Version 2.0 comes with some changes to address a longstanding nuisance about quitting and joining, which I hope will make the mod more enjoyable to use.
Previously, the way it worked is I made the school "careers" "quittable", which allowed you to quit/join them through the "job" interface, but also meant that when taking on extracurricular activities, you had to choose that or school.
What I've done now is they are no longer officially "quittable." Instead, you do a sort of cheat to bypass their quittable status and quit anyway. The result is that you can still quit and you can have school and extracurricular activities at the same time! The result is also that Join/Quit are now done through two new interactions, Join School and Quit School, which show up in phone interactions under Career.
You can get in here:
Child and Teen can Quit or Rejoin School
In Summary:
- Join/Quit is now done through Join School and Quit School in Phone interactions under Career.
- You can now be in school and have extracurricular activities at the same time, as is the case without the mod.
- Homework gets added if not in your inventory when you use Join School, so keep in mind if you have homework but it's placed in the world when you join, you could end up with a duplicate. This is just to make sure your sim gets the homework they are supposed to have when they join. I'm honestly not sure if it was an issue with the previous setup, but I ran into an edge case and wanted to make sure you get the homework.
- XML overrides have been replaced with scripts, with the exception of the one loot file that the Optional Addon "UnlimitedPTO" overrides.
- The two different download options have been reduced to one, since the reason for splitting them originally had to do with the "school and extracurricular activities at the same time" limitation.
2020-12-15 09:56:22 +0000 UTC
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Lock Skill Gain Progress is now Lock Skill Gain Progress... Reloaded! I've revamped the mod with the aim of making it easier for me to add new skills in the future and in general the aim of improving/adding some features.
You can get the revamped version of the mod here:
Lock Skill Gain Progress
Note that for now, the previous version is still available under Download (Old). I'm doing this temporarily in case unforeseen issues arise with the revamped version of the mod, but going into the future, I don't intend to keep the old version updated with game patches. The old version still only includes skill up to and including Get Famous, it's unchanged.
Make sure to remove the previous version when installing the new one! The naming is a bit different than before and the new Reloaded version of the mod restarts at 1.0 rather than continuing the numbering of the old version.
P.S. If you run into issues with the new version, let me know. I know it's going to be a bit different, but my hope is it's mostly a good kind of different. :)
Full patch notes can be found below, as well as on the website:
- Skill locks should now include skills up to and including Snowy Escape.
- Skill Lock/Unlock is now a picker menu instead of a pie menu and you can pick multiple locks to add or remove at once.
- Adding random locks has been reduced to one option, rather than base game or xpacs, and it automatically accounts for what packs you have.
- Adding random locks to Child or Toddler is possible, but they add 1 instead of 5 and it's 1 from their Child/Toddler-specific skills.
- Adding or removing all locks at once now accounts for what packs you have.
- NEW Forget Skill: Sim will forget the picked skill. Note that if the sim has no skills, clicking this will do nothing, since there are no skills to show.
- NEW Forget All Skills: Sim will forget all of their skills. Use with caution, there's no undo button, unless you count slowly relearning the skills or cheating them back somehow.
- NEW Optional Setting (separate download from the main mod), Change Locks To Cheats: To reduce menu clutter, the Skill Lock menu only shows if you shift-click with testingcheats enabled.
- Added Japanese translation by halapeco : Note that this translation is incomplete, but it's not the translator's fault! I added a few new strings in this new version for the Forget interactions and their translation is for the old version. That's why it has a few in english still.
2020-12-13 11:15:37 +0000 UTC
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Reality Arts
I'm excited to share with you the new Reality Arts ranked skill for Sorcerer. This functions like specializations in that it's not a visible skill and ranks up with XP. Unlike specializations, it doesn't decay and when you reach Grandmaster, you can continue to rank up to get more Reality Motes, which are like a currency.
With Reality Arts, in addition to a bunch of new spells focused on the spirit of manipulating reality, you can transmute Reality Motes into other things (such as Simoleons or Fame Perk Points) and you can inhabit the Ethereal Realm (a rabbit hole type interaction) in a variety of ways, including at Rank 5 being able to Explore Depths of the Ethereal Realm and try to get past the keepers of the five layers of unreality by answering their riddles; these will be actual riddles you are presented with, not just in spirit! (Granted, the first one is impossible to fail, but the others do have incorrect answers.)
I hope you enjoy it!
You can download it here: Reality Arts
You can read the full patch notes here: Patch Notes
EA Patch Update
So far, things seem to be fine with the December 7 patch; or, at least, nothing new that is an issue relating to my mods. As usual, if you notice something not working that was working for you previously, feel free to let me know. Preferably with specifics, so I know what to look for.
2020-12-08 06:17:36 +0000 UTC
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Short version: Teen Traits, Child Traits, and Thinking Skill's Philosopher Trait needed to be changed to 32 bit ID. This unfortunately means they will fall off existing sims who have them and you'll have to go into CAS and re-apply them if you want it on them.
