pipdude Posted August 8, 2016 Posted August 8, 2016 Performance-wise TS4 is way better than TS3, mostly due to it not having the huge open world with tonnes of sims to simulate. Unfortunately I guess that also means that WW won't get to be as amazing as OKW and its rapists/flashers/peeping toms and people spontaneously banging all across the map. That raises a question I've been wondering. Does TS4 still track the activities and progress of "off-map" NPCs? Or, are they pretty much frozen in time until the player crosses their path? There is Story Progression, regardless of what others are saying, but it isn't something you really notice while playing. These changes are slow and small, so it's hard to see the difference, but sims are going forward. WW will include sims learning about exhibitionism and sex when they are not being loaded. Is that progression just sort of numeric? Or, does it actually build a timeline of non-viewable events ("xyz talked to abc and agreed to go on a date", etc.)? I'm thinking of oblivionwithdongs point and wondering if there isn't a way to give the user notifications of these off-map events similar to KW. Seems unlikely, but maybe there is even a way to jump over and view those events in progress on different maps? I believe you can jump between sims in different places. So, the switching mechanics are there. Just not sure how much the engine gives mod scripts access to those functions...
eilismurphy Posted August 8, 2016 Posted August 8, 2016 I'm extremely confused, I've put all the files required in my mods folder, using the method you said.and i've downloaded everything needed for this mod to work, except it's not showing up in my game. Like nothing at all is. I'm getting no notification. And it's all in my mods folder. Do you have any idea on how I can get this to work?
TURBODRIVER Posted August 8, 2016 Author Posted August 8, 2016 Performance-wise TS4 is way better than TS3, mostly due to it not having the huge open world with tonnes of sims to simulate. Unfortunately I guess that also means that WW won't get to be as amazing as OKW and its rapists/flashers/peeping toms and people spontaneously banging all across the map. That raises a question I've been wondering. Does TS4 still track the activities and progress of "off-map" NPCs? Or, are they pretty much frozen in time until the player crosses their path? There is Story Progression, regardless of what others are saying, but it isn't something you really notice while playing. These changes are slow and small, so it's hard to see the difference, but sims are going forward. WW will include sims learning about exhibitionism and sex when they are not being loaded. Is that progression just sort of numeric? Or, does it actually build a timeline of non-viewable events ("xyz talked to abc and agreed to go on a date", etc.)? I'm thinking of oblivionwithdongs point and wondering if there isn't a way to give the user notifications of these off-map events similar to KW. Seems unlikely, but maybe there is even a way to jump over and view those events in progress on different maps? I believe you can jump between sims in different places. So, the switching mechanics are there. Just not sure how much the engine gives mod scripts access to those functions... It's not really like that, because when you load the map then the game prepares what sims are there and gives them something to do so it seems like they have been there already. Story Progression works more in a way of pushing things forward, like pregnancy, career, relations, skills etc. There are no actions, these things just happen, that's what Story Progression is. What happens in KW is autonomy for loaded sims, by either having already loaded household or loading it by the mod. I would assume the game picks random sims and tries to trigger these situations. I could make it so the game says that there is something happening in another map and make you go there and actually see something happening, but that would be just me setting it up, just like KW does it. I'm extremely confused, I've put all the files required in my mods folder, using the method you said.and i've downloaded everything needed for this mod to work, except it's not showing up in my game. Like nothing at all is. I'm getting no notification. And it's all in my mods folder. Do you have any idea on how I can get this to work? As for everybody else. Make sure you at least have 1.20 version of the game. Make sure you enabled normal mods and script mods in the game options. Make sure you did not put the files of the mod too deep into other folders in the 'Mods' folder.
eilismurphy Posted August 8, 2016 Posted August 8, 2016 I've checked and both are enabled in my game, it's updated and they aren't buried in any files ( my sims game sucks. i always get problems when i try to download mods
BT523 Posted August 8, 2016 Posted August 8, 2016 About sonorisation of the animations, will be easy to find some files on internet I think : http://freesound.org/people/markystar/sounds/75272/ If needed, I will be glad to help for synchronization of sound tracks (voices, noises) and animations. But ok, sound stuff are for later.
