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Bugfix - Dec. 17, 2017 - The only change to version 2b is a fix for the constraints for when a mirror or cabinet is mounted on a wall over an S. Cargeaux Counter Island (and probably other similar cabinets).
Updated - Dec. 16, 2017 - Version 2 now includes two packages (use only one of these in your game!) The new package adds the ability for Sims thare are feeling ill to purchase and take medicine autonomously from a cabinet.
*Note* that due to the game's XML tuning for mirrors now being combined into one generic version, all wall mirrors in the game now support the Take Medicine action - the mod is no longer limited to just the cabinet-style mirrors.
This mod adds a "Take Medicine" interaction to the game's bathroom medicine and sink cabinets. The sim will purchase the medicine for the regular 50 simoleons and take it immediately. For safety reasons, children will be unable to take medicine from the cabinet unless they are actually ill, and the standard timeout for teen and older sims will also prevent any accidental overdoses.
The items in the screenshot indicate which objects have the medicine purchase available:
All wall mirrors which use the "object_mirror_wall" tuning are now usable.
Countryside Caress Medicine Cabinet
Cru Cabinet Sink
Poulton Footed Sink Vanity
Compatibility and Installation Instructions
Although the objects are part of the base game, the mod requires the sickness/medicine system from Get To Work. If you don't have Get To Work, the option to purchase medicine will not appear.
The mod was written and tested on the latest game patch level (11/15/2017 - 188.8.131.520), but should work on several previous game versions of Get To Work.
To install, just drop the package file into your mods folder.
This mod may cause conflicts with other mods which change these mirrors or cabinets. Due to the wide variety of mods and sources for them, it is unlikely I will be able to help you with such a conflict.
Took me a while to get the "constraints" tuned properly to work with both the mirrors and sinks, but the updated version of the mod is now uploaded. I've tested the constraints heavily to ensure that route failures shouldn't occur in normal furniture placement (e.g. a mirror over a sink or cabinets).
However, if you do get route failures trying to take medicine in the game when a mirror or sink should be accessible, please feel free to upload a screenshot (in build mode with grid on) so I can duplicate the setup and try further tuning the constraints.
The only issue I have come across using your updated version 2 is that Sims do not tip the bottle to their mouth. They tip their head back and sparkle but the hand holding the bottle does not move. I've had my Sim order medicine from a computer and drink it from her inventory to test and she drinks those ones fine with full animation.
Do you have any plans to include the medicine cabinet from Parenthood?
@Menaceman44 - Unless the object already has actions associated with it, it would be impossible for me to attempt as the OBJD would need changing to point to a new custom object tuning and as I don't have that game pack I would be unable to update that OBJD resource.
If it does already have a compatible tuning file then I'd be willing to do so but, again as I don't have Parenthood, I have no way of knowing which tuning to update. I would need to know which object tuning requires updating and have someone willing to test it out for me. (The only real change to the object tuning if it has a compatible one would be to add the buy interaction to the _super_affordances list, so I'm sure you can give that a shot yourself to see if it works and let me know).
@sumbumbo - The Parenthood cabinet just has "prototype_RetailCompatible_WallObject" tuning so I changed it to point to your "MTS_Scumbumbo_object_MedicineCabinet" tuning instead and that works.
OK, I checked the delta packages and there's no OBJD in those that reference that tuning, so I'd have to have that game pack to actually include it in the mod. Glad you got it working for yourself, though.
Hehe, no there's no code for that - there's a cooldown enforced in the game and by this mod that prevents Sims from taking medicine too often. If memory serves, I think someone wrote an addiction mod quite a while back, but I've no idea if it's been kept current or what the game play features of it were. It would be easy enough though to make an overdose/addiction mod - remove that cooldown and write something where they could get hooked on the bottle and have to take medicine more and more often to keep from getting negative buffs, maybe even to the point where they have to go to the hospital and do rehab
That's not something I'd be interested in writing, though.
Any chance you might update this to include the Jungle Adventures poison antidote?
Not at this time at least. I don't have the JA pack and don't have the desire to purchase it, so until those interactions show up in the game patches I wouldn't have access to mod any of that. Even when they do show up, I wouldn't be able to test adding that so unless it was perfectly obvious how it would need to work I wouldn't attempt it.