Cooler
SCREENSHOTS
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Uploaded: 9th Jun 2016 at 11:12 PM
Updated: 8th Jul 2016 at 10:39 PM - Updated
Updated: 8th Jul 2016 at 10:39 PM - Updated
2016 July 8th Update : ReWrote the code about drinks/beverages to support
more beverages including the custom ones from this mod.
I don't remember if some of the official EA beverages have age restrictions (they probably do), but the custom
ones will probably be drinkable by anyone when inside the cooler. That may be or may not be an issue.
2016 June 11th Update : Fixed the override package. Sorry for the inconvenience.
2016 June 10th Update
Description
more beverages including the custom ones from this mod.
I don't remember if some of the official EA beverages have age restrictions (they probably do), but the custom
ones will probably be drinkable by anyone when inside the cooler. That may be or may not be an issue.
2016 June 11th Update : Fixed the override package. Sorry for the inconvenience.
2016 June 10th Update
Mod Info & Requirements
You probably need to delete any cooler in game and replace it with a new one, not sure.
Added a filter to enable only some Sims to autonomously eat/drink items inside the cooler.
I haven't tested this feature much, so let me know if there's something wrong.
I'm not sure about the Group filter specifically. Available filters:This is useful for gameplay reasons but also because the eating/drinking interaction is relatively
- Active Sim only (useful when you are stocking the cooler and don't want anyone else to mess with it)
- Selectable Sims only
- Group only (includes Selectable Sims)
- Friends only (includes Selectable Sims and Romantic Interests)
- Everyone
computationally heavy - no more than those of the fridge, don't worry - and a more strict filter
will make it lighter (technically, I'm speaking of the Test method of the InteractionDefinition which
is continuously probed by the autonomy system).
The grouping and the relationships checks are based on the currently selected Sim
(so if you switch it then the list of Sims enabled to eat from the cooler may change).
There's a setting in the xml to apply or not the filter also to the "cleaning" interaction.
Game version 1.67 (might work with other patch levels, beats me)
Requires the CoolBox by ATS3's Sandy CC (the red one with the handle on the top).
The script can be associated to virtually any object (see below for more info),
I just happened to like this one and I've used it (with permission) as a base.
Object Specs and Cataloguing
Cooler, cost unaltered from the original object, found in
--- BuyCatalog/ByFunction/Appliances/Small
--- BuyCatalog/ByFunction/Storage/Misc
--- BuyCatalog/ByRoom/Kitchen/SmallAppliances
--- BuyCatalog/ByRoom/Outside/OutdoorsActivities
I've only overridden a few resources of the original object (STBLs, OBJD, OBJK and RSLT)
Ice Pack, cost 2*, found in
--- BuyCatalog/ByFunction/Appliances/Misc
--- BuyCatalog/ByRoom/Kitchen/SmallAppliances
This is a retexture of the first object I've found that had a vaguely fitting shape (the cellphone!).
The mesh is actually more complex than necessary (and I also think it is too small, maybe
because the cooler is pretty big). The mesh has 91 vertices and 64 polygons.
*A very low price for the ice pack makes sense, but I wonder if it is too low to correctly
apply a discount to it in case you decide to add it to the grocery store shopping list (see below).
Description
This is a cooler (or cool box). I've used an existing object by ATS3's Sandy, which is required
and I've got permission to "use", I've simply overridden a few resource: that's why one of the
three packages, guess which one, in the archive goes into the Overrides folder.
DashBoard will report a conflict, but that is exactly the point.
It works like a fridge for the cooling process, but it is portable and has its own inventory.
Fridges use a so called "shared inventory" which is linked to the lot they are in, the term
"shared" is related to the fact that every fridge in a lot shares the same inventory.
But I'm sure you already know that.
You can drag and drop any object inside the cooler, but it will recognize spoilable food.
The spoilageMultiplier I've used is lower than that of the cheapest fridge, but, like
other things in the mod, it is xml tunable.
I've also added ice packs, so the cooler will keep foods fresh only if there's at least
one ice pack inside it. Ice packs expire after some time and are automatically destroyed.
If you find stocking ice packs and check their expiration annoying you can disable the
expiration (at that point you just need to remember to put at least one inside the cooler).
To eat the food inside the cooler you can drag and drop it outside (useful with group
serving to use "call to meal") or use a eating/drinking interaction (code-wise it's a
monstrosity, be careful if you look at it) which is the option used autonomously by Sims.
