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Posts posted by brigitte
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Oh, okay, the original won't be "used" a second time anyway, the poor fellow.
I've not seen it yet, because I also only had ONE Christmas event so far. And one Evil Flower Bunny Day. I only use my own custom holidays.
Then I may safely give him the family he deserves. Thanks for your help!
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Thank you, thank you , thank you!!!!
What the hell is that evil mechanism working in restaurants? I also have only super chefs with all necessary traits plus inspiring deco, and STILL the food most of the time is only "normal", sometimes excellent and can even be BAD (indeed, all on the same table with the same food from the same chef). That's not fun.
I always had my gourmet sim forcing my company to get away from the table (and make them sit down again), then I went all over their food to instant flavorize it, so that the quality was good enough. But of course, if you WANT your fellow sims to walk away from the table, they often enough don't do the job. If you only want to sit and chat with them (which should be the normal way to behave at such places), they do everything else, BUT.
So really: Thank you so so much for that mod! It's a frikkin shame that Maxis always and in every silly aspect tries to run our sims lives, and we can do nothing to improve it if it weren't for modders like you.
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Thanks for the mod!
I always wanted to have family portraits, and never ever will I go mobile.
Your Winter family looks great and I like the idea with the Christmas House for all seasons! Dumb question: If we actively play "the" Father Winter, will a twin spawn for the real job as with Grimmy and other VIPs (not Baby Ariel, whoever that may be; Ariel is a powerful washing powder in my country. Expensive, of course.)? I broke my game with a playable Grim once upon a time, but I don't know if Father Winter is "coded" the same way. If there isn't a special trick or something to be cautious about, I'd like to play with the character as well. Do you just select him in manage worlds and let him move in?
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Oh wow, I can't wait for your restaurant and club mods, also for that which stops the game generating new families. WHY does it?! I've many many families (most played) in my saves. I could understand it in almost empty worlds, but even then: No thanks, EA! I'd like to put my own people in there.
Apart from that since having your All-In-Ones I don't get new service sims (only the landlord), but I mostly have to avoid restaurants, even though they are my most favourite places.
I will not patch for the super-duper fame pack until mods are working and until it gets clear what new bugs come with it. There will be many many many (as in the old movie "Kingdom of the Spiders", it's Eaxis "Kingdom of the BUGS" until the whole world is covered by them), so maybe I'll never patch.
Your club filtering system also sounds fantastic! Up to now I have to give one of my sims the evil or mean or some such trait to gather sims I don't want, but of course it doesn't work with minor traits or aspiration/bonus traits. There once was a mod for that and clubs, but that didn't work or wasn't updated regularly enough. I always check sims moving around for the antiseptic and other traits and remove them manually if needed, but the specific mod of yours would come in handy.
And lo and behold: A functional restaurant!!!! Man, that seems to be SO difficult for most people to build without routing issues and all the decoration crap that blocks ways. Almost all restaurants in the gallery (apart from a few builders I trust) have to be cleaned extensively. At the moment I remove dish washers in functional restaurants and place enough trash cans instead, because they mentioned somewhere that the dishwashers can lead to the dirty dish problem. It's still there, but not as bad as with dishwashers. - However: enjoying a restaurant is something completely different, so I'm really looking forward to your mod plus the seafood restaurant.
This time no patch will get through here until the impounding damage is "secured". We have so many problems with route (and "root"/plant) failures already (all that jumping, time freezing, teleporting and other nice features), but having terrain tools looming over the sims world to come, there will be more weeping and gnashing of teeth.
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I finally got my sweet 16 as well!
They still didn't show up all at once in the café, BUT from the McCenter log file I could see that exactly 16 new people (with the traits you assigned) were generated in the same second - namely when I stepped into the café. Don't know why the whole bunch wouldn't meet and greet me there, but the mod gave me exactly these 16 people, no more, no less. - Now I can remove the temp mod and put the other one's from WSC6 in the game, yeyyyy!
Thank you as always!
@Chaavik - funnily enough MY baristas all got the "straight edge" trait.
