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[Public Beta] The Randomizer Mod
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Created by Lyralei View Policy / About Me View all Downloads Patreon Tumblr
Uploaded 16th Jun 2022 at 4:30 PM · Updated 26th Jun 2022 at 6:53 PM by Lyralei

I have a huge error message thing!
Sweet! That means more bug fixes for me :p! Make sure to screenshot this first and send it to me!
To close this though: Press enter, and that should close it!
Bugs I'm fixing and/or am aware of:
- [Currently fixing] Diseases do work, but rarely fire with the default chances I am currently assigned. I didn't include this yet in the new update, since it tends to be either firing not at all, or firing at annoyingly rates. You can of course still edit these yourself inside the Disease module and it's proper XML file
- [Can't fix] Dialogue button text going over the buttons - A workaround for this is to hover over the buttons, as this will show a tooltip. EA has never added proper code to clamp the text and I currently don't know how to fix this.
UPDATES: 25 June 2022:
19 June 2022: If you had any problems with script mods not loading correctly or the mod itself never triggering at all, please redownload! There was a crucial problem where a part of the code could stop any XML files to be read, thus other mods not completely working as they did once. (thanks Tashiketh and Zoe for helping me out on this issue)! |
How to report bugs
It's probably a bit expected that any script mod that's just released has some hiccups that need ironing out. But the only way to do that is of course by sharing as most valuable information as possible.
"The mod froze my game!/Crashed my game!/Totally destroyed other mods and half of their content is missing"
Make sure to download the latest version, as this fixes a very crucial bug! If this still happens, a new save may help if your active sims had any disease buffs on them.
"I found a weird piece of text that looks something like "Lyralei/School Events/whateveritmaybe"!"
Great! This mod has over 200 strings, so despite trying to check as many as possible, i'm just one person who is prone to make mistakes!
How to report this: An image possibly, or a description of the notification/dialogue box. If it's a dialogue box, do let me know if it was one of the buttons or the text part!
"There was this huge computer vomit text thingy that showed up in a dialogue box!"
First off, if it's too long to find the check button, just press enter to get rid of it

However, an image or a typed-out version of the error (with that I mean more specifically the first 2-3 lines) will be great to have. That way I can trace inside the code what's gone wrong and what to patch

Additionally, a quick "My sim was doing this thing and then it happened!" will help too! As some bugs just happen due to specific goals that I didn't think of when programming the event

In case you need a quick example of what I mean when typing out the error:
A null value was found where an object instance was required. Lyralei.RandomEventBaseModule.RelationshipEvents:HandleProposal(sim, sim) |
Quick note to translators
I'm so sorry for keeping releasing mods that have a crap ton of text in them

Currently, the way it's organized regarding STBLs and what package includes STBL files:
- Base module
- Core
- Work Module
- School Module
- Relationship Module
How do I translate the mod?
I personally use Easy STBL Manager, which is probably why it's a bit strange I haven't uploaded any text files like other mods. Once you got this program, simply open one of the packages and start translating!

Once you're done, save (test if you feel like it) and send the packages over to me. I'll add the proper STBL to the main mod and update the files!
About The Mod
First off, sorry for the long read!

NOTE: Just to clear some confusion here, this is not the kind of randomizer mod you've seen done for GTA and games as such, where models get swapped by random, in a hilarious way...
What this mod does instead is add more random events! Whether it be random deaths, disasters, or simply heart-warming moments, the mod provides it all!
Tell me a bit more about it
The mod (this is tunable) has a default value of 10 hours minimum and 72 hours maximum to trigger ONE event at the time. The game simply does a dice roll between 10 and 72 per turn to see how long your active household has to wait to experience an event happening.
The events are carefully chosen though. The mod first checks whether the event has already been triggered previously AND there's a 30 chance the mod accepts same-type events to happen, in cases, you only kept one module. (for example, say the game chooses the "Disaster" type, triggers a disaster event, and then rerolls yet again a disaster type, there's a 30% the script will go with this, otherwise, it will quickly pick a different type.)
That's actually just the core mechanics of it

