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Featured upload! Moar Interactions

by Buzzler Posted 22nd Mar 2011 at 7:55 PM - Updated 25th Jan 2015 at 4:19 PM by Buzzler
1097 Comments / replies (Who?) - 19 Feedback Posts, 5 Thanks Posts
This is a featured upload! It showcases the best talent and creativity available on MTS and in the community.
updates
2015-01-25 - Fixed a facepalmy bug that I introduced with a recent cleanup. Thanks to igazor for providing a script error that helped me pinpoint it.
2015-01-11 - Updated Commons. Affects Scribbling Pad, DouglasVeiga Dancer Servcer, Moar Interactions and Buy Takeout. If you use any of them, download the updated version, please.
2014-03-15 - Updated to game version 1.67. Availability tuning works again.


compatibility
Supported for game version 1.67.

scope of this mod
This mod is a compilation of interactions that are either entirely new or altered/fixed EAxian interactions. The latter one is done by replacing the original interactions.

content
InteractionTargetTypeDescription
Attend ShowShow VenueAltered&FixedGroup Attend like Restaurant's Eat Here; Fixed Concert Length.
Attend GameStadiumAlteredGroup Attend like Restaurant's Eat Here.
Eat HereRestaurantAltered&FixedRelationship gain for all involved sims; Fixed dessert stage length.
Help With HomeworkSimNew
Go To Bed WithDouble BedNew
Come To BedSimNew
Work OvertimeRabbit HoleNew
Work Parttime ShiftRabbit HoleNew
Have/ServeFridgeNewFor community lots.
Have/ServeStoveNewFor community lots.
Stock WithFridgeNew
Remove All ButFridgeNew
Try To Buy IngredientsRestaurantNew
Read Skill BookBookshelfNewOnly for townies; unavailable for active sims.
Read SomethingBookshelfAlteredNo reread.
Commission UpgradeUpgradable ObjectNew
SocializeSimNewSocializing macro.
Work OutAthletic ObjectAlteredNo sweaty workouts.
Jog HereTerrainAlteredNo sweaty workouts.
Ask To Be TrainedAthletic ObjectNew
Cancel Carpool/Apply For CarpoolPhoneNew
Cancel/Apply Shoolbus ForPhoneNew
Collect All Clothes On LotHamperNew
Do LaundryWashingmachineAlteredSims can't do laundry on community lots if they didn't collect it first.
Dance TogetherSimFixedFun gain for target.
Go Here (With)TerrainAlteredDoesn't drop from the queue; doesn't form group on arrival.
Visit Lot (With)LotAlteredDoesn't form group on arrival.
Invite Over/Out/To LotPhoneAlteredDoesn't form group on arrival.




tuning
The tuning package contains two XML resources for tunables and an XML resource for the basic availability of the interactions. Except for the latter one, there is no documentation, but the names should be mostly self-explaining. If you're able to do tuning/XML modding, just skip this and do your shtick. If you're new to to this, get yourself S3PE and read the instructions. It will work with other package editors as well of course, but I will only explain it for S3PE.



translation
Wherever possible, I used already existing and localized strings; new strings are fully localizable. If you are willing to support a translation, please read the instructions.

Disclaimer: I consider my mods to be free as free beer, copyleft - all right reversed, whatever you may call it. I expect the same from your translation! If you are not okay with this, then don't support a translation! If you already supported a translation and are not okay with this, tell me and I will pull it.

Currently supported languages: English, Spanish, Finnish, French, German, Brazilian, Hungarian, Italian, Polish, Norwegian, Dutch, Japanese, Swedish, Russian, Czech, Korean



legal stuff

possible conflicts
This is a scripting mod and as such the possibility for conflicts with other mods, no matter what kind, is next to non-existant. Other scripting mods that replace interactions might tangle with this mod, though. I've implemented safeguards for the cases I know. Heads Up! If you check this mod in Delphy's Dashboard, it may show a conflict with my other mods. You can ignore that. It's by design, i.e. some of my mods share one framework resource. It will actually conflict in the sense that the game will only load one instance of that resource. That's the whole point, though.

installation
Please follow Game_Help:Installing_Sims_3_Package_Fileswiki. I can't explain it any better than that. Seriously, I won't even try even if you ask me.

deinstallation
Do NOT just rip this mod out! If one of the interactions of this mod is currently running when you save your game, you may become unable to load your savegame without this mod!