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Strange, I seem to do something wrong. The new temporary version doesn't work for me at all. I tried save games and two new games, but no one shows up at the café, no barista. Only the street fun seekers around and one club. Plus a random sim in the vendor stall. No other visitors (but the club), no barista - even though it says that one is already ordered. - And that in a brand new save. I waited several sim hours, but nothing happens.
I think I'll try the old temporary version again in a new game, just to see what happens. Haven't changed anything else in my mods, only the exchanged the old temporary for the new one.
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Yes, thank you! Your new temp mod came just in time.
I'll better start the whole process again, if it's just some random thing. Maybe I deleted almost all NPCs, and that would be an explanation indeed. - The endless townie generating needs to stop, finally.
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Oh, cool, I have to find the MC setting for "females only"! Great idea for that purpose.
In a new game the whole setup will be easy, but in other saves: will it work if I kill off every old sim barista that still might show up (as I don't know who all works as a random barista)? So if I kill or delete the unwanted old worker right away, will the 16 still spawn after that?
And what about sims I like who happen to work as baristas? I'd try to move them to played households, but if that won't work, would only the deleting or killing do the trick? It's so random whom the game choses to work as baristas (I like many sims in my world, even though not all are played households), so how do you others manage to track these guys down in a big old save? - At least your first control mod makes sure that played sims like Bella et al don't get used as random vendors anymore.
What can we do with other sims who work somewhere, aren't played, but whom we don't want to delete? How can we get rid of their barista or other jobs the game gives them without deleting or killing them? - Is there some known way apart from playing all households? I've got many quirky homeless one's I DO like and want to keep, cause there's not enough room for everyone in houses. They are my townies, but some of them might be baristas or vendors (Donald Trump as squeaking fish market vendor might be a good thing for the world in general, ahem). What can we do to change the work status of unplayed but beloved sims in order to get the All-In-Ones?
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The All-In-One working as a chef WAS the first barista spawned at the café and the waiter was one of the massage guys who spawned later at the spa! So somehow in my game it seems to have worked. I went to the restaurant as last community venue, and the workers were from the first café, but also from the gym, the spa and other venues - all with the special traits. The host, for example, had been a mixer at a bar before I went to the restaurant. - I'll look into it again this evening, visiting other community lots and see who's showing up. Maybe it was just coincidence. - They were all NEW sims, by the way (apart from the one vendor who insisted on keeping his job).
I'll try your new temp mod in another save, as the new way seems to make things easier more sure that we've got the right workers.
Thanks for all these great new mods!!!
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In my game the All-In-Ones already show up in restaurants as waiters, chefs and hosts.
But I had to take a different road for getting the sixteen sims into my world. Only 2 baristas came into the café, so I went to several other community venues afterwards (gym, bar, spa, nightclub and restaurant). I always checked the traits of whoever popped up and renamed the sims. In the restaurant I wasn't sure about the 2nd chef (cause you can't edit them while on the job). The first chef already was an All-In-One named sim. So I went to another venue and got the other chef there via MC. He also had the traits and I edited him accordingly. I now have 13 All-In-Ones "ready" and clothed. They show up everywhere as workers, so that's really great.
Now I think I'll take the temporary mod out of the game (with the 13 workers in place and 3 other sims still not identified), because the generating process goes on like crazy (whole families etc. which didn't happen anymore with the "reduced townie mod" that hasn't been updated for ages and conflicts with this). I'm so happy for that army of good workers!
In regard to when to intall which mod of the 6, I'm not sure if it would be better to start with no. 6, because the "max sims in zone" (20 by default) also seems to include all people who wander around a café, so all street fun seekers or the usual maxis walkbys. I changed my setting to 40 for the generating process, but still didn't get the 16 baristas. That's why I chose to travel around community venues and sort of "collect" them manually. I hope I didn't mess up anything in the process, but it looks good right now.
