GrumpySuzy
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Posts posted by GrumpySuzy
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I hope I can get time to play with the mod soon and report back to you. Thanks for updating the mod XD
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Thank you for putting so much hard work into these updates. We all know your mods are just indispensable for the least annoying game we can wring out of The Sims XD
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Thank you for the bits of info. The LEs happened on a restaurant my sims own and operate so I sold the earbuds and buy a new pair there, I have not seen LEs again so I guess they are not problems anymore.
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I used to have this but after a few LEs, the folks over MCCC Discord Supports advised me to remove your mod. Though I must say the LEs are still generating at an alarming rate so that means it's not because of your mod at all, I attach the error here if you are interested.
<report> <version>2</version> <sessionid>c03f6860b3035d635b0f9bcb</sessionid> <type>desync</type> <sku>ea.maxis.sims4_64.15.pc</sku> <createtime>2018-05-31 15:38:58</createtime> <buildsignature>Local.Unknown.Unknown.1.43.14.1020-1.200.000.339.Release</buildsignature> <categoryid>alarms.py:172</categoryid> <desyncid>c03f6860b3035d635b0f9bcb</desyncid> <systemconfig/> <screenshot/> <desyncdata>Failed to remove object_Earbuds:0x05d00788bb6d17a4 from indexed manager (AttributeError: 'FrozenTimeline' object has no attribute 'schedule')
 Traceback (most recent call last):
 File "T:\InGame\Gameplay\Scripts\Server\areaserver.py", line 111, in wrapped
 File "T:\InGame\Gameplay\Scripts\Server\areaserver.py", line 107, in finally_wrap
 File "T:\InGame\Gameplay\Scripts\Core\sims4\utils.py", line 174, in wrapper
 File "T:\InGame\Gameplay\Scripts\Core\sims4\utils.py", line 192, in wrapper
 File "T:\InGame\Gameplay\Scripts\Server\areaserver.py", line 282, in c_api_zone_shutdown
 File "T:\InGame\Gameplay\Scripts\Server\zone_manager.py", line 84, in remove_id
 File "T:\InGame\Gameplay\Scripts\Server\indexed_manager.py", line 179, in remove_id
 File "T:\InGame\Gameplay\Scripts\Server\indexed_manager.py", line 215, in remove
 File "T:\InGame\Gameplay\Scripts\Server\indexed_manager.py", line 294, in call_on_remove
 File "T:\InGame\Gameplay\Scripts\Server\zone.py", line 769, in on_remove
 File "T:\InGame\Gameplay\Scripts\Core\sims4\service_manager.py", line 379, in stop_services
 File "T:\InGame\Gameplay\Scripts\Server\objects\object_manager.py", line 77, in stop
 File "T:\InGame\Gameplay\Scripts\Server\indexed_manager.py", line 122, in stop
 File "T:\InGame\Gameplay\Scripts\Server\indexed_manager.py", line 116, in destroy_all_objects
 File ".\mc_utils.py", line 114, in _wrapper_function
 File "T:\InGame\Gameplay\Scripts\Server\indexed_manager.py", line 114, in destroy_all_objects
 File "T:\InGame\Gameplay\Scripts\Server\objects\object_manager.py", line 311, in remove
 File "T:\InGame\Gameplay\Scripts\Server\objects\object_manager.py", line 144, in remove
 File "T:\InGame\Gameplay\Scripts\Server\objects\object_manager.py", line 114, in remove_from_client
 File "T:\InGame\Gameplay\Scripts\Server\distributor\system.py", line 289, in remove_object
 File "T:\InGame\Gameplay\Scripts\Server\objects\components\__init__.py", line 77, in wrapped_method
 File "T:\InGame\Gameplay\Scripts\Server\objects\client_object_mixin.py", line 1364, in on_remove_from_client
 File "T:\InGame\Gameplay\Scripts\Server\objects\components\__init__.py", line 92, in wrapped_method
 File "T:\InGame\Gameplay\Scripts\Server\objects\components\state.py", line 1762, in on_remove_from_client
 File "T:\InGame\Gameplay\Scripts\Server\objects\components\state.py", line 2567, in _cleanup_client_state
 File "T:\InGame\Gameplay\Scripts\Server\objects\components\state.py", line 702, in cleanup
 File "T:\InGame\Gameplay\Scripts\Server\objects\components\state.py", line 216, in stop
 File "T:\InGame\Gameplay\Scripts\Server\objects\components\__init__.py", line 440, in exported_func
 File "T:\InGame\Gameplay\Scripts\Server\objects\components\statistic_component.py", line 656, in remove_statistic_modifier
 File "T:\InGame\Gameplay\Scripts\Server\statistics\continuous_statistic.py", line 435, in remove_decay_rate_modifier
 File "T:\InGame\Gameplay\Scripts\Server\statistics\commodity.py", line 1619, in _recalculate_modified_decay_rate
 File "T:\InGame\Gameplay\Scripts\Server\statistics\continuous_statistic.py", line 879, in _recalculate_modified_decay_rate
 File "T:\InGame\Gameplay\Scripts\Server\statistics\continuous_statistic.py", line 638, in _update_callback_listeners
 File "T:\InGame\Gameplay\Scripts\Server\statistics\continuous_statistic.py", line 698, in _update_active_callback
 File "T:\InGame\Gameplay\Scripts\Server\alarms.py", line 68, in add_alarm
 File "T:\InGame\Gameplay\Scripts\Server\alarms.py", line 172, in __init__
 AttributeError: 'FrozenTimeline' object has no attribute 'schedule'
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Thank you, this is just one of my favorite objects in the game. I am glad it has your precious attention. <3
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I did not even know MC has a no auto clean desk option, but I do see the wait staffs and patrons of my restaurant crowding over my sims desk which she uses to work from home as a chef. I hope this means they will not be attracted to it en mass like before. Thank you.