This mod contains a lot of autonomous interactions, so even if you make sure that none of your active sims currently perform one of the interactions, there's still a very high chance that a townie is performing one.

Prior to deinstallation, reset all sims in town by opening the console with Ctrl-Shift-C and using "ResetSim *" (without the quotes). Alternatively use twallan's ErrorTrap mod which will drop all "illegal" interactions upon load.

support
I support my mods. I appreciate bug reports. I don't support mods or custom content in general. It's not an issue with a mod if it doesn't even show up in the game.

credits
Thanks to Pablosky64, armiel, the_wizard, crinury, Killc*a, Sharner, Laisanae, raffo89, pawelostalowski, gh0ul, Aiken, yu_1, karlik-nos, timoram26, ivm, Kolikokoli and sdc02277 for translating.

Thanks to armiel for testing.

disclaimer
Might lead to a serious case of squished brain. Use for rocket fuel. Don't use for stomach ailment.

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 3
Built with Game Version: 1.55
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
Buzz_MoarInteractions.zip

Size: 147.4 KB · Downloads: 110,493 · 25th Jan 2015
147.4 KB 110,493 25th Jan 2015
MoarInteractions_Strings.zip | ONLY FOR TRANSLATORS - the source text file for the ingame strings

Size: 40.3 KB · Downloads: 11,634 · 22nd Mar 2011
40.3 KB 11,634 22nd Mar 2011
Buzz_MoarInteractions_Tuning.zip | see upload post for details

Size: 2.2 KB · Downloads: 16,039 · 5th Jun 2011
2.2 KB 16,039 5th Jun 2011
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!
 
1097 Comments / Replies (Who?) - 727 Feedback Posts, 307 Thanks Posts
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Test Subject
THANKS POST
#1026 Old 16th Jul 2014 at 10:57 PM
Very good mod ! I like it so much !!!
Test Subject
#1027 Old 11th Aug 2014 at 12:00 PM Last edited by hamham0927 : 15th Aug 2014 at 10:01 AM.
I really like this mod for a very long time, and just now I decided to check this mod again if ever it is updated. I was sooo happy when I saw it was updated to 1.67, then I downloaded it, and installedl it in my mods/package folder. Opened the game and NONE :O I keep on restarting my game and reinstall the mod but it isn't working :O pls help :O i really want this mod in my game :O
Mad Poster
#1028 Old 14th Aug 2014 at 9:28 PM
Quote:
Originally Posted by hamham0927
I really like this mod for a very long time, and just now I decided to check this mod again if ever it is updated. I was sooo happy when I saw it was updated to 1.67, then I downloaded it, and installedl it in my mods/package folder. Opened the game and NONE :O I kepp on restarting my game and reinstall the mod but it isn't working :O pls help :O i really want this mod in my game :O


It works fine for many of us on 1.67. Am assuming you have other mods or cc that do work properly. Have you tried clearing your cache files before starting up the game, especially the scriptCache file?
Test Subject
#1029 Old 15th Aug 2014 at 10:00 AM
Quote:
Originally Posted by igazor
It works fine for many of us on 1.67. Am assuming you have other mods or cc that do work properly. Have you tried clearing your cache files before starting up the game, especially the scriptCache file?


Yes. I always clear all of my cache files before playing, I just installed the mod again and been playing for hours and the mod is still not working
Mad Poster
#1030 Old 20th Aug 2014 at 7:44 AM
Quote:
Originally Posted by hamham0927
Yes. I always clear all of my cache files before playing, I just installed the mod again and been playing for hours and the mod is still not working


Sorry, could have sworn I checked this thread for a reply earlier...I'm getting so forgetful these days. Where were we again?

What I would probably do is start up a test game with no other mods or cc in it except this one to see if it works there. If it does, then I would add half of my mods/cc back in and proceed backwards or forwards until I found what was getting in its way.
Test Subject
#1031 Old 20th Aug 2014 at 11:15 AM Last edited by hamham0927 : 20th Aug 2014 at 2:41 PM.
Quote:
Originally Posted by igazor
Sorry, could have sworn I checked this thread for a reply earlier...I'm getting so forgetful these days. Where were we again?