What's the deal with the Modules?
Modules are basically "Optional files" You can delete some or all if you like, the existence of it really doesn't matter by the mod. Except that if you don't have any modules, the mod is pointless

So, if you've skimmed over the list already listing all random events, you may or may not have gone "I don't want my sims to randomly die!". By which, you may or may not have closed this download tab and fled.
If you have not, hurray! Because good news, when downloading this mod, simply select the 'death' module package and trash that thing. Because that's the reason I made the modules, so you, the player, can decide which main random events sound cool to you and which ones don't work with your playstyle.
Note that this is an example of course, you can simply delete any module that doesn't interest you

HOWEVER Unless you're uninstalling the mod, Do NOT remove the CORE and BASE Module packages! Otherwise, the mod will stop working! basically, any package that starts with [Module] is what you may delete or keep.
What are the BASE package and CORE package
- Base: Is this mod's package. It loads in the modules and tells the CORE package that it needs to turn simple text into actual events that C# can read.
- CORE: is the framework. Developers can use it to make their own events or load them! If you're acquainted with douglasveiga's CCloader and people's Custom ingredients, you've probably seen that they usually say "Requires CCLoader" that's basically this Core package. If a CC creator ever uses the randomizer mod to make randomized events, then they have to have you download the CORE package
What do modules exist out of?
First it's of course random events, meant in a very general sense. Whether it be being triggered by random without an option menu or with one, all of those are simply random events.
Alternatively, most modules come with rumors and dilemmas/advice that your sim can deal with.
Rumors:
Rumors are usually started by a random coworker, friend (especially if they're Divas, snobs, evil/mean-spirited), and classmates.
Rumors will always have 3 options to choose from:
1. Tell them the rumor isn't true
2. Investigate who started the rumor, but initially, this also means you'll ignore it as well.
3. Tell them the rumors are true.
Most rumors can actually be true though, which does add to some funny reactions that you get after clicking any of these options, which is the reaction your coworkers/friends/classmates give you. Which exists our of a list of:
- Sims that disapprove/are disgusted by the rumor
- SIms that approve/are empathetic by the rumor
- Sims that didn't care at all.
All rumors are seen as Common (60%) to happen. :
Rumor | Which Module it's included in |
---|---|
Sim is a simbot | Work, School, Friendship |
Sim is in a relationship with the boss | Work |
Sim is in a relationship with a friend's boss | Friendship |
Sim Is in a relationship with the weird kid in class | School |
Sim being seen throwing eggs at teenagers | Work |
Sim Being seen throwing eggs at the neighbor's house | School |
Sim has no idea how to do their job | Work |
Sim has dated at least 30 sims | Work, Friendship |
Sim loves cheese a bit too much | Work, School |
Sim loves grilled cheese a bit too much | Friendship |
Sim doesn't believe in unicorns | Work, School |
Sim has a secret child with a coworker | Work |
Sim is secretly super rich | Work, Friendship, School |
Sim is secretly dirt poor | Work, Friendship, School |
Sim is a vampire | Work, School, Friendship |
Sim Loves swimming in their neighbor's pool at night | Work, Friendship |
Sim doesn't have a belly button | Work, School, Friendship |
Sim has eleven toes | Work, School, Friendship |
Sim has hacked work's database | Work |
Sim is actually really mean | Work, School |
Sim is older than they say they are | Work, School, Friendship |
Sim is younger than they say they are | Work, School, Friendship |
Sim is living a double life | Work, Friendship |
Sim really smells | Friendship |
Sim has no fashion sense | Friendship |
Sim is living a sad life | Friendship |
Sim has been abducted (before) by aliens | Friendship |
Sim has probably done plastic surgery, they look so different from the last time they saw them | Friendship |
Sim has copied over/stolen homework | School |
Sim has an imaginary friend | School |
Sim was once an imaginary friend | School |
Advice:
A random sim (friend of-, coworker of-, classmate of your sim) can decide to call or ask your sim (at work/school) for some advice on a dilemma they're having! Your sim has usually 2-3 options to choose one. They also need to guess the correct one so their relationship doesn't suffer from it (and if right, they get bonus relationship points!). Some are more challenging than others.
Rumor | Which Module it's included in |
---|---|
"A new season of my favourite show was just released, but I also need to finish watching the other 3 shows I absolutely love!" | Work, Friendship |
"A friend of mine just shared my biggest secret to others... What do I do?! I want to lock myself in my house forever..." | Friendship |
"what do I have for dinner?" | Friendship |
"Something seems off about my dog/cat" | Friendship |
"so my friend convinced my partner that I cheated on them, but that's simply not true... what do I do?" | Friendship |
"I think my neighbors took my dog/cat?" | Friendship |
"I'm honestly procrastinating way too much. Any tips on how to focus on things?" | Friendship |
"I've been battling with a bad stomach ache for two weeks now. What do I do?" | Work, Friendship |
"I'm in a bit of a dilemma. One week I watch 13 hours a day of TV, the Other i'm only doing work stuff for another 13 hours a day... Any advice?" | Friendship |
"I'm really struggling to get those 8 hours of sleep. Any tips?" | Friendship |
"yesterday me and my partner had a big fight. It's the smallest things these days, but I don't know what to do anymore." | Friendship |
" I'm absolutely in love with 3 different people... What do I do?" | Work |
"I've got a problem... I really want to make a career change but I'm not sure if I should, since I'd have to re-school myself." | Friendship |
"your coworker, [Insert name here], ask you for some advice. They've had some issue with a haunting house problem and were asking whether they should hire someone for it, or try solving it themselves." | Work |
"Their birthday is coming up soon but not sure which cake to get. Ice-cream cake or chocolate cake?" | Work |
"ask you for some advice. They've been thinking on getting a pet, but aren't sure whether to get a Dog or a Cat" | Work |
"your coworker, [Insert name here], ask you for some advice. They grab you by the shoulders, and with a serious expression on their face ask: "Banana or apples?!"" | Work |
"your coworker, [Insert name here], ask you for some advice. They grab you by the shoulders, and with a serious expression on their face ask: "Rain Or Snow?!"" | Work |
"your coworker, [Insert name here], ask you for some advice. They grab you by the shoulders, and with a serious expression on their face ask: "Aggressive hamsters in armor Or Killer bees with spears?!"" | Work |
Modules and their random events
Here's a nicely compiled list of each module and its random events. Just a quick note, if you like most of the events in said list, but don't want one or 2 of them, make sure to read the "Editing and Tuning Events" part of the description

