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ThePsycho

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Posts posted by ThePsycho

  1. Lol. Ok, now I feel like an idiot.

     

    I see what you did.  You didn't replicate the original coding, just added it to the bottom.

     

    Since I've created more elaborate mods, I've had to develop methods of quickly testing for compatibilities. I replicate the original coding precisely so I can just run a batch-file file-compare on all my tuning files. It just sends the output to a log file showing what's been modified since my last patch.  Sounds odd I guess but when you have mods with from 50-100 tuning files, this is extremely fast for showing changes made. One of my mods has 60 tuning files. I can run the batch file and within 5 mins I can tell if the mod is compatible with the latest release or not.

     

    I ran one on your file and it showed discrepancies. But that was because your file, even though coded correctly, wasn't the same as the original. I should have looked through all the discrepancies in detail:

     

    ***** D:\SIMS4MODS\EXTRACTED RESOURCES\OBJECT TUNING\B61DE6B4!00000000!00000000000083E2.object_GardeningPlant_Bush_dragon.ObjectTuning.xml
     2040:      <T>182282<!--statePickerSuperInteraction_Gardening_Seasonality--></T>
     2041:      <T>211647<!--IslandAncestors_Bless--></T>
     2042:      <T>184093<!--Gardening_ResearchPlant--></T>
     2043:      <T>213491<!--spells_Object_Duplicate--></T>
     2044:      <T>216918<!--spells_Object_Duplicate_SpectralReach--></T>

     2045:      <T>180184<!--statePickerSuperInteraction_Gardening_Growth--></T>
    ***** D:\SIMS4MODS\MODS WIP\TEMP\B61DE6B4!00000000!00000000000083E2.OBJECT_GARDENINGPLANT_BUSH_DRAGON.OBJECTTUNING.XML
     2040:      <T>182282<!--statePickerSuperInteraction_Gardening_Seasonality--></T>
     2041:      <T>184093<!--Gardening_ResearchPlant--></T>
     2042:      <T>180184<!--statePickerSuperInteraction_Gardening_Growth--></T>
    *****

     

    ***** D:\SIMS4MODS\EXTRACTED RESOURCES\OBJECT TUNING\B61DE6B4!00000000!00000000000083E2.object_GardeningPlant_Bush_dragon.ObjectTuning.xml
     2050:      <T>180180<!--statePickerSuperInteraction_Gardening_Weeds--></T>
     2051:    </L>
    ***** D:\SIMS4MODS\MODS WIP\TEMP\B61DE6B4!00000000!00000000000083E2.OBJECT_GARDENINGPLANT_BUSH_DRAGON.OBJECTTUNING.XML
     2047:      <T>180180<!--statePickerSuperInteraction_Gardening_Weeds--></T>
     2048:      <T>39657487875584853<!--cool1_Gardening_JediSpawnProduce--></T>
     2049:      <T>5079125704587819<!--cool1_statePicker_MasterGardenerPickSeasonality--></T>
     2050:      <T>40753960606035928<!--cool1_statePicker_MasterGardenerPickGrowth--></T>
     2051:      <T>211647<!--IslandAncestors_Bless--></T>
     2052:      <T>213491<!--spells_Object_Duplicate--></T>
     2053:      <T>216918<!--spells_Object_Duplicate_SpectralReach--></T>

     2054:    </L>
    *****

     

    I was looking at the coding of that mod because since there are no tutorials or help documentation anywhere, looking into other mods is the only way to figure things out. It's quite interesting the things in the tuning files. A lot of the maxis coding doesn't make a lot of sense. But there's a LOT of cool stuff in there.

  2. Hey, LOVE the mod, just wanted to let you know. your mod is missing several Super Interactions that were added after IL and RoM for each plant object tuning file under Super Affordances.

     

    <T>211647<!--IslandAncestors_Bless--></T>
    <T>213491<!--spells_Object_Duplicate--></T>
    <T>216918<!--spells_Object_Duplicate_SpectralReach--></T>
     

    So your mod would remove those plant interactions. Thought you might want to update it.

