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Posted
34 minutes ago, Noneofyodamnbusiness said:

Hi I have tried installing everything just like the directions say and even with all the right packs and extra mods and no other mods this mod crashes my game every time

 


I'll try to save MonocoDoll sounding like a broken record:

If you're certain you've got all the required third-party mods, make sure you have the latest version of C# Utility Script (1.047 at this time) and that it's in your Overrides folder.

If that's already the case, screenshots of what's going on in your mods folder would be welcome, I'm out of ideas without seeing that.

Posted

While I've heard installing the CSharp utility mod in overrides worked great for some, in my case, it just straight up crashes my game on launch.

 

However having it in the regular packages folder works just fine.

Posted

That is strange. Perhaps we're using different resource.cfg files, mine looks like this for comparison:

 

Spoiler

Priority 501
DirectoryFiles Files/... autoupdate
Priority 1000
PackedFile Overrides/*.package
PackedFile Overrides/*/*.package
PackedFile Overrides/*/*/*.package
PackedFile Overrides/*/*/*/*.package
PackedFile Overrides/*/*/*/*/*.package
Priority 500
PackedFile Packages/*.package
PackedFile Packages/*/*.package
PackedFile Packages/*/*/*.package
PackedFile Packages/*/*/*/*.package
PackedFile Packages/*/*/*/*/*.package
Priority 499
PackedFile Test/*.package
PackedFile Test/*/*.package
PackedFile Test/*/*/*.package
PackedFile Test/*/*/*/*.package
PackedFile Test/*/*/*/*/*.package
Priority -50
PackedFile Probation/*.package
PackedFile Probation/*/*.package
PackedFile Probation/*/*/*.package
PackedFile Probation/*/*/*/*.package
PackedFile Probation/*/*/*/*/*.package
Priority 500
PackedFile DCCache/*.dbc


I also have Custom Traits Manager and CCLoader in Overrides. Basically all my "framework" mods typically go in there to ensure priority (possibly unnecessary).

Posted (edited)
14 hours ago, Loveternity said:

That is strange. Perhaps we're using different resource.cfg files, mine looks like this for comparison:
I also have Custom Traits Manager and CCLoader in Overrides. Basically all my "framework" mods typically go in there to ensure priority (possibly unnecessary).

 

Oh good call! I just checked mine and it's a lot different.

 

The priority 1000 and overrides part is missing, the DCCache also isn't there, instead it has PackedFile dbcs/*.dbc. It also attempts to load any .Sims3Mod files in package, which shouldn't even be there.

 

I don't where I even got my cfg. I downloaded it around 2012 to 2014 then never touched it again. Weird how it deviates so much from the standard.

 

Yeah I can see why it was crashing, since nothing in overrides was even being loaded. Can't believe I played the game for years without even realizing this.

 

----

Update: Upon some research, I found out that before version 1.12, installing mods is quite a bit different. It also uses a resources.cfg file but a different one. I probably just copied the old one over instead downloading the new one when I updated. I'm kind of amazed the game functioned perfectly fine for all those years without even loading the resources in DCCaches correctly. Sims 3 is one hell of a resilient game.

Edited by AlyxMS
Posted

Bug confirmed: increasing the dirty money stack maximum value to save inventory clutter will disappointingly cause it to get stuck somewhere between 10 and 11k and stop increasing. Gotta suffer with the default 10k max for now. ;_;

Posted (edited)

Hey its me Again... Quick question, is it possible for me to just install the onlysims/simstagram feature without the drug features? I haven't been using the drug part so i kinda want to uninstall it but im hooked on the social media features

Edited by huhwhy13
Posted
24 minutes ago, huhwhy13 said:

Hey its me Again... Quick question, is it possible for me to just install the onlysims/simstagram feature without the drug features? I haven't been using the drug part so i kinda want to uninstall it but im hooked on the social media features


As far as I know you cannot "turn off" the drug features, however you could disable all autonomy for the drugs and simply ignore them. And if you have NRaas MC, every once in a while you could do Town => Object Stats and delete every drug in the world for good measure. I've been doing just that with KW drugs. :P

Posted

With the latest hotfix I'm not sure if a previously faulty tunable for white widow will fix itself on its own. If you're playing a save made before the hotfix, make sure that after you update the tunable is correct: should be found in Drug Dealing Tunables, kMaxHighQualityWhiteWidowSale. Before the hotfix it was 40, should be 410 instead.

