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coolspear

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Posts posted by coolspear

  1. I'm not at all sure. I've never seen them "use it" autonomously. All I've ever seen is sims go to view it. Even when their autonomy is turned off, hence this mod. (Although I have an improved version of this mod I will release soon, as I know sims still go to view it even with the old version of this mod.)  I'll take a look at the Interaction XML at some stage, to see if it's autonomous. But the best test in the meantime is to have it as the only object on the lot and see what sims do with it. Still go to view it probably, until I release the amended version of this mod. 

  2. Hi, Heidi

    I'm not seeing any problems with that camera whatsoever (Even though I do not know what "LE" is supposed to mean?) It works exactly as it should. The camera is found in Storage / Misc. Do not mistake the original Maxis décor version with my one, as it has none of the same functions. The one I made is a separate clone. And please, Heidi, in future, if you do experience problems with any of my mods, can you post your report in the actual mod thread. It would be a help to any others who may be experiencing problems with the same mod. Thanks. 

  3. The scientist career is proving to be quite buggy, too. I'm finding little bugs here and there. It stands to reason, as I don't see how Maxis could have messed up doctor and detective and left scientist intact. That does not sound like Maxis at all. If they're breaking one, then they're breaking them all. Although I have never seen the bug you are reporting (Yet.) I'm having my own problems with many objects continuously going missing from the labs whenever I send any scientist to work.

    Though I've pinpointed that to be a problem with my main sim. I think I've been playing him so long, over two years now, and he's just corrupt. (He broke build mode in his own house a few months back and I can never get build mode to work properly on his house no matter what I try.) Testing in new hood with new sims and this problem of disappearing objects does not occur at the labs. Also his house is fine in build mode when in a new hood, only as long as he does not live in new hood. All very strange.

    I am currently in the process of starting a new world, moving all favourite houses and sims. All except my main sim. Once I've completely moved everything else to new world, I will delete all old saves and never play my old main sim again as he is just corrupted and messes up lots wherever he goes - even if I save him to library and move him to a new world. He still breaks build mode. He's just cursed and has to be abandoned.

    Time for a new world and a new main sim family. I suppose I should have known better after 17 years playing this game. That a world will always become buggy and corrupt eventually, and starting a new world is just something we all have to do before too long.

     

     

  4. Update 8th April 2017 - I cannot believe what a scatterbrain I am. The "updated" version I uploaded two weeks ago was still wrong! I somehow managed to copy and paste the Alien Loot info onto all the other XMLs for each animal type. So attempting to generate fish, insects or frogs would only ever generate aliens. I only meant to copy and past the 3 lines of Buff Loot info, so that all would give the same buffs when using, but I also pasted the Alien Loot line over all their unique species loot lines. What a plonker! Anyway, all sorted now. I also tweaked the Rudimentary Matter Cube so it wont cause route fails when generating right under a sim's feet. Yeah, I might actually get the hang of this modding malarkey one day.

  5. Did you fix it? Yep, the last patch changed a lot of SimData files. The only released mods I had to update are ones that use SimsData files. The mods altering workdays or school schedules. Removing an unneeded (problematic) line of code from many relating to bonus pay or something. Maybe trying to fix the overmax pay problems with the City Living careers, perhaps.

  6. 58e6f83c42238_04-07-17_1-48-21AM.jpg.9e10451eecdad614ceb214e3148a7b47.jpg

    I don't recall seeing this object in among the debug objects. It's such an eyestrain to search through them all now. I went ahead and unlocked it, because to this day I have yet to send my sim to a festival. I simply haven't put in any real game time playing apartment buildings. Well, if I'm not leaving Windenberg and playing with apartment living (yet) then apartment living is going to have to come to Windenberg. Or at least these lovely bulletin boards.

    Not just pretty to look at, but remains just as functional anywhere else in the sim world outside of the big city apartment public hallways. When a festival is planned, the poster changes and your sim can view the details on the board and travel there when the time is right. Now my Windenberg sim might actually go to the city at last! Hot curry later tonight by the looks of it! Yes please!

    It can be found in Activities & Skills / Knowledge (and Misc.) I had to give it a price so it's 1 simoleon.

    City Living EP is a required install for this mod to be of any use in your game. 

     

    cool1_objectUnlock_BulletinBoard_CL.rar

     

    Mod tweaks such as these, consisting of Binary files only (Not XMLs) are almost never changed by patches.

