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Pet Fighting Skill

by echoweaver Posted 4th May 2022 at 11:14 AM - Updated 14th Feb 2024 at 3:19 AM by echoweaver
 
61 Comments / Replies (Who?) - 51 Feedback Posts, 9 Thanks Posts
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Inventor
Original Poster
#51 Old 23rd Jan 2024 at 10:12 PM
Quote: Originally posted by Sovngarde195
That's understandable.

I wonder if it's possible to remove social workers from the equation entirely. Though that might be more work than routing around in the code to find the activator for them removing starving pets and modify it to prevent that particular interaction, it'd make a Warriors playthrough more doable as there'd be no social workers running into the wilderness to huck a wild animal into the back of their sedan and drive off without saying a word.


I've looked at this too, and it's doable. I think it probably should be its own mod. I agree that when you're playing pets as your primary sims, the social worker is the hugest pain. I so far have only heard from folks who play Warrior Cats challenges with this mod, and it was made with that challenge in mind, but I'm sure there are players who just want their pets to be able to fight.

For Fighting, I thought I'd just initiate death when a cat or dog gets the Starving moodlet with a Grave Wound. Right now, they already die if they pass out with a Grave Wound. However, as another player pointed out, pets are very good about sleeping autonomously, so you might not have noticed that.

I haven't done any work on this mod suite in months I'm afraid, largely because work has jumped up to take all my energy. My work crunch should be coming to an end in March, and I hope to be able to put more time to this stuff after that.

Echo Weaver's Simblr: http://echoweaver.tumblr.com/
A portrait in stubbornness - Playing the same legacy since 2009
Sample a Brave Legacy: http://sims3sample.illation.net
Test Subject
#52 Old 24th Jan 2024 at 10:53 AM
Quote: Originally posted by echoweaver
For Fighting, I thought I'd just initiate death when a cat or dog gets the Starving moodlet with a Grave Wound. Right now, they already die if they pass out with a Grave Wound. However, as another player pointed out, pets are very good about sleeping autonomously, so you might not have noticed that.


All I've noticed from testing out pets in general (kinda have plans for making a horrendous wasteland world where horses are both status symbols and the only way to travel with any speed) is that the cat I'm working on using for a custom world often tires himself to a ridiculous degree while standing around and doing nothing.

Quote: Originally posted by echoweaver
I haven't done any work on this mod suite in months I'm afraid, largely because work has jumped up to take all my energy. My work crunch should be coming to an end in March, and I hope to be able to put more time to this stuff after that.


It's no great shakes, mods take time to develop even if you weren't dealing with crunch time and immediately remembered exactly how to work whatever tools you use to make the mod (there's a few), I know from experience making mods for Bethesda games. I and probably everyone else can wait for as long as needs be.
Inventor
Original Poster
#53 Old 14th Feb 2024 at 3:33 AM
Quote: Originally posted by Giantfish538
I think it would be good to reduce how much the wounds speed up hunger drain. I'd still like for wounds to drain hunger faster, just not quite so fast. Whenever my cats are wounded they just starve so dang fast.


OK, so the hunger/energy decay multipliers are now tunable! It's hard to figure out how much faster they should decay than usual, so hopefully that will help.

Quote: Originally posted by LarkyLovesYou
I HAVE noticed my cats gaining fighting skills pretty much randomly during different tasks


This should hopefully be fixed in the recent release

Quote: Originally posted by Sovngarde195
I wonder if it's possible to remove social workers from the equation entirely.


With the current update, pets should at least die/recuperate when starving from a grave wound instead of the social worker showing up. I do have a small mod in mind to completely halt the social worker, but I haven't tested it. It'll come when it comes!

Echo Weaver's Simblr: http://echoweaver.tumblr.com/
A portrait in stubbornness - Playing the same legacy since 2009
Sample a Brave Legacy: http://sims3sample.illation.net
Test Subject
#54 Old 25th Feb 2024 at 5:00 PM
Hello,

This mod is really great unfortunately I'm having a small problem. Interactions and messages related to visits to the veterinarian are not displayed, the interaction bubbles is displayed but it's empty, the text does not appear. The STBL file is however edited. I don't understand where this problem can come from.

Would you know how to correct the problem?

Thanks in advance
Inventor
Original Poster
#55 Old 25th Feb 2024 at 11:54 PM
Quote: Originally posted by Minnie0997
Hello,

This mod is really great unfortunately I'm having a small problem. Interactions and messages related to visits to the veterinarian are not displayed, the interaction bubbles is displayed but it's empty, the text does not appear. The STBL file is however edited. I don't understand where this problem can come from.

Would you know how to correct the problem?

Thanks in advance


Huh. What language are you using? Is this happening for all strings related to the mod or just some of them?

Echo Weaver's Simblr: http://echoweaver.tumblr.com/
A portrait in stubbornness - Playing the same legacy since 2009
Sample a Brave Legacy: http://sims3sample.illation.net
Test Subject
#56 Old 26th Feb 2024 at 9:29 PM
Quote: Originally posted by echoweaver
Huh. What language are you using? Is this happening for all strings related to the mod or just some of them?