NOTE: There might still be a few glitches in the mod, but nothing serious or harmful.
Cooling Logic
It should work exactly like a fridge (with the added complication of the ice packs), but
hear me out and tell me if the logic is sound or I've made some misjudgement.
Maybe there's still some way left to exploit the system.It doesn't necessarily have to work like a fridge (at first I've used another system),
- When putting a food inside the cooler, the spoilage timer is extended only if there's at
least one ice pack inside, otherwise it is left unmodified, but the spoilage timer is reduced
(when removing the food) either if there was or there wasn't any ice pack (to prevent exploiting).- If the last ice pack is removed from the cooler (or was auto destroyed because expired)
then all the spoilable foods inside will have their spoilage timer updated (shortened).- If you add an ice pack to a cooler that had none, the spoilage timer of the foods inside will be extended.
but if it works well I'll leave it like this.
Not only regular food
You can put any object inside the cooler (at first even the cooler itself and, trust me,
the game didn't like that!), but, in addition to spoilable foods, other items get special treatment.
If you put inside the cooler any object of type Morsel (you may know that as the less generic
DriedFood, like those from WA) then the eating interaction will consider those too.
To be clear, DriedFood is used by many custom edible foods (not the regular foods that
need cooking). Sims will eat this kind of food standing.
The eating interaction also considers some beverages (technically, the 2 Glass classes),
but that part of the mod isn't very well thought off. Nectar glasses (with or without icarus_allsorts
replacement mod) are the only type of glasses that can be dragged inside the cooler. The eating
animation ends after just one sip (mmm... this probably depends if icarus mod is in or not,
don't remember which one).
.
In theory also the beverages from stands (Seasons and IP) should be handled, but IIRC none of
them can be dragged or even kept in a inventory, unless I'm mistaken those are drank right away
without any chance to store them. But even if they did the mod doesn't handle them very well
(see how Sims carry the nectar glass before drinking it).
.
This is also the reason why I'll release another mod that I made some time ago and, coincidentally,
happens to works very well with the cooler. See the first comment for the extra download.
.
Depending on the beverage, Sims will drink it standing or they will try to sit first.
More Details
Additional Credits
The cooler doesn't have a owner. This also means that filters are based on the currently selected Sim.
There are no features to autonomously stock the cooler.
If there's spoiled food inside the cooler, then a stinky special effect is applied. There's no broadcaster
associated with a "stinky cooler" to make Sims in proximity get the "disgusted" (IIRC) moodlet, but the
environmental score of the cooler is decreased (by default is 0, it becomes -10 or -20 for Sims with the Neat trait)
unless they have the Slob or StinkySim trait because in that case they just don't care (the latter might be a "dummy" trait).
Dogs will bark at the cooler if there's spoilable food inside. If you find it annoying you can disable it.
A few strings are not localized ("expires in*" and the set users' filter interaction) for lazyness.
There's an interaction to remove the spoiled food (the carry animation of the trash is weird).
Maids and other special Sims are encouraged to use it autonomously. Various situations and
circumstances (preparing for party among them) also encourage Sims to use it.
There's a setting in the xml to enable/disable users' filter on that interaction too.
If you find annoying to get ice packs from the catalog, you can use the keyword "ArsilIcePack"
and use the feature of my chewing gum mod to add it to the grocery store shopping list.
See instructions in the description of this mod for more info (inside a spoiler tag in the Object Info section).
Note that that system allows to add any (maybe there are exceptions, I don't remember)
object to the grocery store, the only requirement is having an NGMP resource that maps
the descriptive name (unique!) used in the xml to the InstanceID of its OBJD resource.
Just one quick technical info. If you want to apply the cooler script to another object,
the RSLT resource must have a FX slot called 0x318A282C for the stink special effect.
Just put "0" as bonename as it doesn't need an associated bone/joint in the _RIG resource.
All respective authors and contributors of the tools and tutorials for modding TS3.
MTS and all modders who made the game much more enjoyable.
ATS3's Sandy whit whom I've kind of indirectly collaborated.
MTS has all free content, all the time. Donate to help keep it running.
Arsil_Cooler.zip
| 3 packages, one goes in the Overrides folder
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Uploaded: 8th Jul 2016, 27.4 KB.
16,247 downloads.
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About Me
Feel free to modify my mods and/or use them for your own projects, but for mods of other authors that I've updated or mods where I collaborated with other modders/creators check also their policy.