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Picked upload! Working Medicine Cabinets

by scumbumbo Posted 25th May 2015 at 2:22 AM - Updated 18th Dec 2017 at 2:52 AM by scumbumbo : Added Autonomous Version / Bugfix for S. Cargeaux Counters
92 Comments / replies (Who?) - 11 Feedback Posts, 6 Thanks Posts
Picked Upload! This is a picked upload! It showcases some of the best talent and creativity available on MTS and in the community.
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.

Description

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:
  • Mirrors
    • All wall mirrors which use the "object_mirror_wall" tuning are now usable.
  • Wall Cabinet
    • Countryside Caress Medicine Cabinet
  • Sink Cabinets
    • 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 - 1.36.104.1020), 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.



Additional Credits
Kuree and all the others at Sims4Group who have put together the S4PE tool

You must have the expansion or stuff packs listed below installed to use this custom content. Please see the post text for any exceptions.

Get to Work
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
WorkingMedicineCabinets.zip | Description: Version 2b - tested with game version 1.37.35.1010 (Dec 12, 2017) 16.4 KB 32,464 18th Dec 2017
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
Basic Download and Install Instructions:
1. Download: Click the File tab to see the download link. Click the link to save the .rar or .zip file(s) to your computer.
Read the upload description for installation instructions. If nothing else is specified, do the following:
No Extraction Required (Script Mods):
1. Cut and paste the .zip file(s) into your Mods folder
  • Windows XP: Documents and Settings\(Current User Account)\My Documents\Electronic Arts\The Sims 4\Mods\
  • Windows Vista/7/8/8.1: Users\(Current User Account)\Documents\Electronic Arts\The Sims 4\Mods\
Script mods need to be placed directly in \Mods or one level below that (e.g. \Mods\Scripts) – sub-folders nested any deeper won’t work.
Extraction Required (Everything Else):
1. Use WinRAR (Windows) to extract the .package file(s) from the .rar or .zip file(s).
2. Cut and paste the .package file(s) into your Mods folder
  • Windows XP: Documents and Settings\(Current User Account)\My Documents\Electronic Arts\The Sims 4\Mods\
  • Windows Vista/7/8/8.1: Users\(Current User Account)\Documents\Electronic Arts\The Sims 4\Mods\


Need more information?
  • Anyone can use both .rar and .zip files easily! On Windows, use WinRAR.
  • If you don't have a Mods folder, just make one.
  • Mod still not working? Make sure you have script mods enabled
 
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92 Comments / Replies (Who?) - 35 Feedback Posts, 51 Thanks Posts
Hide Thanks Posts for this thread (Show only feedback)
Theorist
Original Poster
#76 Old 17th Nov 2017 at 10:47 PM
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.
Test Subject
THANKS POST
#77 Old 18th Nov 2017 at 2:04 AM
So glad to see you back in the community! Your mods make the game so much better!
Lab Assistant
THANKS POST
#78 Old 19th Nov 2017 at 6:45 PM
Wow your back, welcome back! Thank you for updating! I appreciate it!
Mad Poster
THANKS POST
#79 Old 19th Nov 2017 at 10:27 PM
I am SO, SO glad that you decided to update this for the most recent patch. I tried to update it a while back but all I succeeded in doing was making mirrors cause a jump reset on Sims.
Test Subject
THANKS POST
#80 Old 22nd Nov 2017 at 7:06 AM
It's so good to see you back. Many of your mods have been a must-have for me.
Mad Poster
#81 Old 23rd Nov 2017 at 1:00 AM
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.

My deviantART, MTS Yearbook Origin ID = Alistu
Test Subject
THANKS POST
#82 Old 28th Nov 2017 at 6:37 PM
Thank you so much!!!!
Theorist
Original Poster
#83 Old 13th Dec 2017 at 10:40 AM
Minor change in the XML for the latest game patch (Dec 12, 2017). If you have the previous version from November updating is not at all critical at this time.
Mad Poster
#84 Old 13th Dec 2017 at 4:33 PM
Do you have any plans to include the medicine cabinet from Parenthood?

My deviantART, MTS Yearbook Origin ID = Alistu
Theorist
Original Poster
#85 Old 14th Dec 2017 at 2:11 AM
Quote:
Originally Posted by Menaceman44
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).
Mad Poster
#86 Old 14th Dec 2017 at 7:27 PM Last edited by Menaceman44 : 14th Dec 2017 at 11:28 PM.
@scumbumbo - 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.

My deviantART, MTS Yearbook Origin ID = Alistu
Theorist
Original Poster
#87 Old 14th Dec 2017 at 9:05 PM
Quote:
Originally Posted by Menaceman44
@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.
Lab Assistant
THANKS POST
#88 Old 14th Dec 2017 at 9:40 PM
thanks so much for updating your mods hugs have nice hollydoays
Test Subject
#89 Old 17th Dec 2017 at 2:21 AM
Wait... Sims can overdose from medicine??
Theorist
Original Poster
#90 Old 17th Dec 2017 at 4:34 AM
Quote:
Originally Posted by tiffrenee07
Wait... Sims can overdose from medicine??

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.
Mad Poster
#91 Old 17th Dec 2017 at 6:10 PM
Quote:
Originally Posted by tiffrenee07
Wait... Sims can overdose from medicine??

All that happens in the vanilla game if you tell a Sim to take medicine that is not ill, is that they will become dazed for a few hours.

My deviantART, MTS Yearbook Origin ID = Alistu
Test Subject
#92 Old 24th Dec 2017 at 8:48 AM
I love this!!!!!!!!!!!!!!!!!!!!!!!
Test Subject
DELETED POST
2nd Jan 2018 at 3:45 AM
This message has been deleted by bamani71. Reason: Error on my side - redownloaded and working fine!
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