Home | Download | Discussion | Help | Site Map | New Posts | Sign in

Latest Site News

New Creator Theme: Elders! - posted on 1st Sep 2018 at 11:43 AM
MTS has all free content, all the time. Find out how YOU can help to keep it running. Tell me how...

Picked upload! Self-Configurable Autonomy Mod (SCAMv4)

by scumbumbo Posted 11th Nov 2017 at 1:22 AM - Updated 17th Aug 2018 at 6:13 PM by scumbumbo : Updated Chinese translation
172 Comments / replies (Who?) - 21 Feedback Posts, 2 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.
Updated to v4 07-01-2018
Version 4 adds the ability to search all interactions loaded by the game by the interaction names, e.g. "gardening_researchplant". I'd been wanting to add this feature for some time, and finally it is here. Enjoy!
  1. Select Search All Interactions from the Control Autonomy terrain menu.
  2. Input your search terms separated by spaces. For instance to find all computer research interactions, simply enter "computer research" (don't type the quotes).
  3. Any interactions in the game that are autonomous (or previously autonomous but already disabled by you) and match all of your search terms will be displayed.
  4. It doesn't matter if those actions have run recently (or ever), all interactions are searched.
  5. Searches are not case sensitive, "pc" will match "PC".
  6. If you leave the search terms blank, ALL autonomous actions in the game that are controllable will be returned. Although this takes only a fraction of a second, it is not recommended due to the sheer number of interactions (over 400 pages in my game).

Update to Version 3
Version 3 extends the Currently Running Autonomy selection to include all recent autonomy, so you can change autonomy settings for actions that you missed catching the first time. Up to 50 actions performed by all the Sims on the lot are tracked by the game's built-in interaction archiver feature. This archive of recent actions is not cleared and persists as you move from lot to lot, or even if you reload your game.

This mod could conflict somewhat with any other mods that also utilize the interaction archiver feature of the game. To the best of my knowledge there are no other mods that do so. The only conflict that should arise would be if the other mods turn off the archiver or modify the numbers of actions which are tracked per Sim. If another mod should turn off these settings, the mod would continue to work as it did in version 2, showing only currently running or queued autonomy, but not a snapshot of past autonomous actions.

Version 2 Notes
Version 2 of the mod includes some new features to control autonomy even more. First, a brief discussion before the standard change notes as there are some big changes to consider:

The first new option is to control "mixers" which are the sub-actions that occur as part of another action, the most obvious example being the things Sims chat about. Turning off a chat mixer that you don't want to occur autonomously will remove that mixer from consideration for both starting a chat and from occuring during a chat. If you have the menu turned on, clicking on a Sim in a conversation and choosing to control autonomy will include all mixer actions they are currently considering. This list can change depending on a Sim's mood, the target's mood, gender or age, or various other buffs and traits.

The second new option is to show all current autonomy which is occuring on the entire lot. This will allow you to disable certain actions that are normally inaccessible by catching a Sim in the action. A silly simple example for instance, while cooking pancakes a Sim will perform a flip animation - if you don't like that wait until a Sim starts to flip a pancake and access the current autonomy list from the terrain menu (it can help to pause the game). Then just turn off "Stove_FryingPan_Flip_Basic" and save the changes. Sims will never flip a pancake again! Unfortunately...

This will allow you to turn off things that you really really don't want to, or shouldn't. Continuing the example of turning off the pancake flip - any school child can tell you that flipping pancakes is an essential part of making a plate of pancakes! So if you do turn that off, when the Sim reaches the point where they are supposed to flip the pancake, they will simply stop and stare stupidly into space. They will never finish the chore of cooking the pancakes because the entire pancake making process is stuck!

Oh No! Guess I have to restart my game? Nah, I got you covered, because the third change in version 2 of SCAM is that you can now click the terrain menu to Choose Actions to Restore. This will present a list of all autonomous actions that you have turned off, in order of the most recently disabled ones. So you can simply go into there, turn pancake flipping back on, and the Sim will happily start flipping the suckers back in the air and finish cooking their breakfast.

Some actions won't continue properly even when switched back on, but you still shouldn't need to leave the game. Other options are to cancel the action normally, which usually works. Or if you have other controllable Sims, selecting one and travelling to another lot and back can work. If that doesn't help, saving your game AS A NEW SAVE and restoring will generally produce sanity again.

