More Awesome Than You!

TS3/TSM: The Pudding => Pudding Factory => Topic started by: Buzzler on 2009 December 02, 22:01:02



Title: Various Mods aka Random Crap (was: Event Notifiers)
Post by: Buzzler on 2009 December 02, 22:01:02
These mods are unsupported now. They're ridiculously simple and don't really justify being standalone mods. Might be good exercises for beginning script modders, though, so give it a go if you're a beginning script modder.

All mods compatible with game version 1.19/2.14/3.10/4.7/5.5/6.2/7.0.

Inform About Births
http://www.4shared.com/file/6qdoSB4Y/Buzz_InformAboutBirths_V2_1.html
(Might get a little wonky, if the parents have the same gender.)

Inform About Deaths
http://www.4shared.com/file/-UzYkAWD/Buzz_InformAboutDeaths_V5.html

Inform About Marriages
http://www.4shared.com/file/PBV9LpJ0/Buzz_InformAboutMarriages_V3.html

Inform About Pregnancies - Untested
http://www.4shared.com/file/Dbjuxy-a/Buzz_InformAboutPregnancies_V1.html


Installation/Deinstallation
Simple. Put into your mods folder to install - remove from mods folder to deinstall. There's no ingame interface unless otherwise noted.

Disclaimer
Might lead to a serious case of squished brain.


Title: Re: Event Notifiers
Post by: snowbawl on 2009 December 02, 22:17:35
Will test out the birth announcer, if you don't mind.


Title: Re: Event Notifiers
Post by: Buzzler on 2009 December 02, 23:30:03
Will test out the birth announcer, if you don't mind.
Go ahead, but there's actually not much to be tested. Once the baby is born, there's no way (I'm aware of) to deduce who actually delivered. Therefore I look for the parents and declare the first female parent the deliverer. Obviously this won't work properly in case of male pregnancies or if a woman pollinated a woman. There will still be a notification about the birth, but the info may be inaccurate - hence the wonkiness "warning".


Title: Re: Event Notifiers
Post by: snowbawl on 2009 December 02, 23:38:55
Will test out the birth announcer, if you don't mind.
Go ahead, but there's actually not much to be tested. Once the baby is born, there's no way (I'm aware of) to deduce who actually delivered. Therefore I look for the parents and declare the first female parent the deliverer. Obviously this won't work properly in case of male pregnancies or if a woman pollinated a woman. There will still be a notification about the birth, but the info may be inaccurate - hence the wonkiness "warning".

I suppose I should have said "try out".  Anyhoo, I have no problem with the way you have done it, as my game is relatively streamlined, without extraneous pregnancy mods.  If this is even close to working as intended, I will be quite satisfied.  My thanks.


Title: Re: Event Notifiers
Post by: Gastfyr on 2009 December 04, 20:48:13
Grabbed births and deaths as ASM already informs me of marriages.


Title: Re: Event Notifiers
Post by: J. M. Pescado on 2009 December 05, 17:41:28
Marriage notifier is basically useless, as sims will never marry without either YOU ordering the act, or Story Mode pushing it, and if you ordered it, you SAW it happen, and if Story Mode did it, AwesomeStory will inform you, and there's no guarantee anyone else's storymode will fire the appropriate notifiers.


Title: Re: Event Notifiers
Post by: nanacake on 2009 December 06, 09:55:12
I had to take out the Birth event notifier. It caused my game to freeze (endless loading circle) several times when exiting build mode, removed it and the problem was fixed.


Title: Re: Event Notifiers
Post by: Buzzler on 2009 December 06, 13:07:49
I had to take out the Birth event notifier. It caused my game to freeze (endless loading circle) several times when exiting build mode, removed it and the problem was fixed.
Weird. Is there any noticeable coherence to it? Would be great if you could upload a savefile, in which I can definitely reproduce this - e.g. directly prior to entering build mode. For now I've added exception handling to the callback function, so the freezing shouldn't occur anymore.

