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*OUTDATED* - Teleport Any Sim

by scumbumbo Posted 23rd Feb 2016 at 3:09 PM - Updated 8th Nov 2017 at 11:22 AM by scumbumbo : Added "Just Go Away" to teleport Sims away
190 Comments / replies (Who?) - 16 Feedback Posts, 9 Thanks Posts
This mod is outdated and I do not (currently) have plans to update it further.

Andrew at Sims 4 Studio has written an updated version of this mod including some additional bug fixes. I don't know if he will continue to update it, but hopefully that will be the case!

Andrew's version can be found in Andrew's Studio on the Sims 4 Studio website.


**** OLD INFO FOLLOWS ****

March 9 Mod Update - I've added a "Just Go Away!" interaction which will appear on NPC Sims on the lot. If you update your mod be sure to remove the original version of both the package and ts4script files!
  • Telling a Sim to Just Go Away does not require your Sim to drop everything to ask them to leave, the requested Sim will simply cancel all of their running and queued actions and then teleport off the lot.
  • They will not wave bye-bye, and they will not inform you that they "have to run".
  • Works on Grim (if he's not currently busy reaping), employees, customers, bar visitors -- just about any NPC Sim that is on the same lot.
  • Sim's that are already leaving will not have the option to Just Go Away, or if they do it will not work and they will continue to walk to a spawn point and leave normally.

Description

This is based on an idea I got in a recent forum post, and it seems to work fairly well. This is a statue object, which can be purchased for free from the Decorations/Miscellaneous, that has two teleport commands available from it.
  • The basic "Teleport Sim" command will bring a sim to the location of that statue. The Sim will be reset to cancel whatever they may be doing (or else they would ignore the teleport) and be instantly moved to the destination replacing the statue.
  • The "Summon" version of teleportation will bring a sim from another lot, or a household member who is off lot. The Sim will be spawned and given an appropriate "visitor" role so they don't just try to leave. If the Sim was a member of the household and off to work or school, they will simply get their work-day cancelled normally and be pulled out of the rabbit hole.
The statue has had it's footprint removed so that you can place it with a lot of flexibility, even without the move objects cheat on. This is primarily so you can put two statues very close to each other for a posed situation, but can be abused in all sorts of ways if you wish.



Notice that you can summon G. Reaper using this mod. He showed up in the list of all Sims not on the lot, so I figured why not make him work? I've given him a custom role for the duration of his stay which is a combination of his normal job role and the guest role, which will allow him to get right back to work if he must but does mean you cannot ask him to leave (other summoned Sims will stick around for the normal guest duration or until you ask them to leave). This seems to be quite safe, it's just a temporary role for him and he drops it right away if needed, even if someone dies on the lot while he's "just visiting" he'll get right to work with the reaping.

Of course, if this ruins Grim in your save game (and I'm pretty sure it WON'T), you've been warned, "Mess with the supernatural and you may just end up with some unnatural results." I have tested Grim pretty thoroughly and I don't have any qualms about saving the game after summoning him.

One oddity was that, despite setting their guest role, Sims tended to arrive needing to use the toilet pretty often.



In fact, when first playing around with Grim he would head right off to the can and sit down for the duration (he'd been holding it in for all eternity after all). I tried setting the Sims' needs to a normal range (75-100) after summoning them but that would not seem to help (I think they must not have been completely "there" yet). So I've added a simple timer to fix their needs commodities one sim minute after they are summoned, and that seems to work well.

Installation and Compatibility

This mod was written and tested on Windows for The Sims 4 version 1.15.55.1020 (February 4, 2016), but should be compatible with most earlier game versions if you aren't fully patched. It is reported as working on version 1.13.104.1010 (December 4, 2015).

To install, extract both the package and ts4script file from the download into your mods folder. The script and package do not need to be in the same folder (but it's always easier later if you keep them together) but the script file cannot be placed more than one subfolder deep.

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

This mod does not modify or change any of the game's XML or scripts, it's entirely an addon.

