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What kind of mods are in TS4 General Mods Section? & How to Report Mod Issues?

1 - What Type of Mods?

The TS4 General Mods Section will be for all mods that were made using light XML amendments. Basic tuning mods, such as No Autonomous mods, can be found in this section. Given the light amendments needed in making these mods, they will usually be the first ones updated if required after patching.

 

2 - Reporting Mod Issues

If the time comes you experience errors in your game using any of my mods, please make sure to be specific in your report on the mod thread. Writing nothing more than "it no longer works," or "I did a mod elimination process and once your mod was out my game worked again," is not very helpful. These types of reports tell me nothing, especially if I am not experiencing any errors with the mod in question. As such, I will likely not respond to undetailed reports while knowing the mod is fine and doing as it should in my own game. Take it as read I would be telling you no more than it's a mod conflict. And please, if your game is not patched up to date, don't even bother reporting issues. There's nothing I can do for you if you're behind on patches for whatever reason.

An example: No Auto Play Computer Game Mod

You report  - It's no longer working.

I think - In what way? Sims are playing games regardless? They won't use the computer at all? They reset trying to use computer? Game crashes if they try to use computer? Game won't load at all?!

All the while, it's still working fine in my game.

End result - I will not be responding to the report, other than qualifying it as PEBCAC. (Problem Exists Between Computer And Chair.)

 

3 - Things that do not need to be edited after a patch 

Right then, how to distinguish genuine patch changes that need to be amended in mods, from some other ineffectual changes that the patching process or Sims 4 Studios implements into XMLs, for those helpful, would-be mod detectives who spot differences month to month and wish to report them.

While scrolling down an XML, if you spot a line of language text, in green-coloured letters, next to a long digit instance number, it is Sims 4 Studio that puts that helpful line of green text there, not Maxis. It's there only to help modders identify those long instance numbers more easily via their native language. It has absolutely no bearing or effect in game whatsoever. If I don't bother to change this on some older mods, if this new line of green text suddenly appears on an XML where it was not there before, I'd prefer folks not to tell me my mod needs updating. Technically it does not, and I will not be updating for this particular type of implementation if it's the only change on an XML. Chances are, in time, Maxis will genuinely change the code on these XMLs and I will then update it, so the mod's XMLs will eventually contain the additional line of green S4S text. All things in due time - as the old saying goes.

Also every now and then some command lines get a switcheroo treatment during a patch, which WinMerge also highlights as being different when comparing the new XMLs from those of the previous patch. The patching process may have changed a command line on the XML from something like -

                                                                                  <"t=hot" "n=cold">   to   <"n=cold" "t=hot">

and again this has absolutely no change to the game whatsoever and I usually do not alter my mods to reflect such minimal, unimportant switcheroo text if it's the only change on an XML. Please don't tell me about these ineffectual changes either. Thanks, folks.

Featured Replies

This will be the first section to check, then, thanks!

 

Edit: Coolspear, a suggestion, please. It may sound  unnecessary but it would be really helpful to indicate that this section is for mods for TS4. Maybe if you edit the subheadings of the subsections in your section, it would be the easiest way to let people know that everything in there is for TS4. :smiletooth:

Edited by RedMallie

  • coolspear changed the title to TS4 General Mods Section

Thank you, TFM!!!

Coolspear, I was just reading your PM about my suggestion. I have to say that I am just a nosy member, hehe, not a moderator, so I am very ignorant about how to format the forum, etc. We are in a learning curve all the time, I guess. My response to you was going to pass your question to TFM or a moderator, so that they could make more informed recommendations or would tell you how to do those things. So, I am pasting your message here, ok? I'm sure someone will be able to help with your question about sticky notes, which I am highlighting in the text. By the way, call me Red. :smiletooth:

Quoted message (sorry, did not know how to paste the whole quote box):

Hi, RedMallie

Can you point me in the right direction on how to edit those section names. I can't see the way to do it. And how would I go about making an info post stay right at the top of a list, never moving? I wish to post the important patch info and make it stay right at the top. (Yep, I'm new to all this.)

Thanks, RedMallie

End of Quote.

 

You're welcome, TFM!! 

You're here! Yea!

I'm so glad to have the no dancing with mannequins back. That drives me bananas! Real people (from my 20+ years of experience in retail) normally don't like mannequins or are afraid of them - I've never met anyone who wanted to dance with one! :hehhehheh:

I posted this in the wrong spot - oops!

Anyway. So glad to see you back and I can't wait to get the rest of your mods in my game again! :23:

Edited by aparkison

Thrilled to follow you here; love your work!  Is the no smash doll house mod still a thing?  I didn't see it on your last MTS updates. Thanks again for all your time and effort!

Thank you, JASF!

  • Author
12 hours ago, JustAnotherSimsFan said:

@Twoftmama I've just checked DrChillgood's faster eating mod and it's compatible with patch 1.27.80 :57b447b494317_35(1):

Thanks for checking. Sheesh, it was one I was checking and maintaining for a while. Kinda strange now to have to wait for other reports on its health. Ah, well. He wanted it back.

@Alamain If you use Master Control Command Center, the no smashing dollhouses is included if you turn off autonomous mean interactions. I don't know if you use Master Control Command Center, but he's adding in a lot of no autonomy functions that really helps in cutting down on tuning mods.

  • Author
1 hour ago, aparkison said:

@Alamain If you use Master Control Command Center, the no smashing dollhouses is included if you turn off autonomous mean interactions. I don't know if you use Master Control Command Center, but he's adding in a lot of no autonomy functions that really helps in cutting down on tuning mods.

Yeah, I use it. I was using the No Autos on them and they're great. Although I found the No Auto Push Ups wasn't quite as successful as the JASF/Shimrod combo I was using previously. I still spotted the odd, defiant sim drop down and give twenty under MC. I never took the JASF mod out, but I did remove Shimrod's to see what MC was doing. I've since updated the Shimrod one for myself to work with JASF's mod to go back to no more silly push ups and sit ups anywhere. Has anyone updated and released the Shimrod one? I know Catalina updated a few of his recently. I've got an updated one sitting here.

1 hour ago, aparkison said:

@Alamain If you use Master Control Command Center, the no smashing dollhouses is included if you turn off autonomous mean interactions. I don't know if you use Master Control Command Center, but he's adding in a lot of no autonomy functions that really helps in cutting down on tuning mods.

@aparkison MCCC didn't give me reliable results and I had conflict issues,  I have had zero conflict issues with tuning mods and I find they work with nearly perfect reliability.  I didn't get in game tonight so I haven't had a chance to try the butler only globe bar, but I can't wait to player test that gem. (:

@coolspear Awesome! I noticed the same thing, possibly Deaderpool has missed something. I didn't realize awhile ago I had to use JASF with Shimrod in tandem. Once I did that no more exercising in place. I would definitely go back to that combo. I only stopped because Shimrod went MIA.

Overall I've had really good luck with Deaderpool's autonomy tweaks (especially since he's stopped the woodworking bench in the pre-release I have), but exercising in place has been a bit off for me.

@Alamain I have zero problems with Master Control Command Center. I'm actually testing a pre-release version from his Patreon now. Really happy with it. But you do have to do what works for you! I'm just trying to cut down on tuning mods where I can, because of modders disappearing (like Shimrod).

Edited by aparkison

4 hours ago, coolspear said:

Yeah, I use it. I was using the No Autos on them and they're great. Although I found the No Auto Push Ups wasn't quite as successful as the JASF/Shimrod combo I was using previously. I still spotted the odd, defiant sim drop down and give twenty under MC. I never took the JASF mod out, but I did remove Shimrod's to see what MC was doing. I've since updated the Shimrod one for myself to work with JASF's mod to go back to no more silly push ups and sit ups anywhere. Has anyone updated and released the Shimrod one? I know Catalina updated a few of his recently. I've got an updated one sitting here.

