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Posted

According to MonocoDoll that's just the way CAStable items come out if you purchase them from the grocery store as intended.

 

Spoiler

I might have questioned my sanity by the way, this whole time I somehow never noticed that green tint on my meth tray. I'm getting old...


Anyway, crashes are gone in testing as far as I can tell. knock on wood You can get your hopes up for a hotfix soon™.

Posted

Hot Fix has been released. The Bug Fix Includes

 

-Solves issue that would cause crashing after posting a simstagram story about another sim

-Solved issue where you would not get the correct amount of quotas per your simstagram or onlysims tier. Before you would always get the beginners tier quota.

-Solved issue where you would always be able to post on your simstagram about house arrest after being sentenced to house arrest once. Now, once the house arrest moodlet expires, you will no longer be able to post about it.

-Solves issue where your Quotas for Simstagram and OnlySims would double if you enter edit mode and enter your active household again at or shortly after 6 AM on Sunday when Quotas would reset.

-Added Tunables To Disable Autonomous Drug Use For Inactives On Clubs and Keg Parties. Tunables Are as Follows... <kAutonomousDrugUseAltogetherAlarm value="True" />,

    <kAutonomousDrugUseOnClubs value="True" />, <kAutonomousDrugUseOnKegParties value="True" /.

-Made an Edit where you won't see the option to ask for OnlySims Consent For Sims blood related to your sim. Saw it on someones stream and giggled. They had a point.

 

Thanks again to everyone that reported the crashing. Big thanks to @Loveternityfor testing the edits as well 🙂

 

 

 

Posted (edited)

Ahh the quota is fixed 😭

Going to have to tune it now, not planning to do 35 OnlySims requests a week.

 

Appreciate the quick fix!

 

I'm sure the part about removing blood related interaction is going to disappoint somebody🤣 but hey, if they are doing that, they wouldn't post it on OnlySims.

 

A request and a suggestion:

  • Can the max harvestable amount of the plants be tunable? I have a mod that makes all plants near-infinitely harvestable so it would be nice if I could make the plants added by this mod do the same. I tried looking around with S3PE but didn't notice anything obvious.
  • I think the Simstagram story posts should have an expiration date.(Or maybe it already has and I'm just not noticing) When I played without posting them, the option to brag about sex is always there, even though the Sim hasn't been having any in nearly a week. It would be nice if we could just choose to ignore something.

 

Also, are any of you having trouble growing shrooms? I can harvest them once, but then it would neither die nor grow again. So I had to delete them and plant another batch. I think it might be related to me not having supernatural installed, since mushrooms are added by supernatural.

Edited by AlyxMS
Posted
4 hours ago, AlyxMS said:

I'm sure the part about removing blood related interaction is going to disappoint somebody🤣 but hey, if they are doing that, they wouldn't post it on OnlySims.


Haha, that was literally my thought process when I saw that change. NRaas Woohooer and KW allow for incestuous relationships but it still would make zero sense to advertise such a thing.

 

Quote

Also, are any of you having trouble growing shrooms? I can harvest them once, but then it would neither die nor grow again. So I had to delete them and plant another batch. I think it might be related to me not having supernatural installed, since mushrooms are added by supernatural.


I don't have that issue but I do have all expansions, so it could be the lack of supernatural that's causing that for you.

Posted

When i install the updated version i get error from Nraas. I usually reset the town with issues like that but it says error city hall when i try. I tried changing active household then whole game got stuck on processing screen. So i removed the mod. I would love to use it tho :(

Reply
 
 

More from @monocodoll

Posted
1 hour ago, huhwhy13 said:

When i install the updated version i get error from Nraas. I usually reset the town with issues like that but it says error city hall when i try. I tried changing active household then whole game got stuck on processing screen. So i removed the mod. I would love to use it tho :(

Reply
 
 

More from @monocodoll

@huhwhy13

 

A couple things I would check...

 

1)    ⁠Did you install all the third party mods necessary to install Vile Ventures? The installation guide has all the third party mods you would need.

2)    ⁠Do you have the correct version of the Battery’s C# Script utility mod? The correct one is in Nexus mods. The one on MTS is outdated.

3)    ⁠Place the Battery’s C# script utility mod in your overrides folder.

Posted
8 hours ago, AlyxMS said:

Ahh the quota is fixed 😭

Going to have to tune it now, not planning to do 35 OnlySims requests a week.

