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[Public Beta] The Randomizer Mod - REWORKED!

by Lyralei Posted 16th Jun 2022 at 4:30 PM - Updated 5th Aug 2022 at 10:56 AM by Lyralei
150 Comments / replies (Who?) - 19 Feedback Posts, 6 Thanks Posts
And you thought I'd keep it at "More scenarios" ...

I reworked the mod! Please Redownload & Re-read the description/Read the patch notes!


Help! The mod isn't firing?!
If you have both the core and base module, and at least one [Module], the mod should work. However, sometimes the household setup you're playing, none or only some can be played.

To check why things aren't firing, try turning on debug mode on getting more information on why the module(s) aren't firing: https://modthesims.info/download.php?p=5839290#post5839290

Remember: the mod will try firing a module each day. Though sometimes they don't fire due to their cooldowns, other times, it's missing certain requirements for certain events.

Bugs I'm fixing and/or am aware of:
  • Nothing so far!

Quote:
UPDATES:
11 July 2022:
  • Students who trigger any rumors now won't be considered "Coworker", but classmates (Thank you @HYDRO1st !)
  • Fixed a few missing STBL strings (Thank you HYDRO1st !)
  • Fixed some strange Russian language bugs (Thank you HYDRO1st !)
  • Events now come with their own "test" function, making it easier for the code to find events, without having to loop over itself 10 times.
  • Introduced a whole new system where things check whether an event can be fired every day, but uses the concept of "days to cooldown" for each module. (See "Tell me a bit more about it" and the rest of the description for more info).
  • Dialogue buttons with choices will now show "clamped", but tooltips will show the full text. So make sure to hover over them! (See images)
  • Power outage & Water outage will now work!
  • Fixed an issue where the Power outage had a tendency of throwing errors if they didn't have a proper "disable interaction" component.
  • Fixed an issue where the water leakage (where most sinks and stuff will break) now works correctly
  • Fixed an issue where friendship and enemy-related rumors (so non-work/school ones) will now show some or most of your sim's friends/family/known sim's reaction to the rumor (whether they disapprove/approve/neutral about it)
  • Fixed an issue where rumors had a tendency to fire 3 times at once. Meaning your sim had a 3x relationship penalty for no reason
    [*[ Fixed an issue where the "share old objects" (specifically fish and seeds) had a problem with crashing the game because of an infinite loop. This no longer will happen.
  • Related to "Share Old Objects", Worked more on trying to get certain objects to actually spawn in the sim's Family inventory/actual inventory/ mailbox. For me, this works, but I'm not quite sure if it does for everyone.
  • Worked some more on a check on whether the world has valid social workers and if they can come around. Not 100% sure if this fixes the issue that people had before where the adoption service simply didn't show up, but it may help!
  • Introduced a better "Debug Mode" in case anyone wants to gather more info on why a module/event didn't fire. Or whether the mod works for them.
  • Fixed an issue where a null reference could occur when a sim was asking for advice or an NPC telling a rumor.
  • Regarding the advice, fixed an issue where one of the options showed up as the STBL string, rather than actual text.
  • Diseases will now have a better check on whether your sim already has a particular disease (this is excluding the "Minerva's Revenge", "Feeling Sad" and "can't hold my laughter").
  • It is now possible to tweak the XML (or through NRaas Retuner) to edit whether you want to be able to assign "Deadly diseases" or not.
  • Sims will not play a reaction when an earthquake happens (depending on their traits of course. Cowards will freak out and other traits may simply react annoyed). I hope in the future to make this more interesting.
  • Fixed an issue where friends of your sim would ask to have woohoo in a building. This is now fixed. Additionally, the sim will no longer get this popup whenever your sim isn't at work.
  • Shortened the Errors. However, of course, on a non-2k screen or game resolution (which is what I have), you may find it harder to see the full error. But hopefully this should help!








About The Mod
First off, sorry for the long read! It just does a lot of things!

NOTE: Just to clear some confusion here, this is not the kind of randomizer mod you've seen done for GTA and games as such, where models get swapped by random, in a hilarious way...

What this mod does instead is add more random events! Whether it be random deaths, disasters, or simply heart-warming moments, the mod provides it all!

