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Picked upload! Self-Configurable Autonomy Mod (SCAM)

by scumbumbo Posted 11th Nov 2017 at 2:22 AM - Updated 20th Nov 2017 at 8:32 AM by scumbumbo : Version 1.1 - minor script changes
85 Comments / replies (Who?) - 6 Feedback Posts, 16 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.
  • v1.1 (Nov 20, 2017)
    • Feature added - Interactions on Control Autonomy dialog are now sorted by name
    • Corrected a cosmetic bug with page number display on dialog
    • Minor performance tweak on first load when starting game


The Self-Configurable Autonomy Mod allows players to alter the autonomy for actions in the game, while it is running. Changes take effect immediately, there is no need to exit and reload the game!

You will be able to configure the "No Autonomy" settings in your game with precise control, turning off only those autonomous actions that you want disabled and leaving the rest to work normally. For instance, you can click on a stereo and disable just "Listen Deeply" if you want. Or click a baby and turn off bounce, shoosh and coo at, while leaving everything else the same.

Your configuration is saved to a text file in the same folder the mod is installed in and reloaded each time you run the game. If needed, the configuration can be removed to restore all default autonomy settings in the game. The file can also be edited with a standard text editor to remove specific entries (handy if you have a lot of things disabled you want to re-enable).

  • Click an open terrain area in the game (the ground, a floor, etc.) and choose "Enable Control Autonomy".
  • This enables the ability to edit autonomy, it doesn't switch the whole mod on or off - the mod is always on while installed.
  • The control autonomy menu item is only turned on for the current sim (controlled by a hidden trait that is not saved in your game). If you change to another sim you will need to re-enable the menu by clicking the terrain.
  • Now click on an object and choose "Control Autonomy". This will pop-up a dialog with buttons for all autonomous actions that are attached to that object.
    • Click a button to enable or disable autonomy for the described action.
    • If there are more than one page of autonomous actions for that object, you will have a Next Page and Previous Page button available.
    • Click Cancel if you change your mind, no changes are made until you click the Save Changes button.
    • You don't need to click Save Changes on each page if there's more than one change you want to make.
    • Once you click Save Changes, all the autonomous actions you chose will be turned off immediately in the game. The configuration will also be saved to a text file.
    • To re-enable an autonomous action, just click that object again and the disabled actions will appear without an asterisk
    • next to them. Click the button to turn it back on and click Save Changes.
    • There are many autonomy settings that are attached to a sim, for instance to configure phone autonomy click on the sim and look through the many settings to find what you want to turn off.
  • Click on the terrain again and choose "Disable Control Autonomy" to remove the control autonomy button from all the objects in the game. The mod is still running, it just turns off the clutter in your action picker menu.
  • Like most "No Autonomy" mods, you can still choose to have a sim perform the action. This only removes the autonomy from it.
  • Also, again like most autonomy mods, this disables the autonomy for an action. That action may be associated with multiple objects and it will turn off the autonomy for ALL items in the game that allow that action. For instance, turning off "Ghost_Possess" on a table will disable ghosts possessing any other item in the game.
  • Changes are made in memory only and written to a configuration file. You can remove the configuration file to restore all autonomy settings back to default.
  • If you have other No Autonomy mods installed, they will take precedence over this one - you will not be able to configure autonomy for actions that have been removed by another mod.
  • Removing the mod will also restore all autonomy to default. You can retain the configuration file to use later if you wish.

*WARNING* - You can break some game functionality in ways that are not intended by the developer if you turn off the wrong things. If you aren't sure what an action does, you can disable it and re-enable it later if you like. Most choices are pretty clear what they do, but some not so much.

For instance, I'm not sure what would happen if you disable the autonomy for "mailbox_MailmanDeliverMail". Maybe bills will never be delivered, or maybe you just won't get a bill and then have the power turned off anyway, or maybe the mailman will get stuck on your lot wandering around like a zombie.

Typically it would be perfectly safe to try turning something off, then re-enabling it if things don't seem to work right afterwards. Nothing you disable should prevent you from being able to load the game and perform autonomy configuration, but in the worst case you can always delete the configuration file, or edit it with a text editor to remove the action you feel you shouldn't have turned off.

Installation Instructions and Compatibility

To install, unzip the two files contained in the download file into your game's mod folder. It can be placed in a sub-folder if desired. It uses a script, so the mod cannot be installed more than one sub-folder deep.