Work
Usecase: Only triggers whenever your sim is at work. By default has a 60% chance to trigger
Type | Explanation | Rarity | Special Checks when firing |
---|---|---|---|
Be Asked on a date by a coworker | A random coworker will ask your sim on a date! If accepted, they'll simply go to a location one hour after work | Rare | None For now. |
Prank Fart pillow | A few coworkers thought it would be funny to plant a farting pillow. Unfortunately for your sim, they realized this way too late. How do they react? | Uncommon | None for now |
Prank Toy Gun | A few coworkers have decided it would be funny to bring their toy guns to work and shoot them at random coworkers, including you. Unfortunately for them, it's getting on your sim's nerve! How do they react? | Uncommon | None for now |
Prank aluminum | A few coworkers have decided it would be funny to cover your sim's entire office with aluminum foil! How will they react? | Uncommon | None for now |
Prank Beach Balls | A few coworkers have decided it would be funny to fill your sim's office with beach balls! How will they react? | Uncommon | None for now |
The fun run | Your job is doing a fun run for a good charity! Your sim will participate in this. The more KM they run, the more money they collect for the charity! | Uncommon | Couch potatoes will sit next to the sideline for the entirety of this. |
Company letting go of half of the people | The company isn't doing so well and is thinking of letting go at least 50% of its staff. Will your sim be in that group? | Uncommon | This is chance-based, but also mostly work performance-based. if your sim is doing bad at their job, then the chances are high they'll choose your sim and fire them. If your sim is doing well, then there's a big chance they won't be considered for being fired. |
School
Usecase: Only triggers whenever your sim is at School. By default has a 60% chance to trigger
Type | Explanation | Rarity | Special Checks when firing |
---|---|---|---|
Unfair Detention | Your sim just got into trouble and feels that their detention is unfair. | Uncommon | None For now. |
Grilled Cheese Service | A classmate has decided to bring over their toasty maker, to start a grilled cheese service! What will your sim do? | Uncommon | None For now. |
Homework Service | A classmate has decided to start a homework service for today, but only for 200 simoleons. What will your sim do? | Rare | None For now. |
Be asked on a date | Your sim has been asked on a date after school! What will your sim do? (If accepted, they'll be going to a random lot an hour after getting back home. | Rare | None For now. |
Sports day | Your sim will be participating in running! They'll have to show how many KM they are able to run. | Rare | If being a couch potato, they will stay on the sideline. |
Relationship
Usecase: Only triggers if your sim is in a relationship/married or in some cases, has a Romantic Interest. By default has a 14% chance to trigger. (This might feel low, but from here, all percentages are counted up, making them a 100%