 

Appreciate the quick fix!

 

I'm sure the part about removing blood related interaction is going to disappoint somebody🤣 but hey, if they are doing that, they wouldn't post it on OnlySims.

 

A request and a suggestion:

  • Can the max harvestable amount of the plants be tunable? I have a mod that makes all plants near-infinitely harvestable so it would be nice if I could make the plants added by this mod do the same. I tried looking around with S3PE but didn't notice anything obvious.
  • I think the Simstagram story posts should have an expiration date.(Or maybe it already has and I'm just not noticing) When I played without posting them, the option to brag about sex is always there, even though the Sim hasn't been having any in nearly a week. It would be nice if we could just choose to ignore something.

 

Also, are any of you having trouble growing shrooms? I can harvest them once, but then it would neither die nor grow again. So I had to delete them and plant another batch. I think it might be related to me not having supernatural installed, since mushrooms are added by supernatural.

I can walk you through how to increase harvestable amount for one of the plants.

 

1)Locate desired Drug Plant Package. It is labeled as MonocoDoll_DrugDealing_[PlantName]. Examples: MonocoDoll_DrugDealing_CannabisWhiteWidow, MonocoDoll_DrugDealing_Shrooms

 

2)Once opened, select the CCL#_Plants XML. Example: For White Widow that would be CCL592853048_Plants.xml.

 

3) Open it and you can change the <NumHarvestablesMin> and <NumHarvestablesMax> to your desired amount.

 

As for expiration dates for the stories, I may implement this as a misc feature in a future update. At the moment, I am hyper focus on working on a Mesntrual Cycle mod. 🙂

 

As for growing shrooms, the shrooms are indeed labeled as mushrooms. Not having Supernatural may be causing some issues. 

Posted
50 minutes ago, MonocoDoll said:

As for growing shrooms, the shrooms are indeed labeled as mushrooms. Not having Supernatural may be causing some issues. 


I wonder if @AlyxMS can "trick" the game with the following edit:

 

<Thumbnail_Model_Name>MonocoDoll_Shroom</Thumbnail_Model_Name>
  <Plant_Name>MonocoDoll_ShroomPlant_Name</Plant_Name>
  <Price>30</Price>
  <CanBuyFromStore>False</CanBuyFromStore>
  <IsMushrooms>True</IsMushrooms>
  <SpawnAtNightOnly>False</SpawnAtNightOnly>
  <IsEdible>False</IsEdible>
 </Data>


From MonocoDoll_DrugDealing_Shrooms.package. If IsMushrooms was set to false, would that work I wonder.

Posted (edited)
12 hours ago, MonocoDoll said:

I can walk you through how to increase harvestable amount for one of the plants.

...

 

Thanks!

I was looking completely in the wrong packages. (Though I believe the value I'm looking for is NumLifetimeHarvestables)

 

11 hours ago, Loveternity said:


I wonder if @AlyxMS can "trick" the game with the following edit:

...

I'll give it a go! (And probably edit this comment once I found out if it works)

---

And it worked!

 

More questions: (sorry)

How does the smuggling racket work? I set one up, but there is no option to smuggle, only to remove the racket. I thought it's because I don't have enough products(a few items like the tobacco rack works like this), so then I looked again with 21 meth packages in the Sim's inventory, still no other option.

 

Also, a bug!

While testing, I noticed removing the racket does not remove the upgrades. And they are "cross compatible". So you can setup a money laundry racket, get all the free upgrades, then remove it for a production/smuggling racket. The resulting racket would be fully upgraded already.

Edited by AlyxMS
Posted
4 minutes ago, AlyxMS said:

 

More questions: (sorry)

How does the smuggling racket work? I set one up, but there is no option to smuggle, only to remove the racket. I thought it's because I don't have enough products(a few items like the tobacco rack works like this), so then I looked again with 21 meth packages in the Sim's inventory, still no other option.


Questions are welcome, that's part of what the forums are for. If you have enough drugs, then the only thing I can guess is that you're trying to smuggle during the day. From experience I know the starting time you can smuggle is 8 PM, but I forget what time that ends until you have to wait for 8 PM another day.

 

Quote

 

Also, a bug!

While testing, I noticed removing the racket does not remove the upgrades. And they are "cross compatible". So you can setup a money laundry racket, get all the free upgrades, then remove it for a production/smuggling racket. The resulting racket would be fully upgraded already.