JASF is a modder, not like me, and he started to update some of mod by Shimrod. He will keep updated Shimrod's mods including the mods that we've updated.

Hello. Say please when mode come to the hospital? Thank you. Sorry for my English.

Coolspear, I know I shouldn't ask because you are really busy putting up your mods.Thank You, Thank you, Thank You.  But, this might be really easy for you to do.

Your mod for "Child Prodigies - School, Art and Uniforms"  You recently added the "Wear Uniforms and Chance Cards No Performance Loss"  Is it possible to have the "Chance Cards No Performance Loss" as a separate package like you have the "Wear Uniforms" as a separate package?

I just thought when you put them up on this site that it might be really simple to separate them out. 

  • Author
On ‎2‎/‎12‎/‎2017 at 7:20 AM, gor2104va said:

Hello. Say please when mode come to the hospital? Thank you. Sorry for my English.

I'll be busy most of Wednesday, so I can't say how much time I'll have for mod stuff. But Thursday I'm on the case again, and since the General Mods are almost done, I'll next start on the Career Mods sections because so many people are waiting for those. Gotta keep all you lovely folks happy. :good: 

Is it possible for you to check if overmax is enabled for city living careers? There's a bug thread on the EA forums where city living careers cannot go beyond level 10: http://answers.ea.com/t5/The-Sims-4-Bug-Reports/OPEN-CL-CL-Careers-Max-level-No-Raise/td-p/5745106/page/2

 

But SimQARobo said they are having trouble reproducing it. I can overmax careers and custom mod careers except city living careers, so I'm wondering why only those seem to be affected.

  • Author

I would not be at all surprised if this is part and parcel of the Get To Work career glitches that manifested with City Living. It would be helpful if those players who report City Living career bugs, also highlight if they have Get To Work installed. Most probably do. I think there is a strong correlation between the two EPs messing each other up. Just looking a City Living alone, or Get To Work alone, will probably not identify any issues. But the effects each one has on the other, that'll be the culprit.

Thank you for all your mods and thank you so much for sharing them! They're all amazing! :loveshower:

On 2/15/2017 at 5:20 PM, epoch7 said:

Is it possible for you to check if overmax is enabled for city living careers? There's a bug thread on the EA forums where city living careers cannot go beyond level 10: http://answers.ea.com/t5/The-Sims-4-Bug-Reports/OPEN-CL-CL-Careers-Max-level-No-Raise/td-p/5745106/page/2

 

But SimQARobo said they are having trouble reproducing it. I can overmax careers and custom mod careers except city living careers, so I'm wondering why only those seem to be affected.

Weebesu does a Overmax Pay mod at MTS and responded to this question by letting people know that City Living Careers were not set up by EA in the coding for Overmax so even his mod will not work with those careers until they do.  His Mod works with all Careers but City Living and works with current patch, so I hope this helps answer your question.

Your Welcome Coolspear, I try to help where and when I can!   Here is what he posted in the comments on his Overmax Pay mod-" I forgot to mention that EA did not enable overmax levels for City Living careers. I'm not sure whether this is a bug or a design choice. 

  • 1 month later...

My family has decided to install a line of bowling in the basement of their house. Since then, the whole family wants to play bowling in stand-alone mode. Can you do something for no autonomous play bowling for active sims or owned bowling's line?

  • 4 weeks later...
  • Author

Good call. I saw that sitting there in the outbox doing nothing the other week and wondered what I should do with it. Not sure if my version needs an update. I did see a version pop up on MTS in the last month or so, so I just thought, meh, leave it. It's all due to the Fish Storage Box. Just can't go wrong with those, so I unconsciously let the other one go feral and abandoned. But for you, my sweet queen, to welcome your active return, I'd be more than happy to spruce it up and upload it here. Just say the word, TFM.  