You can get the updates here:
Teen Traits | Child Traits | Thinking Skill
If you want more of an explanation: For a long time, people made CAS traits with 64 bit ID, which caused no problems other than that they wouldn't show under a known sim's traits if you hover over their relationship info. This is how the CAS traits in these 3 mods were made. So for a while, the relationship info hover issue was the only problem and trivial to ignore.
Now that relationship info is shown by clicking Open Sim Profile, a CAS trait not showing up causes issues with the UI. So unfortunately, these needed to be changed to 32 bit ID.
The good news is, their ID shouldn't need to be changed again. 64 bit ID is the usual standard for mod files in this game, but sometimes stuff requires 32 bit ID to be recognized at all. This is a bit of an odd case in that most of it works fine as 64 bit ID, except for the "showing up in relationship info" part.
2020-11-12 04:07:21 +0000 UTC
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Literally a Door Portal should now be working again (again). I fixed it last night and then the patch today broke a tuning. Easy to fix this time, but required a change.
Sorry for any inconvenience. If you already downloaded the fix last night, you'll have to download it again for it to work with today's patch. You can get it here:
Literally a Door Portal
The rest of my mods seem ok so far. No glaring stuff jumping out at me. I'll probably do some more checking at some point today to be sure, but for now, it doesn't seem like there are issues other than mentioned above.
2020-11-10 21:21:49 +0000 UTC
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Thanks to the work of Andrew and the Sims 4 Studio team, who created a batch fix for the custom doors issue, Literally a Door Portal should now be working again.
You can get the fixed version with batch fix applied here: Literally a Door Portal
If you still notice any particular doors or archways not working, let me know and I'll take a look.
2020-11-10 01:32:36 +0000 UTC
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Happy almost halloween, if you live in a place where you celebrate halloween on the 31st of october. And if you don't, uh... happy halloween... regardless?
Anyway, made some more changes, added some more stuff. :)
In addition to the updates to the main mod, there's also now another optional script "Specializations Never Decay." I know there have been issues with buggy decaying sometimes, even when locked, and plus some people just may not want specializations to decay period. So this script just goes in and changes them so they don't decay over time at all; no need to lock by sim anymore, if you want.
Part of the theme of this update was just me wanting to do some stuff that is more pack-specific, or that became more possible as certain packs were made. Or that became more possible now I know more about scripting.
Sorcerer Update
The updates to the main mod are as follows:
- Added Sorcerer-themed Lot Traits: "Dreamland": Light lot trait, and "Netherworld": Dark lot trait. Full detail on what to expect from them can be found here.
- (Requires Get Famous) Added new spells: Greed Level 5 (Grandmaster) "Steal Fame": Transfers the fame of the targeted celebrity to the caster. | Empowerment Level 5 (Grandmaster) "Give Away Fame": Transfers the fame of the caster to the targeted sim. | Destruction Level 5 (Grandmaster) "Destroy Fame": Sets the targeted sim's fame to 0. [NOTE: These spells bypass the rule about not decaying 2 ranks below the maximum you've obtained, so keep that in mind.]
- (Requires Parenthood) Added new Spells: Destruction Level 3 "Corrupt Character Values": If the target has at least one in the positive, at 5 or higher, you can corrupt them, changing them all to -50 (if not already lower). Empowerment Level 3 "Heal Character Values": If the target has at least one at 0 or lower, you can heal them, changing them all to 25 (if not already higher).
- Minion: Added new Toggle Settings option "Enable/Disable Matched Sleeping": A Minion with this enabled will be put to sleep and wake up when their Sorcerer goes to sleep and wakes up. Note: "Meditate In Stasis" is included as a kind of sleep in this context.
- Minion: Added new Toggle Settings option "Enable/Disable Needs Unlocked": Normally, Minions have needs locked for convenience. This setting allows you to disable the needs locking, so they can act a little bit more like a roommate, rather than completely superhuman. Recommended that you use this with Guest role if on a residential lot, to ensure the Minion has the right kind of permissions to be able to get their needs met (ex: they are allowed to go Sleep in a bed).
- Minion: "Sleep" and Deification: "Meditate In Stasis" should now count as sleeping more "officially." Did this for the sake of Auto Lights detection, so that, for example, if lights are supposed to go off as a result of them being asleep, these forms of "sleep" will count.
- Gave the "Create Sim" interactions a spawn animation and sound effect, for the sim who spawns (previously they just faded in).
- Changed the tagging for "Set On Fire," "Destroy Object," and "Siphon Wealth From..." so they cover a more comprehensive range of objects. (The range is now more like what you'd see in the Spellcaster fire spell, for example.) Note that "Siphon Wealth From..." may not show as an option if the object has a "parent" (e.g. a table has something on it). This doesn't necessarily mean the kind of object can't be siphoned from, you just have to do it in the right order.
- Changed the logic for Douse, so it should no longer show up in any erroneous places. (Was showing up on bonfire, which would just cause it to destroy the bonfire object.)
- Fixed an issue where some autonomy (particularly related to Eco Lifestyle and Neighborhood Policy) could get through a Minion being in Restricted mode and cause them to be, well... not as restricted.