Tell me a bit more about it
The mod checks each day whether an event can be fired. For that, it checks the following:
- Checks whether the module doesn't have the cooldown (anymore) of how many days.
- Checks whether the sim of the household fits all the requirements (like, whether your sim has friends, then the friendship module will be included)
- Checks if the module itself contains any event of the rarity type that was chosen. (whether it be an uncommon event, common or rare)

After it found a collection of modules, it gets to phase 2 of checking the modules that we gathered, which goes as follows:
- Picks a random module.
- Checks if there's a 'Target' available (aka, the friend/enemy/partner if necessary)
- Goes through all the events of the chosen rarity types and does a before "check" on whether the circumstances of said event works for the sim (For example: The "Propose for Try For baby" will check first if your sim is pregnant. If the sim is, then it will try a new event. if the sim isn't, it will fire the event.)
- Additionally, it also checks if this event has already been fired before previously, to avoid setting your sim's house on fire twice in a row :p

However, if any of these fail, the code will wait another day before trying it again!

After about 5 days, the code will check whether it should look through the "previously fired" list and whether it can take some of the previously fired items off the list (especially when it makes it impossible for any events to actually fire at all).

That's actually just the core mechanics of it Easy peasy!


What's the deal with the Modules?
Modules are basically "Optional files" You can delete some or all if you like, the existence of it really doesn't matter by the mod. Except that if you don't have any modules, the mod is pointless

So, if you've skimmed over the list already listing all random events, you may or may not have gone "I don't want my sims to randomly die!". By which, you may or may not have closed this download tab and fled.

If you have not, hurray! Because good news, when downloading this mod, simply select the 'death' module package and trash that thing. Because that's the reason I made the modules, so you, the player, can decide which main random events sound cool to you and which ones don't work with your playstyle.

Note that this is an example, of course, you can simply delete any module that doesn't interest you

HOWEVER Unless you're uninstalling the mod, Do NOT remove the CORE and BASE Module packages! Otherwise, the mod will stop working! basically, any package that starts with [Module] is what you may delete or keep.

What are the BASE package and CORE package
  • Base: Is this mod's package. It loads in the modules and tells the CORE package that it needs to turn simple text into actual events that C# can read.
  • CORE: is the framework. Developers can use it to make their own events or load them! If you're acquainted with douglasveiga's CCloader and people's Custom ingredients, you've probably seen that they usually say "Requires CCLoader" that's basically this Core package. If a CC creator ever uses the randomizer mod to make randomized events, then they have to have you download the CORE package

What do modules exist out of?
First it's of course random events, meant in a very general sense. Whether it be being triggered by random without an option menu or with one, all of those are simply random events.

Alternatively, most modules come with rumors and dilemmas/advice that your sim can deal with.

Rumors:
Rumors are usually started by a random coworker, friend (especially if they're Divas, snobs, evil/mean-spirited), and classmates.

Rumors (triggered by work/school) will always have 3 options to choose from:
1. Tell them the rumor isn't true
2. Investigate who started the rumor, but initially, this also means you'll ignore it as well.
3. Tell them the rumors are true.

Most rumors can actually be true though, which does add to some funny reactions that you get after clicking any of these options, which is the reaction your coworkers/classmates give you. Which exists our of a list of:

- Sims that disapprove/are disgusted by the rumor
- SIms that approve/are empathetic by the rumor
- Sims that didn't care at all.



Advice:
A random sim (friend of-, coworker of-, classmate of your sim) can decide to call or ask your sim (at work/school) for some advice on a dilemma they're having! Your sim has usually 2-3 options to choose one. They also need to guess the correct one so their relationship doesn't suffer from it (and if right, they get bonus relationship points!). Some are more challenging than others.




Modules and their random events
Here's a nicely compiled list of each module and its random events. Just a quick note, if you like most of the events in said list, but don't want one or 2 of them, make sure to read the "Editing and Tuning Events" part of the description That way you don't have to delete a whole package.





















Fame is also a module but is currently unused. Has a cooldown of 4 days by default

Frequently asked questions
"Does the work module also get triggered on active careers?"
Yep! It currently simply checks if your sim is at work. However, certain events do check if your sim is inside a rabbit hole though. (which is primarily the woohoo in a building one)

"How do I uninstall this??"
With the new save system, it is still possible to simply remove the packages. No need to run any uninstallation scripts! You may however want to do a quick "reset town" with Nraas. (Or "ResetSim * " in your cheatsbar), but not mandatory. Additionally removing your caches is always a good practice

However If your sim has any of the diseases, it's good practice to delete those off the sims. nraas has this option, but TestingCheatsenabled should also be able to remove things by Shift+Right clicking.

"For every update, do I have to replace all the modules again?"
Just the Core and base module, unless of course, stated differently!