Hello,

I am playing with the French translation. I checked with S3PE these interactions have been successfully translated in the French string file. No, this doesn't happen with all texts : the attack and chase interactions appear well, the moodle also. For the moment I have spotted this problem with the interaction go to the vet. The notification message indicating the price of the consultation was also empty.

The first time I tried the mod it was with the English version.I added the translation later and I already didn't have these interactions just the bubbles.
Inventor
Original Poster
#57 Old 26th Feb 2024 at 10:35 PM
Quote: Originally posted by Minnie0997
Hello,

I am playing with the French translation. I checked with S3PE these interactions have been successfully translated in the French string file. No, this doesn't happen with all texts : the attack and chase interactions appear well, the moodle also. For the moment I have spotted this problem with the interaction go to the vet. The notification message indicating the price of the consultation was also empty.

The first time I tried the mod it was with the English version.


Hmm. I don't completely follow all the details.

Did you play the game in English and STILL see the blank vet interaction? Is it just in French?

For additional information -- I added the text for the going to vet interaction in a later revision of the mod. A friend helped me translate it into French because the rest of the mod was already in French, and I didn't want that one string to be in English. It seems like something might have gone wrong when I added the string; I used a STBL editor I hadn't used before. I'm not sure what, however.

If you're willing to test it for me, I could try generating a new STBL resource for French.

Quote: Originally posted by Minnie0997
I added the translation later and I already didn't have these interactions just the bubbles.


I'm a bit confused here. How did you add the translation later? A kind translator did provide a translation, but I included it in the mod download, so you shouldn't need to add it separately now.

Echo Weaver's Simblr: http://echoweaver.tumblr.com/
A portrait in stubbornness - Playing the same legacy since 2009
Sample a Brave Legacy: http://sims3sample.illation.net
Test Subject
#58 Old 26th Feb 2024 at 11:41 PM Last edited by Minnie0997 : 27th Feb 2024 at 12:12 AM.
Quote: Originally posted by echoweaver
Hmm. I don't completely follow all the details.

Did you play the game in English and STILL see the blank vet interaction? Is it just in French?

For additional information -- I added the text for the going to vet interaction in a later revision of the mod. A friend helped me translate it into French because the rest of the mod was already in French, and I didn't want that one string to be in English. It seems like something might have gone wrong when I added the string; I used a STBL editor I hadn't used before. I'm not sure what, however.

If you're willing to test it for me, I could try generating a new STBL resource for French.




I'm a bit confused here. How did you add the translation later? A kind translator did provide a translation, but I included it in the mod download, so you shouldn't need to add it separately now.



I just test it but unfortunately even in English I have the same problem so the problem does not seem to come from the translation.

Some mods are not translated as standard and I therefore do the translation myself, I got confused I didn't actually have to change the translation. Sorry
I used the Delphy Dashboard and the mod is not detected as corrupt or in conflict with another mod I previously installed.
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Inventor
Original Poster
#59 Old 27th Feb 2024 at 4:58 AM
Quote: Originally posted by Minnie0997
I just test it but unfortunately even in English I have the same problem so the problem does not seem to come from the translation.


Well, it looks like all that stuff I said about the vet text was for the diseases mod, not this one.

That string is just broken in this mod. I'm not sure what happened to it, but it's broken in my game too.

I'll try to get a fix out as soon as I can.

Echo Weaver's Simblr: http://echoweaver.tumblr.com/
A portrait in stubbornness - Playing the same legacy since 2009
Sample a Brave Legacy: http://sims3sample.illation.net
Test Subject
#60 Old 1st Mar 2024 at 11:16 PM
Quote: Originally posted by echoweaver
Well, it looks like all that stuff I said about the vet text was for the diseases mod, not this one.

That string is just broken in this mod. I'm not sure what happened to it, but it's broken in my game too.

I'll try to get a fix out as soon as I can.


Thanks you, if you need help for tests I'm okay
Test Subject
THANKS POST
#61 Old 7th Apr 2024 at 5:38 PM
Just wanted to let you know that since the update, the mod is working flawlessly. The social worker is no longer bothering me, and the hunger drain is pretty much perfect. Wounds are challenging to deal with without being impossible or frustrating. Awesome work.
Inventor
Original Poster
#62 Old 10th Apr 2024 at 2:08 AM
Quote: Originally posted by Giantfish538
Just wanted to let you know that since the update, the mod is working flawlessly. The social worker is no longer bothering me, and the hunger drain is pretty much perfect. Wounds are challenging to deal with without being impossible or frustrating. Awesome work.


Thank you so much! It means a lot to get feedback that the mod is working!

Echo Weaver's Simblr: http://echoweaver.tumblr.com/
A portrait in stubbornness - Playing the same legacy since 2009
Sample a Brave Legacy: http://sims3sample.illation.net
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