2020-10-31 01:38:27 +0000 UTC
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Hey, got another update for you. Couple new spells this time, as well as some bug fixes and QOL stuff. Hope you enjoy!
Sorcerer Update
- Creation Level 5 (Grandmaster) can now target the ground and create sims under Spells > Create Sim menu (can create Teen or older). Some info/warnings about this: The sim will be created with no household. Spawning a lot of sims at once may be hard on performance and could impact population with regards to culling and the like. Just something to keep in mind.
- Mischief Arts "Apply Random Hairstyle" can now select from nine different style categorizations: Any, Long, Medium, Short, Updo, Straight, Curly, Wavy, Bald
- Added Mischief Arts spell "Make Random Hairstyle Permanent": Picked Sim with a temporary hairstyle from Apply Random Hairstyle spell will have that hairstyle applied permanently (*permanent meaning equivalent to going into CAS and changing their hairstyle, as opposed to something that disappears after a few sim hours).
- Removed the tooltip on "Apply Random Hairstyle," since "this spell can't last forever" isn't quite accurate anymore and the existence of "Make Permanent" spell hopefully makes it clear that it is, by default, temporary.
- Domination Level 5 (Grandmaster) can now use Consume Life, filling all of their Needs to fill, in exchange for the life of the targeted sim.
- Fixed an issue with a number of self-target picker interactions that would cause the option to not show up if the self-target sim was the only one who qualified as a target.
- Away behavior should hopefully be a bit better. Magical Connection can now recover on an away sim if Care For Self is being used.
- Related to away behavior, I've hopefully fixed the issue with 'locked' needs like Energy popping up as low on an away sim who is a sorcerer. Needs like this have been set to a decay rate of 0, instead of locked, so with the lock gone, your existing sorcerers may have a period in which they seek out filling one of those hidden needs, but then should stop caring about it once they've filled it the one time. If you still see an issue like this, make sure there is a bed on the home lot (the game checks for that on away action for Energy).
- Sorcerer Removal: In order to make removal more thorough, "Return Magic To Object" now resets Sorcerer Skills and Specializations, so that specializations are at 0 and skills are no longer visible in the skill UI, as if you never had them.
2020-10-04 02:40:15 +0000 UTC
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Got another update, V3-6-2, this one is just some quality of life stuff and bug fixes. Nothing too fancy. I do recommend getting it though if you're using the Animation Replacer script, as it contains a fix for an animation transition issue in the Practice interactions.
Sorcerer Update
- Fixed an animation transition issue in the Practice interactions, relating to the optional Animation Replacer. Note: You do NOT need to re-download the replacer script to get this fix. Just the main mod.
- The visual style of Teleport and Enchanted Run is normally determined by Alignment. You can now override this by going to Spells > Visuals and clicking "Movement..." to set as Dark, Light, or Neutral visual regardless of alignment. In particular, I made this an option because the neutral rituals stick you with neutral visual, with no way to change the style, since they are stuck at neutral alignment.
- Spells (Cheat) Decay lock/unlock for specializations can now be applied more quickly with an "All Sorcerer Specializations" option in each.
- Mischief Arts: Apply Random Hairstyle wasn't working at all anymore in my testing. I kinda fixed it, which required changing it so it only changes the style and leaves the color alone. Better than completely broken, I say.
- Plumbbob color will no longer turn red if Alignment is a low value, as if you have a low need. (It was never intended to turn red, I just didn't have a way to disable it in the past. I discovered by accident it's possible to change that now.)
- Douse should no longer erroneously show up on fireplaces.
2020-09-30 01:44:50 +0000 UTC
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I'm excited to release something I've long wanted to do and often been overwhelmed by the complexity of in the past. Complexity and overwhelm has at last been overcome and I'm here to present to you an Optional Replacer script: It replaces most of the Sorcerer animations with Spellcaster ones (requires Realm of Magic and the latest version of the mod, now v3-6-1).
You can get it here: Sorcerer Update
Full patch notes below:
- Added optional script that replaces (most of) the Sorcerer animations with Spellcaster animations, with some slight variation on the visual effects by alignment (requires Realm of Magic and v3-6-1 or later). Some are untouched because they are a special case, like the animations by Simone Caporalini used in the Bonded interactions, but you can expect standard stuff like casting a dark spell on someone, is changed with the optional script.
- Modified/added some things in the main mod to accommodate the optional script (e.g. using the optional script won't work if you don't get v3-6-1 or later).
- Reevaluated and tweaked sorcerer removal ("Return Magic to Object") to be a bit more thorough. I also added an info section to the Sorcerer mod page, on the details of removing Sorcerer from a specific Sim. The long and short of it is, the mod has for some time been complex to the point where that one interaction isn't as thorough at removing everything as it could be, so for the time being, I'm providing some details on how to be as thorough as possible if you want to be. You can find that on the Sorcerer page: Here
2020-09-25 12:06:41 +0000 UTC
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I'm releasing a new mod, a clone of Sorcerer Minion system, but for vampires: Vampire's Thrall. It has 3 options for access to the powers: AllVampires, CommandPerk, or GrandmasterOnly (more details provided on the mod page)
Vampire's Thrall Mod
In the process of this, I made a number of additions and tweaks to the Minion system, which you can get in the latest version of the Sorcerer Mod, 3-6-0.