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I found some drama node and open street director tuning and double the time in them like
<U n="main_festival_state">
<T n="_duration">960</T>
<L n="_situations">but there are <T n="festival_time">0xB0B6DE23<!--Monday 5:00PM - 11:00PM--></T> in drama node too, which I am not sure I can change here or not, because it seems like I must have done something wrong because now the festival is not happening at all when my sims travel there. lol *nevervous laugh* . I will try to investigate further.
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My festival-goers family appreciate this very much. But I also wonder how to lengthen the festival? I feel like they are too short, like my sims have only sold a few things in his crafts inventory and the flea market is already closing.
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Thank you so much. I didn't know ugly is not the only way to be plantsims, as you have illustrated so gorgeously with Moonleaf Amaranthine.
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Sometimes I have to remind myself that you always have the most thought out mods and if I saw an annoyance in the game, *in "bless of the ancient cool1" mood* you probably had already seen it and the best course is to run right back to your mod section and YAY its already solved and packaged beautifully and ready to be picked up. Thank you so much.
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YAAS for no body shaming, you presented a very reasonable case there and I have always wanted this mod from the start, thank you.
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Haha, your are such a perfectionist at your core, down to the grave collections. Thank you so much for letting us take advantage of your tweaks and tugs so generously.
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I love that my bartenders stock them autonomously with a Jedi hand wave, superb!
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Epic, I love the systemic change you are making, all sounds sensible to my drunk sim ears.
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I have not got around to the Venue Situation yet, that's a new one. I am currently got lost in the trait list and waddling around in the Vendor tuning trying to find what make them tick.
You always have the wicked words to make irritating situations sound amusing. Are you aware of those traits of trait_Breasts_ForceOn and trait_Breasts_ForceOff, LOL what the hell are those doing?
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Wow, that's a very meticulous list of traits, you really play such highly customized game which is quite above Maixs standard :)
So if the handmade NPC are banned from being patrons, they could be fulltime NPC whenever you need them right?
I will start adding SteelBladder and NeverWeary to the NPC template and see how it goes, baby steps.
Also, do you know what this mean:
<V n="_household_templates_override" t="enabled">
<L n="enabled">
<T>98542<!--HH_template_NPC_adult_single--></T>
</L>
</V>Does it mean the game must generate a single adult npc household? Because in my game, they spawn like a dozen single adult households already.
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How do you add more trait rules for your NPC? Is that defined in Sim Template? For example, this is Jungle Native template:
<U n="_skills">
<L n="explicit">
<U>
<U n="range">
<T n="max_value">5</T>
</U>
<T n="skill">174687<!--statistic_Skill_AdultMinor_LocalCulture--></T>
</U>
</L>
</U>
<U n="_traits">
<L n="explicit">
<T>180954<!--trait_Hidden_IsNative--></T>
</L>So if I want the roles go to only NPC with SteelBladder I will add:
<L n="explicit">
<T>180954<!--trait_SteelBladder--></T>
</L>It is breaking news that you have kept the top secret of NPC manipulation that long only for yourself, that's the privilege of being a modder I guess. While beginners like me are struggling, I made an 8 members family too for Selvadorada but the game is still generating Vendor.
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Oh, yeah, thank you for the pointers, so far I have seen in the Sim Template file the extra trait *Native* but I do not understand the Sim Filter files. The language seems foreign to me, what does <T n="invert_score">True</T> mean?
Anyway, after I used traits.equip.trait Native to add it because you have not got time to add that to the cheat menu and they act like a true local already.
Now onto the Situation thing.
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Hi, Cool1. Could you be able to pinpoint the trait that make the Selvadorada locals behave like they do: not wearing tourist outfits, can be asked about jungle, chat about the sights etc? Because in an attempt to control the endless generation of the locals, I tried to give a bunch of my sims (not in world) the Selvadorada Culture max skill, trait Dance Rumba but the game still spawn humongous number of homeless locals and only those I edit directly can have that local trait.
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Thank you very much for this timely update, I was going to beg you to add these traits but when I arrived here on this thread, the wish was already fulfilled.
So are we waiting for Jungle Adventure traits: Treasure Hunters and Museum Patreon in the next update?
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Thank you for the fire and the puns ;)
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So much eating and pooping happened in the same place. Thanks for saving our sanity and sanitary also.
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Thank you for this fishy miracle :)
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Urg, thank you so much, I am always bugged by that criminal stalkerish rapey alien stereotype in The Sims series, such excuses are needed to justify all the alien-phobia, 'alienism' and thats how we treat our existing *alien* on earth. Now thats how you save the world one fun thing at a time Cool1.
Dispensers - The Potion Lab Canisters (Get To Work EP)
in TS4 Food & Drink Mods
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haha cheers to your first class humor :)