Marriage notifier is basically useless, as sims will never marry without either YOU ordering the act, or Story Mode pushing it, and if you ordered it, you SAW it happen, and if Story Mode did it, AwesomeStory will inform you, and there's no guarantee anyone else's storymode will fire the appropriate notifiers.
I know. It's actually meant for people who use AwesomeStory with disabled InformOnStoryAction (because there's plenty of info which isn't of much interest to most players). And the notifiers shouldn't show notifications if the active household is involved, or in case of the death notifier if any of the active household's members have a significant relationship to the deceased Sim.


Title: Re: Event Notifiers
Post by: Lion on 2009 December 06, 15:13:37
I have Buzz_InformAboutBirths v1.package in, and the game does not slow down. The Process Monitor is not singling it out for problems. But I haven't really played the story mode though, i.e., no births happened during my play.


Title: Re: Event Notifiers
Post by: nanacake on 2009 December 06, 19:21:35
Would be great if you could upload a savefile, in which I can definitely reproduce this - e.g. directly prior to entering build mode

Well I mostly build lots before moving in sims, and was on a blank lot in edit town mode. I did not attempt to try editing with the mod on the active family lot. Sending you a PM.


Title: Re: Event Notifiers
Post by: Buzzler on 2009 December 07, 16:55:54
@nanacake: I'm unable to reproduce the freezing. Since there are no pregnancies and no recently born babies in your 'hood, I don't see how anything in the callback function could be the cause since it's not being called. The rest of the mod is simply instantiating it and adding an event listener which is pointing to the callback function - this part is extensively tested and widely used, e.g. twallan uses the very same method for all his mods.

Right now I don't see a way how a simple event listener could cause the game to freeze. May be voodoo.


Title: Re: Event Notifiers
Post by: nanacake on 2009 December 07, 18:45:27
Okay. That's really weird, I will try the new version later today haven't gotten a chance to load up yet. Will try to get some sims pregnant. Since installing WA the entire game has been very bugged and slow, it might just be a lack of RAM or voodoo as you say.


Title: Re: Various Mods aka Random Crap (was: Event Notifiers)
Post by: Buzzler on 2010 May 26, 16:48:23

Inform About Deaths updated to V2. Clean House For Everyone released.

I never really liked the bland "soandso died." messages, so I figured out how to show thumbnails for uninstantiated sims. The notifications are actually just as bland as before, since you can't click on the thumbnail (please don't ask why). But having a little picture of the deceased is at least a little improvement.

Clean House For Everyone is a clone of the Clean House interaction usually only neat sims can do. I understand EA wanted to have something to make the neat trait more worthwhile, but I think it's just a massive violation of the abstraction between sim and player. Traits are supposed to influence the behavior of sims not to deny the player a really handy feature.


Title: Re: Various Mods aka Random Crap (was: Event Notifiers)
Post by: Buzzler on 2010 May 27, 19:06:21

Carpool Disabler uploaded.


Title: Re: Various Mods aka Random Crap (was: Event Notifiers)
Post by: Buzzler on 2010 May 30, 14:57:29

Inform About Deaths updated to V2.1.
There was a bug in there, which could cause the same notification to be shown over and over agin. Plus I tweaked it so the "Reference Lost" messages shouldn't come up again. They were never supposed to be witnessed in the first place, and of course they didn't show up while testing.


Title: Re: Various Mods aka Random Crap (was: Event Notifiers)
Post by: Buzzler on 2010 June 02, 14:59:33

Updated to be compatible with game version 1.12/2.7/3.3/4.0

Inform About Births - updated / not mandatory but recommended
Inform About Deaths - updated / mandatory
Inform About Marriages - updated / not mandatory but recommended
Clean House For Everyone - not updated / update not necessary
Car Pool Disabler - updated / mandatory


Title: Re: Various Mods aka Random Crap (was: Event Notifiers)
Post by: Buzzler on 2010 June 03, 18:11:01

Same Energy Gain For Every Bed Uploaded.
Yes, I know. You've seen plenty of these things. But these are XML mods and will fail every time a bed brings his own tuning XML. This mod will affect every single object of the bed type, no matter where it's coming from. And it will stay functional as long as the bed class itself doesn't get changed by EA. Use the SetBedEnergy cheat to configure it. The default is 1.36.

