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coolspear

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Posts posted by coolspear

  1. If Maxis have not linked it to this commodity file for its decay countdown timing, then no. Food and drink link to this XML, not the other way round. There's no big list of food on this XML that constantly needs updating with new foods or anything like that. It's a very simple file with very little info on it.

    I'll take a look at the sack food and see just what Maxis have linked it to for its decay countdown. 

  2. Hi @heidithanks for the report. I have that fixed now. I did not imagine the restaurant would go a bit squiffy doing the same thing to it as all the others. I've made it just No Running for now. Looking at the list of required objects for a restaurant, it seems sensible enough anyway. It's not forcing you to put things like TVs in every blooming restaurant otherwise you're a crap builder.

  3. @aparkison not so much necessary, just complimentary. I do plan to release at least one lot with each venue mod. Usually a reworking of a familiar Maxis lot, spruced up with whatever objects are needed for new staff and visitor behaviours, interactions and such the like, all to highlight the changes. So that if people wish to build their own lots, or rework pre-existing ones, they can add same objects for the new changes.

    The mods here don't really make a difference to any of that. Just to stop running and the game warning you are a rubbish builder because you don't have enough bar stools. I've mentioned before that I detest devs playing a game for you, and Maxis are one of the worst offenders in the industry - because they are so bad at playing the Sims as a whole. Go figure. You'd think they'd be geniuses at playing a Sims game by now. But they are hopeless. Certainly with the elements they insist on playing for you.   

  4. The Hidden Everywhere Portal

    p1.jpg.195508843830ead452109c497f88e830.jpg

    This object is a standalone clone of the Electroflux Wormhole Generator that comes with Get To Work EP. This model already comes pre-assembled, meaning nobody has to make one on the Robot Constructor. It also comes as fully upgraded for wormhole travel, so again nobody has to upgrade it. It has a great many Hidden destinations available for wormhole travel, including the original Sixam. It also has a good few options for summoning sims to the current lot, not just aliens. More details on destinations and summoning to follow, but let's see what Storage Galorage Ltd have to say in build mode about this new product -  

    "The Hidden Everywhere Portal - By Storage Galorage Ltd

    A big rework of the Electroflux Wormhole Generator here. This even more ultra advanced piece of technology allows brave Sims to travel to all the hidden away lots, not just Sixam. Travel to the Deep Woods to see the Hermit, to Sylvan Glade to watch the fairies, and to Forgotton Grotto to see the... bats... or batfish rather. Also there's the Hospital, Science Labs, Police Station, all just a few relative steps away in space and time when walking through the wormhole portal. Storage Galorage Ltd, making empty space matter is what we do best. Or should that be making matter into empty space? With the genius boffins at our labs, you can never quite tell."

    1 Portal Travel

    All the destinations on offer are: Forgotten Grotto, Sylvan Glade, Deep Woods (Hermit), Granite Falls Forest National Park, Island Bluffs, Ruins, Chalet Gardens, Police Station, Hospital, Science Labs and of course, Sixam. Also a nice feature borrowed from phone travel, is to choose World Travel. With this, the sim walks into portal and the World Map view loads up to pick any other normal destination for travel.

    In all instances, a sim picker box will open for you to choose up to seven other sims to also travel. If you do choose any, those sims will meet your sim at the destination. 

    A "Return Home" option is always displayed on portals once your sim is at another venue.

    Regarding the three Get To Work venues, (Hospital, Science Labs & Police Station.) just like the default portal's rules, normal travelling is not allowed for an employed sim during work hours.  The options are greyed-out. Because of this rule, if while your Doctor, Scientist or Detective sim is at work, you jump back to their family home and send a second member of the family to the career lot via a portal, that second member will be governed by these same rules. Meaning the visiting sim will likewise not be able to leave the lot, as all the options will be greyed-out for them too. The second family member will have to wait until the end of the workday to be sent home along with the worker sim. (This rule does not apply if there are no employed family members at these venues, or when travelling to the venues outside of work hours.)

    I had great fun testing this, where the teen in my main family got bored after school, and went to see her dad working at the labs, getting up to all sorts of trouble and mischief before they were both sent home at the end of the workday. The next day she went to see her mother working at the hospital, and yet more pranking with patients ensued. The one downside to this type of travelling, (going to see a family member at work) is that it will cause one of those awful forced end of shifts for all the NPC staff at the venues, who will be replaced by a new set of NPCs. The hospital is probably the worst one for this.