This mod was written and tested on Windows for The Sims 4 version (Nov 7, 2017). It should be compatible with any stuff or game packs and other mods (even other No Autonomy mods).

The script uses features of the game that have been stable for years and are not likely to break in future patches. I wrote the core bits of this mod over a year and a half ago, and when I recently started working on finishing it the mod loaded without any issues.

This mod uses the ts4script file format for the script portion of the mod and cannot be installed automatically with a mod manager (until a mod manager is updated to support these files). To install the mod manually, extract both the package and ts4script files from the download into your mods folder.

Script mods must be enabled in your game options for this mod to work properly.

Nobody's bought me a Mac yet, so until I hear from someone who tries it out, I can only assume it will work on a Mac. I don't know of any reason why it wouldn't work.

Additional Credits
  • Kuree and all the others at Sims4Group who have put together the S4PE tool
  • Deaderpool for figuring out how to modify tuning at game load
  • Maybecats for figuring out how to use button dialogs in script mods
  • As always, Scripthoge for writing the script "injector" routines
  • And of course big thanks to the translators:
    • Egureh for the Chinese translation

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.

Sims 4
Built with Game Version:
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
SCAM_Mod.zip | Description: Self-Configurable Autonomy Mod - Nov 20, 2017 16.0 KB 2,625 20th Nov 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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85 Comments / Replies (Who?) - 42 Feedback Posts, 38 Thanks Posts
Hide Thanks Posts for this thread (Show only feedback)
Test Subject
11th Nov 2017 at 10:18 AM
This message has been deleted by megafear555.
Lab Assistant
#26 Old 11th Nov 2017 at 11:09 AM
This is the mod to end all autonomous mod! I love it so much thank you <3
#27 Old 11th Nov 2017 at 12:59 PM
This. Is. EPIC!!! A warm and welcome return, scumbumbo - you have been greatly missed! And what a return - this is an awesome mod, and I can't wait to play around with it. I have so many autonomous actions to turn off, so no time like the present (downloads like a fool!)
Lab Assistant
11th Nov 2017 at 12:59 PM
This message has been deleted by Reptonplay.
Test Subject
#28 Old 11th Nov 2017 at 1:48 PM
Thanks. Nice!
Test Subject
#29 Old 11th Nov 2017 at 2:18 PM
Wow.. You are GENIUS! I have a slew of no auto mods in my folder. THANK YOU!
Test Subject
#30 Old 11th Nov 2017 at 2:31 PM
Nevermind I am silly!
Test Subject
#31 Old 11th Nov 2017 at 2:55 PM
BRILLIANT return debut :-) and welcome back!

Thanks for creating and sharing!!

So glad it lives happily with MCC as I couldn't Sim without it :-)
#32 Old 11th Nov 2017 at 2:59 PM
You did it again
This is the best "scam" I've ever seen
Happy to see you
Test Subject
#33 Old 11th Nov 2017 at 4:22 PM
I've been hoping for something similar like since release. Thank you so much for your mod. If its functionality could be integrated into mccc it would be lovely. Again: Thank you very much!
Test Subject
#34 Old 11th Nov 2017 at 6:07 PM
This mod is simply wonderful, thank you so much!! I love how much control it gives and how easy it and quick is to use.
Lab Assistant
#35 Old 11th Nov 2017 at 6:39 PM
Well this is an unexpected surprise. May have to poke around what kind of options are available (curious if it has more toggles than MCCC), though the acronym for it was an interesting choice, wasn't sure what to make of it (until I actually read the full name of the mod), but I just woke up so... brain not work good XD
Test Subject
#36 Old 11th Nov 2017 at 7:01 PM
Oooh, this has so much potential. Can it be used to disable sims from using specific sinks (like bathroom sinks) to wash dishes?
Top Secret Researcher
Original Poster
#37 Old 11th Nov 2017 at 11:05 PM
Originally Posted by penguinsane
Oooh, this has so much potential. Can it be used to disable sims from using specific sinks (like bathroom sinks) to wash dishes?

No, that would require a complete new set of tuning specifically for bathroom sinks. If you use this mod to turn off washing dishes at a bathroom sink it will affect all sinks in the game, as the game itself doesn't differentiate one type of sink from another (shared tuning).
Test Subject
#38 Old 11th Nov 2017 at 11:34 PM
Originally Posted by scumbumbo
No, that would require a complete new set of tuning specifically for bathroom sinks. If you use this mod to turn off washing dishes at a bathroom sink it will affect all sinks in the game, as the game itself doesn't differentiate one type of sink from another (shared tuning).

