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Motive Sort Override

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Uploaded: 16th Apr 2020 at 12:01 PM
Updated: 5th Oct 2020 at 5:24 AM
This mod's features are now part of my all-in-one hybrid stabilizer mod: https://modthesims.info/d/647863/

Important Install Information: This is a script mod. Place the .ts4script file directly in your mods folder.

Update Notes

A mod born out of the frustration of a simmer who was tired of having to keep a vigilant watch on his Vampire-Spellcaster sims who kept exploding to death from magical overcharge.

This mod overrides the function the game uses when determining which needs should be displayed in the needs panel, allowing all active needs a sim has to correctly display in the panel. This allows Vampire-Spellcaster hybrids to correctly have the spellcaster charge show up.

This mod was designed as a script so it would be compatible with any new needs added by mods or future Sims packs. As a warning, the game gives no indication of what will happen if it ever tried displaying multiple needs using the "Orb" display type that witches use. If EA adds a new occult type with a need using the same Orb display type (probably fairies), the mod might act unpredictably. Multiple "Long Bar" needs (like vampire power) "should' display properly.

You won't see any difference in the game unless you play sims with hybrid occult types or with custom needs added by mods.

As a pure script mod, it doesn't reference any pack-specific resources, so it should be compatible with even the base game. Although there isn't any point in using it without Vampires, Spellcasters, or any modded supernatural types.

As a pure script mod, it should be compatible with anything. The only exception would be other script mods which try to modify the needs display, of which there is only one, but this mod has been updated to be compatible with it.
Because this mod completely overrides a specific function of the game, it is very likely to break if/when EA adds a new supernatural type with a completely new need/resource that uses a brand new type of display in the needs panel. This mod was designed to be as "future-proof" as possible in anticipation of such an event, so your needs panel "shouldn't" completely break while you wait for an update.

Overrides the Following Resource:
Completely overrides the script function: traits.trait_tracker.TraitTracker._send_commodity_list_msg

Note: The motives panel can only display 6 "normal" motives at once.
Multiple long bar motives seem to work with some minor graphical issues.
Only 1 Orb display works. Any additional orb displays cause the the game to render it twice in the motive panel as overlapping normal and long bar motives.

Technical Details: How it works: