swoksher Posted May 21, 2024 Posted May 21, 2024 I haven't had a chance to really thoroughly test this out yet, but it looks so good so far, thank you for your hard work!! If I can make a request, can you list what the "For/Against Drugs" traits are in the instructional pdf? And, I'm really new to modding, so idk how easy this would be to implement, but a small(?) suggestion for the future: make alcohol ruin your liver also 😄
MonocoDoll Posted May 25, 2024 Author Posted May 25, 2024 On 5/19/2024 at 9:39 AM, Loveternity said: Found another minor bug: my Sim has maxed her Logic skill, so she can tutor other Sims in skills. When that option is selected I can see two blank text "bubbles" which I assume are the options for Arms Dealing/Drug Dealing skills. Worth noting; despite the bugs I've mentioned I'm having a blast with this mod, thank you again for making this! @LoveternityThanks for reporting the bug. Unfortunately, as of this moment I am unsure on how to add the STBL to the Logic mentorship interaction. If I find the solution in the future, I will patch it up in a future update. Also, I'm glad that you are enjoying the mod. I appreciate it. I look forward to updating the mod to add more money making opportunities in the future.
MonocoDoll Posted May 25, 2024 Author Posted May 25, 2024 On 5/21/2024 at 12:03 AM, swoksher said: I haven't had a chance to really thoroughly test this out yet, but it looks so good so far, thank you for your hard work!! If I can make a request, can you list what the "For/Against Drugs" traits are in the instructional pdf? And, I'm really new to modding, so idk how easy this would be to implement, but a small(?) suggestion for the future: make alcohol ruin your liver also 😄 @swoksher I'll update the PDF Files in the next update to include that information. As of this moment, Sims against Illegal drugs are any sims that contain the Good, Family Oriented, Nurturing, Childish, and proper traits. Sims that are for Illegal Drugs are any sims with the Evil, Rebellious, Mean Spirited, Kleptomaniac, Insance, Born Saleman, Inapprpriate, Influence Rebel, Neurotic, Party Animal, Unstable, and Slob traits. Everyone else is neutral. If the sim happens to have traits from either category, then the trait that is against illegal drugs will overdrive the trait for illegal drugs. As for alcohol, I'd have to test a couple of things to see if I can make it possible. 1
galaxyPearl_ Posted May 29, 2024 Posted May 29, 2024 Hi, I've been wanting something like this for ts3. Thank you for creating it and sharing it with us. On another note, according to delphy's dashboard, your mod seems to conflict with Olomaya's smoking mod. Is this something I should look into or is it just a false positive?
MonocoDoll Posted May 29, 2024 Author Posted May 29, 2024 2 hours ago, galaxyPearl_ said: Hi, I've been wanting something like this for ts3. Thank you for creating it and sharing it with us. On another note, according to delphy's dashboard, your mod seems to conflict with Olomaya's smoking mod. Is this something I should look into or is it just a false positive? @galaxyPearl_ That is rather odd. I checked the dashboard myself and it does say it conflicts. However, the dashboard also states that my mod is a core mod. Which it is not. It is a script mod. I also had both mods in my game and have not ran into an issue. I also have another individual that uses both mods and she hasn't reported any issues. The only way two mods would conflict is if they are both trying to alter something. Which neither of our mods do. We add extra functionality with their own scripts. At the moment, it is most likely a false positive. However, if you actually face any issues. Let me know and I can look into it. 1
galaxyPearl_ Posted May 30, 2024 Posted May 30, 2024 23 hours ago, MonocoDoll said: @galaxyPearl_ That is rather odd. I checked the dashboard myself and it does say it conflicts. However, the dashboard also states that my mod is a core mod. Which it is not. It is a script mod. I also had both mods in my game and have not ran into an issue. I also have another individual that uses both mods and she hasn't reported any issues. The only way two mods would conflict is if they are both trying to alter something. Which neither of our mods do. We add extra functionality with their own scripts. At the moment, it is most likely a false positive. However, if you actually face any issues. Let me know and I can look into it. Hi, thanks for the swift reply. I'll let you know if I run into anything. Again, thank you for making the mod!
suppadestroyer Posted June 14, 2024 Posted June 14, 2024 This mod is amazing but causes a noticeable amount of lag and intermittent stuttering in my game. It's mostly time getting stuck and the sim freezing, and stuttery animations. I'm using some NRAAS mods, I read the install guide (and installed all the necessary mods!) and there don't seem to be any incompatibilities. Is it just me or does the mod really degrade performance that much? 3
suzukimaimai2 Posted June 14, 2024 Posted June 14, 2024 8 hours ago, suppadestroyer said: This mod is amazing but causes a noticeable amount of lag and intermittent stuttering in my game. It's mostly time getting stuck and the sim freezing, and stuttery animations. I'm using some NRAAS mods, I read the install guide (and installed all the necessary mods!) and there don't seem to be any incompatibilities. Is it just me or does the mod really degrade performance that much? Its not just you, my game takes a crap with this mod
MonocoDoll Posted June 15, 2024 Author Posted June 15, 2024 22 hours ago, suppadestroyer said: This mod is amazing but causes a noticeable amount of lag and intermittent stuttering in my game. It's mostly time getting stuck and the sim freezing, and stuttery animations. I'm using some NRAAS mods, I read the install guide (and installed all the necessary mods!) and there don't seem to be any incompatibilities. Is it just me or does the mod really degrade performance that much? @suppadestroyer From my own experience, I haven't really noticed a degrade in performance. I went ahead and also asked one of my friends who helped me test the mod before release. And she shared that she hasn't ran into any lag issues with a lightly modded game. And I had also received feedback from two other individuals who have played with the mod. One individual said they did not notice any lag on their end, and the other said she did not notice any more lag than usual. I also saw MookyMilk's review and her game ran smoothly during the video. I believe she has an optimization video, so that may help in your situation. I also want to ask since you brought up the NRAAS mods, do you happen to have NRAAS Story Progression? If so have you editted it in anyway? I know that NRAAS Story Progression can cause lag when you leave it at it's default settings. Since so much is changing. The NRAAS forum may be able to assist you in making changes to the NRAAS SP for optimization.
Loveternity Posted June 24, 2024 Posted June 24, 2024 I have not experienced a performance drop either. Anyone who's played the game for a while is familiar with the game stuttering and it can be quite a few things. Story Progression can indeed cause that on default settings, if I remember correctly I like to have mine on Slow and I cap the world population anywhere from 75 to 100 depending on the world. The other noteworthy culprit is often the world itself; default Isla Paradiso is quite a mess for example, so is Bridgeport and more. And of course, KinkyWorld if you turn on too many of its modules. 1
MonocoDoll Posted June 27, 2024 Author Posted June 27, 2024 On 6/24/2024 at 8:24 AM, Loveternity said: I have not experienced a performance drop either. Anyone who's played the game for a while is familiar with the game stuttering and it can be quite a few things. Story Progression can indeed cause that on default settings, if I remember correctly I like to have mine on Slow and I cap the world population anywhere from 75 to 100 depending on the world. The other noteworthy culprit is often the world itself; default Isla Paradiso is quite a mess for example, so is Bridgeport and more. And of course, KinkyWorld if you turn on too many of its modules. @Loveternity I appreciate and am grateful for your input about your experience. As well as your previous reports about Vile Ventures working alongside KW and reporting those bugs. Is there any feature you would like to go alongside this mod? I may be able to squeeze that into the next update.