Latest Version of Sorcerer Mod
Changes made:
- Minions/Thralls should (hopefully) stick around at home more reliably. If you're away for a while, you may come back to find them at the spawn area in front of the home, but hopefully still there nonetheless.
- Added "Always Teleport" toggle: Minion/Thrall will try to teleport when moving rather than walking or running there.
- Added Bartender role: Minion/Thrall will try to Tend Bar if there is a bar available.
- Added Comedian Role: Minion/Thrall will go for a mic and do comedy if there is a mic available.
- Removed NPC restriction on Sleep direct target interaction (so if the Minion/Thrall is a played sim, you'll still have that Sleep option)
- Added "leave situation" instruction to Release to ensure if the Minion/Thrall is a played sim, they will leave the situation. NPCs should leave it anyway because they are instructed to leave the lot, but a played sim probably won't leave the lot.
2020-09-15 21:44:46 +0000 UTC
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Sorcerer mod required a fix, including for a crash. You can get that here: https://triplis.github.io/mods/sorcerer.html
Haven't seen any other notable issues. Let me know if you run into anything that was working before. Other mods are assumed still working, based on what I've checked.
Note that because simfileshare is currently doing a hosting migration and not allowing new uploads as of my doing this update, right now, there's just the Workupload link and Simfileshare link is disabled for Sorc mod for now. I'm also making a download link as an attachment to this post so there's a second option in case Workupload doesn't work for whatever reason.
2020-09-05 05:31:16 +0000 UTC
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Updates
Updates are available for the following mods: Sorcerer | HABIT | Child Traits | Thinking Skill | Child and Teen can Quit or Rejoin School
Black Lives Matter
If you live in America, or have been following its news in the last week or so, you're probably aware of the ongoing protests surrounding police brutality. Black people in particular have been systemically abused by a racist, white supremacist system throughout the history of America and have been the primary victims of an out of control, abusive, and militarized police force that racially profiles them and treats them as sub-human. Across the country, peaceful protesters have been getting brutalized by the very police they are protesting the brutality of; getting pepper sprayed, tear gassed, hit with rubber bullets, beaten with clubs, and arrested under contrived pretenses, setting up people to fail by enacting curfews that make it illegal for them to be out past a certain hour. And protesters are not the only ones who have been brutalized; journalists have been targeted too.
I know you come here to play a game, have fun, escape, create, whatever your motivation may be. But as I went to update my mods today, I struggled to concentrate. My mind kept going back to the clips I've seen of police abusing their power and I found myself going back to social media feeds to check, trying to amplify voices and messages that need to be heard. But my issues with concentration are trite in the face of people who are risking their lives out there, risking arrest, injury, or death, to protest and force change. Our games will continue to be there, but the black people who have lost their lives to police murdering them can't get those lives back. The kids who have lost parents, and the parents who have lost kids, can't get them back. The protesters who have suffered permanent injury trying to fight for victims of police brutality can't undo that injury.
The best thing I can think to do with the platform I have is direct you to important leaders, in the hope that you will see what is happening, be more informed, and, where possible, be able to help. The following are some people I recommend following:
Cornel West: https://twitter.com/CornelWest
Bree Newsome Bass: https://twitter.com/BreeNewsome
Tim Black: https://twitter.com/RealTimBlack | https://www.youtube.com/user/TimsTakeLive/videos
Benjamin Dixon: https://twitter.com/BenjaminPDixon | https://podcasts.apple.com/us/podcast/the-benjamin-dixon-show/id954648487
Briahna Joy Gray: https://twitter.com/briebriejoy
These are just some prominent voices I can recommend. There are many others worth following.
I would keep an eye out for funds you can donate to, coming from trusted sources. I thought about trying to share some myself, but it's tricky to keep track, and priorities or places best to donate to can change quickly, so I think it's better to direct you to people instead.
Stay safe, stay strong, and please do what you can.
In solidarity,
Triplis
2020-06-04 03:12:22 +0000 UTC
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Cursory checks indicate my stuff seems to be ok with the itty bitty patch released today by Maxis. As with any use of mods, it's wise to make backups of saves you really care about. But I don't expect you're going to run into any new issues with my mods as a result of this patch and I haven't spotted any obvious indications of any thus far.
Stay safe out there (or rather, in there, inside, self-quarantined and all). Seriously though, take care, folks.
2020-04-07 20:52:11 +0000 UTC
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Hello, I've made some tweaks to the Sorcerer mod.
They are as follows:
- With the help of some more recent scripting knowledge, I've redesigned teleports, so that they can be done autonomously. To accomplish this, I had to do some fiddling with the animations and effects, so because of that, they will look a little different (but the spirit of the look is more or less the same).