BTW: Remember to use the point as decimal separator not the comma. I tried to parse the input to identify both as decimal separator. I think I lost a couple braincells until I figured out that it's futile because - for reasons I cannot comprehend - the parameters get passed pre-parsed by the EAxian code with everything beginning with a comma being thrown away.


Concerning the marriage notifier
It's been a while since I saw a 'hood being ruled purely by EAxian Storymode, and what I saw was kind of eyebrow-elevating. It seems that whenever this abomination generates a new homeless family, it pukes multiple marriage events over the place with increasing borkedness. It even dares to throw marriage events for sims who don't even have a partner. So... I could stuff the code with sanity checks to try to distinguish the events that make sense from the ones that don't. However, I don't really see the point. And I don't really feel like making sense of something that doesn't make sense to begin with. So I have decided to leave it as it is for now. Thanks for your cooperation.


Title: Re: Various Mods aka Random Crap (was: Event Notifiers)
Post by: Aracelis on 2010 June 05, 05:08:32
Maybe it will need more testing but every mod in my folder works fine, except for these two: "Same energy for every bed" and "Clean House for Everyone". When I send Sims to Shang Simla there is an ever loading screen. At first I thought that every time I'd get the message "script modifications detected" (or something like it, my game is in Portuguese) it would happen, but I did got the message with Twallan Story Progression ans Super Computer mods, and the destination loaded just fine.


Title: Re: Various Mods aka Random Crap (was: Event Notifiers)
Post by: Buzzler on 2010 June 05, 07:21:37
Maybe it will need more testing but every mod in my folder works fine, except for these two: "Same energy for every bed" and "Clean House for Everyone". When I send Sims to Shang Simla there is an ever loading screen.
Yes, I just spotted this myself. With my mods in the game, the game will load a world once and then stall the next time. I'm trying to provoke this bug with a debugging package as we speak but thus far I've been unsuccessful. Do you use other mods from me which don't cause this by any chance?

Sorry about that. I hardly ever reload. I just load a game test-play a mod, quit the game, change the mod and load again. That's why I never spotted this before. Impossible to tell how long it's been that way.


Title: Re: Various Mods aka Random Crap (was: Event Notifiers)
Post by: Buzzler on 2010 June 05, 15:24:23

Same Energy Gain For Every Bed updated to version 1.1
Please update. There's a bug in V1 which prevents to load worlds after loading a world once (applies to WA destinations, too).


Title: Re: Various Mods aka Random Crap (was: Event Notifiers)
Post by: Aracelis on 2010 June 06, 18:38:14
Yes, it seems ok now. Thank you! :-*


Title: Re: Various Mods aka Random Crap (was: Event Notifiers)
Post by: Aracelis on 2010 June 07, 20:35:09
Sorry, I think that was too early ;)
I was playing the roomates in Twinbrook yesterday. Both are slob. When I click on the floor to clean house this message come up: "Clean House - FindNearestObjectToClean()returned null.
I tried again after remove the trait "slob" but the same happened.
I'm not sure this is related to your mod. I have only Twallan SP and SC in my folder. Not awesome just yet.


Title: Re: Various Mods aka Random Crap (was: Event Notifiers)
Post by: Buzzler on 2010 June 07, 21:03:45
Sorry, I think that was too early ;)
Well, at least it's a different problem now.