What I would probably do is start up a test game with no other mods or cc in it except this one to see if it works there. If it does, then I would add half of my mods/cc back in and proceed backwards or forwards until I found what was getting in its way.


ok I'll try this then I'll let you know what happens :D


(update)

ok found what's blocking it it was the poseplayer mod
Mad Poster
#1032 Old 20th Aug 2014 at 4:46 PM
Quote:
Originally Posted by hamham0927
ok I'll try this then I'll let you know what happens :D


(update)

ok found what's blocking it it was the poseplayer mod


I don't use a pose player, but that sounds like a difficult choice if you have to get rid of one or the other every time you start up. Glad you found what was causing the issue, though!
Test Subject
THANKS POST
#1033 Old 29th Aug 2014 at 2:59 PM
I think maybe have a conflict with NRaas' Register(Ver80)? And I love 'Socialize' so much. Thanks.
Test Subject
THANKS POST
#1034 Old 16th Oct 2014 at 9:03 AM
thank you!!
Lab Assistant
THANKS POST
#1035 Old 24th Nov 2014 at 2:34 AM
Thank you so much for sharing all your wonderfull mods with us simmers who couldn't mod to save our lives. lol
Field Researcher
DELETED POST
5th Jan 2015 at 11:16 AM
This message has been deleted by pepoluan. Reason: clicked on wrong button
Field Researcher
#1036 Old 5th Jan 2015 at 11:19 AM
I recently have problems with "Moar Interactions" installed: I can no longer click on Wilsonoff Community Theater. The tag bubble is still there, but clicking on the bubble (or on the building itself) results in ... nothing. It's just ignored.

I tried playing *with* M.I. and *without* M.I., and I confirm that whenever M.I. is enabled, the Theater is not clickable.

I tried clicking on other community lots, seem to be okay: The Arena/Stadium, Plumbob Pictures, City Hall, Science Center... all work. Only the cinema got 'silenced'.

I suspect there might be a conflict, but how do I attempt to find which package it conflicts with, without doing bisection of all packages? (Going into my saved game takes upwards of 15 minutes, if there's a faster way...)

Nobody is Perfect. I am Nobody. And I'm trying to make something wonderful for The Sims 3.
1978 gallons of pancake batter
Original Poster
#1037 Old 5th Jan 2015 at 12:48 PM
pepoluan, I don't think it's a conflict, simply because I've never seen a real conflict with script mods. One of the interaction tests choking under certain preconditions seems more likely to me. I will make a note to check that out. If I don't find anything, I'm gonna add try/catch blocks with logging to all interactions that get added to the theatre and would kindly ask you to try again and see if any helpful errors occur. Stay tuned.

If gotcha is all you’ve got, then you’ve got nothing. - Paul Krugman
Field Researcher
#1038 Old 6th Jan 2015 at 4:58 AM
Quote:
Originally Posted by Buzzler
pepoluan, I don't think it's a conflict, simply because I've never seen a real conflict with script mods. One of the interaction tests choking under certain preconditions seems more likely to me. I will make a note to check that out. If I don't find anything, I'm gonna add try/catch blocks with logging to all interactions that get added to the theatre and would kindly ask you to try again and see if any helpful errors occur. Stay tuned.

Ah, thanks for looking into it!

I'm willing to help. If you have an instrumented version, you can send it my way to test, and I'll send you the logs.

Nobody is Perfect. I am Nobody. And I'm trying to make something wonderful for The Sims 3.
1978 gallons of pancake batter
Original Poster
#1039 Old 11th Jan 2015 at 6:05 PM
@pepoluan: I was unable to provoke the described behavior and all the test methods already have try/catch blocks. I'm kinda assuming that it's not MoarIntactions that's causing the pie menu to fail to show. I have updated the common part of the mod that is shared with some of my other mods. Please make sure too have all the affected mods (see update text) updated if you use any of the others as well.

Apart from that, I'm not sure if I can do anything about it.

If gotcha is all you’ve got, then you’ve got nothing. - Paul Krugman
Lab Assistant
THANKS POST
#1040 Old 11th Jan 2015 at 6:06 PM
Thank you for updating all of your mods to work together! Will be testing in my game soon and give you feedback!
Field Researcher
#1041 Old 12th Jan 2015 at 6:01 AM
Quote:
Originally Posted by Buzzler
@pepoluan: I was unable to provoke the described behavior and all the test methods already have try/catch blocks. I'm kinda assuming that it's not MoarIntactions that's causing the pie menu to fail to show. I have updated the common part of the mod that is shared with some of my other mods. Please make sure too have all the affected mods (see update text) updated if you use any of the others as well.

