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## Moar Interactions

by Buzzler Posted 22nd Mar 2011 at 8:55 PM - Updated 25th Jan 2015 at 5:19 PM by Buzzler
1097 Comments / replies (Who?) - 12 Feedback Posts, 9 Thanks Posts
This is a featured upload! It showcases the best talent and creativity available on MTS and in the community.
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.
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
Read Skill BookBookshelfNewOnly for townies; unavailable for active sims.
SocializeSimNewSocializing macro.
Work OutAthletic ObjectAlteredNo sweaty workouts.
Jog HereTerrainAlteredNo sweaty workouts.
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.

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: 115,807 · 25th Jan 2015 147.4 KB 115,807 25th Jan 2015 Buzz_MoarInteractions_Tuning.zip | see upload post for details Size: 2.2 KB · Downloads: 16,510 · 5th Jun 2011 2.2 KB 16,510 5th Jun 2011 MoarInteractions_Strings.zip | ONLY FOR TRANSLATORS - the source text file for the ingame strings Size: 40.3 KB · Downloads: 11,812 · 22nd Mar 2011 40.3 KB 11,812 22nd Mar 2011
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.

See: Game Help:TS3 CC Basicswiki for a full guide!

1097 Comments / Replies (Who?) - 727 Feedback Posts, 307 Thanks Posts
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Page 44 of 44
Test Subject
THANKS POST
#1076 29th Apr 2016 at 11:01 PM
Love this so much thank you thank you~
Test Subject
THANKS POST
#1077 9th May 2016 at 6:31 PM
THANK YOU
Field Researcher
THANKS POST
#1078 17th Aug 2016 at 8:15 AM
I wanted to use "Be Trained..." on a community lot, but the option didn't show up on any equipment in a gym. It does show up on my home lot.

There was a sim with athletic skill 9 who was there, and was running on a treadmill. I assigned a role of "trainer" using Arsil's Custom Generic Role mod. Perhaps that's part of the problem? That same sim is also in the Trainer self-employed NRaas career.
Lab Assistant
THANKS POST
#1079 27th Aug 2016 at 9:07 AM
thanks
Test Subject
THANKS POST
#1080 20th Sep 2016 at 2:47 AM
Thank you. I wanted my sim to be able to work part time while attending a homeworld university. With your mod, he can actually do it.
Test Subject
#1081 21st Jun 2017 at 8:01 AM
thanks
Instructor
#1082 4th Jul 2017 at 4:35 PM
I'm having a problem with this on 1:69.
Two sims enter a theatre/horse show/anywhere using the Attend With interation and 2 sims enter then one auto leaves and loses the command.

MKATSONP is a Sims 3 Medieval Comedy Drama onYoutube and Tumblr
Test Subject
THANKS POST
#1083 4th Aug 2017 at 12:24 PM
Thanks for making this mod It's nice
Scholar
#1084 12th Sep 2017 at 7:36 PM
I started some testing in Deery Meadows and it seems that newcomers might be able to just freelance partime job shifts until they build a house on their lot.
Test Subject
THANKS POST
#1085 6th Feb 2018 at 8:19 PM
i really love this mod BUT slow dancing ( with season ), doesn't appear anymore when Moar is running... does anyone know a solution ?
Test Subject
THANKS POST
#1086 27th Apr 2018 at 6:16 PM
please update this MOD. I would love to have this too!
#1087 27th Apr 2018 at 7:23 PM
Quote:
 Originally Posted by mrsadm please update this MOD. I would love to have this too!

There aren't any further patch related updates for 1.67/69 required for this mod than the developer has already provided, the current version works as intended for most of us.
Field Researcher
THANKS POST
#1088 25th Aug 2018 at 10:33 PM Last edited by MissPat : 29th Aug 2018 at 8:24 PM.
Really thrilled to find a mod that allows inactives to autonomously read skill books and for broke student sims to *finally* get part time job shifts. Thank you so much for creating this mod!
Field Researcher
#1089 3rd Sep 2018 at 6:34 AM
Not sure if I'm the only one who noticed this but couple updates from playing with this mod:

1) University student sims CANNOT use the "work parttime shift" at the rabbit holes with part time jobs. Only non-students can do it. So this mod cannot be used as a "part time job for broke students" hack. Too bad :/
2) When my adult male sim enrolled in the military career did attend the 3 hours of parttime shift during the week-end, he only got paid 1 simoleon and not the 3h x 30 simoleon each expected.