Note also that due to them being changed to the kind of teleport that can be done autonomously when toggled on, you can no longer use them to go anywhere; only places the sim could path to with Go Here. (Example: If there are stairs to an upstairs floor, they can teleport to upstairs; if there are no stairs, they can't. This is the same as the vampire and spellcaster teleports).
Since this is somewhat of a trade in functionality, I've added an additional teleport called Teleport Here (using an existing base game string to avoid the need for new translations) and a custom animation/effect setup that retains the capability of the old teleports to go virtually anywhere, but can't be done autonomously. This way, you can still go anywhere, using the new Teleport Here interaction and you can teleport autonomously with the redesigned old teleports.
My aim here is to add something, without taking away. I don't want to mess up something people enjoy. :) You will find the ability to make it autonomous in a toggle under Spells > Movement.
- And speaking of "taking things away," I've removed the script that excluded Minions from most roles. The reason I'm doing this is that upon further examination, it seemed that excluding them from most roles was not helping keep them on the lot you have them on while you're away and was causing unforeseen problems, like excluding them from choosing to travel with; rather than trying to examine all such roles like that and make exceptions for them, I decided to revert the change. I hope that the previous change did not cause anyone issues and that reverting this change will be better overall for Minion gameplay.
- I removed the need for two of the overrides used in the mod by using scripts. In the process, I made it so that in the case of being immune to fire spreading to them, now both sims who have the Aura of Nature active will be immune and so will sims who have the Reaper Garb (from Destruction level 5) active. I felt this was a nice little touch fitting for a destructive sim going on a firey rampage.
I hope you are enjoying the holiday season and will enjoy these changes. As always, they can be found here: https://triplis.github.io/mods/sorcerer.html
P. S. I've also placed the version prior to this that I did for the legacy patch - version 3-5-1 - in its own download tab, along with the optional downloads, so that it will remain as an option for legacy players, regardless of future updates to the mod, such as this one. This particular update's changes are minor enough that it probably still works in the legacy version of the game, but since I'm not sure, I'm putting 3-5-1 as the standard legacy version.
2019-12-19 02:01:33 +0000 UTC
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The following mods have been updated:
Become a Sorcerer
Child and Teen can Quit or Rejoin School
Child Traits
Teen Traits
Toddler Potty Gloat
One of the fixes for the Sorcerer mod was for a CTD (crash to desktop) so definitely get that update if you use the mod. Other fixes were varying levels of important. Ignore at your own peril. :)
Fun fact: It's been exactly a year since Toddler Potty Gloat was last updated. I don't know what significance this is supposed to have to anything, but I thought it was interesting when I went to update the webpage for it.
I'm still very inactive, as you probably haven't noticed, since I haven't been around to give you reason to notice my presence. I just want to say that I haven't forgotten the stuff I talked about with regards to Realm of Magic that I haven't covered yet, like animations and adding to spellbook. Just been caught up in other priorities in life.
Anyway, with regards to the patch update, as always, let me know if you run into anything that was working for you prior to the patch and isn't now. Don't be afraid to @ me on my server on discord for bugs that you believe I missed in the update. I'm more likely to see it that way and take a look. However, there is no guarantee I will rush to fix it. Depends on severity and time I have. If you posted a bug there in the past and I haven't addressed it, I'm probably aware, but haven't gotten to it. I have kind of a backlog of messages going on and between that, keeping up with patches, and thinking about the Realm of Magic stuff, a lot gets pushed aside since I'm not spending the time I used to on modding. Just know that it's not personal if I don't get back to you and I'm not trying to actively ignore anyone; just trying to prioritize in this funny old thing called life.
Hope you enjoy the upcoming University pack if that's something you're into.
- Triplis
2019-11-13 08:13:21 +0000 UTC
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Hey, thanks for all the feedback on the other posts. I appreciate the comments and kind words. I'm been busy with other, non-modding things, but I wanted to make some more progress on what I talked about and get you a little more something to play with.
With that in mind, I've made two optional addons: One causes Sorcerer spells to give Spellcaster XP. The other causes Sorcerer spells to give Spellcaster Charge. You can use one, both, or neither. Completely up to you. I wanted to give as much control as possible over using these options and make it easy to choose.
Note that you'll also need to update the main version of the mod (to V3-5). Otherwise, these addons won't do anything.
And if you're curious, the mod should run fine as V3-5 without these addons installed. I tested without them and as far as I can tell, it's a context where the lack of the addon files doesn't cause any issues. I wanted to be sure of that before using addons in this way.
You can find the files here: https://triplis.github.io/mods/sorcerer.html
Hope you enjoy.
- Triplis
P.S. Charge gain from Sorcerer spells is purely a number gain. I didn't add the mechanics for chance of overcharging or spell success chance. So using Sorcerer spells a lot with the Charge addon will make you more vulnerable to whatever the strengths and weaknesses of Charge may be, relating to casting Spellcaster spells. Sorcerer spells themselves will not be affected by Charge-related strengths and weaknesses.