     

    Binary Resources Used:

    Spoiler

    C0DB5AE7!00000000!00000000000227F3.bulletinBoardWallDynamic_EP03GEN_set1.ObjectDefinition.binary
    319E4F1D!00000000!00000000000227F3.Newfangled Apartment Communicator.ObjectCatalog.binary
    C0DB5AE7!00000000!0000000000022F54.bulletinBoardWallDynamic_EP03GEN_set2.ObjectDefinition.binary
    319E4F1D!00000000!0000000000022F54.Newfangled Apartment Communicator.ObjectCatalog.binary
    C0DB5AE7!00000000!0000000000022F55.bulletinBoardWallDynamic_EP03GEN_set3.ObjectDefinition.binary
    319E4F1D!00000000!0000000000022F55.Newfangled Apartment Communicator.ObjectCatalog.binary
    C0DB5AE7!00000000!0000000000022F56.bulletinBoardWallDynamic_EP03GEN_set4.ObjectDefinition.binary
    319E4F1D!00000000!0000000000022F56.Newfangled Apartment Communicator.ObjectCatalog.binary
    C0DB5AE7!00000000!0000000000022F57.bulletinBoardWallDynamic_EP03GEN_set5.ObjectDefinition.binary
    319E4F1D!00000000!0000000000022F57.Newfangled Apartment Communicator.ObjectCatalog.binary

    Any other mods using these resources will conflict.

     

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

  7. I was giving the bowling pack a spin yesterday. Actually trying to meld it with the restaurant code, to have a bowling and dine venue. Almost got it working, but not quite the stuff to write home about. I gave up after breaking the hybrid venue when getting too heavy handed trying to force it. With that said, just playing normally with bowling and experiencing the incredible amount of time wasting, with each sim in the group taking far too long for every turn. Man, that was crazy, especially as I play the game on half default speed. But even for default, I can see that mind-numbing annoyance, watching sims just stand there wasting brain cells, doing nothing just because of a cooldown timeframe set too long between goes. No thanks!

    I've shortened it considerably, so now when the game is playing smooth and nice with no hiccups, each sim in the group is very quick at taking their turn, almost immediately after each other. But you all know by now there will be the inevitable animation freeze, that will have one sim locked in a catatonic state for a while at some stage during an interaction, - and bowling is no exception - especially on crowded venues.

    The new Bowling Stuff Pack is a required install for this mod to be of any use in your game.

     

    cool1_Bowling_LessDelayEachTurn.rar  - Updated for 1.44

     

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

     

    XML Resources Used:

    E882D22F!00000010!0000000000027B60.bowlingLane_Mixers_TakeTurn.InteractionTuning.xml
    E882D22F!00000010!00000000000269D9.bowlingLane_Mixers_WaitForTurn.InteractionTuning.xml
    E882D22F!00000010!0000000000027828.bowlingLane_Mixers_WaitForTurn_EndGame.InteractionTuning.xml
    E882D22F!00000010!0000000000026C24.bowlingLane_Mixers_WinGame.InteractionTuning.xml

    Any other mods using these files will conflict.

     

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

     

     

  8. Just been playing my doctor for the past two hours (2 X 14hr shifts at hospital) and I'm not seeing this. All is as it should be - considering the career is still broken since City Living patch. I (normally) refuse to play the doc career these past five months until Maxis confirm they've fixed the broken pregnancy emergency events. After your report, I thought they may have done one of their sneaky fixes again, the ones they don't put in patch notes and make new XMLs for. But nope, all's the same at the hospital. Certainly no problems with examining and diagnosing as far as I can see.

    Bearing in mind I use a temporary (Ha, five months is temporary?) mod I've never released, to prevent emergency pregnancy events from happening, lest they truly mess up things at the hospital. Did any of the borkage you are experiencing happen on such an emergency pregnancy event day?  

  9. Hi, aparkison likewise highlighted that post. I tried what was suggested, but could see no change. Without detailed specifics, I may not have been doing it correctly. I may yet contact the person to ask for a more detailed account of what they did, but I've given up on it for now as I concentrate on the original annoyance. Namely the very thing that had me start this thread with the disappearing objects from the science lab. Even after I patched, thinking the klepto info in the patch notes might clear the problem, my scientist went to lab today and half the furnishings of the labs were gone after loading. That's even worse than my initial report. There's things I'll yet try, but I'm just taking a break, catching up on TV stuff, trying not to let it get to me.

