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Mad Poster
#11426 Old 26th Jun 2020 at 11:37 AM
There's a hack I'd love to see (and others have done a few mods close to it) that would age up pixels every 12 days. I know about the 'every 4 days' mod, but ideally I'd like it to not interfere with Inge's aging mod.
Maybe I'm just asking for the impossible-for having two mods doing 2 different jobs-one to keep the aging within a certain time frame while having variable aging at the same time.

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Mad Poster
#11427 Old 26th Jun 2020 at 12:21 PM
Quote:
Originally Posted by FranH
There's a hack I'd love to see (and others have done a few mods close to it) that would age up pixels every 12 days. I know about the 'every 4 days' mod, but ideally I'd like it to not interfere with Inge's aging mod.
Maybe I'm just asking for the impossible-for having two mods doing 2 different jobs-one to keep the aging within a certain time frame while having variable aging at the same time.


Well, not exactly 12 days but 7 every sunday is possible with BO- Slow aging Controller
I think it will not interfere with Inge's Age Group Tweak.
You need only always remember to set new playables individually age.
It works well with ACR too. Adults will not become unfertile after certain days because with BO-s mod 1 week counts as 1 day.
Mad Poster
#11428 Old 26th Jun 2020 at 3:53 PM
Quote:
Originally Posted by Annaminna
Well, not exactly 12 days but 7 every sunday is possible with BO- Slow aging Controller
I think it will not interfere with Inge's Age Group Tweak.
You need only always remember to set new playables individually age.
It works well with ACR too. Adults will not become unfertile after certain days because with BO-s mod 1 week counts as 1 day.

Midgethetree updated that to work with supernatural sims.
https://midgethetree.tumblr.com/pos...troller-for-all
Mad Poster
#11429 Old 26th Jun 2020 at 5:59 PM
I do have BO's hack-I've never actively used it..perhaps I should. It's probably the only way I'll get that close to the 12 day aging.

The reason I asked was that to match the 12 month period (as in human beings) and also if one has the mod to shorten or lengthen the seasons in game.

Receptacle Refugee & Resident Polar Bear
"Get out of my way, young'un, I'm a ninja!"
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Mad Poster
#11430 Old 26th Jun 2020 at 7:17 PM
A variation of Midge's hereditary creatures that includes a genetics token. For example, a statue that you can put in a sim's inventory that would act as a token for like, witchery, vampirism, lycanthropy, or plantsimism, or even for a custom creature type like fairies or mermaids. Buy the statue and click on it to set creature type as dominant, recessive, sex-linked: Female, sex-linked: Male, and then set the token's state - either homozygous or heterozygous. Or maybe even make a special global controller object so you can set percentages of townie creatures, dominant/recessive states, sex-linked states, and possibly even the lifespans of different creature states.
Top Secret Researcher
#11431 Old 26th Jun 2020 at 7:49 PM
Well, I already did that for fairies with my fairy changlings mod. Theoretically you could do it for anything else, too, but inventory objects aren't good for that purpose, you'd want a token. You can set the lifespans of creature states in the previously mentioned slow aging controller mod.
Mad Poster
#11432 Old 26th Jun 2020 at 11:07 PM
Well, can Midge make her hereditary creature mods token-based and have it so you can globally set the genetics to dominant, recessive, X-Chromosome linked recessive (males with the gene always manifest and only pass it to daughters)? That would be awesome. Then you could give the sims desired a token for genetics, or two tokens that can be passed on to offspring. Global species percentage can be adjusted, and there could be even dormies with creature genetics. For safer vampires, there can be special designated night dorms that only summon dormies that are manifesting vampires and maybe werewolves.
Alchemist
#11433 Old 27th Jun 2020 at 7:51 AM
Quote:
Originally Posted by JDacapo
Well, can Midge make her hereditary creature mods token-based and have it so you can globally set the genetics to dominant, recessive, X-Chromosome linked recessive (males with the gene always manifest and only pass it to daughters)? That would be awesome. Then you could give the sims desired a token for genetics, or two tokens that can be passed on to offspring. Global species percentage can be adjusted, and there could be even dormies with creature genetics. For safer vampires, there can be special designated night dorms that only summon dormies that are manifesting vampires and maybe werewolves.


Based on Twilight, I wouldn't let vampires an werewolves live on the same lot.