  3. I've been using the mod for quite some time now. It works very well for the most part. Not every generated NPC is using the AIO's, so there are still a bunch of generated ones coming in. It's a LOT less than it was without the mod though. I do like the fact that the bartenders always make excellent drinks and such. It just needs to be expanded to cover more. Mailmen, cooks, waiters, paparazzi, bouncers, DJ's, etc.

    I solved the problem of having to do a bunch of steps with each new world. I read coolspear talking about creating a template. I did that. I created a new world, went through my entire list of steps, all the AIO's, everything. Then every time I want to create a new world, I just load the template and save-as. Everything's already configured. This actually solved a number of problems for me. I ended up customizing everything, placing a bunch of lots in Newcrest, my own business and residence lots, townies I like to have in every world, got rid of the ones I don't like, etc.

  4. That's probably why I haven't run into the problem before. I always though the entire child-rearing process was very tedious and tended to stay away from it. I prefer to get another sim pregnant before moving in. Let the game's automated story progression raise the child until either late child or teen, then move them in.

    I'll watch the next few playthrus if it happens again, making note of which sim locked up. I may not be able to solve the problem, but if its the same job sim every time, at least it will speed up my search for the locked up sim.

  5. Laff. So you bring your own sets with you and just plunk them down when you arrive? That seems like a lot of work. You'll also have to remember to never go straight home so you can stay and pick them back up again every time as they'll vanish once you leave the lot.

    I've played through the entire acting career at least 5 or 6 times by now, and I've never had the stage markers break. I AM having a problem with some random sim locking up occasionally, not sure what's causing it tho. It's not limited to GF either. When it happens, ALL sims in the area freeze until I find the frozen sim and reset. It's bugging me. If it happens on the gig lot, the markers will not work either. I just randomly start resetting sims and once I find the frozen one, everyone and everything starts working again.

    The background actors hogging the special mirrors isn't a big deal for me. I never have time to do any serious leveling in acting while I'm at the gig lot anyway. I have the mirror at home and just do my leveling there. The only time I do it at the gig lot is when there's a job task that wants it done, so I just use the mirror in the wardrobe room. I'm usually in that room when I want to do the task anyway as I've just gotten in costume. What little benefit you get from the special mirror vs the regular mirror in the 30 game minutes I use it is minuscule and not worth the effort to bring my own.

  6. That's weird. I change the makeup and wardrobe sims all the time. I change most sims in the game. Default sims are usually ugly. I don't usually change traits tho.

    If the mod is working in some cases, I'm starting to wonder if one of my other mods is interfering.  I'm positive I don't have any that "claim" to be for Get Famous or acting, but that doesn't mean something else doesn't have its little digital fingers in it. Until last week, I didn't have any career mods at all.

    I'd have to remove all mods but yours and try again.  But if you're dropping the mod, I won't bother.

    The only thing that majorly bugs me is occasionally a famous sim drops by the set and everyone drops what they're doing and runs out to greet them. It's annoying as heck. Creating a mod like a lot trait that bans famous sims would be EXTREMELY useful.

    BTW - How did you manage to change the stage objects? Every time I've tried to modify anything on the lot, it gets reset the next time it loads.

  7. Holy crap, it worked!

    As I said, i just moved the staffing line from the 10am shift to the 12am shift and all the coworkers showed up fine. I'll see if I can find what lines you modded in that XML file. But otherwise, my new science "graveyard" shift mod seems to fix the gardening problem there with only one caveat, If you're in the scientist career, you can only garden at home on the weekends. But heck, I can live with that just fine.

    I appreciate the help!  I just have to find somewhere to host it. I've already got people asking for it.