  10. Glad it's less over the top for you. I've bee seeing similar results. Used a bit less often - unless it's the only thing that can be used, then no change. Don't know if I want to change back to original version now. Ah, well.

  11. March 2017 patch  - Updated for Patch Version - 1.28.25.1020. Please replace older version.

    Plus I cleaned up the messy text strings for the Maxis motive cheats. I originally included the debug cheats as extra options for all the machines in this set, but only ever included the template for the strings in only one machine - the Amazing Computer Stack. Meaning if you didn't have that one, only the snow maker, then the text boxes would be blank in the snow maker. This march, I got fed up of Maxis changing those cheats a few times in recent patches, so now have just removed them completely from these mods. More trouble than they are worth. You can still access the Maxis motive cheats by debug clicking on the mailbox.

  12. March 2017 patch  - Updated for Patch Version - 1.28.25.1020. Please replace older version.

    Plus I cleaned up the messy text strings for the Maxis motive cheats. I originally included the debug cheats as extra options for all the machines in this set, but only ever included the template for the strings in only one machine - the Amazing Computer Stack. Meaning if you didn't have that one, only the snow maker, then the text boxes would be blank in the snow maker. This march, I got fed up of Maxis changing those cheats a few times in recent patches, so now have just removed them completely from these mods. More trouble than they are worth. You can still access the Maxis motive cheats by debug clicking on the mailbox.

  13. March 2017 patch  - Updated for Patch Version - 1.28.25.1020. Please replace older version.

    Plus I cleaned up the messy text strings for the Maxis motive cheats. I originally included the debug cheats as extra options for all the machines in this set, but only ever included the template for the strings in only one machine - the Amazing Computer Stack. Meaning if you didn't have that one, only the snow maker, then the text boxes would be blank in the snow maker. This march, I got fed up of Maxis changing those cheats a few times in recent patches, so now have just removed them completely from these mods. More trouble than they are worth. You can still access the Maxis motive cheats by debug clicking on the mailbox. 

  14. March 2017 patch  - Updated for Patch Version - 1.28.25.1020. Please replace older version.

    Plus I cleaned up the messy text strings for the Maxis motive cheats. I originally included the debug cheats as extra options for all the machines in this set, but only ever included the template for the strings in only one machine - the Amazing Computer Stack. Meaning if you didn't have that one, only the snow maker, then the text boxes would be blank in the snow maker. This march, I got fed up of Maxis changing those cheats a few times in recent patches, so now have just removed them completely from these mods. More trouble than they are worth. You can still access the Maxis motive cheats by debug clicking on the mailbox. 

  15. March 2017 patch  - Updated for Patch Version - 1.28.25.1020. Please replace older version.

    Plus I cleaned up the messy text strings for the Maxis motive cheats. I originally included the debug cheats as extra options for all the machines in this set, but only ever included the template for the strings in only one machine - the Amazing Computer Stack. Meaning if you didn't have that one, only the snow maker, then the text boxes would be blank in the snow maker. This march, I got fed up of Maxis changing those cheats a few times in recent patches, so now have just removed them completely from these mods. More trouble than they are worth. You can still access the Maxis motive cheats by debug clicking on the mailbox. 

  16. Update: 20th March 2017 - Well take a look at what you could have won! Bully's star prize this evening is... Maxis have included Instant Upgrade feature to all objects now, except the rockets - which was never a glitch or an oversight, but intended for the rockets to never have it. They snuck it in for all other mods that were here, probably with the Toddler Patch or last Feb's patch, and I do mean snuck it in. Like so many of the fixes that are not listed on their comedy-padded (For want of better description.) patch notes, their lack of fix description and details as a means not to scare people off the game (Hey, look how much we break and fix month to month! We're amazing, aren't we?) caused me to miss this. I was faffing about down at the Spa and realized the Sauna's now have Instant Upgrade. Then the Heat Lamps at the Restaurant, then the Neon Signs, then the X-Ray. So this mod has come full circle now. It started off as only the rockets, and is now back to being only the rockets. That's a little less work for me to do come patch time, at least. Though I'm sure we'll see future objects suffer the same level of infamous Maxis organized competence. Bowling anyone?

  17. I tried a few combinations of what was suggested, but am not seeing any change. Short of asking for a pinpoint accurate description of what exactly he changed and precisely where, then I'm going to try one or two more things then give up the ghost in utter disgust of Maxis for not testing this properly for whatever change they made that broke it. (Nothing new there then.)

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