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Mad Poster
#11434 Old 28th Jun 2020 at 12:49 AM
Quote:
Originally Posted by lientebollemeis
Based on Twilight, I wouldn't let vampires an werewolves live on the same lot.


That's the beauty of it - you could ban werewolves from vampire lots and vampires from werewolf lots if you like.
Inventor
#11435 Old 28th Jun 2020 at 1:32 AM
No clue if this would be very practical but maybe a hack that makes the Lemonade Stand autonomous. I know Sims can purchase lemonade autonomously but I mean, imagine the kiddo's making lemonade all on their own without you having to make them do it yourself! I'm trying to let my Sims have more freedom.
Test Subject
#11436 Old 29th Jun 2020 at 1:04 AM
I saw a child do the static shock prank on an elderly male sim the other day and thought to myself: there should be a mod that can, at a low percentage, cause death to elder sims due to heart pacemaker dying. Or maybe add a token to any of your sims "have a pacemaker" and they could flat out die from any electrical shock by a chance.

I know, kind of grim mod idea.
Mad Poster
#11437 Old 30th Jun 2020 at 7:44 AM
Quote:
Originally Posted by s4rts4
I saw a child do the static shock prank on an elderly male sim the other day and thought to myself: there should be a mod that can, at a low percentage, cause death to elder sims due to heart pacemaker dying. Or maybe add a token to any of your sims "have a pacemaker" and they could flat out die from any electrical shock by a chance.

I know, kind of grim mod idea.


Wait? An implant in the chest can fail from a teensy shock from static?
Scholar
#11438 Old 30th Jun 2020 at 9:44 PM
Sims can't whoohoo while someone else is in the bedroom, even if that someone is a child a and is aslept.
In such cases, the child wakes up and leaves the bedroom in the middle of the night just to allow their parents their moment of privacy, and may return to the bed later.

For poor Sim who must share a bedroom this is a downer.
I wish aslept Sims would not bee shooed away in such cases.
Top Secret Researcher
#11439 Old 30th Jun 2020 at 10:11 PM
I mean, based on all the noises sims make when they woohoo, it does make sense that anyone sleeping in the same room would wake up. It would be kind of nice if it didn't happen when the sleeping sim is actually another member of the other two sims' polyblob, though.
Mad Poster
#11440 Old 1st Jul 2020 at 12:07 AM
Quote:
Originally Posted by Amura
Sims can't whoohoo while someone else is in the bedroom, even if that someone is a child a and is aslept.
In such cases, the child wakes up and leaves the bedroom in the middle of the night just to allow their parents their moment of privacy, and may return to the bed later.

For poor Sim who must share a bedroom this is a downer.
I wish aslept Sims would not bee shooed away in such cases.


In small one room houses I use room divider fences to private out double bed.
Mad Poster
#11441 Old 1st Jul 2020 at 4:30 AM
Would invisible genetic tokens for vampires, werewolves, plantsims, and witches be possible? Like, either one token with all the genetic information or a token per gene. Two recessive genes would manifest while one would stay latent and be passed on by coin-flip to descendants. A sex-linked gene would manifest in males, and a male could only have one of that particular gene and always manifest if he inherited it, and only pass it to daughters, while a female could have one or two and would only manifest if she had both, and could pass it to sons and daughters. A dominant gene would manifest whether inherited by one parent or both. Which one would be more practical?

And would a physical controller like the Visitor Controller be preferable to a self-click controller for global variables?

Also, I have an idea for descendants of Service Sims like Police, Firefighters, Maids, Burglars, and Cashiers. Like, a descendant of a firefighter sim could end up becoming a firefighter upon reaching adult age, while a child of a burglar sim could end up becoming a burglar and robbing other sims. Basically they would inherit their parents' NPC codes. Or maybe a firefighter's child could end up withstanding fire better and having fun with it, while a burglar's child could have the ability to sneak (and activate false alarms).
Top Secret Researcher
#11442 Old 1st Jul 2020 at 5:26 AM
Yes, it couold be done as an extension of the fairy changelings mod, although your dreams of sex-linked genetics are probably more work than it would be worth. I did give some thought to it when you mentioned it earlier, but it's not something I actually want and I have other mods that are much higher priority right now. And I have less than zero interest in making NPC type inheritable.
Mad Poster
#11443 Old 1st Jul 2020 at 5:32 AM
Quote:
Originally Posted by kestrellyn
Yes, it couold be done as an extension of the fairy changelings mod, although your dreams of sex-linked genetics are probably more work than it would be worth. I did give some thought to it when you mentioned it earlier, but it's not something I actually want and I have other mods that are much higher priority right now. And I have less than zero interest in making NPC type inheritable.