2019-09-22 02:21:28 +0000 UTC
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As the first step in my efforts to ensure that Become a Sorcerer can be played alongside Realm of Magic, I've added a new version of Ritual of Neutrality that only shows up for sims who are Spellcasters (it's also the only ritual option Spellcasters get after obtaining the base sorcerer trait from the Suspicious Lump of Clay). Unlike the other Ritual of Neutrality, this ritual doesn't give you any special needs, hidden or otherwise. This was done to ensure it can be compatible with the UI priorities of the charge meter that being a Spellcaster gives you. As such, some features may be missing or broken, if they were dependent on Magical Connection or Alignment being present. I already fixed one case of this, the super speed run, but there may be others. Feel free to let me know if you spot other such occurrences.
I wanted to get this out as a first update, for some form of being able to use the two side by side being possible. You can get the update here:
https://triplis.github.io/mods/sorcerer.html
Now that I've gotten somewhat of a look at things today and have a little more clear idea of what I'm working with, some areas I plan to look at / consider, are: animations, charge meter, xp, and spell book.
Animations: I want to see about integrating maxis magic animations in some capacity, with the capability of wand or no wand, like it is for a spellcaster. I'm not sure yet how I want to do this. I'd like the different types to remain distinctive in some way (dark, light, mischief) so I may look at possibilities for using the maxis casting animations with some modified, or additional, VFX. Still mulling over that and I haven't gotten a detailed look at how the casting animations are put together yet.
Charge meter: I'm thinking about having sorcerer spells impact the charge meter, same as spellcaster spells. I think ideally, I would make this something you can choose to be the case or not, so it's not forced on you.
XP: I'm thinking about having Sorcerer spells give Spellcaster XP. Again, I think I would want to make this something you can choose on.
Spell book: I have no idea if it's possible yet, but I'd like to look at adding the Sorcerer spells to the spell book.
With all of these things, I'm thinking carefully about how to do it without overriding or throwing out things about the Sorcerer Mod that people may enjoy, or are used to. If you have any strong opinions about how stuff might be integrated, I can't guarantee I'll do it the way you want, but feel free to share those opinions, so I can take them into consideration.
2019-09-11 09:40:22 +0000 UTC
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The following mods have been updated:
Become a Sorcerer
Thinking Skill
Child and Teen can Quit or Rejoin School
Social Pariah Trait
Everything else looks fine so far. Let me know if you run into anything that was working for you prior to the patch and isn't now.
2019-09-05 22:53:50 +0000 UTC
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Now that Realm of Magic is officially announced with details and a release date, I wanted to talk a bit about it and the Sorcerer Mod. My thought has long been that I want to make it so that you can enjoy the magic in Realm of Magic and enjoy the Sorcerer Mod, without having to pick the magic of one over the other.
With that in mind, I aim to look at the details of Realm of Magic when it comes out, on a technical level, and see what I can do to ensure that the two are compatible to use together.
This may take time and it's impossible to predict what kind of challenges there could be, but it's something I feel strongly about doing. From the moment I set out to create the Sorcerer Mod in its initial form, I always believed in making it something supplemental, rather than something that would overshadow or conflict with official Magic-related content down the road.
I will talk more about this if/when I have details to share, once I'm able to get a look at how magic works in the pack, what kind of system there is for it, etc.
- Triplis
2019-08-21 01:56:52 +0000 UTC
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What am I doing?
I've been staring at a blank page trying to think how to write this post. I went back to modding for this game about 9 months ago and for about 6 months of that I've been doing the weekly progress updates on patreon, and for some of that time trying to do other perks as well. In that time, I released the Thinking Skill, updated/expanded on the Sorcerer mod multiple times including the Specializations update that added loads of new spells, created and released the Love and Hate mod, and other little mods or updates relating to existing mods. It's been a fascinating, rewarding, and sometimes exhausting experience that I couldn't have done without your support, both as a community with your interest in what I do and as financial supporters on patreon.
There have been a number of times in my life that I've just put things aside, for better or worse, and I did that for a time with this game, though I came back later after a break. But I don't see myself ever doing a clean break from this game and my modding for it while it's still being developed for. Patches happen, things break, and I don't want to have content that I put months of my life into - that you put your money and time into supporting - to become unusable. But I also can't currently sustain the pace that I was doing things at for the past 9 months, so I've been looking at how I can hang onto modding as a whole while giving myself some space.
With that in mind, I decided to discontinue the weekly progress updates and rewrite some things in my patreon, so that it's more of a, "I mod sometimes, support it if you want or if you don't wish to, that's ok too." I came up with the weekly progress updates originally as a way to give people insight into what I was working on, since updates were sporadic, but it has since morphed in my head, into more of an obligation to have something meaningful to share every week. And if I am modding sporadically (not just updating sporadically) there may be whole weeks where there isn't much to say at all.
The last weekly progress update is planned to be on June 26. I wanted to get through this month before ending the weekly updates to ensure I was giving you your money's worth if you donated specifically for those updates, and also get this post out soon enough that if you did donate for that reason, you have time to reconsider if you wish before the charge goes through at the beginning of July.
What does this mean for my mods going forward?