It could be a glitch due to my other mods installed but thought I'd share in case someone else is experiencing the same things with this mod.

Other than that, the mod does wonders in my game vis-a-vis laundry, socializing, group activities and so on and so forth. Must have.
Test Subject
#1090 27th Sep 2018 at 10:56 AM
Quote:
 Originally Posted by MissPat When my adult male sim enrolled in the military career did attend the 3 hours of parttime shift during the week-end, he only got paid 1 simoleon and not the 3h x 30 simoleon each expected.

Well, that's the military for you! (Sorry. Bad joke based on having been a military brat throughout my entire childhood and then being a military wife for much of my young adulthood.)

I was recently playing a would-be rock star (i.e., a character in the music industry) and his wife was in the police, and they were both able to do the three hours and got paid as expected. Added bonus, if you had a career opportunity like "read this book and then report back" and you were close to a promotion, if you do the three hours of part time, it counts as work and you can get a promotion (the male sim had the ambitious trait, so he was always champing at the bit for a promotion and this helped with that).

I would say there may be a conflict in your game. Or there may be a problem with the Military career, but I've never played it (too much RL experience with the military ). You might want to do a test game with a different career and see what happens? It definitely worked for police and music in my game (haven't tested other careers; I only just recently got back into playing Sims 3 after a long hiatus).
Field Researcher
#1091 12th Feb 2019 at 10:20 PM
Quote:
 Originally Posted by LadyMacGuffin Well, that's the military for you!

Hahaha! Now thinking of it... Why was I surprised?!

Quote:
 Originally Posted by LadyMacGuffin I was recently playing a would-be rock star (i.e., a character in the music industry) and his wife was in the police, and they were both able to do the three hours and got paid as expected.

That's true, I noticed it worked just fine with most careers. Actually I think that the military career worked as well after that one time. And then there are days when my sims go back home after extra time at custom careers - like the recently released HawaÃ¯ Five-0 career - and they get paid peanuts again!

Quote:
 Originally Posted by LadyMacGuffin Added bonus, if you had a career opportunity like "read this book and then report back" and you were close to a promotion, if you do the three hours of part time, it counts as work and you can get a promotion.

Good point: even if they may sometimes be paid peanuts, at least they get a job performance bar boost and even promoted, so it completely makes up for the glitch.

Quote:
 Originally Posted by LadyMacGuffin I would say there may be a conflict in your game. Or there may be a problem with the Military career, but I've never played it (too much RL experience with the military ).

Haha, I bet!

Quote:
 Originally Posted by LadyMacGuffin You might want to do a test game with a different career and see what happens? It definitely worked for police and music in my game (haven't tested other careers; I only just recently got back into playing Sims 3 after a long hiatus).

I switched to a different household and everyone has been doing fine and received full compensation when working extra hours. The glitch did happen a few times again but it represents less than 5% of my gameplay time, so I made peace with it.

Thanks for your feedback, much appreciated
Test Subject
#1092 10th Mar 2019 at 8:50 PM
I noticed that when having a party, inactives were autonomously “socialize”ing and it made the party really active and social so that was good. (Some of them doing never-ending “socialize - mean”, so that was a little annoying but i guess that’s also realistic...)

The problem was birthday party and wedding party.. Once they start “socialize”ing, they dont stop socializing. They don’t come gather around and celebrate the growing up event and wedding event. It seems these events cannot cancel socialize interactions.
I guess to work around this, we just start these events right away before inactives start socializing...
Test Subject
#1093 11th May 2019 at 12:58 AM
I really like this mod but there is one thing i want to switch off, but idk why document is unclear.. maybe someone knows what to do?