 


Huh, never thought to try and exploit that that way. Good to know!

Posted
4 hours ago, Loveternity said:


Questions are welcome, that's part of what the forums are for. If you have enough drugs, then the only thing I can guess is that you're trying to smuggle during the day. From experience I know the starting time you can smuggle is 8 PM, but I forget what time that ends until you have to wait for 8 PM another day.

 


Huh, never thought to try and exploit that that way. Good to know!

It is the time of day! It wasn't in the guide and the option was simply not there instead of being greyed out, so I never knew.

 

Also changing the shroom to not be a mushroom fixed the regrow issue. Thanks!

 

---

 

Noticed two other things:

  1. The string of Coca Leaf and Coca Seed is reversed. So that Coca Seed is actually called Coca Leaf in the game and vise versa. Could be a language specific thing though, since Sims stores translations separately and my game isn't in English.
  2. You can sell up to 7 drugs to each person per day by selling up to 3 drugs first, then use the "Seal the deal" interaction again and you can select another 4.
Posted
7 hours ago, AlyxMS said:

It is the time of day! It wasn't in the guide and the option was simply not there instead of being greyed out, so I never knew.

 

Also changing the shroom to not be a mushroom fixed the regrow issue. Thanks!


Ah that's cool. So "shrooms are not mushrooms" is the equivalent of "these aren't the droids you're looking for", glad it worked. I was concerned the edit might mess up already planted shrooms in your save haha.

 

Quote

Noticed two other things:

  1. The string of Coca Leaf and Coca Seed is reversed. So that Coca Seed is actually called Coca Leaf in the game and vise versa. Could be a language specific thing though, since Sims stores translations separately and my game isn't in English.
  2. You can sell up to 7 drugs to each person per day by selling up to 3 drugs first, then use the "Seal the deal" interaction again and you can select another 4.

 

1. Never noticed the names, but I've often noticed the Coca in inventory missing an icon, that's possibly related.
2. Interesting, I remember trying to exploit that but what would happen instead is that if I sold 3 drugs first it would only let me choose 1 drug the second time. I'll try that again some time.

Posted
9 hours ago, AlyxMS said:

The string of Coca Leaf and Coca Seed is reversed. So that Coca Seed is actually called Coca Leaf in the game and vise versa. Could be a language specific thing though, since Sims stores translations separately and my game isn't in English.


So I checked in my game and sure enough the names are reversed in English as well (makes sense, there's only english strings for everything).

I'm quite proud of figuring this out by myself since I lack coding knowledge and have never made a mod for the game. But no one can beat me when it comes to stubborness.

https://prnt.sc/M9pwL5ZgzrUu

 

MonocoDoll_DrugDealing_Coca package. Edit the Strings STBL, simply swap the Leaf and Seed words (2nd and 4th entry).

I also managed to restore the icon in the ingredients XML.

 

<Data>
  <Ingredient_Key>MonocoDoll_Coca_Ingredient</Ingredient_Key>
  <Ingredient_Name>MonocoDoll_CocaIngredient_Name</Ingredient_Name>
  <Rarity>ExtraordinarilyUnusual</Rarity>
  <UiTab>Produce</UiTab>
  <Parent>Vegetable</Parent>
  <Medator_Name>MonocoDoll_CocaIngredientScript_NGMP</Medator_Name>
  <Model_Name>MonocoDoll_Coca</Model_Name>
  <Thumbnail_Model_Name>MonocoDoll_CocaLeaf_Drug</Thumbnail_Model_Name>
  <Plant_Name>MonocoDoll_CocaPlant_Name</Plant_Name>
  <Price>30</Price>
  <CanBuyFromStore>False</CanBuyFromStore>
  <IsMushrooms>False</IsMushrooms>
  <SpawnAtNightOnly>False</SpawnAtNightOnly>
  <IsEdible>False</IsEdible>
 </Data>


Change the Thumbnail_Model_Name to MonocoDoll_Coca. I'll also attach my edited package for convenience, but as a rule of thumb don't trust strangers on the internet.

MonocoDoll_DrugDealing_Coca.package

Posted (edited)

Spent a few more hours with S3PE, seeing if I can do something about plant rarity (shows common no matter what is used in the xml) and fertilizer showing as "unlocalized fertilizer effectiveness".