Primarily, it will likely result in less frequent updates. It is likely that for a time, I will pull back some, and my modding may become more sporadic overall as I focus on other obligations in my life. I still intend to do what I can to keep my mods updated and I still intend to add things to them as time and interest allows (including working on a couple of particular requests I've talked about trying to fulfill in the weekly updates). But I have to change the environment I'm doing it in to better facilitate my ability to maintain it in the long-term.
Due to the move in this direction, I'm thinking about having a paypal link in addition to patreon, for those who want to donate occasionally based on what I put out, rather than donating on a monthly basis for updates that may be sporadic. I've not decided yet on that, but we'll see.
I want to thank you from the bottom of my heart for supporting me in this over these months. I attempted to do something I've never done before and it didn't go exactly as I planned in every way, but that's how life goes. And how life also goes is I couldn't have done it without other people. People like you. It's something I'm very grateful to have had the chance to do and I'm not sure what exactly happens next, but I know that I get to carry this with me and that's a gift you helped give.
It's a big world out there and I know my modding for The Sims 4 is just a tiny corner of it within a tiny corner. But that tiny corner - this community - has been a beautiful little corner to be a part of. This isn't goodbye, but I want you to know I appreciate what it has been. And I want you to know that you can make a difference in the world; that communities are built on the actions of many people working together. I'm just a tiny part of this huge community and you helped me build things I won't forget.
2019-06-24 20:32:52 +0000 UTC
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I investigated and put together a fix for an issue in the Love and Hate mod that I missed before because I wasn't testing with packs disabled. Under a few circumstances, not having a certain pack and setting a certain preference could trigger a looping LE.
This should be resolved now (hopefully). The aspects of it I checked and tested were good to go in my testing, but there may be circumstances that have snuck through somehow (or is it sneaked?) Anyway, I figure better to put out what I have changed, even if there is still the possibility of issues sneaking in the back door.
You can get it here: https://triplis.github.io/mods/love-and-hate.html
Thanks,
Triplis
2019-06-21 04:38:13 +0000 UTC
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Most mods are assumed to be fine based on my checking, unless someone reports specifics to the contrary. In particular, if a mod feature was working for you prior to the patch and now isn't, that's likely an issue with the mod; let me know of the specifics and I will investigate. If you've started using a mod for the first time after a patch and are having issues, it could be an issue with the mod or could be any number of other issues, such as with the installation process.
There are a few that need some tweaks/updating and they are as follows. You can get the updates for them now:
Sorcerer: Decay warning for specializations was broken - should be fixed now (also updated the overrides to accommodate changes made to those files by Maxis, so definitely get this update if you use the mod... you don't want important Maxis functionality missing because of outdated overrides that don't include the stuff). Note that version number is still V3-3, but it's a different file.
Thinking Skill: Made some needed changes in aspiration files
Child and Teen can Quit or Rejoin School: Updated some override files to accommodate changes made to those files by Maxis. The optional PTO component did not need changes, so no need to download that again if you already have it.
And there is one that's broken, not sure if it's going to be fixable:
Toddler Walk Together: I made some changes that got it partially working again (broke completely with the patch) but due to some changes they made to how the follow functionality works, it looks very strange, like the person following the toddler is walking in place, rather than pausing briefly and waiting for the toddler to move far enough head for them to want to catch up. Since this is mostly a visual interaction, it pretty cleanly breaks the intended design. I'm considering the possibility of releasing it as funky-looking if I can get it fully working again, but I'm not sure it's worth it. If you would like to be able to use it even if funky-looking, let me know and I will take that into consideration. Assuming I can get it to work consistently again anyway.
Happy simming!
2019-06-20 01:45:27 +0000 UTC
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I've updated/added a number of translations that were given to me for various mods. Thank you and credit to the folks who put them together. They are as follows:
Added Russian translation by KissaLopa to Love and Hate addon Opposites Attract, to Toddler Walk Together, and to Lot Trait Celebrity Hideout.
Added updated version of Russian translation by Amalenne for the Sorcerer mod (it's now fully up to date with version 3-3)
Added German translation by Esra to Thinking Skill, to Child Traits Pack, and to Teen Traits Pack for Perpetual Motion, Walking Punchline, and Relentless Tease strings.
2019-06-18 01:00:27 +0000 UTC
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I've created an optional addition to the Love and Hate mod called Opposites Attract. This opens up the possibility of sims who are incompatible in terms of what they Love and Hate to have a mutual attraction when they are introduced to each other, making it significantly easier for them to romance each other, in spite of their incompatibilities. It's a rare chance of it happening and there are some stipulations for when it can occur that are explained about on the Love and Hate mod page here:
https://triplis.github.io/mods/love-and-hate.html#subsection-addon
I've made this something completely optional, so that if it's not something you're interested in, you can just pass it right on by and you can enjoy the rest of the mod as is.
To add it, make sure you install both v1-3 and the optional addon.
Hope you enjoy.