    Any sim can do the Calibrate function, so there are no negative results from travelling. Some travelling does require the portal to be recalibrated afterwards. Also any sim can do the Test Alien Environment function, just to make sure it's safe at the other end. They don't really make much of a difference for this version of the object and its many destinations, but they're fun interactions to do so I left them in.

    Some extra special effects have been added to beef up the sci-fi freakiness of it. Aw, you know me by now, I just can't help myself with those special effects.

    2 Summoning Sims

    Borrowing from the original object's function to summon random aliens, I have incorporated many summoning options for many sim types. Over time there will be many additions to this function to better define specific sim summoning. More importantly, to add unique types of summoning for unique, specialized sims that would be otherwise impossible to summon to a venue by any other means.

     

    ***Warped Child & Toddler Animations*** - As Maxis made no portal animations for sims under teen age, when child and toddler sims are summoned they will come out of the portal a bit stretched for a second or two, looking more alien than the aliens! I like to think of it as a true reflection of science. To have come through a wormhole, there's got to be some degree of spaghettification due to the speed, distance and warping, and the temporarily stretched body animations are actually the most scientifically accurate depiction. Gotta love science. 

    p7.jpg.2d4608338167be3f4b16fc95e4d10c41.jpg

     

     

    Important Travel Rules For Sixam

    Be vigilant when it comes to portal travel to Sixam, because it has three different Zone Directors that govern what occurs there. Only one Zone Director can be in play at any given time. Trying to load up a second Zone Director will cause the game to lock up during the loading screen.

    An example of this would be, if you send your scientist sim to work, and while at the labs you next send him to Sixam to have a party with aliens. That's one Zone Director loaded up. (Zone Director Sixam from Labs)

    While scientist is at party, you jump back to his home and select another member of the family. You say to yourself, I know, I'll send teen Morty to go visit his scientist granddad Rick on Sixam. Morty gets into the portal and the load starts. But that load will never complete. Because it is trying to load up a second Zone Director (Zone Director Sixam from Home.) when another is already in play. Rick and Morty will never meet as the game is stuck in the endless loading dimension.

    Basically, if any scientist sim is currently on Sixam from work, don't send any other sim there from home.

    The same zone clashing may occur at the three default Windenburg Go Dancing events. Where if a sim has been invited to party there, and you jump to another sim's house and send that other sim there, there could be one of those zone clashes again and a locked loading screen. However, I have uploaded mods to make those three venues as permanent party venues, and also removed the phone invites in another mod, so this zone clashing cannot ever happen when using those mods.

    All other destinations are fine to travel to, even if other members of the family went there first. Just Sixam and possibly the default Windenburg lots cause the loading multiple Zone Director problems.

    Get To Work EP is a required install for the portal object to be in your game. Get Together EP is not a required install, but I should imagine the options to travel to any of the Windenburg destinations will just be blank pie menu options if it is not installed.   

    The Hidden Everywhere Portal can be found in Electronics / Misc in build mode.

    Below will be all the important update news as and when it happens.

     

    June 2019 updates -  Finally had time to squeeze in a few more hard to reach locations. Two for the Jungle Region; the Temple and the Royal Baths. I'm aware there are a few more hidden jungle destinations but I just cannot find any lot number designations for them in the game files, as they are not classified as proper venues, just world area places (I guess.) Though the Temple and Baths are proper venues with proper hidden lot number designations that I can and did extract to make them viable destinations for the portal. It's now a great way to get to the jungle world without having to book a vacation cabin. From these two locations you can use the sim's phone to hop around all the jungle venues all day. Not advisable to enter build mode on these lots and start placing objects (For instance, another portal and some camping gear.) as the game will delete the stuff. Or worst case, the game will lock up next time you try to load the lot. Just leave the venues as Maxis intended. Just go to the National Park venue and build yourself a super-duper campsite base-of-operations, seeing you can now stay as long as you like in the jungle without needing to book a vacation cabin. The third destination is the Acting Studios from Get Famous. I first thought this lot would be a ghost town if travelling there as a non-actor with no acting gigs scheduled. But as it turns out it can be quite busy travelling there willy nilly as an interloper when there isn't even a gig in play. So go have yourself some fun with the special NPCs and actors. I didn't bother adding places like the Lighthouse or Beach from the Cats & Dogs world as they're quite unrestricted and easy enough places to get to using default travelling methods. As are all the StrangerVille locations, including the Secret Labs. You can travel there unrestricted any time you like, so I didn't see the need to build excess files for them in the portal mod. (Anyway, I have other plans for that Secret Labs venue. Mwahaha...)