    Just FYI. These are the files I modded:

    2C70ADF8!00000003!000000000001A2FD.careerLevels_Scientist_2.CareerLevelTuning.xml
    2C70ADF8!00000003!000000000001A2FE.careerLevels_Scientist_1.CareerLevelTuning.xml
    2C70ADF8!00000003!000000000001A2FF.careerLevels_Scientist_3.CareerLevelTuning.xml
    2C70ADF8!00000003!000000000001A300.careerLevels_Scientist_4.CareerLevelTuning.xml
    2C70ADF8!00000003!000000000001A301.careerLevels_Scientist_5.CareerLevelTuning.xml
    2C70ADF8!00000003!000000000001A302.careerLevels_Scientist_6.CareerLevelTuning.xml
    2C70ADF8!00000003!000000000001A303.careerLevels_Scientist_7.CareerLevelTuning.xml
    2C70ADF8!00000003!000000000001A304.careerLevels_Scientist_8.CareerLevelTuning.xml
    2C70ADF8!00000003!000000000001A305.careerLevels_Scientist_9.CareerLevelTuning.xml
    2C70ADF8!00000003!000000000001A306.careerLevels_Scientist_10.CareerLevelTuning.xml
    9C07855F!00000003!000000000001A430.job_CareerScientist_Coworker.SituationJobTuning.xml
    545AC67A!0070ADD4!000000000001A2FD.careerLevels_Scientist_2.SimData.xml
    545AC67A!0070ADD4!000000000001A2FE.careerLevels_Scientist_1.SimData.xml
    545AC67A!0070ADD4!000000000001A2FF.careerLevels_Scientist_3.SimData.xml
    545AC67A!0070ADD4!000000000001A300.careerLevels_Scientist_4.SimData.xml
    545AC67A!0070ADD4!000000000001A301.careerLevels_Scientist_5.SimData.xml
    545AC67A!0070ADD4!000000000001A302.careerLevels_Scientist_6.SimData.xml
    545AC67A!0070ADD4!000000000001A303.careerLevels_Scientist_7.SimData.xml
    545AC67A!0070ADD4!000000000001A304.careerLevels_Scientist_8.SimData.xml
    545AC67A!0070ADD4!000000000001A305.careerLevels_Scientist_9.SimData.xml
    545AC67A!0070ADD4!000000000001A306.careerLevels_Scientist_10.SimData.xml

  8. Hey @coolspear, I'm trying to find a way to bypass the gardening bug at the science lab. I created a simple tuning mod that changes the work hours for the Scientist career to 12am to 9am. This way the player will be at the science lab at 5am when the plants are scheduled to spawn. This kinda worked and kinda didn't.

    Being there at 5am DOES cause the plants to spawn, grow, get weeds, need watering, so I'd call that part a success. One minor problem with this, is during the work week, while you are at the lab at 5am, you aren't at home at 5am, so your plants at home don't spawn. However, since you still have the weekends, you can still harvest at home 2 days a week. I can live with that.

    My main problem is, even though the work hours say 12am to 9am, none of the co-workers are showing up. At first I thought it was your mod overriding mine, but apparently that's not the case. I removed your mod and the coworkers still don't show up.  All the new ones you added, the Sixam scientists, Astronauts, baristas, they all show up, just none of the regular coworkers do.

    I was wondering if you knew of a solution to this.  I checked a lot of the career tuning files and can't find any that refer to NPC work hours, but there are an awful lot and might have missed it. I can do simple tuning mods, and recolors, but not much more than that. You're better than I.

  9. On 3/17/2019 at 2:45 PM, coolspear said:

    Thanks @ThePsycho for all the experimenting and the persevering, and for making the "how to" instructions. It just goes to show how the fundamental differences in play style make all the difference to the way mods are experienced from person to person. I mean wow, I do testing before releasing, but I could never account for all that. My preferred style of play being fundamentally different, I could not possibly set up test worlds to try all these other angles without very quickly making me detest the way the game is working, (Never mind what the mods are actually doing) and make me want nothing more to do with it.

    I've never liked any form of Story Progression, not in TS3 and not what MC attempts to deliver. I have to say I'm glad Maxis did not include it in TS4. The amount of time I spend crafting each sim in Cas, plotting out the details of the life they are going to start and how they fit into the world, it's unthinkable of me to allow anything to randomly happen to them without my input being directly responsible. Life, birth, death, marriages, moving, aging, not without my say so, a true control freak when it comes to that.