Additional Credits
  • Kuree and all the others at Sims4Group who have put together the S4PE tool
  • Sims 4 Studio group for The Sims 4 Studio to clone and retexture the statue
  • And as always, thanks to those who provide the translations:
    • Traditional Chinese translation by wuccwzt

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: 1.15.55.10
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
TeleportAnySim.zip | A statue object which can be used to teleport any sim

Size: 198.6 KB · Downloads: 393,365 · 10th Mar 2016
198.6 KB 393,365 10th Mar 2016
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:
2. Extract: Use WinRAR (Windows) to extract the .package file(s) (if included, ts4script as well) from the .rar or .zip file(s).
3. Cut and paste the .package file(s) (if included, ts4script as well) 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
 
190 Comments / Replies (Who?) - 121 Feedback Posts, 59 Thanks Posts
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Mad Poster
THANKS POST
#2 Old 23rd Feb 2016 at 5:40 PM
Oh, this looks like fun! (Love your human pyramid with Grimmy at the top!)
Field Researcher
THANKS POST
#3 Old 23rd Feb 2016 at 8:00 PM
This is what I have been waiting for! A teleport option for Sims 4. I used Inge mod for Sims 2 and I really missed having one in Sims 4. Thank you, and again welcome back scumbumbo.
Test Subject
THANKS POST
#4 Old 23rd Feb 2016 at 8:14 PM
Thank you, I love your mods and this looks to be another fun one.
Scholar
THANKS POST
#5 Old 23rd Feb 2016 at 8:26 PM
Noice!!!! But Seriously, This mod looks cool. Thanks scumb!
Test Subject
#6 Old 24th Feb 2016 at 12:54 AM
Awesome!
And here's traditional Chinese translation of this mod!
Download - please read all instructions before downloading any files!
File Type: rar Teleport Any Sim-STBL-Traditional Chinese.rar (340 Bytes, 154 downloads)
Test Subject
THANKS POST
#7 Old 24th Feb 2016 at 1:51 AM
thanky you
Deceased
Original Poster
#8 Old 24th Feb 2016 at 7:48 AM
Quote:
Originally Posted by wuccwzt
Awesome!
And here's traditional Chinese translation of this mod!

I've updated the download with your translation.

THANKS!!
Lab Assistant
THANKS POST
#9 Old 24th Feb 2016 at 10:12 AM
SQUEEEE


I've always wanted something like this since Moveobjects won't make you able to pick up sims and move them. Thanks a lot!
Field Researcher
THANKS POST
#10 Old 24th Feb 2016 at 11:05 AM
Thanks, great looking mod, but dicing with death!! Dodgy. ;-)
Lab Assistant
THANKS POST
#11 Old 24th Feb 2016 at 12:09 PM
Greaat!!!! Thanks for the Mod!!!!!
Lab Assistant
#12 Old 24th Feb 2016 at 1:27 PM
question: have you tested with other package or scripts mods together? i have downloaded this ,and it don`t seem to work if you have mc commander.
Instructor
#13 Old 24th Feb 2016 at 2:38 PM
Quote:
Originally Posted by larsV
question: have you tested with other package or scripts mods together? i have downloaded this ,and it don`t seem to work if you have mc commander.

It works with MC Commander here. You must have something else.
Instructor
#14 Old 24th Feb 2016 at 2:45 PM
One question :
When commodities are set to max, are they "ALL" commodities or the visible ones?
For some reason I had several summoned sim get Singed outfit like if there was a fire.
Other than that works well.
Thanks for adding the roles
Deceased
Original Poster
#15 Old 24th Feb 2016 at 4:17 PM
Quote:
Originally Posted by azoresman
One question :
When commodities are set to max, are they "ALL" commodities or the visible ones?
For some reason I had several summoned sim get Singed outfit like if there was a fire.
Other than that works well.
Thanks for adding the roles
I only set the motive commodities that are normally set using the "make happy" cheat. I never had grubby or singed sims show up myself in testing, but maybe maxing all the visible commodiities might be good since that is happening for some. Maxing all of them would be bad, that's what I tried first when maxing just the visiible commodiities still failed to make sims arrive not wanting to rush to the bathroom - and that caused sims to show up frozen like they'd just been hit with the sim ray!
Deceased
Original Poster
#16 Old 24th Feb 2016 at 7:52 PM
@azoresman (and anyone else with the singed Sim problem) - I made a simple update to the script to max all visible commodities prior to setting the motives to the 70-100 range. Give that a try and see if it solves the problem of Sims arriving singed. If that's not enough I'll have to track down the exact commodity for singedness and clear that up specifically as maxing all hidden commodiities will cause all sorts of weird effects (such as the aforementioned frozen sims).
Scholar
#17 Old 24th Feb 2016 at 10:04 PM
scumb, I also have this singed problem when a Sim Is Teleported/Summoned; It happens randomly. I have to "Modify In CAS" to get rid of the singed problem temporally. Other than that it works like a huge charm!