Thanks,
Triplis
2019-06-12 03:04:31 +0000 UTC
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This update is for the Lock Skill Gain Progress mod and the HABIT mod. I've edited both to allow you to toggle stuff by clicking on a sim, regardless of who the controlled sim is (this includes being able to toggle stuff on NPCs).
So now you don't have to switch sims to lock or unlock skills, or set a routine, and opens up the possibility of using these settings on sims who don't have a home for you to switch control to them.
This update also includes Russian translation by KissaLopa for the Lock Skill Gain Progress mod and a fix for a route fail issue in the HABIT mod when a sim goes to brush their teeth.
https://triplis.github.io/mods/HABIT.html
https://triplis.github.io/mods/lock-skills.html
Hope you enjoy!
- Triplis
2019-06-05 05:25:22 +0000 UTC
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I've added some stuff to the Love and Hate Mod, such that Friendly or Mischief socials are more likely to fail when attempted on someone who Hates them.
For example, if Eliza Pancakes is set as Hates Socializing Mischief and Bob Pancakes attempts to trick her with a hand buzzer, it's going to be more likely to result in failure and some loss of relationship. The same has been applied for Hates Socializing Friendly, but the impact of it is half as strong.
I hope you enjoy this little extra detail. You can find the update here: https://triplis.github.io/mods/love-and-hate.html
- Triplis
2019-05-26 20:47:47 +0000 UTC
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Hello, got another little update for you, for the Sorcerer mod. Changes are as follows:
- Stasis Field should now be working more reliably and consistently again.
- Added a Mass version of Dispel Enchantment, found under Spells > Mass. This can be used to dispel Stasis Field easily on a lot of sims at once, if you've used the Mass version of Stasis Field. It will also dispel any other spells that are built to involve the Dispel Enchantment command.
- Llamadeus should now be excluded from most random roles that could place her in odd situations or getting her showing up at random once she's been summoned once, that sort of thing.
- Minions should now be excluded from most random roles, walkbys, and the like, same as Llamadeus. This was done to try to limit the ways a Minion could get called away from your lot while you're away, to go fill some role on the lot you went to. This will hopefully reduce the instances of a Minion leaving your lot while you're gone. It doesn't reduce it to zero in my testing, but it may help.
You can get it here, as always: https://triplis.github.io/mods/sorcerer.html
Hope you enjoy it!
- Triplis
2019-05-20 21:28:19 +0000 UTC
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Hey folks,
I've added the basics of a Chemistry system for romance interactions to the Love and Hate mod. Don't expect this to be super precise and complex as it is now.
Right now, how it works is, for example, if Sim A Hates TV and Sim B Loves TV, the chance of a romance interaction succeeding will be slightly lower. Or if Sim A Hates TV and Sim B Hates TV, the chance of a romance interaction succeeding will be slightly higher.
This effect is cumulative, so for each preference two sims have in common, they will have an increasingly easier time romancing each other. For each preference they have that is conflicting, they will have an increasingly harder time romancing each other.
I'm emphasizing that it's basics because apart from some testing to ensure it works and trying to make sure it isn't too high to the point of breaking all balance for romance, balancing the numbers is more something where I'd like to get a broad range of feedback from different people who play in different ways. So I'm releasing it as is and looking for feedback on what kind of impact it makes.
Does it seem too powerful? Too weak? Just right? Does it mess with existing romances in a way you do or don't like? Let me know on my Discord in the #mod-feedback section.
To give you a sense of what my goals are with this, I'd like to get it in a place where you'll notice some impact, but without it trampling over other priorities to the point of absurdity. So far, in my testing, it takes having around 6 preferences in common to start overriding things like embarrassment and awkward conversation, which seems fairly reasonable to me, as I'd consider that a pretty high number of things for two sims to have in common.
You can get it here: https://triplis.github.io/mods/love-and-hate.html
2019-05-11 18:58:57 +0000 UTC
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Hey folks, got a little update for you.
I modified the spells you get from Mastery, so that they can be casted even if you somehow got there when having used the Ritual of Neutrality.
I also added a framework for sims reacting to a spell being casted. Currently, the way this works is you have to manually turn it on per sorcerer in the Spells (Cheat) > Reaction menu. It also has only a 1 in 10 chance of occurring for any given nearby sim, when you cast a spell. I did it this way because it was going to be either this or make it something that is on by default and you can toggle it off per sim. I didn't want to annoy people with something that could turn out to be repetitive and annoying over a long period of time, so instead you can try it out if you want to and if you don't like it, you can just never enable it in the future on your sorcerer sims. If it goes in a direction where people really like it, I might consider trying to work out a way to make it easier to turn on, rather than having to enable it for each individual sorcerer.
I've had times before in the past where I've unwittingly added things that I thought wouldn't be a big deal and some were not a fan of them being forced in as part of the mod, so I'm exercising caution on this one, especially since it's just a simulation, visual type of thing. Currently, there are no moodlets or anything added from the reactions, just the reaction itself (though I may look into adding moodlets in the future).
You can find it here, as always:
https://triplis.github.io/mods/sorcerer.html
Thanks,
Triplis
2019-05-07 02:55:12 +0000 UTC
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