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No More Overpriced Flowers and Fruits

by kianjim Posted 7th Jun 2015 at 8:21 PM - Updated 20th Jun 2015 at 4:55 PM by kianjim
5 Comments / replies (Who?) - 2 Feedback Posts, 3 Thanks Posts
No More Overpriced Flowers and Fruits

This mod will keep the maximum value a produce (any fruit or flower) can gain to its respective price in the catalog - i.e. as if you bought the item from the build/buy catalogs.

Previously, as the quality of the produce gets better, you will gain unexplained price changes (usually increments) if you do any of the following:
- save or reload, travel to another lot, go on vacation etc
- sell one stacked item after another
- put item into household inventory, place item on ground in lot, rinse and repeat
With expensive high quality produce, e.g. blackberry, the price gains are much greater.

The mod comes with the following additional console commands:

ckobjs
Validates mod definitions used with those in game
lobjs
Lists and counts instantiated items by type with max. value applied
Household inventory items are not checked as they are not instantiated.

You don't need to enable testingcheats to use the above commands.

ckobjs: You can use ckobjs to do some basic troubleshooting. It ensures the objects being checked for applying the mod matches those as defined in-game.

lobjs: An instantiated item is one that exists in the game. Items placed in the household inventory are technically not in-game. Their value will be updated the next time you pull them out of the inventory. Items that are spawned around the house (e.g. wild bushes) are considered in-game.

Example output:
object_GardeningFlower_Sage: 40 items
This means there is a total of 40 sage flowers loaded currently.

As lobjs checks wild bushes, trees etc, you should be able to use this in vacation lots, venues etc to check quickly if there is produce ready to be harvested.

Installation and Compatibility

Simply copy, do not unzip, the zip file into your game Mods folder. This is a script mod, so scripting must be enabled in your game options.

This mod is tested to be compatible with Windows version of the game up to patch 1.7.65.1020 (see GameVersion.txt)

If you want to keep the prices of any inflated items previously, make sure you keep a backup save of your game before applying the mod.

If you have applied the mod, the price changes are not permanent until you save. So, if you applied the mod and is not happy with the changes, just exit the game and remove the zip file

Produce from Base and Outdoor Retreat are checked. However, OR is not required. If you have Base, it will still work.

If you can't wait for the next pack and have already updated to the latest patch, you can troubleshoot as follows:




Known Issues

None (currently)

Additional Credits:

All of the brilliant people who have worked on getting the game's base scripts decompiled.

Fetusdip for his reload script to make testing a whole lot easier

Scripthoge for the Python script injection routines required to make this mod possible

scumbumbo for his mods and board posts which I used as reference materials.

Type:
      Fixed: Fixed EA mistakes

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

Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
fix_ProducePrice.zip

Size: 2.2 KB · Downloads: 1,105 · 7th Jun 2015
2.2 KB 1,105 7th Jun 2015
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
 
5 Comments / Replies (Who?) - 1 Feedback Posts, 3 Thanks Posts
Hide Thanks Posts for this thread (Show only feedback)
Test Subject
THANKS POST
#2 Old 9th Jun 2015 at 3:21 PM
I really need it! Thank you very much!
Lab Assistant
THANKS POST
#3 Old 24th Jun 2015 at 12:02 AM
Thank you for the adjustment. I have to admit I've been feeling almost guilty about the money my simmies can make from their perfect garden, even though I didn't cheat!
Test Subject
#4 Old 1st Feb 2016 at 4:32 PM
This was greatly needed, gardening was nearly impossible. My farmers all got richer than Croesus within days.
Unfortunately the mod seems not to work for the alien fruit of EP1. And GTW is older than patch1.7.65.1020?
After installing the mod my wild orbs still yielded $1300 apiece and after one trip to the lab went up to $1380. The orbs still on the plant went up too. Quill fruit likewise. ckobjs an lobjs recognise them, I do get "Definition matches. Maximum values applied", but the mod has no effect. UFO's got back to normal though, I guess because they are base game?
Anyway, great pity, because the Sixam plants look much better in the garden than terrestial stuff but they are priced higher - so the bug is more problematic with them.
Test Subject
Original Poster
#5 Old 22nd Feb 2016 at 11:24 PM
Quote:
Originally Posted by martinm
This was greatly needed, gardening was nearly impossible. My farmers all got richer than Croesus within days.
Unfortunately the mod seems not to work for the alien fruit of EP1. And GTW is older than patch1.7.65.1020?
After installing the mod my wild orbs still yielded $1300 apiece and after one trip to the lab went up to $1380. The orbs still on the plant went up too. Quill fruit likewise. ckobjs an lobjs recognise them, I do get "Definition matches. Maximum values applied", but the mod has no effect. UFO's got back to normal though, I guess because they are base game?
Anyway, great pity, because the Sixam plants look much better in the garden than terrestial stuff but they are priced higher - so the bug is more problematic with them.


Thanks martinm. Unfortunately, I did not test it for alien / Sixam fruits the last time I played. Now I have some time off from rl, maybe I can play some more, if things work out properly. I'm surprised this is still not fixed after so long.
Test Subject
THANKS POST
#6 Old 25th Oct 2016 at 8:53 PM
Tried to modify this myself to work with the 3 sixam plants, got it to change the value of the produce just by adding the 3 plants to the end of the C_PRODUCE=, but for some reason it locks sims4 when you run chkobjs.

It seems fine otherwise though which I don't understand

added [, 108164: 'object_GardenFruit_alienOrb', 108163: 'object_GardeningFruit_alienSpike', 108162: 'object_GardeningFlower_alienMaw'] which appears to be correct, but it seems to be getting stuck in a loop somewhere with chkobjs command.

I have no idea what I'm doing so , here is the edited version that includes orb, tentacle and quill prices.

https://drive.google.com/file/d/0Bx...iew?usp=sharing