TURBODRIVER Posted August 8, 2016 Author Posted August 8, 2016 I've checked and both are enabled in my game, it's updated and they aren't buried in any files ( my sims game sucks. i always get problems when i try to download mods But what version do you have? it has to be at least 1.20. It says it in the first screen after the game loads: http://imgur.com/dCHtmhZ About sonorisation of the animations, will be easy to find some files on internet I think : http://freesound.org/people/markystar/sounds/75272/ If needed, I will be glad to help for synchronization of sound tracks (voices, noises) and animations. But ok, sound stuff are for later. It's not that we don't have the sounds, we need to create a list of sounds from the game that we can use. This mean that we have to find which sounds are fitting and write down their ids/names. I would even try to add sounds to my animations now if I've had the names.
zardoz345 Posted August 8, 2016 Posted August 8, 2016 I've done only a little testing with the mod so far but i've had bugs where the wicked option will disappear for specific sims after they engage in an action. Those same sims however will also be stuck in an animation loop going through all the animations and will never stop. I believe me clicking to stop the action is what causes the wicked menu to go away for those sims. I haven't put enough time into Sims 4 to determine if this is due to my setup or an isolated issue. I will do more testing when I have time.
TURBODRIVER Posted August 8, 2016 Author Posted August 8, 2016 I've done only a little testing with the mod so far but i've had bugs where the wicked option will disappear for specific sims after they engage in an action. Those same sims however will also be stuck in an animation loop going through all the animations and will never stop. I believe me clicking to stop the action is what causes the wicked menu to go away for those sims. I haven't put enough time into Sims 4 to determine if this is due to my setup or an isolated issue. I will do more testing when I have time. It's probably the mod itself, there are some bugs in this release. Most of these issues were fixed in the private builds on Patreon and soon they will be release for everybody. If you want to fix these issues use 'wickedwoohoo.stopsex' command or remove WickedWoohooMod folder from 'saves' folder. Sorry for the problems.
Darkening Demise Posted August 8, 2016 Posted August 8, 2016 Exclusive Animations for FLOOR incoming: Handjob STAGE 01 Oh yeah GILF alert!
spore123 Posted August 8, 2016 Posted August 8, 2016 Damn you Turbodriver........... I've not got all the sims 4 bits released so far downloading: tomorrow evening could be fun getting mods sorted!
Kendo 2 Posted August 9, 2016 Posted August 9, 2016 Performance-wise TS4 is way better than TS3, mostly due to it not having the huge open world with tonnes of sims to simulate. Unfortunately I guess that also means that WW won't get to be as amazing as OKW and its rapists/flashers/peeping toms and people spontaneously banging all across the map. That raises a question I've been wondering. Does TS4 still track the activities and progress of "off-map" NPCs? Or, are they pretty much frozen in time until the player crosses their path? There is Story Progression, regardless of what others are saying, but it isn't something you really notice while playing. These changes are slow and small, so it's hard to see the difference, but sims are going forward. WW will include sims learning about exhibitionism and sex when they are not being loaded. Is that progression just sort of numeric? Or, does it actually build a timeline of non-viewable events ("xyz talked to abc and agreed to go on a date", etc.)? I'm thinking of oblivionwithdongs point and wondering if there isn't a way to give the user notifications of these off-map events similar to KW. Seems unlikely, but maybe there is even a way to jump over and view those events in progress on different maps? I believe you can jump between sims in different places. So, the switching mechanics are there. Just not sure how much the engine gives mod scripts access to those functions... Sims 4 doesn't track unplayed Sims, only the current household. If you're not playing a household they will never get jobs, go on dates, have kids, increase skills, or anything else. The only thing they will do is age up and eventually die. There isn't story progression like Sims 3 and any new Sims are pulled from the SimBin when they spawn for the first time. Then they go to Not in World Households.
pipdude Posted August 9, 2016 Posted August 9, 2016 I could make it so the game says that there is something happening in another map and make you go there and actually see something happening, but that would be just me setting it up, just like KW does it. That would be cool. I think that KW feature makes the game more replayable. Watching a domino effect across the town(s) unfold from your decisions.