DBPF  x  n
<?xml version="1.0" encoding="utf-8"?>
<base>
<Current_Tuning>
<kMaxLikingBoost value="25.0" />
<kMinLikingBoost value="15.0" />
<kPayPerHour value="30.0" />
<kShiftLength value="3.0" />
<kIngredientMinimumQualityDiner value="6" />
<kIngredientMaximumQualityDiner value="8" />
<kIngredientMinimumQualityBistro value="8" />
<kIngredientMaximumQualityBistro value="10" />
<kIngredientSurcharge value="100.0" />
</Current_Tuning>
</base>
  5Ã§…{ÃœÃ¤Â¦â€*- TwoBTech.MoarInteractions.Interactions.Tuning8Ã°Ã„zTÃ) TwoBTech.MoarInteractions.Services.Tuning—%ÂÂµÃ¬C61 TwoBTech_MoarInteractions_InteractionAvailability<?xml version="1.0" encoding="utf-8"?>
<base>
<Current_Tuning>
<kMinAutonomousSocials value="4" />
<kMaxAutonomousSocials value="12" />
<kMaxSocializeHours value="1.0" />
<kVisitShellWithStartsGroup value="False" />
<kGoHereWithStartsGroup value="False" />
<kVisitCommunityLotStartsGroup value="False" />
<kVisitLotWithStartsGroup value="False" />
<kCallInviteOverStartsGroup value="False" />
<kCallInviteToLotStartsGroup value="False" />
</Current_Tuning>
</base>Ã» ÃªÃ¯<?xml version="1.0" encoding="utf-8"?>
<TwoBTech_MoarInteractioâ€¡Ã€ ns_Ã¥Availability>
<!--

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Ã*Work POveÂ¶Ã€-</KÃ*Part-Ã*Shifdt i+ --Â*Ã€â€ºKey VParUÂ±Ã€Â*</KÃ§Fridge Have/Serve on community lÂµÃ€Â¤ots [FÃ*_HavÂ²Ã€Å¾e</Ã*StovÃƒ ÂOe HZÂ¹Ã€Å“_HaÃ¥ck h Ã¢/Remove All â€°ÃÃ©But 
)fr B-->Â¬Ã€Â°Key CckFÂ±Ã€Â±</KkÂ»TryÃ¢uy IngredienË†Ã€Â§ts .-->Â©Ã€ÂKeyâ€¡Ã€RBuyÂ½Ã…Å“InRÃ¢Read SkillboË†Ã€Â¤ok for Ã*ve sÂµÃ€Â¶imsÃ*ReadcÂµÃ…Â§Boo Â©Râ€šÃÃomeintÂ‘áout rereÂ¹Ã€Â¦ad omeÂ£Ã€Â¦</Kc/TwÅ*Ã€^_Mo^_Inâ€*Ã’Å½AvaÃ¼ [email protected]ÃœÃ¤Â¦â€*5Ã§…{ Â± â‚¬Â±  Å’f  Â³ â‚¬Â³  [email protected]Ã„zTÃ8Ã°Ã„ 8 â‚¬8  [email protected]Ã¬C6—%ÂÂµÃ¼ r â‚¬Ãª Ã¿Ã¿

there is how it looks i use notepad to open. i would know what to do if i could understand...
#1094 11th May 2019 at 2:51 AM
Quote:
 Originally Posted by kii4a there is how it looks i use notepad to open. i would know what to do if i could understand...

As Buzzler explains on his Description page, the tuning resources file needs to be opened in S3PE. Just opening the package file in Notepad would make a mess of things and any edits to it would not be usable.

Is that scrambled up result really the way it looks after running it through S3PE to separate out the three (I think) xml resources?
Test Subject
#1095 11th May 2019 at 4:39 AM
Quote:
 Originally Posted by igazor As Buzzler explains on his Description page, the tuning resources file needs to be opened in S3PE. Just opening the package file in Notepad would make a mess of things and any edits to it would not be usable. Is that scrambled up result really the way it looks after running it through S3PE to separate out the three (I think) xml resources?

Thanks a lot! My fault didnt read description thought im clever..
Test Subject
DELETED POST
21st Dec 2019 at 8:34 PM
This message has been deleted by AuddieD.
Test Subject
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11th Jan 2020 at 12:36 PM
This message has been deleted by LoLa.
Test Subject
#1096 11th Jan 2020 at 12:37 PM
the sims 4
is it possible to create such a mod for the sims 4?
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