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MCMT (22.OCT tested)

by Havem Posted 18th Nov 2018 at 11:44 PM - Updated 24th Oct 2022 at 6:07 PM by Havem : Patch controlled
 
90 Comments / Replies (Who?) - 70 Feedback Posts, 19 Thanks Posts
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Test Subject
#76 Old 17th Nov 2020 at 9:49 PM
I'm also curious about the status of the mod relating to Snowy Escape's release.
Test Subject
#77 Old 30th Nov 2020 at 9:04 PM
For anyone wondering, it seems that this mod no longer works.
Field Researcher
#78 Old 25th Dec 2020 at 4:12 PM Last edited by Mx Emmin : 27th Dec 2020 at 10:56 PM.
Preliminary results (after maybe 5 minutes of gameplay) - I had 7 members in my club. When I clicked on the + sign, I could add an additional 13 to make 20. When I invited the group over, all 20 showed up.

I have not yet been able to test to see if Sims can join clubs that already have 8 members in.

Date 25/12/2020

Edit 1: Sims are able to join clubs that already have 8 or more members in by going to the "Join Club" list.

Edit 2: If a sim become ineligible for a club, they are no longer kicked out automatically. Example: I made a Scouts Social club for Sims in the Scouts career. When they age up to Adults, they are automatically booted from Scouts. Previously they were also automatically booted from the Scouts club. Not anymore.

Check out The Moore Legacy, a Sims4 legacy blog.
Also - Stranded on Sixam Challenge... Can your sim live long-term on an alien planet?
Field Researcher
#79 Old 13th Jan 2021 at 6:12 AM
Quote: Originally posted by Mx Emmin
Preliminary results (after maybe 5 minutes of gameplay) - I had 7 members in my club. When I clicked on the + sign, I could add an additional 13 to make 20. When I invited the group over, all 20 showed up.

I have not yet been able to test to see if Sims can join clubs that already have 8 members in.

Date 25/12/2020

Edit 1: Sims are able to join clubs that already have 8 or more members in by going to the "Join Club" list.

Edit 2: If a sim become ineligible for a club, they are no longer kicked out automatically. Example: I made a Scouts Social club for Sims in the Scouts career. When they age up to Adults, they are automatically booted from Scouts. Previously they were also automatically booted from the Scouts club. Not anymore.



So, are you saying the mod still works?
Lab Assistant
Original Poster
#80 Old 20th Feb 2021 at 1:47 PM
Quote: Originally posted by WildIrishBanshee
Mod status?


Everything still compatible, the only thing that is missing is two traits as of right now... but after a brush with almost death in October last year I can't really sit up, only minutes at a time.

But besides the missing two traits - everything is compatible!
Lab Assistant
#81 Old 22nd Feb 2021 at 3:07 PM
Quote: Originally posted by Havem
Everything still compatible, the only thing that is missing is two traits as of right now... but after a brush with almost death in October last year I can't really sit up, only minutes at a time.

But besides the missing two traits - everything is compatible!


I hope you will have a smooth recovery. also thank you for still reaching out and giving an update on this mod.

Hi! My name is Britne
Test Subject
#82 Old 11th Apr 2021 at 6:32 PM
Great mod! Thank you so much.
Have you ever thought about adding university club traits, such as Foxbury students and Britechester students? It would enhance the university gameplay SO much! Gathering your fellow students to uni events, and meeting up at schools to do homework and hangout. I do this in my game: I go to school, start a club meeting with all the people that I know are students (but this is timeconsuming when there is no club traits to sort them out for you. I have to select them one by one once I understand they actually are uni students) and do schoolwork inbetween the ingame scheduled classes. Feels more realistic and is so much fun. There could also be an option for "all uni students" from both schools, for even larger events, gatherings. So weird that EA left this out. Organizations is NOT the same. Also, the "Maker" trait is also not included. Why, I wonder. So frustrating :D
Lab Assistant
THANKS POST
#83 Old 30th May 2021 at 1:08 AM
Seems the most recent patch has broken this mod again. Any hopes of a update? Also hope you are still having a smooth recovery!
Lab Assistant
Original Poster
#84 Old 7th Oct 2021 at 8:09 PM
Quote: Originally posted by unnoticed
Seems the most recent patch has broken this mod again. Any hopes of a update? Also hope you are still having a smooth recovery!


The recovery is not going as smoothly as I hoped... but I still managed to update it right now and all the traits from the EA Game Packs should be included and working as about now. Sorry for the wait x.x
Forum Resident
#85 Old 8th Oct 2021 at 10:48 PM
Quote: Originally posted by Havem
The recovery is not going as smoothly as I hoped... but I still managed to update it right now and all the traits from the EA Game Packs should be included and working as about now. Sorry for the wait x.x



Sorry to hear that the recovery isn't going as smoothly as hoped for. I hope things turn the corner soon. <3
Instructor
THANKS POST
#86 Old 2nd Jul 2022 at 3:28 PM
Hi!
Is this still working with werewolf patch?
Thanks you!
Lab Assistant
Original Poster
#87 Old 3rd Jul 2022 at 8:20 AM
Quote: Originally posted by tipoual
Hi!
Is this still working with werewolf patch?
Thanks you!


It was "compatible", though the werewolf trait was missing. Added it in today - so new version available including the werewolves trait!
Instructor
#88 Old 3rd Jul 2022 at 12:18 PM
Quote: Originally posted by Havem
It was "compatible", though the werewolf trait was missing. Added it in today - so new version available including the werewolves trait!

Yay! Thank you so much!!!
Lab Assistant
Original Poster
#89 Old 2nd Aug 2022 at 4:05 AM
Still compatible, but the new Traits from the High School Pack are missing... trying to get them included this week!
Lab Assistant
Original Poster
#90 Old 10th Aug 2022 at 5:02 AM
So... I did check out the "trait_species_human" ... but! ... that trait is practically only differencing between "Sim" and "Pet" ... Mermaids, Werwolves, Vampires... the all count as "human".

Alas... my already included "non occult" trait is... more effective, to make a club with only "humans" ... I guess.

And in my test... you couldn't see the difference between the "non occult" and the "human" trait, because both of them are "hidden traits" and thus have NO ICON. They don't.
So there is just two nameless, iconless traits to choose from... which isn't helpful in my opinion.

But... was nice to test out.

At this moment I don't have ANY clue, whatsoever, to test out including "invite all eligible Sims" OR "FoxBurry Student" and "Britchester Student" ...
As far as I see... I don't see any traits regarding the two universities. I just don't know if there is a difference, because the only trait I see is a hidden one called "Accepted to university"...
... so I could add another nameless, iconless trait for "STUDENTS" ... probably not. Nope. Not really.

So... my plan so far: somehow, anyhow find out how to include eligible Sims... and add new Club Icons. I know the second one, it's just... there are like 10.000 possible Icons... and I only have 90 minutes per day on the computer... so far... sitting up and adding icons was not really in the cards. But... maybe one day. And maybe one day I find out how to ad eligible sims... who knows.

For now all is compatible and all in-Game traits are included in Club Creation.

Let's see what the future brings.
Lab Assistant
THANKS POST
#91 Old 23rd Aug 2022 at 1:38 AM
This is gold; thank you.
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