Quote
I was playing the roomates in Twinbrook yesterday. Both are slob. When I click on the floor to clean house this message come up: "Clean House - FindNearestObjectToClean()returned null.
I tried again after remove the trait "slob" but the same happened.
I'm not sure this is related to your mod.
It is. It's one of the debugging messages I didn't bother to comment out, since it's not supposed to come up. Ever. Unfortunately I don't have Ambitions, otherwise you could upload your savegame and I could actually see what is going wrong. This might become difficult. Do you know what on the lot was cleanable at that time? Oh, wait, there can be piles of dirty clothes now, right? Are there other new cleanable things, now?


Title: Re: Various Mods aka Random Crap (was: Event Notifiers)
Post by: Roobs on 2010 June 07, 22:23:52
Yeah, dirty clothes are part of Clean House now.


Title: Re: Various Mods aka Random Crap (was: Event Notifiers)
Post by: Aracelis on 2010 June 08, 03:45:37
Yes, there was laundry to do and also plates to clean and water to sweep. Sorry, my game is in Portuguese, I don't know if these terms are correct for the game in English.


Title: Re: Various Mods aka Random Crap (was: Event Notifiers)
Post by: Buzzler on 2010 June 08, 14:27:58
Yes, there was laundry to do and also plates to clean and water to sweep. Sorry, my game is in Portuguese, I don't know if these terms are correct for the game in English.
The mod handles dirty plates and puddles and AFAIK everything that can get dirty from the base game without problems. What's funny (or not) is that the EAxis clean house interaction didn't actually change. I'm not too surprised, though. For whatever reasons I had a hard time getting the initial code to make beds, too. In the end, I had to bypass that part manually. That's what I did for clothes now, too. Give the Experimental Version 2 (http://www.4shared.com/file/1F-CGLVt/Buzz_CleanHouseForEveryone_V2.html) a spin, and tell me if it does the trick. Obviously, without having Ambitions I had to take an educated guess on how this stuff is working. I have no idea what will happen, if there are no washing machines for dry clothes or clotheslines/dryers for wet clothes on the lot.

Is this mod fully localized for you BTW?


Title: Re: Various Mods aka Random Crap (was: Event Notifiers)
Post by: Aracelis on 2010 June 09, 21:28:12
Thank you. I will test this later. Sorry to ask, but what is "fully localized"?


Title: Re: Various Mods aka Random Crap (was: Event Notifiers)
Post by: Mekare on 2010 June 10, 07:32:03
Thanks, Buzz! These notifications make me nostalgic for the short-lived indie stone mod. I'm happy to be able to see whats going on in my town again.
I'm wondering though, how hard would it be to put the cause of death into the death notifications?  I don't know much of anything about modding, so if it's a huge task don't worry about it... just my morbid curiosity at work. =)


Title: Re: Various Mods aka Random Crap (was: Event Notifiers)
Post by: Buzzler on 2010 June 10, 15:39:26

Updated Inform About Deaths to show the cause of death.

Sorry to ask, but what is "fully localized"?
The whole thing is completely in Portuguese for you, right? Well, except that debugging notification, that never was supposed to be witnessed by anyone but me.

I'm wondering though, how hard would it be to put the cause of death into the death notifications?
Not hard at all. I have yet to see a sim die from something else than old age, though.


Title: Re: Various Mods aka Random Crap (was: Event Notifiers)
Post by: Mekare on 2010 June 10, 19:32:10
I haven't seen first hand, but from what i've read with ambitions there seem to be some more meteor/natural disaster/inventing and fire related deaths, even when you're not playing a firefighter.  Seems about time EA put some real population control in the game, lol :D


Title: Re: Various Mods aka Random Crap (was: Event Notifiers)
Post by: Aracelis on 2010 June 11, 02:10:18
It's working now, except for the fact that Sims won't get dry clothes hanging in the clothing line. And yes, my game is full Portuguese speaking. The messages I get in English are due to a few mods I got in my folder. Once more, thank you for this useful mod!