Posted

Found another minor bug/exploit; by default the Shrooms from the mod are categorized as mushrooms, which makes sense. However, that seems to make the shroom plant... immortal. It never "runs out" of shrooms to produce. It also only ever yields 1 shroom per harvest which is way less than specified in the .xml.

If the edit is made to make it not a mushroom (as discussed with @AlyxMS in this post), it behaves just like the rest of the plants; more yields and eventually dies as it should.

Posted
On 1/15/2025 at 1:28 AM, Loveternity said:

Found another minor bug/exploit; by default the Shrooms from the mod are categorized as mushrooms, which makes sense. However, that seems to make the shroom plant... immortal. It never "runs out" of shrooms to produce. It also only ever yields 1 shroom per harvest which is way less than specified in the .xml.

If the edit is made to make it not a mushroom (as discussed with @AlyxMS in this post), it behaves just like the rest of the plants; more yields and eventually dies as it should.

Is that consistent with how normal mushrooms behaves in supernatural? Or is it different also?

 

Anyway, seems like a good thing to me. I had all my plants modded to 99999 lifetime harvest :D

Posted
3 hours ago, AlyxMS said:

Is that consistent with how normal mushrooms behaves in supernatural? Or is it different also?

 

Anyway, seems like a good thing to me. I had all my plants modded to 99999 lifetime harvest :D


If I remember correctly yes, mushrooms tend to give 1 produce per harvest (or at least some of them do if not all). Mushrooms behave differently from the "normal" plants. When you harvest a tomato for example, the tomato plant goes back to its mature stage, then harvest stage, then mature etc. until the plant dies.

Mushrooms go all the way back to the initial stage which makes sense, you're not taking just a produce from a plant, you take the whole grown thing! But still, it will only regrow so many times until it dies. Shrooms from this mod just don't seem to ever die if ismushrooms is set to true.

Posted

Maybe I have overlooked something. I am trying to figure out how to do the drug smuggling racket and the money laundering racket. I have them set up on appropriate lots, but, I can't seem to do anything else with them other than the upgrades on the smuggling racket. How do you get the smuggling operation to occur and how do you do the laundering of dirty money? Are these abilities associated with another area other than clicking on Vile Ventures in the lot menu? At current, my drug dealing level is at 5, I went and increased my level with the NRaas to check things and still no option to do the above mentioned actions.

Posted (edited)
5 hours ago, rftucker79 said:

Maybe I have overlooked something. I am trying to figure out how to do the drug smuggling racket and the money laundering racket. I have them set up on appropriate lots, but, I can't seem to do anything else with them other than the upgrades on the smuggling racket. How do you get the smuggling operation to occur and how do you do the laundering of dirty money? Are these abilities associated with another area other than clicking on Vile Ventures in the lot menu? At current, my drug dealing level is at 5, I went and increased my level with the NRaas to check things and still no option to do the above mentioned actions.

@rftucker79 Yeah the drug smuggling one isn't documented very well and there isn't any in-game hint. You have to have 20 cocaine bricks or 20 meth packages(not baggies) in your Sim's inventory, then click on the lot you have the racket on after 20:00. The option should be there in the same menu where you can upgrade or remove the racket. If you have upgraded the staff, you probably need 25 instead. If either requirement is not fulfilled, the option will just not show up.

 

As for money laundering, the option has always been there for me. Maybe you needed some dirty cash in your inventory? It's also in the lot's menu. Your Sim would just go there for like an hour and gain a moodlet. Once that expires all the dirty money will be added to your funds and you also get -3 heat. If the lot you set up a racket on isn't a rabbithole(like a grocery or a book store), you'll need to add a computer on the lot to do that.

 

I think there should be a grey-out version of those interactions with tips on what's missing, like the chemical table tips on drug making.

Edited by AlyxMS
Posted

sorry if this has already been answered somewhere. was wanting to know how to update to the new version. didn't want to go and overwrite my current files without making sure of how to do the update.

Posted
1 minute ago, rftucker79 said:

sorry if this has already been answered somewhere. was wanting to know how to update to the new version. didn't want to go and overwrite my current files without making sure of how to do the update.


Same way you'd update most mods; replace your older files with the new ones and you should be good to go.

Depending on how old your previous version is, you might need to readjust the tunables to your liking. That's done in game now, not through S3PE.

Posted
On 1/15/2025 at 1:28 AM, Loveternity said:

Found another minor bug/exploit; by default the Shrooms from the mod are categorized as mushrooms, which makes sense. However, that seems to make the shroom plant... immortal. It never "runs out" of shrooms to produce. It also only ever yields 1 shroom per harvest which is way less than specified in the .xml.