    Also added a second version of the portal that remains in silent running - almost no Special FX nor sound effects - until used for travel. I like using this version for the interior of homes as it's less noisy. The original version is still required in your mods folder as the new silent running version draws from many of its resources to function correctly.

    Also, you may spot a few new unique and special sim summoning options.

     

    Updates October 2019 - As well as 1.55 patch updates, there are new summon features for special characters, Father Winter and Baby Ariel. Also the new Magic Realm HQ venue added to the unique destination travel options. And name changes to both mods to better highlight which is the important Alpha mod of the two.

     

    Updates May 2022 - Yay, this beast gets an update! Nothing patch related, as incredible as it sounds. This trooper of a mod works as great as it ever did. Might be because all the files in it are my own, but I'm just happy this one don't like getting broke by new code in patches that my files might need.

    Okay, so what's new? More hidden areas to travel to, of course.

    - Jump straight to the three locations in Batuu without having to book the vacation via a phone. On arrival the same Batuu rules apply, exactly the same as booking the vacation. In the end, it's just somewhat quicker to walk there through the wormhole portal, than it is to gab on the phone for half a sim lifetime while booking the travel. Somewhat quicker, and a heck of a whole lot more science-fictiony to get to that galaxy far, far away, a long time ago. The Wormhole's the more credible option in that respect. And with my upcoming Batuu Reworked mods, you may want to travel there a lot more often, somewhat quicker, much more credibly. It's all good.

    - The three hidden Snowy Escape mountain hiking venues. Now jump straight to them without having to go on a hiking/climbing expedition every time. There is a new, additional, optional mod for the Hidden Everywhere portal and these three venues, that has to, has to, has to go in the Overrides Folder depending on what other mods of mine you use and what you want these three hidden venues to behave like. So you gotta listen up here. 

    If you just want to travel to the hidden snowy venues via portal, and you don't use any other of my World Sim Control venue mods, and you are totally happy with the state Maxis created these three hidden venues to be, then, go with god and be happy, you don't need the new optional addon Overrides mod.

    However, if you do use my World Sim Control files, and are looking forward to playing around with the upcoming updates for old stuff and the new stuff, and you do want these hidden snowy venues to be independent of each other, not three of the same thing sharing the same files so its actually only one lot type so that what you do on one will be the same thing that happens to the other two, and you do want them to be more exiting to do whatever your heart desires with each if them as independent venues that have no unwanted knock-on effects with the other two because they are no longer the same thing, then you'll be needing the optional Overrides Folder addon.

    Phew, I'm glad I got that out of the way. It's confusing, I know, and won't all work as best it could until the updated World Sim Control venue mods and the new stuff are all available. (Maybe I should have left this addon portal mod till after I release them all.) Akk, it's done now. The short of it is, the addon mod makes the three venues unique, so that they are now new venue types unto themselves, and also unlocks them in build mode for you to change them into any other venue type and do whatever the heck you like to each with no effect on the others. (I do have future plans to make some funky lots up in them mountains, like a Yeti Fight Club theme. But that's a whole other story.) The need for it to be in Overrides Folder is to prevent it conflicting with my World Sim Control mods, to work with them. As such it will also conflict with mods made by other creators, if they have made CC venue mods for the Snowy Escape Japan region.

    As a final note regarding the three snowy lots, I would advise not trying to make any significant changes just yet, until I release all connected World Sim control stuff. It's hard to know which order to release these mods in so they all play nice together and all functions are available and work smoothly as they do in my game. But I gotta start somewhere. So please keep this in mind if eager to make funky new locations up in them mountains. Hold off for a bit till all mods are available and properly in sync. 

    - A new hidden Trait and new Summoning feature for sims who are given that new Trait. It's called the Family Portal Trait. The idea is to give it to your main family members of all ages (except baby) who live with your main sim,  and anyone else you consider a close enough friend who live on other residential lots, or homeless, whatever. Such that, when visiting locations as Butuu, and enjoying one of the new builds I'll soon be uploading, you can summon these sims direct to you and have a grand party with them all, in a way the game would otherwise disallow. My game, my sims, my Batuu, my rules. Of course there are many other summoning scenarios where this feature will be helpful, and quicker, too, than other methods that would otherwise disallow. The hidden Snowy venues mentioned above being another example.

    - Other summoning options for other special sims.