chaoticinsanity42 Posted July 2, 2024 Posted July 2, 2024 Amazing mod! This is exactly what my Trailer Park themed CAW town needs. Been playing with it for the last couple days. My only suggestions are maybe toning down the addiction debuffs for weed, and maybe up the hunger need a notch with some strains to emulate the munchies, or maybe instead of that create a debuff that makes you want to eat even if you're full; as weed munchies won't kill you but the hunger need can... Totally brilliant overall and adds exactly the vibe I needed that hookah bubble bars and weed-themed props don't quite reach. Big thanks! I've wanted something like this for about as long as I've been playing this game. 1
Loveternity Posted July 2, 2024 Posted July 2, 2024 On 6/27/2024 at 7:15 AM, MonocoDoll said: Is there any feature you would like to go alongside this mod? I may be able to squeeze that into the next update. Hmm, how about allowing Sims in the Medicine career easier access to the stuff you can get from doctor visits? A tunable for doctor visit duration would also be very appreciated, I've had my Sim miss out on getting painkillers because the related moodlet expired during the visit. xD I like @chaoticinsanity42's suggestions too.
popka21 Posted July 4, 2024 Posted July 4, 2024 hello. i dont understand how to use cocaine, i think my sim need to have rolled simoleon but i cant find it
MonocoDoll Posted July 4, 2024 Author Posted July 4, 2024 55 minutes ago, popka21 said: hello. i dont understand how to use cocaine, i think my sim need to have rolled simoleon but i cant find it @popka21 All you need is the Cocaine Baggy in your sims inventory. Then you select any Dining table, sink, or counter and you will be able to snort it.
@wwealiwee Posted July 4, 2024 Posted July 4, 2024 the game crashes when assignin a mod dealer.I have kinkyworld activated.what should I do? 1
MonocoDoll Posted July 5, 2024 Author Posted July 5, 2024 2 hours ago, @wwealiwee said: the game crashes when assignin a mod dealer.I have kinkyworld activated.what should I do? Just want to make sure. Did you download the third party mods? The Installation guide goes over which third party mods you will need to install. If the game crashes when assigning a Drug Dealer, it is most likely because you are missing the script utility mod.
MonocoDoll Posted July 5, 2024 Author Posted July 5, 2024 On 7/2/2024 at 4:43 PM, Loveternity said: Hmm, how about allowing Sims in the Medicine career easier access to the stuff you can get from doctor visits? A tunable for doctor visit duration would also be very appreciated, I've had my Sim miss out on getting painkillers because the related moodlet expired during the visit. xD I like @chaoticinsanity42's suggestions too. Yeah, I can definetly make the tunable. As well as give sims in the medicine career be able to sneak some drugs out of the hospital. 1
Loveternity Posted July 10, 2024 Posted July 10, 2024 Found another bug; shortly after taking shrooms, my Sim lost 2 traits. Which could be one of the many outcomes of the trip, except... they were hidden traits. One of them was from Kinkyworld (and made me notice immediately because its removal gives you a prompt to select a new hidden trait), the other was the Casting hidden trait of witches (so my Sim could no longer cast spells as a witch). Nothing good old Master Controller couldn't solve, but depending on what traits are removed it might take the player a while to notice that something was removed. This probably is also relevant for any trait-replacing that happens due to the mod (like Adderall).
MonocoDoll Posted July 10, 2024 Author Posted July 10, 2024 1 hour ago, Loveternity said: Found another bug; shortly after taking shrooms, my Sim lost 2 traits. Which could be one of the many outcomes of the trip, except... they were hidden traits. One of them was from Kinkyworld (and made me notice immediately because its removal gives you a prompt to select a new hidden trait), the other was the Casting hidden trait of witches (so my Sim could no longer cast spells as a witch). Nothing good old Master Controller couldn't solve, but depending on what traits are removed it might take the player a while to notice that something was removed. This probably is also relevant for any trait-replacing that happens due to the mod (like Adderall). Hey @Loveternity Thanks for your report. I went ahead and took a review on the relevant code that performs that temporary trait change for shrooms. When taking shrooms, you may receive the Going Wild moodlet. Which is a moodlet from the Late night expansion that does a temporary trait change while the moodlet is active on your sim. Shrooms, LSD, MDMA utilize this EA moodlet to perform the temporary trait replacement. Cocaine and Adderall, I wrote a custom script for it to perform the temporary trait replacement due to me wanting to provide different traits while the sim was under the influence of those substances. Due to the code being directly from EA I'm not sure if there is a 100% fix for this issue, to prevent the replacement of custom traits. The only thing I can think of is adding an encouragement to remove the vanilla traits. Similar to how the method in Adderall's temporary replacement trait method is highly encouraged to replace Absent Minded trait if it is present within the sim. Before I go ahead and make these edits, I wanted to make sure. Did the high from shrooms end for your sim? Once the shroom high ends, it would remove the Going Wild moodlet and the traits replaced should be given back. Were the traits that were replaced not given back to your sim?
