Jump to content

[Mod][XCL] [0.25.6] Paradise Mall Expanded [Paradise Mall Location Framework]


Recommended Posts

Posted

[XCL] [0.25.6] Paradise Mall Expanded [Paradise Mall Location Framework]


Ever felt that Paradise Mall is a bit too cramped with mods adding more and more locations to the Mall?
 

Well do I have the mod for you!
 

Paradise Mall Expanded adds several new passages inside the mall to make the mall feel like a much bigger place.

  • Entrance Hall
    • Jitters
    • Bubba Zipple Vending Machine
    • Loiter
    • Mods that don't have support for PMX end up here as well as this is where the mall options around still fires
  • West Wing
    • Lower Level - Clothing
      • Bonwit Teller
      • Salvation Armani
      • Laundromat
    • Upper Level - Luxury
      • Headlines
      • Wrist Craft
      • Pelican Trust
  • East Wing 
    • Lower Level - Technology & Entertainment
      • Radio Shack
      • Blockbuster
      • Serendipity Comics
    • Upper Level - Medical
      • X-Change Pharmacy
      • Nano Nano
      • Mutatio
         

Walking between areas is a real loiter step (events/catcalls/encounters can fire), each area has its own flavor-line bank, and leaving a store puts you back in the wing the store lives in, not at the entrance.

No interior shop passages are touched so no interferance with any base game or modded shops.
 

New modder hooks: registry parents mall_west_lower / mall_west_upper / mall_east_lower / mall_east_upper plus matching *_options passage tags, and $pmx_area for scoping.

For example, this is how Neon Desires gets added:
 

:: Neon Desires Link [mall_options]
{
  (unless:$pmx_installed is defined)[
    (display:"Neon Desires Mall Link")
  ]
}

:: Neon Desires Mall Link
(show_tooltip:[{
  (link:"Neon Desires")[
    (set:$places_visited to $places_visited + (a:"neon desires"))
    (cs:"Neon Desires")
  ]
}],[Adult fun for everyone! Toys, outfits, and more.])

:: Neon Desires west wing place [register_places]
{
  (set:$registered_places to it + (a:(dm:
    "id","neon_desires:west_wing",
    "parent","mall_west_lower",
    "label","Neon Desires",
    "tooltip","Adult fun for everyone! Toys, outfits, and more.",
    "kind","passage",
    "passage","Neon Desires",
    "visit flag","neon desires",
    "sort",40
  )))
}

 

Posted

I never said anything before because it seemed like a big ask, but now that you are making the mall more "realistic"... Any chance you can expand this by adding an actual Mall Security area, and then unlocking the ability for the MC to shoplift and get caught like Alexia does in the base game with consequences similar to what the base shoplifting results in? Also, if mall security 'does' get added, any chance that it can become a possible job / side job where you have to patrol the mall and catch / escort out unruly people or shoplifters?

 

If the answer is that you already have too much to work on as is, but that the code should be relatively easy to unlock I might try my own hand at dabbling here. But honestly I don't have much free time myself these days so it might take a while before I could even get started on these concepts.

Posted
On 8/4/2026 at 10:21 PM, Selai said:

I never said anything before because it seemed like a big ask, but now that you are making the mall more "realistic"... Any chance you can expand this by adding an actual Mall Security area, and then unlocking the ability for the MC to shoplift and get caught like Alexia does in the base game with consequences similar to what the base shoplifting results in? Also, if mall security 'does' get added, any chance that it can become a possible job / side job where you have to patrol the mall and catch / escort out unruly people or shoplifters?

 

If the answer is that you already have too much to work on as is, but that the code should be relatively easy to unlock I might try my own hand at dabbling here. But honestly I don't have much free time myself these days so it might take a while before I could even get started on these concepts.


I believe there is already a shopliftiing mod isn't there, not sure if its updated or not for 0.25. If it doesn't look like it will be I can merge it into PMX as I like your ideas

Posted

There's been something like 2 mods that change how common Alexia asks for a ride / shoplifts, but AFAIK none that let the MC shoplift and face consequences. I'm seriously considering doing the work for that one myself as I have in the back of my mind possibly making an overly complex system in order to make and attach in a thief-y progression system including pickpocketing, con-games, shoplifting, house break-ins, and maybe more.

I just need the actual free time to commit to it.... which probably will not happen for a while as work is being a royal pain atm with five coworkers currently out from injury or major health issues. Which is causing the entire remaining team to put in crushing overtime between double shifts and having to come in even on supposed scheduled off days. Lost count of when I last got to take a break.

Posted
10 hours ago, Selai said:

There's been something like 2 mods that change how common Alexia asks for a ride / shoplifts, but AFAIK none that let the MC shoplift and face consequences. I'm seriously considering doing the work for that one myself as I have in the back of my mind possibly making an overly complex system in order to make and attach in a thief-y progression system including pickpocketing, con-games, shoplifting, house break-ins, and maybe more.