    Summon any of the main NPC Batuu sims to your home. Wanna play with Rey or Kylo on your Windenberg Island mansion? They're just a quick click away. Be mindful of the Force, as I do not advise taking control of these sims - if you have the mods to do such a thing - until after I've released my Batuu mod set. They will probably lose their NPC unique Batuu status if you do. So wait till the full set of Batuu mods are released before you get too funky with these special sim types. In fact, to be overcautious, I'd say leave this summoning function alone until I do release that Batuu set of mods. Which leads me to the next summoning option 

    - "Summon Special Star Wars Sims" option. This is not the default Maxis Batuu sims, but all the Luke Skywalkers, Han Solos, The Mandalorians, however many special Star Wars sims you care make and dress up with CC Cas stuff so they really look the part for the upcoming Batuu mods. (God I've got loads. The Star Wars fanboy I am went totally crazy with this.) They too have a unique new Trait for the stuff they do on Batuu, that can also be used to summon them directly to your sim homes. But again, wait till the Batuu mods are released and you've actually made a few Star Wars Sims with unique Trait for this function to have any purpose. Until then it will do nothing.

    That mountain summit lot look like Hoth much? With a whacking great usable Millennium Falcon docked up there and an underground icy cavern special venue below. Oh yeah, that's my mountain summit alright. Star Wars fanbnoy have at it. Not all the Star Wars fun has to be on Batuu.

       

    cool1_WormholeTravel_TheHiddenEverywherePortal(Clone)_GTW(Alpha).rar  - Personal update May 2022

    cool1_WormholeTravel_TheHiddenEverywherePortal(Clone)_Silent_GTW.rar  -  Personal update May 2022

    cool1_TheHiddenEverywherePortal_MtKomorebiReworkedHiddenLots_OverridesFolder.rar - New optional addon May 2022

     

     

    XML Resource Used:

    Spoiler

    E882D22F!00000003!000000000001B0D9.sI_Object_AlienPortal_Travel.InteractionTuning.xml
    E882D22F!00000003!000000000001B0DC.sI_Object_AlienPortal_TestEnvironment.InteractionTuning.xml
    E882D22F!00000003!000000000001B0DE.si_SimPicker_AlienPortal_TravelWith.InteractionTuning.xml
    E882D22F!00000003!000000000001B03D.si_Object_AlienPortal_ContactAliens.InteractionTuning.xml
    E882D22F!00000003!000000000001C1BB.si_SimPicker_AlienPortal_TravelWith_Return.InteractionTuning.xml
    E882D22F!00000003!000000000001AFA9.si_Object_AlienPortal_Calibrate.InteractionTuning.xml

    This will conflict with any other mod using same resources. All other XMLs are made by me, so will not conflict with anything else out there. Mod checked and first uploaded with Game Version 1.30.105.1010

     

    Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis, Einstein-Rosen Bridge, worms and (some) holes. (Not all holes are whole, but some have much holiness. :titter:)

  5. Hi, Juz. The patch number is the only thing that is important month to month, whether or not a pack release comes in that month. To say mods are compatible with 1.30, is also to say they are compatible with Parenthood. Both one in the same for every patch and pack release.

    The only exception to that rule is when Maxis mess up and need to release a second, or even third hotfix patch. But again, if it's confirmed by the modder as being in line with whatever double-whammy of hotfix patches, than take it as read it's also in line with the new pack.

  6. The Friendly option to Treat and the Mean option to Trick are always available for our sims to do to each other. Maxis may switch the functions on and off depending on the Halloween season, but this mod just makes them stay on permanently. This mod was an original idea by Zerbu, one that often fell into patch neglect while Zerbu worked on his bigger, more important projects. I made my own version so as not to be waiting around for a fix. The Parenthood patch broke any old versions, if they were not broken already. So I've updated and uploaded here for all you Tricksters and Treaters to enjoy all year round.

     

    cool1_social_Trick&TreatAlways.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:

    E882D22F!00000000!000000000001EEEE_mixer_social_Trick_Targeted_Mischief_AlwaysOn_STC_InteractionTuning.xml
    E882D22F!00000000!000000000001EEEF_mixer_social_Treat_Targeted_Friendly_AlwaysOn_STC_InteractionTuning.xml

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

     

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

    All thanks and credit to Zerbu for the original idea.

  7. Perhaps the game was doing a last minute occult status check right before the birth, and while attempting to confirm that the baby is not going to be an alien, it hit a snag with the pollinator file. Though that might be way off the mark, as I'm pretty sure all those details are confirmed at the conception stage in TS4.