    Probably due to the way the game features come in instalments. Not a fan of ghosts, and I hardly feel like I would revive old Morty Goth's ghost now that Maxis have finally given us a University EP. (An example of my TS3 feelings at the time.) And I do want my sims to have a complete life, including going to Uni, so on and so forth. So they stay the way they were first made, fulfilling an almost eternal role, and have a life that will experience everything that Maxis will role out for the iteration. Story Progression is the antithesis of this. No Story Progression for me, then.

    So thanks for putting that element of the game and these mods through their paces. Testing how well one mod works with another mod, can never be easy. But you have done a great job showing how to get the best out of the two.    

    No problem. I AM a systems analyst after all. Figuring things out, problems and solutions, it's kinda second nature to me.  At least with Sims, it's fun!

    I actually prefer story progression. Got a LOT of use out of NRAAS back in Sims 3. I like the idea of the world turning beyond my sims' house. If there's a sim I don't want to be governed by it, I just put them in a house and mark as played.

    21 hours ago, Rainy said:

     

    TwistedMexi has a mod that allows you to add club credits.  What I did was make a club and then cheat them enough credits to get to eight sims.  But, MC Clubs now has the option to have more than 8.  So I add all of them to the one single club.  Start a meeting and viola.  It was really quick despite the fact I completely changed all of my AIO sims into what I call dhampirs by making them vampires and giving them the look of them and then making them human again.  I flagged them no age, no pregnancy, no marriage and I already have culling off.  Although at this time, I don't use story progression anyway I thought it best to be safe than sorry.  I made up a story that dhampirs are immortal and barren which explains them always being there but never marrying or having kids.

    I'm sure that'd work, but it's actually a lot easier to just use MCCC to teleport them there rather than set up a club.

    Well, unless you don't HAVE mccc that is.

  10. I think I finally figured out the best way to do it:

    1) Load up a normal sim. Click on a computer and set the following options:

         MC Population/Moving Settings/Allow Homeless Move-In/Disabled

         MC Population/Moving Settings/Homeless Apartment Percent/0

         MC Pregnancy/Pregnant Sim Selection/Allow Homeless Pregnancy/Disabled

         MC Pregnancy/Marriage Sim Selection/Allow Homeless Marriage/Disabled

         MC Pregnancy/Spouse Sim Selection/Occupancy Preference/Living In Homes Only

    2) Take the hour to generate your two AIO sim households with all 16 sims. Good thing is, you only have to do it once. Once complete, edit the household and save it to your library.

    3) Once in your new world, create a new household, import the first AIO household and replace. Click Save. When it wants to place in a house, just click the X to cancel. Do the same thing with the second AIO household. This will automatically create duplicates in your Library. Just delete the duplicates.

    Make sure the two AIO households are in your "My Households" tab so they don't lose their skills.

    4) Load up a normal sim, click on your sim. Select MCCC/Sim Commands/Teleport World Sim to this Sim

    Go through all 16 sims. They should all be there. Teleport each one to your sim and set the flags NoAge and NoCull. Once done with each, just tell them to go away and proceed to the next.

    For every new/existing world, you'll just need to do steps 3 & 4 again. The settings in 1 are saved externally and should remain for all saves.

  11. GRRRR.  this mod is becoming more trouble than its worth.  The club method doesn't work. It can only add 5 sims and not everyone shows up in the selection list. I'm only getting 4 of the 16 available. I tried using the Summon Sim statue mod, but that's not showing everyone. I tried going to a venue and doing it manually but the generation is random and I'll never get everyone that way. Using the temporary mod doesn't work because it doesn't make all 16 show up either.

    I think the only way is to manually re-generate the full 16 in batches for every single world, which takes over an hour each.

    I suppose I could just say heck with it and let them die. Just re-import the household every 30 days when they start dying. It's a lot easier then spending hours generating them for every world each time.