Well, I was thinking it might be more up midgethetree's alley. I mean, she made some awesome hereditary creatures mods, and I think she could go further with mod genetics - make a controller that you can use to make creature genetics dominant, recessive, or some kind of mix, or x-chromosome linked.
Lab Assistant
#11444 Old 1st Jul 2020 at 10:40 AM
I don't know if this would even be possible to make-- I've never seen any mods that modify the existing social option trees tbh-- but I'd love to see all the "dance" options under the "dance" menu. You know that one that came with FT probably, which only has "classic dance" as an option. I'd love to see "slow dance" and "dance together" to both be in that tree, because it's always bugged me that we have to click twice to classic dance even though it's the only option in the menu, but slow dance and dance together are still cluttering up the main menu.
Alchemist
#11445 Old 1st Jul 2020 at 1:23 PM
That would be easy to make, but you can only have one pie menu strings mod at a time, which is why you don't see a lot of mods that edit them (and a large number of us already have a mod that edits them, like Squinge's mods that add to the pie menu).
Test Subject
#11446 Old 1st Jul 2020 at 8:00 PM Last edited by The Literal Rose : 1st Jul 2020 at 8:21 PM.
Quote:
Originally Posted by kittenn1011
I don't know if this would even be possible to make-- I've never seen any mods that modify the existing social option trees tbh-- but I'd love to see all the "dance" options under the "dance" menu. You know that one that came with FT probably, which only has "classic dance" as an option. I'd love to see "slow dance" and "dance together" to both be in that tree, because it's always bugged me that we have to click twice to classic dance even though it's the only option in the menu, but slow dance and dance together are still cluttering up the main menu.


This is actually very easily achieved. I even have my own mod that places the "Break Up" option under the "Irritate" menu because it annoyed me having it just floating there in the middle of nowhere.

To do this sort of thing, you need to alter the text found in the Pie Menu Strings. You need to add "Dance.../" in front of "Slow Dance" so it reads "Dance.../Slow Dance." And you need to add "Dance.../" in front of "Dance Together" so it reads "Dance.../Dance Together."

You can recategorize most if not all social interactions this way, I believe. I made the mod but it appears it's no longer attached to my post. You can easily make it yourself by altering the Pie Menu Strings in Group 0x7F01EC29.

And like omglo said, you CANNOT have multiple Pie Menu String-altering mods at once.
Me? Sarcastic? Never.
staff: administrator
#11447 Old 1st Jul 2020 at 8:14 PM
Test Subject
#11448 Old 1st Jul 2020 at 8:18 PM
Quote:
Originally Posted by HugeLunatic
@The Literal Rose If you would like to share content on MTS you need to use the moderation queue, not in the discussion forums.


Understood.
Top Secret Researcher
#11449 Old 1st Jul 2020 at 11:30 PM
Quote:
Originally Posted by JDacapo
Well, I was thinking it might be more up midgethetree's alley. I mean, she made some awesome hereditary creatures mods, and I think she could go further with mod genetics - make a controller that you can use to make creature genetics dominant, recessive, or some kind of mix, or x-chromosome linked.


I don't see why. I've already done the framework for this in fairy changelings. Also, this doesn't need any kind of controller. If you just want something to be user-configurable, there will just be a configurable BCON in the mod.
Mad Poster
#11450 Old 1st Jul 2020 at 11:49 PM
Quote:
Originally Posted by kestrellyn
I don't see why. I've already done the framework for this in fairy changelings. Also, this doesn't need any kind of controller. If you just want something to be user-configurable, there will just be a configurable BCON in the mod.


I know. However, it would be nice to be able to configure it differently in each neighbourhood, like maybe make witchery dominant in one and recessive or X-linked in another, and maybe have 9% for each creature townie that is initialized in one or maybe 20% Vampires in another and 2% of other types, or just vampire and werewolf creature townies and nothing else. Maybe in a more ecological oriented hood, there could be more townies initializing as plantsims, while in another town that is more magic-oriented you can have mostly witch townies (or technomagi if you wish).
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