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Inventing Revamp

by KittyTheSnowcat Posted 3rd Oct 2017 at 6:25 PM - Updated 10th Feb 2020 at 8:46 PM by KittyTheSnowcat : Added Tutorial
 
44 Comments / Replies (Who?) - 34 Feedback Posts, 9 Thanks Posts
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Field Researcher
Original Poster
#26 Old 4th Mar 2018 at 7:00 PM
Quote: Originally posted by kixleart
Could you please make a version that includes all the original inventions? i personally enjoy them and i would enjoy this mod even more if it added to the original content instead of replacing most of it.

You can just copy the old inventions from the gameplaydata.package XML to my XML or the other way around. But having so many items slows the menu down.
Field Researcher
Original Poster
#27 Old 4th Mar 2018 at 7:02 PM
Quote: Originally posted by Danirah993
This an awesome idea. But when I downloaded it and tried to play, my game froze, and stopped responding therefore making it really difficult to shut down. I have many other mods installed, so I have no idea which one its conflicting with.

This is a tuning Mod. Even when I messed it up and forgot to close a tag all it did was reset my Sims if they tried to invent something. Probably a weird coincidence or too many package files.
Field Researcher
Original Poster
#28 Old 4th Mar 2018 at 7:03 PM
Quote: Originally posted by Dark Elite 99
I absolutely love this, although I wish the Ambitions Time Machine was kept in, since I quite like the little event that plays out after you make it, and despite it being a rabbit hole, I love being able to change the present by traveling back in time.


Check out my tutorial copying an entry from the old file in is quite easy. Good luck. Let me know if you have questions.
Scholar
THANKS POST
#29 Old 5th Mar 2018 at 1:16 AM
This looks great, Thank you
Test Subject
#30 Old 5th Apr 2018 at 3:17 AM
This appears to be doing nothing to me
Test Subject
THANKS POST
#31 Old 6th Apr 2018 at 4:06 PM Last edited by vikktoriigee : 7th Apr 2018 at 12:41 AM.
Thank you so much for the tutorial!! This is one of the best Mods I've seen and I love that I can tailor it!
edit: is there a way to increase the amount of scrap needed for the plumbot?
Field Researcher
Original Poster
#32 Old 16th Apr 2018 at 8:24 PM
@vikktoriigee

<OpportunitiesSetup>
<ProductVersion>EP2</ProductVersion>
<GUID>EP2_SkillInventing_Frankensim3B</GUID>
<Icon>w_inventing_career,EP2</Icon>
<CompletionEvent>kVisitedRabbitHole</CompletionEvent>
<ChanceToGetOnPhone>500</ChanceToGetOnPhone>
<OpportunityType>Skill</OpportunityType>
<Target>RabbitHole</Target>
<TargetData>ScienceLab</TargetData>
<TargetInteractionName>DeliverScrap</TargetInteractionName>
<TargetWorldRequired>SunsetValley</TargetWorldRequired>
<TargetInteractionLength>15</TargetInteractionLength>
<TargetInteractionItemRequired>Scrap</TargetInteractionItemRequired>
<TargetInteractionNumberItemsRequired>100</TargetInteractionNumberItemsRequired>
<TargetInteractionItemsDeleted>True</TargetInteractionItemsDeleted>

This is from the EP2 opportunities XML, where you can set the scrap required for the opportunity.

<kNumFrankensimIngredients_Palladium value="1">
<!--How many bars of palladium are needed to make Frankensim-->
</kNumFrankensimIngredients_Palladium>
<kNumFrankensimIngredients_Diamonds value="1">
<!--How many pink heart cut diamonds are needed to make Frankensim-->
</kNumFrankensimIngredients_Diamonds>
<kNumFrankensimIngredients_LifeFruit value="10">
<!--How many life fruits are needed to make Frankensim-->
</kNumFrankensimIngredients_LifeFruit>
<kNumFrankensimIngredients_Scrap value="100">
<!--How many units of scrap are needed to make Frankensim-->
And this is from the Inventing Skill XML.

Check out the Tuning Mod Tutorials on this site to find them in the gameplaydata.package in S3PE
Lab Assistant
#33 Old 30th Apr 2018 at 7:12 PM Last edited by Sita : 1st May 2018 at 8:41 PM.
My Sim after hours of work managed to invent a "failure object". That doesn't sound right?