The deletion of actual workers is a difficult task, indeed, because it is not always clear who is working anywhere and when. I even moved a stall vendor into a played household (not wanting to delete him), but he still works. That's no problem, however, because I gave him the traits like you did, and a vendor is not as important as a crappy cook.
Bad thing only for my pufferfish-only-restaurant. I have a club that targets sims with evil and other nasty traits, adds them to the club and lets them eat pufferfish nigiri as single club activity.
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Thank you! That mod was absolutely needed.
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Yippeh, thank you! I'm curious what's all hidden in that folder of yours. Glad that you're willing to share it now. The mods are very useful and you know that waiting for Maxis to "fix" something is not advisable. IF they indeed fix anything properly, they surely "fix it back" with the next patch. I still don't understand how that is possible, unless they change their whole staff every month and don't have a user manual ("patching for eejits", "play the game before you livestream", "play the game for lots of hours, know your bugs!", "Ever played The Sims 4?") for the most basic stuff. I REALLY don't understand it.
Therefore good to have guys like you who don't have dementia or whatever and don't give away some wonderful new hair in order to make amends for all those bugs and lice nesting within it. You really fix problems and make the game better. Very much better.
I better go back into my game now, cause I've got a serious case of "word vomit" here.
I'm just so happy because of all your new, old-new and updated existing mods!
And I might have said it often enough. Sorry.
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LOL, my, how long do you plan what you're writing about your mods? Is it a spontaneous thing? I guess it is. So cool!
I would listen to you till the cows come home, and never ever (not in your house or anywhere else) would I consider to start jogging around. Okay, except some evil relative comes by. But that could be explained while taking off.
Yeah, there seem to be some serious ADHD issues with the sims
, and before a certain mod got rid of "death by outdoor exercise" the joggers were at least punished for doing their spontaneous running act. Death penalty in winter or heat wave time
. Not good, I know. But I really hated that jogging thing, especially in restaurants and in other inappropriate situations.
Thank you!
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Thank you for the puddle choice!!!
And for your comments about a modder's dignified puddle management.
Yesterday I had Grim over for a visit (nothing serious, I just like him), but HE also gets on my nerves with his endless moaning about his OWN puddles beneath him! My, what shit. He puddles along and then complains about his own black oil soup, and he isn't even neat. - That was again such an instant when I'm yelling at the screen: "Grim, man, you wet MY floor with your black shit, so just don't complain about it! Or wear a mop on your invisible feet." I think we need a weapon for Grim himself to evaporate his black pee. But he wouldn't do that unless having complained about it for an hour.
Thanks so much to help us getting rid of. ahem. all that wetness.
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LOL, now WE have to wet our undies (your words) because of the announced "CoolSpear's Street Life Mod" without Leafpiles.
I'm so so happy that you're really back with your fantastic descriptions, with bombastic mods AND even new ones to look forward to.
Get the new ones out of the closet, pleeeez! Want to see that Street Life Leaf Pile happening thingy.
All your latest mods are great, and your writing. YEY, you're back!!!! Don't LEAF us again!
I will have to research the Mandela Effect now, and I must agree with KayBee that I'm happy you're not listening to our own piano practise (I wear headphones for that and use the "normal" piano for "after practise").
Well done for the leaving leaves and piano and appartment shit and the "fuck off nice accessories" in the sauna and the school project for adults. The last one reminds me of "Loriot", a German comedian, who in a Christmas special featured some "nuclear reactor handicraft set" as present for the kid, but the adults played with it and loved it how the "poor cows blow up" and the "buildings go down". Great satire.
So happy you're back with new ideas plus mods and new rant and rage and fun and deep insights.
World Sim Control - All-In-One Worker NPCs - December 2024 Important Information
in TS4 General Mods
Posted
Oh my, I can only advise AGAINST playing the detective career at the moment in regard to NPC's (apart from the bugs). I've never tried it for 2 years or so, but just wanted to have a look at it. You wouldn't believe what kind of sims kept coming again! The worst. Arrrgh. Zombieland.
However, I had some fun trying the serial killer mod again, so there was some kind of party at the station
, and now I'll quickly change careers again.