Apart from that, I'm not sure if I can do anything about it.

Ah, understood @Buzzler. Thanks!

I'll do some experiments; if the same issue still appears, I'll try experimenting with a "Hard Reset" and adding other mods one by one. Hopefully I can nail down the actual culprit and prevent others from experiencing the same problem.

Nobody is Perfect. I am Nobody. And I'm trying to make something wonderful for The Sims 3.
Test Subject
#1042 Old 19th Jan 2015 at 7:30 PM
I have the same problem as pepoluan. Over at Nraas they told me the problem might be related to this mod and that it had been updated, so maybe try the updated one. I did and I still can't get the theater options to appear unless I remove the mod :o(
Test Subject
#1043 Old 20th Jan 2015 at 12:43 PM
Don't know if this info will be helpful or not, but I only have this problem with one of my saved games. (That I know of) I opened one of my other saves and clicked on the theater to see if my world was maybe corrupt and thought it was when the theater showed all the options. Saving the lot (in the problem world) then deleting it and replacing it with the saved one fixes the problem, but only for the duration of the play. When I next load that particular game the theater options are again unavailable.

Removing the mod fixes the problem... It's really weird!
Field Researcher
#1044 Old 21st Jan 2015 at 7:27 AM
Quote:
Originally Posted by loveshobbits
Don't know if this info will be helpful or not, but I only have this problem with one of my saved games. (That I know of) I opened one of my other saves and clicked on the theater to see if my world was maybe corrupt and thought it was when the theater showed all the options. Saving the lot (in the problem world) then deleting it and replacing it with the saved one fixes the problem, but only for the duration of the play. When I next load that particular game the theater options are again unavailable.

Removing the mod fixes the problem... It's really weird!

Interesting discovery.

I happen to want to start a new game. Let me reactivate the Moar Interactions mod, start the new game, and test the theater. I'll report back with my findings.

Nobody is Perfect. I am Nobody. And I'm trying to make something wonderful for The Sims 3.
1978 gallons of pancake batter
Original Poster
#1045 Old 21st Jan 2015 at 8:19 AM
Hmm, I'll have a look at it again. Question, though, does the issue occur with only MoarInteractions or in tandem with an NRaas mod?

If gotcha is all you’ve got, then you’ve got nothing. - Paul Krugman
Mad Poster
#1046 Old 25th Jan 2015 at 2:07 AM Last edited by igazor : 25th Jan 2015 at 4:02 AM.
I'm suddenly getting this as well with my Theatres with the new version of Moar. NRaas Selector is reporting "System.StackOverflowException: The maximum stack depth for the interpreter has been exceeded" plus further Moar Interaction related details whenever I click on the theatre directly. Its map tag commands just disappear (except for the NRaas menu). I assume that if I remove Selector I would get the same errors and missing commands, just without them being logged and reported, but haven't tried that yet.

Buzzler, would the script error from Selector be of any use to you or can you just as easily re-create that on your end?


Edit: In the game session I happen to be in, the interactions were only broken while a show is taking place. When "See a Show" was no longer available, all of the other pie menu interactions returned.
1978 gallons of pancake batter
Original Poster
#1047 Old 25th Jan 2015 at 12:58 PM
@igazor, please share the script errors. I still haven't seen the issues in action, so I'm still very much in the dark and the script errors may help.

If gotcha is all you’ve got, then you’ve got nothing. - Paul Krugman
Mad Poster
#1048 Old 25th Jan 2015 at 1:59 PM
Quote:
Originally Posted by Buzzler
@igazor, please share the script errors. I still haven't seen the issues in action, so I'm still very much in the dark and the script errors may help.


Oh good, hope this helps pinpoint the issue.
http://www.mediafire.com/download/a...ctor_Errors.zip
1978 gallons of pancake batter
Original Poster
#1049 Old 25th Jan 2015 at 4:19 PM
Thanks for the script error. Was quite a blunderous mistake on my side. :P

If gotcha is all you’ve got, then you’ve got nothing. - Paul Krugman
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