Title: Re: Various Mods aka Random Crap (was: Event Notifiers)
Post by: Buzzler on 2010 June 11, 05:13:47
It's working now, except for the fact that Sims won't get dry clothes hanging in the clothing line.
Does the "Clean House" (or whatever it is in Portuguese) interaction appear when there's nothing "cleanable" on the lot but clean clothes on a clothesline or in a dryer? Do neat sims handle that on their clean house interaction?
Quote
And yes, my game is full Portuguese speaking.
Actually, I meant the CleanHouseForEveryone mod. But since you're probably not noticing that it's a different thing than the thing neat sims can do (like intended), I just assume that this mod is indeed fully localized.


Title: Re: Various Mods aka Random Crap (was: Event Notifiers)
Post by: ariffrazalin on 2010 June 12, 20:29:45
Thanks for the "Clean House for Everyone", and it'll be great if you could make a " Clip Coupons for everyone" too. Since it's unfair that only Frugal sims can find coupons on newspapers/ computers.


Title: Re: Various Mods aka Random Crap (was: Event Notifiers)
Post by: Buzzler on 2010 June 13, 11:37:22
Thanks for the "Clean House for Everyone", and it'll be great if you could make a " Clip Coupons for everyone" too.
Maybe sometime in the future, but right now I'm working on other stuff. And I still need to know if the Clean House interaction shows up when there are only clean clothes on a clothesline or in a dryer. And if neat sims handle that in their clean house interaction.


Title: Re: Various Mods aka Random Crap (was: Event Notifiers)
Post by: Mekare on 2010 June 13, 20:19:04
Thanks for the "Clean House for Everyone", and it'll be great if you could make a " Clip Coupons for everyone" too.
Maybe sometime in the future, but right now I'm working on other stuff. And I still need to know if the Clean House interaction shows up when there are only clean clothes on a clothesline or in a dryer. And if neat sims handle that in their clean house interaction.

Tested for you..

Clean house will put laundry in the washer, but will do nothing after that. I tried using it for both moving from washer to dryer, and after the dryer was done. The interaction didn't show up for a completed wash, or a completed dry.

Then I removed the mod and tried it on an EA neat sim, same thing.

So your answer is no: it won't attend to dry clothes, and it's apparently not supposed to. =)


Title: Re: Various Mods aka Random Crap (was: Event Notifiers)
Post by: Buzzler on 2010 June 14, 14:34:01

Clean House For Everyone updated to Version 2.
Update for Ambitions is mandatory.

So your answer is no: it won't attend to dry clothes, and it's apparently not supposed to. =)
Thanks. Try experimental Version3 (http://www.4shared.com/file/oXnmufMq/Buzz_CleanHouseForEveryone_V3.html). It is supposed to attend clean clothes.


Title: Re: Various Mods aka Random Crap (was: Event Notifiers)
Post by: Mekare on 2010 June 14, 20:55:09
Tried v3.. still same result.  Tried with both a clothesline and a dryer, the clean house option wouldn't show up.

I also noticed this time that the clean house interaction will pick up clothes off the floor and run them to the washer, but will not grab clothes previously in hampers for washing. Sorry i didn't notice it before.

ETA: It is also worth noting that if the washer is taken, and the hamper is full (or if you dont have one), the sim will be stuck in an endless loop of picking up the clothes and dropping them on the floor again while set to clean house.. 99% sure this is an EAxian bug though.


Title: Re: Various Mods aka Random Crap (was: Event Notifiers)
Post by: Buzzler on 2010 June 15, 15:45:36
Too bad. I will probably have to get Ambitions to resolve the dryer/clothesline issue. I'll look for the hampers, though.


Title: Re: Various Mods aka Random Crap (was: Event Notifiers)
Post by: Buzzler on 2010 July 02, 16:43:14

Inform About Marriages, Inform About Deaths and Carpool Disabler updated.

Like you probably noticed (get your head examined if you didn't), the Ambitions patch changed the way notifications work. I couldn't figure out how to bypass the thumbnail creation, so everything is back to notifications without thumbnails if no actual sim is found for an event.

The marriage notifier works as supposed again.