Most of these subactions will not "lock up" a process like the above example of flipping pancakes. I have a Sim who writes books, for example, and I hate when she suddenly and often gets distracted to look at something stupid on the desk. Turning off the "idle" action of staring at business cards or whatever will eliminate that and they'll just continue working on their book. As an experiment I turned off every available subaction of writing that came up and the Sim just stared at the screen (not typing, not moving the mouse, just staring) and the book continued to magically write itself.

Finally, I took a page from Deaderpool's playbook and added the ability to change the display of autonomous actions from the internal action name, for example from "sim_doPushUpsAutonomously," to the in-game display text "Do Sit Ups". This last change involved removing the "Cancel" button from the dialog to save some space, so to cancel you can just use the "X" button in the top right corner and any changes you've made since the last time you clicked "Save Changes" will be ignored.

If you have any helpful tips or even funny stories (for instance turning off the action to grab a plate of food after cooking made my Sims cook a meal, drop it, and then return to cook another meal they wouldn't eat over and over getting hungrier by the minute) about actions you've played with changing the autonomy, please share them in the mod's comments section! And have fun with your new autonomy control options!

Updates:
  • v2 (Dec 8, 2017)
    • Moved the terrain click Control Autonomy selections (e.g. Enable/Disable Control Autonomy) into a sub-menu due to adding new features.
    • Removed cancel button from autonomy list window and replaced with a button to switch the display from the default internal action names to the descriptive text that is used in game, for example "phone_PlayGames_AutonomousOnly" vs. "Play Game".
    • Clicking a Sim to control autonomy will now include mixer interactions currrently being considered, e.g. "mixer_social_Insult_Mean_STC" which if turned off will mean Sim's won't consider insulting each other during a chat.
    • From the terrain click menu, you can select to control all currently running and queued autonomy that is occuring on the lot. So if you catch a Sim doing something you don't want them doing, you can turn that off. *WARNING* -- This will allow you to turn off some stuff that you really don't want to turn off and can cause autonomy to stop functioning properly for certain situations. Which is one big reason behind adding...
    • From the terrain click menu, you can select Choose Actions to Restore which will present a dialog with all the autonomous actions you have turned off so you can re-enable them easily (and without restarting the game). The normal version of this will present the list of autonomous actions in order by what you have most recently disabled first, there is also a Choose Actions to Restore (Sorted) option which will present the list sorted by the internal action name.
  • v1.1 (Nov 20, 2017)
    • 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

Description

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).

Usage
  • 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 1.44.77.1020 (June 19, 2018). 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.

This mod could conflict somewhat with any other mods that also utilize the interaction archiver feature of the game. To the best of my knowledge there are no other mods that do so. The only conflict that should arise would be if the other mods turn off the archiver or modify the numbers of actions which are tracked per Sim. If another mod should turn off these settings, the mod would show only currently running or queued autonomy and not a snapshot of past autonomous actions.

This mod alters the schema and correpsonding archive_interaction() method for the game's interaction_archiver and interaction_archiver_mixer. Any other mod which attempts to also modify the schema and archive method will conflict with this mod.

NOTE If you use Deaderpool's MC Command Center, the functionality of SCAM is now included in the latest versions (4.0 and newer). Although both mods can theoretically co-exist just fine, it is best to use one or the other (they won't share configurations for one thing).

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
    • Snugglypoo4 for the German translation
    • Heidi137 for the French translation
    • Yakfarm for the Korean 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: 1.36.99.10
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, v4 - (updated July 1, 2018) 31.0 KB 12,992 17th Aug 2018
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
 
Page 7 of 7
172 Comments / Replies (Who?) - 110 Feedback Posts, 55 Thanks Posts
Hide Thanks Posts for this thread (Show only feedback)
Test Subject
#151 Old 30th Jun 2018 at 6:35 AM
Thanks, I'm always use terrain menu 'Currently Running', cause many autonomy can't find on objects. such as 'Research Advanced Cooking' on computer. also 'WickedWhims' menstrual pain.
Theorist
Original Poster
#152 Old 1st Jul 2018 at 12:51 PM
Quote:
Originally Posted by ponghandy
Thanks, I'm always use terrain menu 'Currently Running', cause many autonomy can't find on objects. such as 'Research Advanced Cooking' on computer. also 'WickedWhims' menstrual pain.

