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...
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...
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 Mo...
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 | 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 ...
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 t...
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 m...
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 ...
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&nb...
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 ...
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...
2020-09-05 05:31:16 +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...
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...
2019-12-19 02:01:33 +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 a...
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 pri...
2019-09-11 09:40:22 +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 ...
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 re...
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...
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...
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,...
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:...
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 KissaL...
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 thi...
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 shoul...
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 prefere...
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...
2019-05-07 02:55:12 +0000 UTC
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