"Nothing has triggered for me yet!"
Assuming the mod is working (which it most likely is), remember that it checks each day whether something can fire! Also, keep in mind that certain modules have requirements to work (like, your sims having a friend or a partner... or work :p) Additionally, you can of course turn on "Debug mode" if you're really uncertain (entries looks slightly different, but same name & process to enable it): https://modthesims.info/download.ph...290#post5839290

"Can I install just one module? Or a few?"
Anything that has [Module] to it, is basically like the "EP's" of this mod So if you only want to use one, you can! if you want 3, 6 or 7, that's fine too. Of course, all is also totally fine!

"Uhh... my sim is laughing/crying through the chair/bed?!"
First off, ouch

Secondly, yeah I'm looking into this. It's partially an EA thing and partially me, so I need to figure out what will make it cancel any interaction, then queue the animation (so wait till they got up from the bed/chair) and only then do the animation.



Editing and Tuning Events
Being rewritten!

For now, either check the Tuning mods tutorial: https://modthesims.info/wiki.php?ti..._Tuning_Modding
(Note, instead of opening "GameplayData.package" open the Core module instead. then follow the rest of the tutorial)

Alternatively, use Nraas Returner: https://modthesims.info/download.ph...290#post5839290

If you're looking for info on disabling events yourself, I have written a comment on this here: https://modthesims.info/showthread.php?p=5842492#post5842492

Using the mod for your Script Mods
If you're a script modder, or know a little bit of C# and want to get acquainted with TS3's code, then the randomizer mod can be quite a fun challenge and learning tool for working with TS3 and modding for it

As of 12/07/2022 you can now clone a template file to make your own custom module! (or download it if you don't have Github).

Template File: https://github.com/Lyralei1/ModuleT...-Me/tree/master
Core Module Framework source code: https://github.com/Lyralei1/TheRand...ore/tree/master

"I'm not seeing any module/event types that works with my module!"
You can always PM me and we'll figure it out from there!

Documentation for the randomizer CORE API, is coming soon!


Credits:
  • Bitlife and TS3's random events for the idea
  • SonjaYU, Twinsimming, KittyTheSnowcat, AshtonLaflamme, Puffkin2000 For testing and bug reporting!
  • The sims 3 and EA/Maxis
  • Visual Studio 2017 for the coding!
  • S3PE
  • My wonderful partner for coming up with some of the events & coming up with a brilliant plan on how to redoing the general events firing system!

Type:
      Social: Mods affecting social interactions and relationships between sims
      Additional Functionality: Mods which add brand new functionality to the game
      Other

You must have the expansion or stuff packs listed below installed to use this custom content. Please see the post text for any exceptions.

This is a multi-part download:


You MAY Delete any packages that have [module] in them, in case you don't want a certain module at all. See Description for more information.
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
[PUBLIC BETA] The Randomizer Mod by Lyralei V4.zip

Size: 361.2 KB · Downloads: 4,599 · 11th Jul 2022
361.2 KB 4,599 11th Jul 2022
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
Basic Download and Install Instructions:

See: Game Help:TS3 CC Basicswiki for a full guide!
 
150 Comments / Replies (Who?) - 115 Feedback Posts, 29 Thanks Posts
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Test Subject
THANKS POST
#76 Old 27th Jun 2022 at 1:30 AM
I'm going to try the new update, because I was really happy with what worked/was finished.
My sim got asked out at school. It was nice to see an NPC take the initiative.
Test Subject
#77 Old 27th Jun 2022 at 8:50 AM Last edited by Knight : 27th Jun 2022 at 9:09 AM.
Regarding the text that does not fit in the
buttons - can you make a short caption on the buttons, and a tooltip with details?

P.S.: I don't know what was wrong with my translation, but I will continue to update it in the previous post as an alternative.
Virtual gardener
staff: administrator
Original Poster
#78 Old 27th Jun 2022 at 11:21 AM
Quote:
Originally Posted by Knight
Regarding the text that does not fit in the
buttons - can you make a short caption on the buttons, and a tooltip with details?

P.S.: I don't know what was wrong with my translation, but I will continue to update it in the previous post as an alternative.


Heya!

I was wondering the same, but the way EA has set up the code is that it copies the text to the tooltips, which doesn't quite help in this case I really should just dig a bit deeper in the dialogue code, see if I can somehow hack it.