Today's update to the mod has added a new search feature on the terrain menu. This will allow you to search for these interactions quite easily (for instance, search for "computer research cook" to find computer_browse_researchcookingtechniques).
Theorist
Original Poster
#153 Old 5th Jul 2018 at 1:22 AM
For those who prefer to use MC Command Center for this mod, the features and bugfixes added in the latest release should be in MCCC 5.0. I don't know what Deaderpool's intended release schedule for that is, so don't ask.
Test Subject
#154 Old 9th Jul 2018 at 9:40 PM
I put the zip file in my Mods folder and when I start up the same it says that the script mod is installed, but when I click on objects Control Autonomy isn't an option. I tried getting rid of my other script mods and just having that one but it still didn't show up? Does anyone know what I did wrong?
Theorist
Original Poster
#155 Old 9th Jul 2018 at 10:59 PM
Quote:
Originally Posted by HiighFliier
I put the zip file in my Mods folder and when I start up the same it says that the script mod is installed, but when I click on objects Control Autonomy isn't an option. I tried getting rid of my other script mods and just having that one but it still didn't show up? Does anyone know what I did wrong?

To minimize cluttering the pie menus on objects, you will not see the Control Autonomy menu on individual objects until you have enabled that menu. You do this by clicking on the terrain (any spot on the floor or ground) and choose Enable Control Autonomy from it's Control Autonomy pie menu. Once you are done you can go back to that menu and switch that back to Disable Control Autonomy - the mod will continue to operate, but the menu will then be removed from miscellaneous game objects (you can always re-enable it).
Test Subject
#156 Old 10th Jul 2018 at 3:33 PM
Quote:
Originally Posted by scumbumbo
To minimize cluttering the pie menus on objects, you will not see the Control Autonomy menu on individual objects until you have enabled that menu. You do this by clicking on the terrain (any spot on the floor or ground) and choose Enable Control Autonomy from it's Control Autonomy pie menu. Once you are done you can go back to that menu and switch that back to Disable Control Autonomy - the mod will continue to operate, but the menu will then be removed from miscellaneous game objects (you can always re-enable it).


Thank you for your reply, but when I click on the ground the options wont show up either. I also noticed that when I installed this mod my keep books after publishing mod stopped working. The only thing still working for me is WickedWhims.
Theorist
THANKS POST
#157 Old 19th Jul 2018 at 2:56 PM
Thank you so much for this.
Test Subject
#158 Old 22nd Jul 2018 at 6:32 AM
Is there an option to stop a sim from autonomously taking toddlers out of their high chairs?
Theorist
Original Poster
#159 Old 22nd Jul 2018 at 8:59 AM
Quote:
Originally Posted by LocaSimmer
Is there an option to stop a sim from autonomously taking toddlers out of their high chairs?

I'm sure there is but I'm not sure what it would be. I think the toddler actually initiates the interaction and asks to be put down, not sure.
Test Subject
#160 Old 24th Jul 2018 at 9:03 PM
Was searching for same thing today, because even with autonomy turned off, toddler initiated "run inside" request right after put into high chair and I couldn't find any way to stop it. Even if playing as toddler and all possible autonomy turned off. Just infuriating, but nothing what I could find to fix it.
Test Subject
#161 Old 26th Jul 2018 at 9:49 PM
is there a way to please stop sims from "Showering in the rain?!" what in the actual f was EA thinking here? nobody goes but naked infront of a store and goes to wash in the rain... its at the point where im considering just uninstalling that pack. its that oblivious to me and annoying as it costs more time or staff starts to waste payd time on that...
Test Subject
THANKS POST
#162 Old 29th Jul 2018 at 8:29 AM
Am I able to stop an active Sim autonomously choosing social interactions during conversations?
Test Subject
#163 Old 30th Jul 2018 at 1:01 AM
hi there! im playing an alien legacy challenge and my alien keeps autonomously erasing her boyfriend's memory aaaand they have two kids together. does anyone know what the autonomous erase memory action is caused and/or if i can turn that off? thanks!
Theorist
Original Poster
#164 Old 30th Jul 2018 at 11:05 PM
Quote:
Originally Posted by AmazingSuperiority
does anyone know what the autonomous erase memory action is caused and/or if i can turn that off? thanks!