Changing plant rarity has been a complete failure sadly, I just can't seem to change it no matter what I do.

Fertilizer has been a partial success; I cannot make the plants unusable as fertilizer and get rid of the unlocalized string. I can however give them proper fertilizing properties.

So I thought, what values would make sense for these plants? Drugs kill people, let's make them kill plants too. Mission accomplished. I used the same values that deathfish uses.

 

2.jpg

Edited by Loveternity
Typos
Posted (edited)

So, anyone who's tried the OnlySims skill must have noticed several messages to the player having underscores. Those happened because @MonocoDoll included emojis in the messages and sadly those can't be displayed in game properly, so they appear as _

When he found out he couldn't bring himself to fix them. Only a masochist would comb through the text and remove emojis from those messages.

And that's where I come in.

Took longer than it should due to my inexperience with S3PE, at some point I even managed to make the icons of reward traits from the mod disappear. Don't ask how, I have no freaking clue.

Aaanyway. I simply removed emojis from all messages and replaced those that only consisted of emojis with new messages.

Download the noemojis.package and import it into your ventures package, just replace duplicates and import.

I really hope I didn't mess anything up while doing this. Keep a backup just in case!

NoEmojis.package

Edited by Loveternity
Posted

Oh, lovely! I always thought it's because my game isn't in english and its font doesn't have the special characters. Turns out it's always broken.

 

Thanks for your work.

 

(By the way, I came across MonocoDoll's post on reddit recently, looks like the menstrual cycle mod is basically good to go. I just hope it's independent or can be toggled off, since KW already has a basic cycle built in, would be weird to have two running in parallel.)

Posted

Oh man, I can only hope that as this mod keeps expanding/getting 'add-ons', I can eventually phase out almost all use of KW - I enjoy that mod, but it can be a pain to mange sometimes, and VV just flows so much more naturally for me

Posted

Hi! I'm really enjoying the addition of OnlySims and Simstagram and glad @Loveternity is working with you to help your mod play well together with KW! I just have a couple of questions regarding OnlySims:

-My sim's Simstagram skill is increasing as it should every time she posts, but she has posted several times to OnlySims and is still skill level 1. Is this intended? I will note, I haven't looked into the skill challenges because that isn't something I ever really did with base game skills, but I suppose that might be what's stopping her from earning skill points?

-My sim got her first request on OnlySims to upload a video with a virgin. How is virginity determined by this mod? I keep KW virginity turned off because I find it unrealistic (sims who clearly have children would be considered virgins just because they haven't woohooed since the save game started) and I don't have your virginity mod because I figured it would have the same issue and would be redundant since I can use KW's feature if I ever wanted it. I tried to make a random video with a guy using KW, but it didn't count for whatever reason. My assumption is that this is because he isn't considered a virgin by the mod, but I dunno.

Posted
39 minutes ago, Chrissy90 said:

-My sim's Simstagram skill is increasing as it should every time she posts, but she has posted several times to OnlySims and is still skill level 1. Is this intended? I will note, I haven't looked into the skill challenges because that isn't something I ever really did with base game skills, but I suppose that might be what's stopping her from earning skill points?


Your hunch is right on the money; OnlySims is "gated" by its tiers (gained as challenges) when it comes to how much you can level the skill. I personally love that, because the skill can make insane amounts of money for a Sim; just reaching 50k subscribers with a §20 subscription fee is 1 million per week and that's without including any other money you are making through the week with the skill.

For that same reason I quite like the default quotas increasing quite a lot per tier, it feels like you're earning that dough.

 

Quote

-My sim got her first request on OnlySims to upload a video with a virgin. How is virginity determined by this mod? I keep KW virginity turned off because I find it unrealistic (sims who clearly have children would be considered virgins just because they haven't woohooed since the save game started) and I don't have your virginity mod because I figured it would have the same issue and would be redundant since I can use KW's feature if I ever wanted it. I tried to make a random video with a guy using KW, but it didn't count for whatever reason. My assumption is that this is because he isn't considered a virgin by the mod, but I dunno.


I have never accepted virgin requests honestly. With how I've set up KW finding a virgin is quite challenging and you'd need to get consent, too much trouble for me personally. I asked MonocoDoll and apparently the game keeps track of first woohoos, that's what's being checked. So the debug option of KW virginity would not work for the request simply because it changes the "is virgin" status, but not the "had first woohoo" status.