Examples of the singed problem.........
Screenshots
Field Researcher
THANKS POST
#18 Old 24th Feb 2016 at 11:36 PM
Thanks, I've been hoping for this.
Instructor
#19 Old 25th Feb 2016 at 12:06 AM
Quote:
Originally Posted by scumbumbo
@azoresman (and anyone else with the singed Sim problem) - I made a simple update to the script to max all visible commodities prior to setting the motives to the 70-100 range. Give that a try and see if it solves the problem of Sims arriving singed. If that's not enough I'll have to track down the exact commodity for singedness and clear that up specifically as maxing all hidden commodiities will cause all sorts of weird effects (such as the aforementioned frozen sims).

Thanks scumbumbo It's really random and only a few turned singed and stayed like that even after leaving the lot, i saw them after wandering around the streets wearing that special situation outfit. Other than that, maybe you could add the "prevent running" BUFF to the roles so they stay on the lot and don't go jogging periodically. I did it locally on my copy, as soon as I saw they were running.
Cool thing you did here. I previously made something that would bring any sim to the lot using the phone_ask_to_come_over, and doesn't conflict with you summon.
On my "ask to come over" they have a different role, moods and pushed affordances on arrival just like Sims 3 Flirty Text
So thank you again for providing this.
I'll give it a go with the new update and see if the fire is out
Deceased
Original Poster
#20 Old 25th Feb 2016 at 5:49 AM
OK, the latest upload (the ts4script file has a timestamp of Feb 24 at 11:44pm) has been updated to include the requested role change to eliminate running, and I believe Sims should no longer appear singed. They may be singed at first, but once the update occurs after one sim minute it sets the SimInfo's singed attribute to False - should work, at least it worked when I set it to True that they started showing up singed (even Grim, oddly enough, didn't know he was flammable).
Test Subject
#21 Old 25th Feb 2016 at 6:23 AM
Unfortunately, I have the sims 1.13.104.1010 version with all the DLC!
The package file and the script are active from the list in early games,
but in the games even him, the status does not appear anywhere in the inventory,
So with my version of the sims script does not work!
Too bad for me !

I should mention that I did a test by removing all my mods
and I have put the package into a folder, and the script is the root of the mods folder!
They all appear in the list of the early games,
but nothings in complete inventory!
Deceased
Original Poster
#22 Old 25th Feb 2016 at 7:14 AM
Quote:
Originally Posted by colasblues
Unfortunately, I have the sims 1.13.104.1010 version with all the DLC!

Not sure why the statue wouldn't show up with that game version - it does sound like you've installed it properly. I picked that statue (rather than say the mannequin) as it's in the base game and hasn't changed in eons to the best of my knowledge, so unfortunately I have no clue how it could be fixed to show up in the December game patch. Maybe someone knowledge about the object internals will see this and know why something may have changed such that it won't work with that fairly recent game version.

Anyone else running version 1.13 (or earlier) that can verify if they do or don't see the new statue in game?
Scholar
#23 Old 25th Feb 2016 at 7:15 AM
Hey Scrumb, I downloaded your latest Ts4Script file and still ........ My Teleported sims gets singed randomly but, I still can use "Modify on CAS Cheat" to to rid of it.

I am running the Latest patch 1.15.55.1020 if you would like to know
Screenshots
Instructor
#24 Old 25th Feb 2016 at 3:52 PM Last edited by azoresman : 25th Feb 2016 at 4:14 PM.
Quote:
Originally Posted by scumbumbo
Not sure why the statue wouldn't show up with that game version - it does sound like you've installed it properly. I picked that statue (rather than say the mannequin) as it's in the base game and hasn't changed in eons to the best of my knowledge, so unfortunately I have no clue how it could be fixed to show up in the December game patch. Maybe someone knowledge about the object internals will see this and know why something may have changed such that it won't work with that fairly recent game version.

Anyone else running version 1.13 (or earlier) that can verify if they do or don't see the new statue in game?

I'm patched to 1.15.55 but the reason for the statue not show up in early versions is the catalog version. It's a simple fix but then it won't show for game ver. 1.14 and up.
So the solution would be to make 2 versions or people could just patch their games to latest version on Origin.
I can provide a 1.13 compatible mod If you allow @scumbumbo
Instructor
#25 Old 25th Feb 2016 at 4:11 PM
Quote:
Originally Posted by scumbumbo
OK, the latest upload (the ts4script file has a timestamp of Feb 24 at 11:44pm) has been updated to include the requested role change to eliminate running, and I believe Sims should no longer appear singed. They may be singed at first, but once the update occurs after one sim minute it sets the SimInfo's singed attribute to False - should work, at least it worked when I set it to True that they started showing up singed (even Grim, oddly enough, didn't know he was flammable).

Everything good here so, thank's for the prevent running
Many things can happen to Mr Reaper poor guy in my highly modded game
Haven't seen singed sims in a wile
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