11th Jun 2015: Added a README section. Please check it.
10th Jun 2015 : New Version (see updated description)
Developed and tested with game version 1.67
I got the inspiration from the honey that can be used to sweeten desserts.
I thought that the same concept could be used for other foods too.
This mods is about 3 bottles - ketchup, mayonnaise and mustard - than teen+ Sims can use to spice some foods.
It works clicking on the bottle, which can be either inside or outside the inventory, and choosing a "target" with a
nested pie menu. Valid targets are both group servings and single dishes. Desserts are excluded (to not conflict
with the honey's sweetening) and snacks aren't compatible with this system (at least not without putting up a fight).
The food you want to spice must be on the lot where the active Sim is, but not inside an inventory.
In case of foods with the same recipe name, only one will be displayed as option in the pie menu
(you couldn't distinguish them anyway). I hope this is an improvement on the previous version
(where the food had to be on the Sim's inventory and there was no choice whatsoever).
Keep in mind that the interaction to pick the bottle not always work (it depends where the bottle is),
but you can always drag and drop it.
The 3 sauces differ only for the name and color of the bottle, you have to pretend they are different ^^
What's the effect of spicing a food? It will raise its so called "foodpoints" and update its quality
(I haven't found the relation between foodpoints and quality, but it should always increase the latter). There is no visible effect on the food after the spicing. You have to pretend that too.
Hovering with the mouse pointer on a bottle will show how many times it's still usable.
When the bottle is over, you can recycle it (if the autodestruction option is disabled, see Tuning section)
icarus_allsorts made me notice that sometimes spicing a food with ketchup or another sauce
(as well as sweetening it with honey and adding an herb) can lower its quality instead of raising
it. To simplify, this may happens if the original cook was good (cooking perks and efficient chip).
On one hand adding this kind of sauces isn't exactly "haute cuisine" so I'm kinda glad that this can
happen (also because it's good that there aren't only advantages in spicing foods), on the other
hand I'd like that the system makes sense. Bottom line: for the time being I'm just letting you know.
ATM the bottles are simply re-textured clones of the Juice with just a few tweaks.
The price is 20. You'll find the objects in the Buy Catalog:
- by function, appliances, misc
- by room. kitchen, small appliances
If you clone (with renumbering), re-mesh (keep approximatively the same shape), re-texture and rename
(editing the STBL) one of the bottles, you can create other kind of pretend condiments. Just remember
that the name of the object (the one specified in the STBL entry) is used to compose the interaction name.
If you don't like the idea to buy the bottles from the catalog, there are a few options:
- you can use one of ani_ mods (Produce Stand, Savvier Seller and Shop From Inventory)
- you can use my Customizable Cash Registers, the generic one (but I admit that it's lame
because it allows to buy only 1 item at a time)
- if you also use my Chewing Gum mod, I've made the bottles loadables with its loader
(technical note: all it takes is having the related NGMP entries) so they will be available in
the "home" section of the shopping list of the grocery Rabbit holes. Here's how:
Open the Chewing Gum mod with S3PE or Postal, edit the xml "GroceryListArsilChewingGum"
(with S3PE, you have to right click on the resource and select Notepad from the popup menu)
and add the data for the bottles (between that for the chewing gum and the start of the comments "<!--"):
Only the recycling interaction is used autonomously (based on traits and circumstances),
the other two are only user directed (or at least there's no incentive to use them). Why?
Well, that's how similar existing interactions of the game work (enhance food, spice with
herb, etc) and I sticked to that for lack of a good reason to do otherwise.
Opening the main package (*_Mod) with S3PE or Postal, you can edit the xml file for some customization:
number of times the bottle can be used
enable/disable autodestruction when the bottle is over
enable/disable deformation of the bottle when is over and almost over
foodpoints added to the recipe by spicing
list of valid recipes. You can also specify custom recipes (and even if later you "uninstall" them
there's no problem, as long as all names are unique). Desserts and snacks, even if listed, won't
be considered (they are not compatible with the mod, as stated before).
Not sure how much my list is accurate, I may have included foods than don't go along well with
some of the sauces or missed others. But, hey, that's one of the reasons why I made it configurable.
All respective authors and contributors of the tools and tutorials for modding TS3.
MTS and all modders who made the game much more enjoyable.
You must have the expansion, game version or stuff packs listed below installed to use this custom content. Please see the post text for any exceptions.
Built with Game Version: 1.67
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents
| Description: There are 4 packages in the archive. One is the mod proper and three are the bottles. I keep them separated for my own good, you feel free to merge them if they bother you.