    It's also surprising that no-one else reported same issue if it was this mod. This mod has been quite popular, and having babies in the game is a very popular event, inspired all the more to make babies due to the Parenthood pack. You could imagine that would be a lot of players becoming highly annoyed for it to fail right at the end, so surely someone else would have narrowed it down to this mod and reported the issue this past week, if indeed this mod was ever causing such a glitch.

    Not everyone is going to get today's update immediately, so there might yet be others reporting same issue. But just to be certain, I'm now going to put the old version back in the game and try another birth scenario. I'll report my findings here after the test is complete.

    Edit - Nope, still could not recreate the issue with old mod put back in the game. A human baby born without problems. I even next had Bob abducted by aliens via debug cheat, so he could have an alien pollinator's child. If anything, I thought the old mod might have issues with that scenario. But again, no. The alien baby was born without issues. Last of all I forced yet another alien baby on Bob using the MC command. He had alien baby again without any glitches during birth, or so it seemed. This second alien baby did not look alien, and when I aged the child up to teen, it was 100 per cent human, nothing alien about it. But I'm going to guess that's an issue with MC - if not a random effect of the old version of this mod.

    Anyway, I've done all the testing I can with this mod, and it seems your glitch may have been due to something else. But at least your report made me realise that it needed a Parenthood update anyway. All the best, Kriiks.

  8. Hi, Catalina. I think that function is in the Cheats module. Debug is a cheat, so that's probably where the option to switch it on is. Might have to save and reload to activate it. Then just Shift-Click on sims and objects to see the Debug options.

    To find in in MC options follow path -

    MCCC Settings... - Notification/Console/Menu Settings... - Console Command Settings... - Debug Commands In Cheats

  9. Just did a first test in game. For a long while now I've wanted the Pancakes family to have another baby. So I got Bob and Eliza in the family way, used MC to fast track the birth. Eliza just now gave birth to a bouncing baby girl Yvonne without any issues. I'll be saving that. Yvonne is a terrific name and the first time I've seen it in TS4.

    If this trait mod was the culprit before the update I did today, (Strange as it only needed updating for alien babies from the pollinator.) it certainly seems to be working fine now for this human home birth scenario.

    Reading over your initial report again, was the message of another family in the world having a baby, or was it the family you were playing?

  10. @JessNicholls93it would be against site rules for members to include mod attachments in their posts. If you've only altered the mod for your own, personal use, then there's no TOU for that. Any TOU requirements would only be for those creators who intended to share publically.

    When you say the folders are from Get To Work, do you mean you've altered an object from Get To Work to be connected to the Alpha mod? If so, which object is it? If it's a storage-looking object, then I'd be happy to make a version and add it to this set with thanks to you for the suggestion. There are some new objects from Parenthood GP and City Living EP that I'll also be adding to this set soon. The more the merrier.

    I'm not quite sure what you mean about the patch level your game is on? Are you updated to most recent 1.30? There would really be no point in sharing mod files anywhere if they were not extracted from a 1.30 game version.

  11. @Kriiks is the baby for a particular occult type? Might help to know if it's a general birth issue or just for a specific occult.

     

    Edit - Looking at the Alien Pollinator SimData file, there is indeed a tiny discrepancy that came about with the Parenthood patch. I'll be updating and uploading immediately, but can you also confirm if your birth issue was with an alien pregnancy via a pollination abduction. The Last Exception report you posted does state occult, but it does not add which particular occult type.       

  12. Updated for Patch Version: 1.30.103.1010 (1.30.105.1010)

     

    @Menaceman44 Don't know if you've spotted it already in the game files, but Maxis have reworked the way all job uniforms are handled. Previously all the clothing parts for a uniform were bundled together, sealed up and locked off in a tag system. With the Parenthood patch, they have introduced a new system where all uniforms are now on editable XMLs, no more locked off tags. You simply open up the new uniform XML and can see all the separate head-to-toe body parts for clothing and jewellery and can change them all to whatever you want. (Providing you know the clothing part names and numbers you wish to put in the XML.) I would not be at all surprised if this big change is because they are going to finally allow us to alter job uniforms directly in Cas.

  13. Updated for Patch Version: 1.30.103.1010 (1.30.105.1010)

     

    Regarding the 1TaskGivesMax mod, I have removed all the redundant XMLs from the mod and initial play testing confirms so far that all is well. However, given that there are hundreds of possible tasks, I need more people checking. If you find there are any tasks that no longer max out when completed, and just give the minimum default boost to the Daily Task Bar, please let me know which ones they are so I can add them to the mod.

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