The carpool disabler lets you disable/enable the schoolbus now.


Title: Re: Various Mods aka Random Crap (was: Event Notifiers)
Post by: Anach on 2010 July 13, 07:20:19
I have a couple requests for consideration. With no obligation.

First, a minor annoyance, but due to where my mail box is, it would be really nice to have the carpool disable function on the phone or other object rather than the mail box as I like to highlight the mailbox from distance to see if there is mail by how the interaction icon changes.
Second, while most notifications are covered, I'm  wondering if we could get a notification for pregnancies as I'd like to see who is going to spawn babies, rather than who has already spawned them.
Finally something unrelated to your current mods, but for future consideration, I've been hoping a talented person could create a mod that sets a town wide speed limit for all vehicles, rather than editing each vehicle file manually. It kinda looks like Tron at the moment.


Title: Re: Various Mods aka Random Crap (was: Event Notifiers)
Post by: Buzzler on 2010 July 17, 08:41:04

Carpool Disabler and Clean House For Everyone have been relocated to MTS.
Changes since the last 4shared versions
- Carpool Disabler is localizable
- Clean House is improved and contains fixes for EAxian bugs

First, a minor annoyance, but due to where my mail box is, it would be really nice to have the carpool disable function on the phone or other object rather than the mail box as I like to highlight the mailbox from distance to see if there is mail by how the interaction icon changes.
You can now change the package to make the interactions show up on the active sim by changing the tunable values in the XML resource in the package. That's probably no big deal for you.

Quote
Second, while most notifications are covered, I'm  wondering if we could get a notification for pregnancies as I'd like to see who is going to spawn babies, rather than who has already spawned them.
Done. As stated it's not really tested. I don't expect problems though, because most of it is the same as in the other event notifiers. The actual functionality depends on the code instantiating the pregnacies, i.e. whether the pregnancies get "accounced". I don't send these events in the BCM code for example.

Quote
Finally something unrelated to your current mods, but for future consideration, I've been hoping a talented person could create a mod that sets a town wide speed limit for all vehicles, rather than editing each vehicle file manually. It kinda looks like Tron at the moment.
Don't look at me, I won't make anything like that. IMHO making all cars drive at the same speed, would destroy the one advantage expensive cars have. Although I find it kinda lame, that cars go around corners at full speed, but there's probably nothing that can be done about that.

ETA: It is also worth noting that if the washer is taken, and the hamper is full (or if you dont have one), the sim will be stuck in an endless loop of picking up the clothes and dropping them on the floor again while set to clean house.. 99% sure this is an EAxian bug though.
It is and it's fixed in the version on MTS.


Title: Re: Various Mods aka Random Crap (was: Event Notifiers)
Post by: gatopreto on 2010 November 15, 13:01:54
Will the event notifiers (births, deaths, etc) work will LN? It doesn't say so elsewhere in the post or its threads.

Thanks, in any case.


Title: Re: Various Mods aka Random Crap (was: Event Notifiers)
Post by: Buzzler on 2010 November 16, 14:46:31
Will the event notifiers (births, deaths, etc) work will LN? It doesn't say so elsewhere in the post or its threads.
Yes, the event notifiers are very simple mods so they didn't get borked by the patch. I just didn't add the 6.0 to the compatibility listing, because I only look for code compatibility directly after a patch. I also didn't know the version number of LN yet. And yes, I'm fully aware that all EPs/SPs had x.0 for their release version, but that doesn't mean it's necessarily the case for the next EP/SP.


Title: Re: Various Mods aka Random Crap (was: Event Notifiers)
Post by: airilina on 2011 June 12, 05:21:38
I saw the note that the listed mods wouldn't be updated, but I don't see carpool disabler on there anymore.  Will this eventually be updated again?


Title: Re: Various Mods aka Random Crap (was: Event Notifiers)
Post by: Buzzler on 2011 June 13, 08:33:36
airilina, the carpool disabler mod has been relocated to MTS a year ago. Please look there.