On 5/22/2017 at 7:34 PM, coolspear said:

Good call. I saw that sitting there in the outbox doing nothing the other week and wondered what I should do with it. Not sure if my version needs an update. I did see a version pop up on MTS in the last month or so, so I just thought, meh, leave it. It's all due to the Fish Storage Box. Just can't go wrong with those, so I unconsciously let the other one go feral and abandoned. But for you, my sweet queen, to welcome your active return, I'd be more than happy to spruce it up and upload it here. Just say the word, TFM.  

I was also wondering awhile back about the fish freshness decay mod. Is it really necessary if you use the Fish Storage Box? I use that, so I never said anything about the decay mod.

  • Author

It helps to slow the decay rate down to a crawl while fish are (unprotected) in a sim's inventory. I had it to round about 24 hours per quality decay drop. Though that largely depends on if you use any mods to slow the speed of time. Tweak that and then it gets longer, but I'm not going to do the maths on that lest my brain melts.

In the fish box they do not decay at all, ever. Based on the aquarium storage, it's to give the impression that they are alive, (in water) so not rotting. But even at that, if you let an excellent fish rot all the way down to the worst quality over a few days while in the inventory, then put it back in water, it's still alive! It's a miracle!

I wish we had ghost fish, who haunt those neglectful sims who left them in their inventory to rot down to a terrible quality (and die). I might try modding that bonefish to so something of this ilk, for a bit of odd fun.

I could have easily made the freshness decay mod to not let fish decay at all. But since the fish boxes (and aquariums) already do that, I thought it best to let the mod do some level of decay at least. I'll have it posted again after I patch and check over this weekend.

I use the fish box, so I won't worry about it then. Thanks for clarifying that though!

 

On 2/14/2017 at 6:04 PM, coolspear said:

I'll be busy most of Wednesday, so I can't say how much time I'll have for mod stuff. But Thursday I'm on the case again, and since the General Mods are almost done, I'll next start on the Career Mods sections because so many people are waiting for those. Gotta keep all you lovely folks happy. :good: 

 

So glad I found you here! I just returned to the game and was updating my mods, and panicked when I couldn't find any of the reimagined career mods on MTS. Oddly enough, it seems the only issue with the old mods (not sure when I downloaded them) is the employee uniform not being activated (for NPCs and player sims) - the other features still seem to work fine (from what I can tell). 

@islarose You should never play test mods. Mods that are incompatible with a patch may work, while breaking other unrelated interactions and game functions, cause unseen errors in the game files, and in extreme cases can break your save. Anytime there is a patch you should remove your mods and wait for the creator to compare the code and confirm that they are compatible.

If you do decide to take that risk and play test a mod, please do not post your "results" here at the Asylum. Thanks! :smile:

  • Author

@Twoftmama I was just looking at that old fish decay mod. It's still in the same rar from it's last days on MTS. If I recall correctly, I think I even took it down before I even knew I'd be leaving there. Looking at it today after extracting the Maxis commodity file, there has been no need for an update all the while, and it's all beginning to make sense why I stopped doing it last November. Maxis changed it back then to the exact value I'd been using in the mod. "0.2 Decay Rate," which I think made it last 24 hours between each decay stage. Non mod users on the official forums had long been complaining that fish decay too quickly, I think it was only three hours between decay quality stages when TS4 first shipped, so I made it a sensible 24 hours. And last November, I think Maxis did likewise. They'd changed a lot of their insensible decay factors such as watering and weeding plants, to the exact, more sensible values modders had done, rendering a handful of useful gardening mods redundant. I'm pretty sure that's what they did to fish decay as well. It just struck me as odd that my untouched mod sitting in an old rar all this time is the exact value as Maxis' most recent commodity file, and then came the hazy memories why I may have give up on it back then.

If you can confirm the exact time between decay stages the default rate is currently at, then I'll know for certain if that's why I abandoned it. But it all seems a bit fishy, if you'll pardon the pun. If it is a default 24 hours per quality decay, then that's all my mod ever did originally anyway. I could upload it as is, - (as it always was) - but it's exactly the same as the Maxis value now.

  • coolspear changed the title to What kind of mods are in TS4 General Mods Section?

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