Regarding the translation, I swear I suck at communicating So, I had someone else who also did a russian translation at the same time as you did, although the way they had presented the translations didn't work quite nicely with my Easy Stbl Manager version (Which was a problem on my side in the end). So I felt the fairest thing to do was to do a 50/50, which is why I only now finally got to do that since they had a package version ready.

So in the end there wasn't anything wrong, I was really trying to please 2 people here for their hard work they did, and felt the 50/50 method on the STBL strings were the best I was able to do So yours are still included, but I replaced the Core/Base with theirs.
Test Subject
#79 Old 27th Jun 2022 at 12:45 PM Last edited by Knight : 27th Jun 2022 at 1:05 PM.
@Lyralei, wow, thanks for the quick response!
Try something like this:
Code:
dialog = new ThreeButtonDialog("Text", "First button", "Second button with custom tooltip", "Third button", new Vector2(0f, 0f));
if (dialog != null)
{
                         ...
                         (dialog.ModalDialogWindow.GetChildByID(3U, false) as Button).TooltipText = "Cool long tooltip";
                         ...
}

Upd: One more question. In the first two strings of the core package {1.randomRumor} and {1.randomRumor } are they different strings or just an extra space at the end?
Test Subject
THANKS POST
#80 Old 28th Jun 2022 at 8:51 AM
I'm so glad the sims 3 modding community is still alive and thriving
Virtual gardener
staff: administrator
Original Poster
#81 Old 28th Jun 2022 at 11:13 AM
Quote:
Originally Posted by Knight
@Lyralei, wow, thanks for the quick response!
Try something like this:
Code:
dialog = new ThreeButtonDialog("Text", "First button", "Second button with custom tooltip", "Third button", new Vector2(0f, 0f));
if (dialog != null)
{
                         ...
                         (dialog.ModalDialogWindow.GetChildByID(3U, false) as Button).TooltipText = "Cool long tooltip";
                         ...
}

Upd: One more question. In the first two strings of the core package {1.randomRumor} and {1.randomRumor } are they different strings or just an extra space at the end?


Hrm that may work, but it can cause for some unexpected crashes that way.

Because dialogues are usually fired as a oneShotFunction. Meaning that they can only be triggered once on a different thread (which if not done, can crash the game been there done that). But it does make it harder to grab the ID of the UI element (which it gets from the LAYO file).

However, I did notice there is a "Clamp if needed" function EA has inside this UIUtils class that seems interesting for exactly our problem So may play around with that today! Thanks for sharing it though!

Regarding the space, I don't believe it's necessarily game breaking if the bracket has a space? I think? Will have to check this! Although in this case, the {1.RandomRumor} is no longer in use, as that was causing the empty rumor problems. Instead i'm basically pasting the 2 strings together
Test Subject
THANKS POST
#82 Old 28th Jun 2022 at 12:13 PM
Really amazing idea! I tried it out but I got like A LOT of events, four power outages, seeds, sadness and.... PIZZA! Three pizza deliveries for one message. I tried increasing the number on the time between events options, but they kept going. Any advice lol?
Lab Assistant
#83 Old 28th Jun 2022 at 5:23 PM
I downloaded the recent version and I'm finally getting more stuff coming into the game. One thing though: I think the outages aren't working right. Once, I got an alert that there was a power outage, but everything electrical still worked. Another time, it said the plumbing would be out for a while, but all the plumbing worked, too.
Virtual gardener
staff: administrator
Original Poster
#84 Old 28th Jun 2022 at 6:35 PM
Quote:
Originally Posted by Nieri
I downloaded the recent version and I'm finally getting more stuff coming into the game. One thing though: I think the outages aren't working right. Once, I got an alert that there was a power outage, but everything electrical still worked. Another time, it said the plumbing would be out for a while, but all the plumbing worked, too.


Yeah I'm not sure how that bug even came to be because this was something that used to work (and i didn't touch the code either) buuut that's programming for you. You fix one thing, and you break another thing in the meanwhile I'll look into it! Thanks for the report
Virtual gardener
staff: administrator
Original Poster
#85 Old 28th Jun 2022 at 6:50 PM
Quote:
Originally Posted by Laconia
Really amazing idea! I tried it out but I got like A LOT of events, four power outages, seeds, sadness and.... PIZZA! Three pizza deliveries for one message. I tried increasing the number on the time between events options, but they kept going. Any advice lol?