This is a bummer. I wish it were possible to set per-item, but I understand. Thanks for the quick response!
Test Subject
#39 Old 12th Nov 2017 at 2:20 AM
Aaah this is awesome!!! I can't wait to try this mod out!! Thank you so much!!
Test Subject
#40 Old 12th Nov 2017 at 4:22 AM
Originally Posted by scumbumbo
Your welcome, hope you find it useful. It should be able to disable anything that is autonomous, but if memory serves the welcome wagon is somewhat different - it's a situation, which would not be able to be disabled by this mod.

Turning off the get a glass of water and troll the forums were the first two things I turned off, so far it seems to be working great. Forgot about the smashing dollhouse I'll have to add that, won't even need to exit the game to do so. I'm loving this mod myself, lol

The configuration is saved and loaded for all households, and affects NPC sims as well as played sims. So if you turn off letting children play on a piece of park equipment, all children will stop playing on it, not just the ones in your current household. Like I said, pretty much like any other no autonomy mod, just a simple switch only done in a script and a saved configuration file rather than having to edit and override every XML file (which is very prone to producing a mod conflict).

Okay, thank you!
Test Subject
#41 Old 12th Nov 2017 at 1:19 PM
When I'm playing the game I sometimes see autonomous actions that bug me, but do I remember to do something about it the next time I exit the game? Of course not, I forget about it. This will prevent that. You have removed a source of extreme frustration from my game. For that I sincerely thank you.
Test Subject
#42 Old 12th Nov 2017 at 8:15 PM
What a wonderful, happy surprise to find this...I don't have to spend days or weeks chasing down no-auto mods now. You are a Godsend! Thank you so Very much for sharing this. Welcome back!
Test Subject
#43 Old 12th Nov 2017 at 11:08 PM
You're a God amongst men. This mod is everything I ever wanted.
#44 Old 12th Nov 2017 at 11:14 PM
How do I use this to prevent sims from reacting to the talking toilets? I've tried to figure out the action...

Every god damn time I try to bathe a toddler or dog the parent will stop bathing to react "awesome thing is awesome" Yeah no sh!t you've had that toilet in your spaceship for years and still reacting to it. I cannot get them to stop doing this.

I've basically taken the toilets out (I like them for spaceships and futuristic houses, crazy I know since everyone is supposed to hate them) because they will not stop reacting every. damn. time.
Test Subject
#45 Old 13th Nov 2017 at 1:43 AM
Epic isn't a fantastic enough word for this mod! You, Sir, are a Sim God. ***Bows before scumbumbo's greatness***

Seriously, this mod is PERFECT! My sims suddenly started autonomously eating ALL THE FREAKING TIME! They would finish a plate, sit on the chair for several sim minutes and then get another one! I had to constantly micromanage their day. The game was becoming unplayable, very quickly. I went on a search for a no autonomous eating mod and this is what I found. It is so much better than I could have imagined! I was on the verge of quitting...now, I'll be simming away into the wee hours of every morning.

Originally Posted by scumbumbo
In one of my tests I turned off all the food-related autonomy on the lot and let a sim get near to starvation. Finally turned the get snack action on the fridge back on and a few moments later they were off to get some peas, like "Oh yeah, that's what that cold box is for!"

So...If I were to turn off all autonomous food-related options on the fridge in my active household, would all of the other sims in the world starve?
Test Subject
13th Nov 2017 at 1:49 AM
This message has been deleted by poohbear7882. Reason: Sorry for the double post. Editing original post.
Test Subject
#46 Old 13th Nov 2017 at 3:56 AM Last edited by Valdesca : 13th Nov 2017 at 4:18 AM.
Originally Posted by scumbumbo
Hehe, yeah, maybe an unfortunate acronym. I went back on forth on changing the name so it wasn't SCAM and finally decided what the heck.

Important thing to remember is that the mod is not A scam, it just plain is SCAM.

Maybe it would help to put periods into the name, like S.C.A.M. ?

YES please your work is so amazing to put on observation. i mean change name even Complete Autonomy Mod CAM lol
Test Subject
#47 Old 13th Nov 2017 at 4:35 PM
Great mod... Ditto's on all the welcome back
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