he took pictures of had streaks of light cutting through their photos, that went on to highlight how those people would be killed. One had a streak of light going through their neck, who was later beheaded in the movie, another a streak of light going though their body, who later fell through a window and was impaled on a fence. In my game, with DX11,  I see a streak of light going through some sims, from their butts to their heads,  who look like Vlad the Impaler is soon coming to town and that's how they will be killed. The Omen Curse. I think this is because they are wearing CC clothing, and CC creators since the beginning have only been working with DX9, but now Maxis has changed things, this is the result.

    Anyway, my point being, I'm trying to find out if this stuttering camera lag might be a thing related to DX9, since Maxis currently ignore that setting now, that Maxis currently blame on mods or graphics cards need a driver update, because they never believe it's their own damn crappy coding until the majority of players are reporting the glitch.    

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