@Laconia Lol, I'm still trying to figure out the best values of things triggering Currently, in the XML they're set to 10 to 72 hours. Though, what You can try is to use Nraas Retuner and tweak the triggering hours

To do that, click on the City Hall > Nraas Retuner > Settings > General > By Tunable XML > Sims3.Gameplay.Lyralei.TheRandomizerCore

Then, You should see these options:



Now, the thing you want to tweak is the "kTimeBetweenRandomEventsFiredMax" and "kTimeBetweenRandomEventsFiredMin". The Min variation is the MINIMUM hours that need to have passed from the previously fired event to show up. the MAXIMUM one is the Max time it should take till the next event is called.

So, as an example, if you set the min to 5 and the max to 10, then the game can choose any number of hours between 5 and 10 (or either of those numbers if it likes).

Hope this helps! If I were you, i'd set the values as so: Min: 72, max 168 (with other words, then it will take 3 to 7 days to fire anything)
Test Subject
#86 Old 28th Jun 2022 at 8:51 PM Last edited by Laconia : 28th Jun 2022 at 10:08 PM.
Quote:
Originally Posted by Lyralei
@Laconia Lol, I'm still trying to figure out the best values of things triggering Currently, in the XML they're set to 10 to 72 hours. Though, what You can try is to use Nraas Retuner and tweak the triggering hours

To do that, click on the City Hall > Nraas Retuner > Settings > General > By Tunable XML > Sims3.Gameplay.Lyralei.TheRandomizerCore

Then, You should see these options:



Now, the thing you want to tweak is the "kTimeBetweenRandomEventsFiredMax" and "kTimeBetweenRandomEventsFiredMin". The Min variation is the MINIMUM hours that need to have passed from the previously fired event to show up. the MAXIMUM one is the Max time it should take till the next event is called.

So, as an example, if you set the min to 5 and the max to 10, then the game can choose any number of hours between 5 and 10 (or either of those numbers if it likes).

Hope this helps! If I were you, i'd set the values as so: Min: 72, max 168 (with other words, then it will take 3 to 7 days to fire anything)


Yes those were the ones I tried increasing but i had like, about 8-10 events play in one sim day? My game is modded to the gills so im probably looking at some kind of conflict, though im unsure what kinds of mods wrestle with this one.
Test Subject
#87 Old 29th Jun 2022 at 1:14 AM
I installed all of the modules except for death and man it was crazy. It felt like there was a new event at least twice a day! Also, my sims had gone from §1k to §75k in two days through frequent inheritances and tax returns lol. And they get free pizza every other day. Anyway, I still love this mod, I'm just going to modify how frequently everything occurs!
Test Subject
#88 Old 29th Jun 2022 at 2:27 AM
When i clique to accept fish from other sims it always freezes my game but i'm really liking the mod!
Test Subject
#89 Old 29th Jun 2022 at 9:44 AM
This message popped up randomly
Screenshots
Virtual gardener
staff: administrator
Original Poster
#90 Old 29th Jun 2022 at 10:26 AM
Quote:
Originally Posted by Laconia
Yes those were the ones I tried increasing but i had like, about 8-10 events play in one sim day? My game is modded to the gills so im probably looking at some kind of conflict, though im unsure what kinds of mods wrestle with this one.


Hrm, that's interesting? What did you set the values to? Note that it doesn't immediately take effect though when you tweak it. The last queued event still has to be fired before your changes will be considered by the code.

Alternatively, what you can do is also tweak the "kChanceFor... " effects (so the ones where you see the module names). By default in code they're set to 30, but i'm wondering now that if you tweak it though nraas Retuner, retuner will have the code look at the Retuner edited XML here... Should probably experiment that as well.

Anyways I'll be looking into this anyways today playtest it myself a bit. Maybe I should start playing with a bigger family, because mine are usually beginning families :p
Virtual gardener
staff: administrator
Original Poster
#91 Old 29th Jun 2022 at 10:41 AM
Quote:
Originally Posted by snsofanarchy
When i clique to accept fish from other sims it always freezes my game but i'm really liking the mod!


Ai that's not good! I'll check it out on my side
Test Subject
#92 Old 29th Jun 2022 at 10:52 AM
Quote:
Originally Posted by Lyralei
Ai that's not good! I'll check it out on my side


There is the same problem with a seed packets event
Test Subject
#93 Old 29th Jun 2022 at 12:04 PM
Quote:
Originally Posted by Lyralei
Hrm, that's interesting? What did you set the values to? Note that it doesn't immediately take effect though when you tweak it. The last queued event still has to be fired before your changes will be considered by the code.