Loveternity Posted July 10, 2024 Posted July 10, 2024 They were indeed not given back, I did wait for the high to be over before resorting to adding them back via Master Controller. However that might be because one of them was from KinkyWorld and I did get prompted to select a new hidden trait from it, so that might have somehow interfered with them coming back. Damn, this might be more complicated than I thought. At least it's something that's easily fixed on the player's end!
MonocoDoll Posted July 11, 2024 Author Posted July 11, 2024 1 hour ago, Loveternity said: They were indeed not given back, I did wait for the high to be over before resorting to adding them back via Master Controller. However that might be because one of them was from KinkyWorld and I did get prompted to select a new hidden trait from it, so that might have somehow interfered with them coming back. Damn, this might be more complicated than I thought. At least it's something that's easily fixed on the player's end! @Loveternity Thanks for confirming this with me. I'll most likely remove the EA Going Wild Moodlet from Shrooms, LSD, and MDMA and make a custom Going Wild Moodlet. Just with encouragement to prioritize replacing EA traits. That way the issue is less likely to occur. And for extra precation I'll add a on/off tunable for the trait replacements effects from the substances. That way if that issue still persists, you can at least enjoy having your sims use the substances without the temporary trait replacement. I'm going to sound like a broken record. The patch for this issue will be provided in the upcoming update for the Vile Ventures mod. 🙂 1
Loveternity Posted July 12, 2024 Posted July 12, 2024 (edited) I have continued to play around with shrooms to see if I can get different results with the traits. This time my Sim again lost one of the Kinkyworld hidden traits (and was prompted to replace it, which I did), lost her University social trait (Disciplined) and gained the Daredevil trait. To my surprise, everything went back to normal when the high was over! I previously thought the Kinkyworld hidden traits might be messing things up but that doesn't seem to be the case. I'm wondering why I got a normal result this time. Edit: Perhaps the key difference is that this time my Sim lost a normal trait, not just hidden ones. Maybe the bug only happens if only hidden traits are removed? Edited July 12, 2024 by Loveternity
MonocoDoll Posted July 16, 2024 Author Posted July 16, 2024 On 7/12/2024 at 5:04 PM, Loveternity said: I have continued to play around with shrooms to see if I can get different results with the traits. This time my Sim again lost one of the Kinkyworld hidden traits (and was prompted to replace it, which I did), lost her University social trait (Disciplined) and gained the Daredevil trait. To my surprise, everything went back to normal when the high was over! I previously thought the Kinkyworld hidden traits might be messing things up but that doesn't seem to be the case. I'm wondering why I got a normal result this time. Edit: Perhaps the key difference is that this time my Sim lost a normal trait, not just hidden ones. Maybe the bug only happens if only hidden traits are removed? @LoveternityThanks for the update on this. If it is the case that everything will revert back to normal as long as a normal trait is replaced temporarily. Then I think the solution of encouraging the game to prioritize replacing vanilla traits would solve the issue you had initially.
Loveternity Posted July 16, 2024 Posted July 16, 2024 Yeah I imagine that would eliminate the issue entirely if that's indeed how it works! In the meantime, I have a question about smuggling drugs; is that supposed to work similarly with smuggling guns? Because so far I don't see my Sim getting paid for that when the interaction is over. I thought it might instead add some dirty money in her inventory, but that wasn't the case either. If it's relevant, my smuggling racket has all 3 upgrades and I've tried to smuggle the 20 meth packages that I get every week by making a call (I have 1 Meth production racket established). I've also noticed that the interaction to smuggle drugs isn't always available, but this seems intentional as it's always available in the night so I'm guessing time matters.
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