  12. On 3/15/2019 at 9:05 AM, coolspear said:

    If you have Get Together, set up a club with main sim and the All-In-Ones. Start club meeting and then when the All-In-Ones turn up, add any needed flags to them with MC.

    Although I'm not sure if it will be available to add flags to non-family sims via MC. Some of those rules were changed recently, like adding skills used to work on worker NPCs, now no longer available. Hopefully it was a change Deaderpool did not intend, and will return it to the way it was in next MC update. if not I'm going to be making my own mod for that, seeing as I use it a lot for the existing All-In-Ones when Maxis introduce new skills. 

    Let me know if you do write that mod.  Turns out, my method of copying the households up to my library has one flaw. it removes the NoAge and NoCull flags when importing. They still work fine, but now start aging. I'll have to try that club method to set the flags. Bummer.

  13. I didn't think it mattered which they were in, My Households, or Other Households. I always thought "My Households" was more of a. like "Favorites" list. Neither can be controlled by MCCC. MCCC only has controls to specifically target/bypass Played or Homeless.

    I've left mine in My Households, and they've been used for various functions just fine.  MCCC just moved them into a house because they weren't tagged as "Played" and I had "UnPlayed" sims configured for moving/marrying. I just recently disabled marriage/pregnancy/moving into Houses for Homeless sims/households and I'm still playing to see if MCCC bypasses them for moving/marrying as it should.

    I'm just taking Coolspear at his word that moving them into a house will kill the NPC status and make them stop working. Since there's no other way to mark the household as "Played", then the only other option is to configure MCCC to not move/marry/impregnate Homeless sims. I'm sure he's right. He know more about how his mod works than any of us.

    If Kevinnclay is correct that the sims in Other lose their skills, then we don't want them in "Other Households". Coolspear specifically set them up to have skills. We don't want the NPC sims to lose them.

    I've started a new world, imported my AIO households, and verified MCCC was configured properly for Homeless sims. I've only gone through a week or two in-game but so far, it seems to be working properly.

    The only downside to configuring MCCC to bypass homeless sims is homeless sims will never move/marry and such.  But I can live with that easily. If I have a homeless household that I want to marry and such, I'll just drop them into a house.

    I think what I'll do now is place a bunch of empty houses and see if MCCC tries to fill them with my AIO sims. Since I just started a new world, Newcrest is mostly empty anyway.

  14. Actually, that screenshot was from the "My Households" tab. You can tell because the heart is solid. If it was in Other, it would be white.

    I understand how all that works. Move a household into a house, the Plumbob shows up showing it's "Played", you can then click on it to turn "Played" off. Have done it many times for households that I want in specific lots but want them to age/marry. Problem is, Coolspear said you can't move them into a house, even for a minute or else they'll lose their NPC status. and there's no other way to tag it as played.

  15. I'm going to try the "Homeless" route. There are a number of MCCC settings that allow turning off Moving, Marriage, and Pregnancy for homeless sims. I'll still need to have them set for No age and No Culling, but I think this will work.  I've already got all 16 in the two AllInOne households configured for both. I just configured the following settings in MCCC, I'll need to play for a while to see if it works:

    MC Population/Moving Settings/Allow Homeless Move-In

    MC Population/Moving Settings/Homeless Apartment Percent

    MC Pregnancy/Pregnant Sim Selection/Allow Homeless Pregnancy

    MC Pregnancy/Marriage Sim Selection/Allow Homeless Marriage

    MC Pregnancy/Spouse Sim Selection/Occupancy Preference/Living In Homes Only

  16. 19 hours ago, coolspear said:

    With sims who begin life generated in the homeless bin, once you work on them in Cas they are automatically moved to the played bin.

    I was afraid of this.  On one of my games, MCCC moved the AllInOne household into a lot and started splitting them up.

    I'll either need to figure out how to tag the household as "Played" without placing them into a house, or disable all "Moving" settings in MCCC. Looks like they just don't want to work together.

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