Alternatively, what you can do is also tweak the "kChanceFor... " effects (so the ones where you see the module names). By default in code they're set to 30, but i'm wondering now that if you tweak it though nraas Retuner, retuner will have the code look at the Retuner edited XML here... Should probably experiment that as well.

Anyways I'll be looking into this anyways today playtest it myself a bit. Maybe I should start playing with a bigger family, because mine are usually beginning families :p


I decided to test a little myself, I set the max to 75 and min to 50, I also lowered the reroll on fail to see if that did anything, in one day I had, the following in order, Rumor, Pizza (only one pizza guy this time), Rumor, Seed spawn, Power outage, Power outage.

Then I set max to 750 and 500 and reroll to 0 and didn't have any events that day, I'm sure there's a middle-ground somewhere

hmm huh, So my for these days what I did was change the settings at 3am and then let it run for 24 sim hours with the settings before changing them at 3am again, the following is a few days with different settings.

I set it back to max 75 and min 50 but I kept to reroll at 0, no events happened that day

Max 75 and min 50 but I put the reroll back to 5 and the events played yet again! I got: Pizza, Rocks and Gems spawn, Hookup call, Pizza, Montesuma's revenge.

Kept the min/max but set the reroll to 1, event: Hookup call.

Kept min/max again but set reroll to 2, events: Uncontrollable Laughter, Pizza, Gem Spawn, Call from the orphanage.

Am I correct in assuming that the reroll on fail number is the mod rerolling the chance for an event if one didn't get triggered? Something seems to be up with that setting in my game that causes a lot of chaos!

Happy testing to you <3 xD
Theorist
THANKS POST
#94 Old 29th Jun 2022 at 2:54 PM
Thanks, going to try it!!
Virtual gardener
staff: administrator
Original Poster
#95 Old 30th Jun 2022 at 4:35 PM
Hey @Laconia !

I'm currently atm rewriting the whole internal system that grabs and fires the event, to make it much more consistent on what event should be fired.

Basically how I'm rewriting it now is:

- Each event will have a "days to cooldown" before they're considered "triggerable". This will be tunable
- (this didn't happen before, hence the reroll option that it currently has) the mod picks a random sim from your household, and checks all the requirements of said module (including the daily cooldown). With this I mean, if your sim has friends and you have the friends module installed, that it checks that. Then, it gathers the "approved" modules into a list of it's own. After that, it will pick a random module from the list and then also picks a random event.

Because currently the requirements are done at the same time as picking a random module. This means, that there is still a high chance that the game will roll the same event over and over again (We all know how great computers are at shuffling things and grabbing items by random Any music apps will show you this). Hopefully with me rewriting all that, it should be much more consistent and both much nicer on firing "perfectly" rather than "too much" or "too little".

I also feel that as it currently stands, firing it at a random hour just feels not quite right for the mod, and therefore a day-like approach is much better
Test Subject
THANKS POST
#96 Old 30th Jun 2022 at 5:08 PM
@lyralei I'm super excited to see and play your rewrites! Happy coding! <3
Lab Assistant
#97 Old 1st Jul 2022 at 11:42 AM
I have the updated version, as I said, and everything seems to be working great (besides the power/plumbing outages that you already knew about). But, ever since I added this mod to my game, the More Scenarios on Moving mod has stopped working.
Virtual gardener
staff: administrator
Original Poster
#98 Old 1st Jul 2022 at 1:16 PM
Quote:
Originally Posted by Nicto
There is the same problem with a seed packets event


@Nicto , @snsofanarchy (and anyone else with the issue) If you don't want the game to crash on those events, I have disabled the event in this package (See attachments of this comment)
Download - please read all instructions before downloading any files!
File Type: zip [Module] TheRandomizer - Friendship -Without Sharing Objects.zip (1.9 KB, 21 downloads)
Lab Assistant
#99 Old 1st Jul 2022 at 6:46 PM
I have a quick question. Does the "can I stay with you for a few days" option end with you always having a roommate? My Sim's dad asked to stay and I clicked yes. But her mom was getting ready to have a baby and there was no way to send him home, so I went to Edit Town mode and moved him back home. Next thing I know, another roommate showed up the following morning.
Instructor
THANKS POST
#100 Old 2nd Jul 2022 at 6:09 AM
Hey! I just want to say thanks (even though as you may see I'm not active in modding nor simming much at all these days due to commitments IRL) - starting simming ages ago and it's really inspiring to see really substantive mods like these still being released!
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