I just need the actual free time to commit to it.... which probably will not happen for a while as work is being a royal pain atm with five coworkers currently out from injury or major health issues. Which is causing the entire remaining team to put in crushing overtime between double shifts and having to come in even on supposed scheduled off days. Lost count of when I last got to take a break.


I was talking about this one here: 


It hasn't been updated since 22/04/2025 so I might just fold it into this one into PMX. 

Sorry to hear that, that sounds awful, hopefully they come back soon.

Posted
On 8/11/2026 at 1:33 AM, Selai said:

There's been something like 2 mods that change how common Alexia asks for a ride / shoplifts, but AFAIK none that let the MC shoplift and face consequences. I'm seriously considering doing the work for that one myself as I have in the back of my mind possibly making an overly complex system in order to make and attach in a thief-y progression system including pickpocketing, con-games, shoplifting, house break-ins, and maybe more.

I just need the actual free time to commit to it.... which probably will not happen for a while as work is being a royal pain atm with five coworkers currently out from injury or major health issues. Which is causing the entire remaining team to put in crushing overtime between double shifts and having to come in even on supposed scheduled off days. Lost count of when I last got to take a break.


I think you'll enjoy the new update

Posted

Hi Athena,

Me and my 'friend' Qwen converted the mall area navigation to the museum-style/bar-style/forest-style arrows navigation ($navigation + (display:"navigation")) and added a skybridge connecting the two upper levels to improve the movement around. The arrows fire (cs:"pmx goto X"), which lands in a fresh passage where the (screen:) scaffold doesn't exist yet, so the page rendered empty — each goto now builds the scaffold via a new "pmx screen scaffold" passage before pmx area walk. Both updated Twee files are in the attachment.

 

Now that there is a 'real' navigation system, if you have time and like the idea, it can be fun to enhance the shoplift escape game-play into a tag game (if you pick the wrong direction or the fast 'back to entrance' button they stop you).

 

The txt contains how to apply and the changes (should be kinda clear). It's 'vibecoded' tho it works fine and lgtm.

pmx-nav-update.txt

Posted
On 8/13/2026 at 9:30 AM, gionsnow said:

Hi Athena,

Me and my 'friend' Qwen converted the mall area navigation to the museum-style/bar-style/forest-style arrows navigation ($navigation + (display:"navigation")) and added a skybridge connecting the two upper levels to improve the movement around. The arrows fire (cs:"pmx goto X"), which lands in a fresh passage where the (screen:) scaffold doesn't exist yet, so the page rendered empty — each goto now builds the scaffold via a new "pmx screen scaffold" passage before pmx area walk. Both updated Twee files are in the attachment.

 

Now that there is a 'real' navigation system, if you have time and like the idea, it can be fun to enhance the shoplift escape game-play into a tag game (if you pick the wrong direction or the fast 'back to entrance' button they stop you).

 

The txt contains how to apply and the changes (should be kinda clear). It's 'vibecoded' tho it works fine and lgtm.

pmx-nav-update.txt 21.23 kB · 0 downloads


Hi, 

I probably will stick with the navigation thats currently there as it has benefits such as being able to hover on the locations to tell you what stores are there, which it renders dynamically so even modded shops will show up when installed, and its easier to programme with random encounters for the mall events and NPC encounters. I think I might take the sky bridge though

Posted (edited)
23 hours ago, AthenaWilliams said:

I probably will stick with the navigation thats currently there as it has benefits such as being able to hover on the locations to tell you what stores are there, which it renders dynamically so even modded shops will show up when installed, and its easier to programme with random encounters for the mall events and NPC encounters. I think I might take the sky bridge though

 

Qwen took very seriusly your report and came up with a fix on the dinamic hover on the arrow. Everything was done after verifying that it doesnt touch any of the mall events (they work exactly as using ur system) as before imma let here the txt with the pieces of code. :)

 

pmx-nav-update2.txt

Edited by gionsnow
Posted

Sorry for coming back twice on the same thing, but I made a second version that I think you might actually like, since it keeps your navigation system.

Also sorry for being pedantinc, tho I genuinely believe the mod is good in its simplicity, but there is only this slight issue that  kind of "ruins" it for me: all the buttons sit one right after another with no clear separation, so the whole list reads as a single dense block. You cant tell at a glance where one section ends and another begins, so every visit forces you to re-scan everything and hunt for the button you want expecially when a new render with a new format is triggered. It's a small thing visually, but it's a constant, avoidable mental + visual load.

 

So this second version is your same tooltip navigation, but with the options split into two groups: navigation on top (wings/levels + leave), shops below, separated by a slim theme-aware divider. The "back to entrance" / "leave" links no longer hide among the shops.


It also includes the same scaffold bugfix as the arrows version — the links now use (cs:"pmx goto X") so navigation works from inside the car display too (previously the nav "stayed there" and did nothing), plus the skybridge you said you might take, in this case as hover links on the upper floors.

 

 

pme_UI_enanched.txt

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...