ETA After several more days, he did manage to invent a super pet bowl and an air freshener. But even when those are made and complete, he does not GET them, as in receive, be able to use. This is a great idea, but I wish it went just a little further.
Field Researcher
Original Poster
#34 Old 3rd May 2018 at 8:36 PM
@Sita
They are in the family inventory. At what level did the failure objects happen? I tested all of those medators.. maybe I uploaded an older version of the Mod? That would be stupid..
Field Researcher
Original Poster
#35 Old 3rd May 2018 at 8:36 PM
@Sita Do you have the Store items on the list installed?
Lab Assistant
#36 Old 10th May 2018 at 11:20 AM
Quote: Originally posted by KittyTheSnowcat
@Sita Do you have the Store items on the list installed?


Brilliant.
Once I installed the Uber toilet, it works fine. Sim is now happily inventing all kinds of things, and yes, I might have a go at the tutorial, looks interesting. Thank you very much!
Test Subject
#37 Old 31st Aug 2018 at 4:48 PM
I really like the idea of this mod, the fact that you can just buy all that OP stuff from future in buy mode is stupid and there are better things to spend your Sims points than a levitating bed. I don't understand why you decided to delete all the vanilla inventions, they did no harm (other than having more stuff to invent, which in my opinion is a plus since it extends the time you have to spend with my favorite skill in game) and could be used as decorations or to sell them.
I am afraid my opinion isn't very useful since I don't even have any experience with it, because after installing the .package it does absolutely nothing. I'd be more happy if it at least broke my game, because even that would be better than no reaction whatsoever. You wrote a tutorial for this mod but your forum got updated and I couldn't find it. Could you please help me?
Field Researcher
Original Poster
#38 Old 14th Sep 2018 at 10:37 AM
Quote: Originally posted by Makaronowyninja
I really like the idea of this mod, the fact that you can just buy all that OP stuff from future in buy mode is stupid and there are better things to spend your Sims points than a levitating bed. I don't understand why you decided to delete all the vanilla inventions, they did no harm (other than having more stuff to invent, which in my opinion is a plus since it extends the time you have to spend with my favorite skill in game) and could be used as decorations or to sell them.
I am afraid my opinion isn't very useful since I don't even have any experience with it, because after installing the .package it does absolutely nothing. I'd be more happy if it at least broke my game, because even that would be better than no reaction whatsoever. You wrote a tutorial for this mod but your forum got updated and I couldn't find it. Could you please help me?


You probably have another copy of the file I edited that gets prefered by the game. Possibly because it is in the overwrites folder.
I removed the other inventions, because clicking on the inventing bench was getting too slow with too many items in the list. Sadly the forum where I posted my tutorial got reset, so that tutorial is gone and right now I have no time to rewrite it, but it will be back up at some point in the future, I will remove the link for now.
Test Subject
#39 Old 5th Aug 2019 at 11:26 AM
Hesitant to mess with XML copying, & I don't want to lose the default inventions, so I guess I'll wait and hope for a version that has everything (My game has nightmare lag issues that hit constantly even with NRAAS mods so additional slowdown doesn't worry me.) Really awesome idea though.
Test Subject
#40 Old 19th Jan 2020 at 9:33 AM Last edited by Harrysdog : 19th Jan 2020 at 9:44 AM. Reason: extra details
how do i remove uber sani sim toilet?
Edit: there is a bug in my game i saw my sim invent the bot building machine but it was never added into the inventory or in notified the "sim invented this"
can anyone please help me fix it
Test Subject
#41 Old 25th Jan 2020 at 12:38 PM
found a bug,sim try to make bot building machine and bot charging station but never get in both inventory
Lab Assistant
THANKS POST
#42 Old 26th Oct 2020 at 8:23 PM
I like the changes this mod brings
Test Subject
THANKS POST
#43 Old 8th Dec 2020 at 5:23 PM
Amazing mod! I made a version of it with all the things added back for personal use. If the creator allows, I can upload it here in the comments.
Lab Assistant
#44 Old 25th Dec 2020 at 10:17 PM
Quote: Originally posted by IpsumLorem
Amazing mod! I made a version of it with all the things added back for personal use. If the creator allows, I can upload it here in the comments.


I'd personally love to see that version. I'm not too confident with editing the XML myself, but I'd hate to lose access to the old stuff if I use the new mod.
Field Researcher
Original Poster
#45 Old 20th Apr 2021 at 12:05 PM Last edited by KittyTheSnowcat : 19th May 2022 at 2:50 PM.
Quote: Originally posted by IpsumLorem
Amazing mod! I made a version of it with all the things added back for personal use. If the creator allows, I can upload it here in the comments.

I think I stated somewhere already that you can upload modified versions. The Tutorial I had sadly got deleted when the Pixelated Puddings forums crashed.
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