By the way, when I start a game I don't have that virginity issue with KW. If a premade Sim has children, they're correctly not virgins if KW virginity is enabled. Curious that in your case everyone's a virgin from the start.

Posted
12 minutes ago, Loveternity said:

Your hunch is right on the money; OnlySims is "gated" by its tiers (gained as challenges) when it comes to how much you can level the skill. I personally love that, because the skill can make insane amounts of money for a Sim; just reaching 50k subscribers with a §20 subscription fee is 1 million per week and that's without including any other money you are making through the week with the skill.

For that same reason I quite like the default quotas increasing quite a lot per tier, it feels like you're earning that dough.


Great! That makes perfect sense to me as well.
 

 

13 minutes ago, Loveternity said:

I have never accepted virgin requests honestly. With how I've set up KW finding a virgin is quite challenging and you'd need to get consent, too much trouble for me personally. I asked MonocoDoll and apparently the game keeps track of first woohoos, that's what's being checked. So the debug option of KW virginity would not work for the request simply because it changes the "is virgin" status, but not the "had first woohoo" status.

By the way, when I start a game I don't have that virginity issue with KW. If a premade Sim has children, they're correctly not virgins if KW virginity is enabled. Curious that in your case everyone's a virgin from the start.


Ohh I gotcha. I guess I can try to find a sim who hasn't had their first woohoo yet, but yeah I think I'll end up just cancelling this request and hoping for a better one.

Huh I might be just misremembering the KW virginity thing then. It has been a long time since I used the KW virgin settings. Come to think of it, I think my main problem with it was just that it felt like from the notifications that everyone in town was considered a virgin, even if it wasn't actually the case. I just remember getting notifications of certain sims losing their virginity and thinking that, realistically, they definitely would not have been virgins when the save game started but I guess that's just an overall issue with the game itself in many ways. I mean, it does require a certain level of suspension of disbelief when you have a 20-something moving to a new town, yet having no skills or memory of their family or friends. 😂 So I guess it just comes down to me overthinking it.

Thanks for your help! 🥰

Posted (edited)

Hi having minor issues with the latest version.

For some reason the services have been affect by the mod. Bartenders, Paparazzi, Consignment & Elixir Sims, Proprietor Sims and Baristas have vanished from my game.

I'm confident its something to do with 1.1.0 Removing it they return the next day or when the bar opens.

Past versions had no issues with this issue just wondering if this a known issue with 1.1.0.

Another problem I'm having is once I create a new save and import a household, It seems to get in an endless loading, maybe it loads but after 20 minutes of waiting I have to cancel in fear of being there all night. haha

Hopefully the issue can be sorted, thanks for any help.

Edited by tommy2000
Posted
7 hours ago, tommy2000 said:

Hi having minor issues with the latest version.

For some reason the services have been affect by the mod. Bartenders, Paparazzi, Consignment & Elixir Sims, Proprietor Sims and Baristas have vanished from my game.

I'm confident its something to do with 1.1.0 Removing it they return the next day or when the bar opens.

Past versions had no issues with this issue just wondering if this a known issue with 1.1.0.

Another problem I'm having is once I create a new save and import a household, It seems to get in an endless loading, maybe it loads but after 20 minutes of waiting I have to cancel in fear of being there all night. haha

Hopefully the issue can be sorted, thanks for any help.

@tommy2000
The issues are most likely caused by not having the correct version of the Battery's C# Script Utility mod. 

 

1) ⁠Did you install all the third party mods necessary to install Vile Ventures? The installation guide has all the third party mods you would need.

2) ⁠Do you have the correct version of the Battery’s C# Script utility mod? The correct one is in Nexus mods. The one on MTS is outdated.

3) ⁠Place the Battery’s C# script utility mod in your overrides folder.

Posted

Hmmm. @tommy2000 might be on to something, I haven't had service Sims vanish in my game but I have noticed that they tend to get stuck a fair bit lately. As in they'll appear in the world but instead of going to the lot they're assigned to they will just stay on the road staring into nothingness and Overwatch eventually says they're stuck. A simple reset on them makes them behave as expected.

The tricky part is that this doesn't always happen and I have so many mods that I can't really say that Ventures could have anything to do with it. I will keep an eye on them more now though.

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