If the edit is made to make it not a mushroom (as discussed with @AlyxMS in this post), it behaves just like the rest of the plants; more yields and eventually dies as it should.

I was just editing the mushroom back into a non-mushroom earlier, since I don't have Supernatural. I noticed it's life time harvestable count is 40, which is quite high. Considering you were only yielding 1 shroom per harvest... Did you test harvest over 40 times? Perhaps it's not immortal after all.

 

Also glad someone asked about the update here. I wouldn't know there's an update otherwise.

Posted
4 hours ago, AlyxMS said:

I was just editing the mushroom back into a non-mushroom earlier, since I don't have Supernatural. I noticed it's life time harvestable count is 40, which is quite high. Considering you were only yielding 1 shroom per harvest... Did you test harvest over 40 times? Perhaps it's not immortal after all.

 

Also glad someone asked about the update here. I wouldn't know there's an update otherwise.


I'm positive it was well over 40 because I saw red toadstools die off twice. Those are mushrooms with 30 max harvestables and they yield 1 toadstool at a time, so that's at least 60 harvests on the shrooms.

@MonocoDoll loves to be sneaky on the updates. :P

Posted

Just to give everyone a heads up, I've been working on new meshes for the next update. Once I finish with these meshes, I will begin working on the script to implement new features. Once I touch the script, any bug fixes found will only be fixed after the update. Unless it is gamebreaking(Causes Crashes, Corrupts sims/objects, etc). Looking forward to introducing new skills and criminal activities 😊

Posted (edited)

Hi there!  This is more of a thought than a request, but would it be possible to make a light version of this mod...  like a version which doesn't use the drugs, weapons or criminal element?  Again, this is more of a thought than a request.

Edited by 0bl1v10ngam3r
Posted (edited)

Hi :) Noticed some minor bugs:

1. My sim will occasionally lose a trait despite not having done any drugs. I saw earlier in the thread some of the drugs can cause trait changes that revert to normal eventually, but considering my sim hadn't used any drugs I'm not sure why her traits are disappearing.

2. The Size Queen trait and Busty Beauty trait don't like to stay. There is seemingly a 50/50 chance they will be there when I next load my game. The dick preference traits seem to stick, though. I also noticed some of my rewards from the game itself (namely Observant) sometimes disappear as well. They do eventually reappear, so it might be just the icons being buggy? Not sure.

Edited by Chrissy90
Posted

@Chrissy90 1. and 2. might be one and the same. I have tested trait changes a lot and came to the conclusion that EA f'd up big time. @MonocoDoll said that the code for this was taken directly from how drinks from Late Night temporarily swap traits.

I originally thought KW might have something to do with it, but KW just makes the problem more noticeable because of the traits it adds, hidden or otherwise. But this can happen even in the vanilla game.

I know what you're thinking; "What does that have to do with reward traits like Size Queen?". Well, the "temporary" trait change can take those away too.

And now you're thinking "But my sim didn't do drugs". Well, if they have a menstrual cycle that also comes with temporary trait changes during period and PMS.

Long story short; the temporary trait changes are a wonderful idea and I wish they worked as intended. There is a tunable for Ventures to disable them, the menstrual cycle mod should have one in future.

Posted
On 12/9/2024 at 7:30 AM, Loveternity said:


You can make heroin out of it with the chemistry table. I told @MonocoDoll that the guide is misleading about the ingredients, but he's only human and probably forgot to fix that.

The correct ingredients are 16 opium and 5 baggies, that is all.

i'm glad this has already been asked, i was looking for same thing, thanks for the update

Posted
On 1/17/2025 at 3:41 PM, MonocoDoll said:

Just to give everyone a heads up, I've been working on new meshes for the next update. Once I finish with these meshes, I will begin working on the script to implement new features. Once I touch the script, any bug fixes found will only be fixed after the update. Unless it is gamebreaking(Causes Crashes, Corrupts sims/objects, etc). Looking forward to introducing new skills and criminal activities 😊

Coming back to this. I completed the current list of meshes I wanted to work on. I will now begin working on the script for the upcoming update. This means that any bugs found will only be fixed after the next major update is released. Unless it is a gamebreaking bug. 🙂

Posted
5 hours ago, prrincetta said:

is this available with 1.67?


Yes, any 1.66 or newer version should work. Fair chance that if you're on 1.69 you'll get a warning when launching the game but it should be safe to ignore.

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