Patch Fixes
Added 2025-07-01 19:41:23 +0000 UTCPatch Fixes for Enchanted by Nature!
The mods that I know need updates from this patch are listed here. If I discover more, I'll update that page and post the fix here.
I will update this post as I upload the mod updates so that you don't have to look around for them. I'll also update them on their original download pages.
Completed Patch Fixes
NOTE: I posted a patch fix of Family History earlier (1.0.8), but it still had issues. Family History 1.0.9 fixes those.
Comments
Hello! I hadn't tested that mod in a while, so I just tried it and you're right. The Cafeteria worker never shows up for their shift. A recent patch probably broke it without me realizing it. That was one of the first mods I ever released, so I'll have to fix it! I'll post an update as soon as I get it fixed. Thanks for the feedback!
Simsonian Library
2025-08-12 02:55:39 +0000 UTChi there! do you know if there's something going on with the instant lunchroom? i added it to my museum but still have to hire vendor. maybe i'm doing something wrong though, i usually stick to cc, haven't used a lot of mods yet!
kevx083
2025-08-11 22:35:45 +0000 UTCIt doesn't sound like an injector problem, because reading a Tome and learning the spell "should" work even if you don't use the spellbook injector. It's fairly simple (maybe trace through this in your mod): In the object tuning of the Tome, there should be an affordance_tuning component with an affordance map. There should be an override for spells_MagicTome_Read, where they read the tome, and the override should have an outcome that calls a loot action. That loot action should unlock_spell your spell. This is exactly how the built-in Tomes work .I usually just copy/rename their tuning and change the loots and the spells tested and/or unlocked. The injector adds it to the list in the spellbook tuning in ui.spellbook_tuning, then takes the loot you give it and adds it to a number of random weighted loots and testsets for learning spells through practice or sages. But if the tome doesn't work, and you can verify that the correct loot is getting called when you red it (like add an extra notification) then there might be something wrong with the spell? But I'm not sure what that could be at the moment. Then finally you could try adding TwistedMexi's AllCheats mod and use this cheat to get the spell directly: spells.unlock_spell (spellID) (simID if not active sim) If that doesn't work, then there's something wrong with the spell tuning. Sometimes when this happens to me (unexplained breakage), I check quick for bad XML due to a typo breaking a tuning file, etc. Sometimes that's not it, lol. I did test learning a custom spell just now to make sure the injector was working, and it seemed to, so, idk.
Simsonian Library
2025-07-13 23:36:57 +0000 UTCHello ! I created a custom spells mod using the SpellBook Injector. Everything was working perfectly before the update. Now, after the patch, the spells still show up correctly in the spellbook and appear under the right categories. The spell tomes are also still being sold in the Magic Realm shop. However, Sims can no longer learn the spells - whether through sages, duels, or even by reading the spell tomes (which are still purchasable). I even rebuilt the mod from scratch, but the issue persists. Could this possibly be an injection issue? Thanks a lot in advance
Léalbd
2025-07-13 22:48:19 +0000 UTC