The only thing that shows up for the search "alien erase" is "mixer_social_MemoryErase_Targeted_Mischief_AlwaysOn_Alien" so I think disabling that should take care of it.
Test Subject
#165 Old 3rd Aug 2018 at 11:22 PM
uhm...whats a terrain menu

or...rather where do i find this menu to do this stuff...im really confused
Theorist
Original Poster
#166 Old 4th Aug 2018 at 4:00 AM
Quote:
Originally Posted by Artistimistic
uhm...whats a terrain menu

Click on a spot of open ground, even a floor will do. Pretty much any piece of terrain where you can direct a Sim to walk to should bring up the terrain menu.
Test Subject
#167 Old 6th Aug 2018 at 12:17 PM Last edited by butterboy : 6th Aug 2018 at 7:21 PM.
Is there any way to stop sims from using their umbrellas when it rains? I stopped the interaction with the scanner but my sims are still popping them out. I'm running a medieval game so it's really annoying! I'm using the mc commander version.

Edit - I fixed it by using the latest version of your great mod and turning off the mc commander version's autonomy actions. Sims on the street are still using their umbrellas, but that would take a different mod to stop that.

Edit 2- Hmm, not fixed after all. They've started using them again!
Theorist
Original Poster
#168 Old 7th Aug 2018 at 9:22 PM Last edited by scumbumbo : 7th Aug 2018 at 9:25 PM. Reason: Too many 'im's in eliminate - fixed ;)
Quote:
Originally Posted by butterboy
Is there any way to stop sims from using their umbrellas when it rains? I stopped the interaction with the scanner but my sims are still popping them out. I'm running a medieval game so it's really annoying! I'm using the mc commander version.

I'm not sure, I don't have Seasons so couldn't see this in action. I know some other modders were trying to eliminate those, but don't know if they had any success. If I had to guess I'd say that something non-autonomous like a posture or loot action or something is causing that to occur, which should be modable but wouldn't be able to be addressed by just turning off the autonomy flag on an interaction.

The next version (5.0) of MC Command Center will include the same features I've added to this version. Deaderpool mentioned he has that in release candidate testing (Patreon users I'm assuming) but that once everything looks stable it would be available in the free update. I'm not sure how long the pay users get exclusive access to that, so can't say when it will be available for us poor people. (I of course use my own version, but MCCC is a great mod so I keep that installed and updated as well).
Test Subject
#169 Old 8th Aug 2018 at 2:00 PM Last edited by butterboy : 9th Aug 2018 at 11:40 AM.
Quote:
Originally Posted by scumbumbo
I'm not sure, I don't have Seasons so couldn't see this in action. I know some other modders were trying to eliminate those, but don't know if they had any success. If I had to guess I'd say that something non-autonomous like a posture or loot action or something is causing that to occur, which should be modable but wouldn't be able to be addressed by just turning off the autonomy flag on an interaction.

The next version (5.0) of MC Command Center will include the same features I've added to this version. Deaderpool mentioned he has that in release candidate testing (Patreon users I'm assuming) but that once everything looks stable it would be available in the free update. I'm not sure how long the pay users get exclusive access to that, so can't say when it will be available for us poor people. (I of course use my own version, but MCCC is a great mod so I keep that installed and updated as well).


Thanks scumbumbo, Deaderpool released 5.0 today so I've just downloaded that. I've turned off the rain for now until someone figures out how to mod the umbrella's out.

Edit - Just to add, the old version of HollyRidge's Larger Interaction Queue mod stops sims from using their umbrella's. http://modthesims.info/download.php?t=561843

It's a good work around for people with medieval or sci-fi games until a proper no umbrella mod get released.
Field Researcher
#170 Old 10th Aug 2018 at 6:31 PM
Here is the updated German translation.
Download - please read all instructions before downloading any files!
File Type: zip SCAM4-German.zip (874 Bytes, 3 downloads)
Theorist
Original Poster
#171 Old 11th Aug 2018 at 11:51 PM
Quote:
Originally Posted by Snugglypoo4
Here is the updated German translation.

Thanks again for your help - I've uploaded a new copy with the updated translation.
Field Researcher
#172 Old 17th Aug 2018 at 6:51 AM
Here is the update for the Chinese translation, thank you!
Download - please read all instructions before downloading any files!
File Type: zip S4_220557DA_80000000_020000007CD3965E_Chinese%%+STBL.zip (864 Bytes, 1 downloads)
Theorist
Original Poster
#173 Old 17th Aug 2018 at 6:15 PM
Quote:
Originally Posted by egureh
Here is the update for the Chinese translation, thank you!

Thanks for the update! I've added it to the mod.
Page 7 of 7