DCslaysmarvel Posted August 9, 2016 Posted August 9, 2016 Back on my sims 4 Udated and everything works perfectly
Eksclusiv Posted August 9, 2016 Posted August 9, 2016 Sims 4 doesn't track unplayed Sims, only the current household. If you're not playing a household they will never get jobs, go on dates, have kids, increase skills, or anything else. The only thing they will do is age up and eventually die. There isn't story progression like Sims 3 and any new Sims are pulled from the SimBin when they spawn for the first time. Then they go to Not in World Households. To be fair: The game tracks their relationships in the background. Say, you play household A and are in the park. Maybe household B is in the Park as well and will get involved in a social encounter with townies, so the new created relationship to them is saved by the game.
Kendo 2 Posted August 9, 2016 Posted August 9, 2016 Yeah, I noticed that when I was filling empty houses a while back. I've also seen Sims I've never played fighting with one another, so they do form relationships on their own, they just don't 'take it to the next level' like they did in Sims 3. But I really don't miss it after playing Sims 4. I wasn't complaining or trolling, just answering a question I knew the answer to.
TURBODRIVER Posted August 9, 2016 Author Posted August 9, 2016 I've released new update on Patreon and if this release has no more major bugs I will aim into releasing it for everyone soon. Here are the changes: Added checking for broken sex interactions and restarting them if any problems are detected Made sex animations that remove bottom outfit part to remove shoes with it Changed mirror 'Admire Yourself Sexually' option be available on every level, but only give experience below level 4 Fixed bug preventing from using custom locations for animations Sims 4 doesn't track unplayed Sims, only the current household. If you're not playing a household they will never get jobs, go on dates, have kids, increase skills, or anything else. The only thing they will do is age up and eventually die. There isn't story progression like Sims 3 and any new Sims are pulled from the SimBin when they spawn for the first time. Then they go to Not in World Households. Quick glance inside of Sims 4 code will show that there is a whole system for story progression and every element is named for what it does.The game for sure handles:'CareerStoryProgression/StoryProgressionDemographicEmployment/' for finding a job, getting a promotion, getting fired or retire.'StoryProgressionActionPregnancy' if child has already born and progressing the stage of pregnancy.'StoryProgressionGenealogyPruning' is not that interesting I guess..'StoryProgressionPopulateAction' for generating new random sims that live in your world.'StoryProgressionDestinationPopulateAction' for renting lots and filling them up with sims.'StoryProgressionRelationshipCulling' for creating (if sim has no relations at all), changing and destroying relationships.'StoryProgressionActionMaxPopulation' for sims moving away when there are too many sims living in your world. Story Progression in Sims 4 (I don't know what people expect, that what it's called in Sims 4) collects everything in your world, checks the demography for actions, scores every action and picks something to happen. Then it adds it to a stack and triggers these things when time passes. This is what I've got from looking at the code, I am not saying that this is 100% correct.I will give you that there is nothing in the code that indicates they progress the skills. On the other hand there could be a lot of story progression stuff in the tuning files that is not visible in code.I understand you may get the impression that nothing is actually happening in the game, but note that if something is happening really slow, you may not even notice that something is happening.And I don't want to be protecting story progression in Sims 4 in any way, this is just what I've found while working on the mod.
Kendo 2 Posted August 9, 2016 Posted August 9, 2016 Pretty sure there are xmls with the the prefix 'NPC' to handle or create soak situations like assigning Sims to be entertainers at lounges, trainers at gyms or doctors to deliver babies. There are also soak situations for the 3 Get to Work jobs that have lots. From my limited understanding I believe the StoryProgressions you listed only apply to played households and only when they are being actively played. Otherwise Sims are not autonomous. That's why when you switch between households in one play session Sims are standing outside of their house and late to work or school when you open their lot. They aren't doing things on their own aside from randomly spawning on public lots. If they aren't being played, Sims in Sims 4 don't progress. In one play through I did the little kid Alexander Goth was an old man living in that big spooky house by himself. He never got married or had kids. He was my chess playing buddy and he was always home so he never got a job or went to work either.
