XaiJu
triplissims
triplissims

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Mods Updated for November 13, 2018 Patch

Hey folks, I just got finished updating a bunch of mods. Most were given an update, even if they don't use scripts, as there was some build-up of tuning errors that I hadn't addressed in the past.

You can find them all here: https://triplis.github.io/

Let me know if you spot any broken features. I did some cursory testing, but a lot was checked via looking for errors appearing in logs, rather than testing each mod in turn, so it's possible I missed some issues.

Also, I added another mod to the list called Walk Your Way. It's a little mod that allows you to toggle Walk, Run, or Jog as your walkstyle that overrides most others. I made it on a whim one day after reading some discussion on the forums about someone wanting to walk around slowly, but never officially released it until now.

Happy simming!

And a big thank you to the folks who worked out tools for scripts and updating scripts for the changes being done to the game. Most notably (that I know of) Andrew of Sims 4 Studio and Fogity. There's a whole list of people credited for helping out on that mentioned in this thread, which also happens to be a place you can keep track of mods that are updated or broken (thanks to luthienrising for keeping track of it all!): https://forums.thesims.com/en_US/discussion/950909/broken-updated-mods-python-terrain-update-get-famous-nov-18/p1

Comments

It's good practice to back up save files you really care about just to be safe. But as far as updating goes, generally speaking, all you have to do is delete the old files and replace them with the new ones. Updated versions are typically the entire mod, with some changes made. That's how most modders do it most of the time. If you run into a situation where you accidentally deleted a mod and then loaded up a save you care about with progress in it, you can just not overwrite that save file (exit the game instead) and reload it once you've got the mod files back. Basically, the mod progress is going to be tied to particular save files where you have progress in it, so as long as you don't overwrite those save files while the mod is uninstalled, you should be fine. There are also sometimes cheats you can use to get back progress easily if such an issue arises. For example, with my sorcerer mod and thinking skill mod, you can use cheats to set your skill level.

i'm a newbie when it comes to modding, how do i update a mod without deleting my progress in it? do i just delete the files and then put in the new ones or are there things i have to leave?

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No problem, glad to hear you've got it more or less working how you want. :)

took some digging, but i found the animation info i needed. And I did end up fixing that invis thing like you said. got a couple things to figure out still, but overall everything seems to be working great. thanks for the help, trip.

Hey Jeffrey, re: invisibility, there's something under basic_extras that tells the sim to go invisible base on timing built into the animation. I forget about that part when saying the animation can be changed easily. It wasn't untrue, but changing or removing the animation means that part won't work quite right, as the timing of it, IIRC, relates to that particular animation. You can, however, just remove the part from basic_extras that tells the sim to go invisible. As for grim's warps, you'll want to use Scumbumbo's XML Extractor (or Sims 4 Studio) to get access to the animation element files for the game, then you can find the grim ones.

managed to make some progress and eliminate the first spin, but removing the second one as well seems to break it and force me to go invis. any idea how i might reference the base game within the mod package? i had an idea about using grim's warps, but I cant seem to work out how to link them to the mod.

Apparently just removing the animation from the teleport scripts makes it instant, while also rendering the sim invisible until i use "go here". So it looks like changing it will be the only option. I'll have to go over it a bit more, but I'm fairly sure simply commenting it out wont help either. small vid of my screwup, if you're interested xD <a href="https://imgur.com/a/zFx2pAR" rel="nofollow noopener" target="_blank">https://imgur.com/a/zFx2pAR</a>

No problem, good luck with your experimenting. :)

I typically only play a Dark aligned sim, so I guess I could try to swap it to whatever grim uses when he warps in? I'll have to givve it a look. Haven't really modded Sims before, lol. I generally just play mods :) I'll give it a try, and let ya know what I find out. And thanks for the reply, Trip :)

It's definitely possible to change it. The teleports all use the same animation as what's used when a sim changes outfits. I couldn't do custom animations, so it was picked out with a lot of trial and error along with the visual effects to try to get an effect would look similar to what something like apparating in Harry Potter might look like. In other words, the spin effect is an animation. So you could change the animation to something else fairly easily in the interaction files for each teleport. If you just removed the animation entirely, I'm not 100% sure what would happen, off-hand. It might make the teleports instant or it might break them.

Not so much a bug, as a general question about the mod, but I was wondering whether its possible to remove the spin effect from the teleports? To be clear, I dont expect you to change it, just wondering whether its possible, and how I might be able to manage it myself. The mod's been working great, and I'm really digging the progress you've made on it. ^_^


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