TURBODRIVER Posted August 9, 2016 Author Posted August 9, 2016 Pretty sure there are xmls with the the prefix 'NPC' to handle or create soak situations like assigning Sims to be entertainers at lounges, trainers at gyms or doctors to deliver babies. There are also soak situations for the 3 Get to Work jobs that have lots. From my limited understanding I believe the StoryProgressions you listed only apply to played households and only when they are being actively played. Otherwise Sims are not autonomous. That's why when you switch between households in one play session Sims are standing outside of their house and late to work or school when you open their lot. They aren't doing things on their own aside from randomly spawning on public lots. If they aren't being played, Sims in Sims 4 don't progress. In one play through I did the little kid Alexander Goth was an old man living in that big spooky house by himself. He never got married or had kids. He was my chess playing buddy and he was always home so he never got a job or went to work either. I thought I've saw in-code description saying it schedules story progression actions and triggers them overtime which could mean they happen no matter what active household you're at. But I don't know and I don't see the point to look into it anymore, you're probably right anyway. Nevertheless I still can create fake story progression, just like I did it with Exhibitionism and sims learning the skill over time.
Kendo 2 Posted August 9, 2016 Posted August 9, 2016 Being clever enough to fake it is good enough. It's just a damn game anyway. The lack of progression doesn't matter if you can fool me into thinking there is. I was just musing over the possibility of WickedWoohoo being used for things like stalkers, streakers, etc. It would would be pretty funny to go to a park and some perv wanking it in the bushes or people who have no business being naked in public streaking. Stuff like that. I'm not saying you should be the one to add that stuff, but it would be a nice touch if someone found out a way to create soak behaviors and have the Sims who meet the criteria spawn on a lot.
Guest Posted August 9, 2016 Posted August 9, 2016 I don't know if anyone has reported this yet (probably yes) but the hard penis mesh still needs to be updated for the gender patch, it's borked even on male sims w/male frame! But I guess that mesh hasn't been updated by its original owner so you can't do anything about it, right?
TURBODRIVER Posted August 9, 2016 Author Posted August 9, 2016 Being clever enough to fake it is good enough. It's just a damn game anyway. The lack of progression doesn't matter if you can fool me into thinking there is. I was just musing over the possibility of WickedWoohoo being used for things like stalkers, streakers, etc. It would would be pretty funny to go to a park and some perv wanking it in the bushes or people who have no business being naked in public streaking. Stuff like that. I'm not saying you should be the one to add that stuff, but it would be a nice touch if someone found out a way to create soak behaviors and have the Sims who meet the criteria spawn on a lot. I would love to do these sort of things and I am sure I can, we will see in the future I don't know if anyone has reported this yet (probably yes) but the hard penis mesh still needs to be updated for the gender patch, it's borked even on male sims w/male frame! But I guess that mesh hasn't been updated by its original owner so you can't do anything about it, right? Not sure what are you talking about, I am not that experienced with CC stuff. Can you explain in more details and how can I notice it in the game and what does this mean? Because I've never saw anything being wrong.
Guest Posted August 9, 2016 Posted August 9, 2016 Not sure what are you talking about, I am not that experienced with CC stuff. Can you explain in more details and how can I notice it in the game and what does this mean? Because I've never saw anything being wrong. Huh, how strange. The first time I downloaded this mod, whenever my sim got a boner the hips and legs would have had a weird distortion, but now I've redownloaded it and that problem is gone. By the way, is there any way to use all animations regardless of gender?
TURBODRIVER Posted August 9, 2016 Author Posted August 9, 2016 Not sure what are you talking about, I am not that experienced with CC stuff. Can you explain in more details and how can I notice it in the game and what does this mean? Because I've never saw anything being wrong. Huh, how strange. The first time I downloaded this mod, whenever my sim got a boner the hips and legs would have had a weird distortion, but now I've redownloaded it and that problem is gone. By the way, is there any way to use all animations regardless of gender? I've released a fix for the hard penis cas part because it had a lot of issues in the original state, so maybe that is the case And for the genders, new version on Patreon has an option to completely disable gender restrictions. It will be available soon for everybody.
Eksclusiv Posted August 9, 2016 Posted August 9, 2016 Alright, I've finally managed to create my own .package file (thanks to Turbodriver and his patience). Now the next step should be learning how to do animations properly. I'd really love to achieve the amount of detail of Mike's animations, however, I have no clue how to make the (upper) body 'bounce'. When I use spine0, 1 or 2 in blender the animations always end up being very stiff. Mike, would you please tell me which bones you use for that effect ? And how do you do it? Well, here is one animation: As soon as I create more and learn how to add new animations to my package file I'll upload it.
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