NOTE most of these can be triggered by a partner that isn't part of the household. Meaning that, if you have a romantic interest, that isn't living in that lot, they still can go to the lot to tell the sim they're thinking of going steady with your active sim
Type | Explanation | Rarity | Special Checks when firing |
---|---|---|---|
Getting Divorced | Your partner can go to your sim and decide to ask for a divorce. | Rare | The highest chance of this happening is your sim cheating and having commitment issues. Otherwise, it's 20%. Which over it being Rare (15%) is a chance of about 5%. |
Getting Broken up by | Your partner can go to your sim and decide to ask for a breakup. | Rare | The highest chance of this happening is your sim cheating, having commitment issues or having been together. Otherwise, it's 20%. Which over it being Rare (15%) is a chance of about 5%. |
Getting Proposed | Your partner can go to your sim and decide to propose! | Rare | They can't be married :p |
Going steady | Your partner can go to your sim and decide to ask them to go steady! | Rare | They can't be married or going steady |
Have a Random Big Fight | Your partner can decide to argue with the other. OR tell them how slobby they are. | Uncommon | They have to be on the same lot. |
Propose on trying for baby | Your partner (married or not!) can express on wanting to try for a baby and whether your sim is up for that | Rare | The partner can't have commitment issues OR hate children |
Woohoo in the building | Your partner can suggest doing some woohoo while at work! Be careful though that the boss doesn't find out! | uncommon | Both partners have to be working in the same building. |
Unexpected pregnancy | Even if your sim has done the deed and there weren't any jingles, there may be a chance that change may be on the way ![]() | Uncommon | They must have woohooed at least once, recently. |
Money
Usecase: May trigger at any time. By default has an 11% chance to trigger.
Type | Explanation | Rarity | Special Checks when firing |
---|---|---|---|
Tax Return | Your household is getting a tax return! they'll get a random value between 5 or 5000 simoleons | Common | None for now |
Tax pay | Your household has to pay taxes! they'll have to pay between 5 or 5000 simoleons (which is random) | Common | If your sim can't pay for it, this will be added to the bills. |
Family Death | Your far family member has died and either has some debt left to pay (30%) or gave you some inheritance money (70%) both cases the game does a dice roll between 100, 50000 | Rare | If your sim can't pay for it, this will be added to the bills. This is only applicable for if there's debt. |
General
Usecase: May trigger at any time. By default has a 12% chance to trigger.
Type | Explanation | Rarity | Special Checks when firing |
---|---|---|---|
Plant growth spurt! | Your garden got lucky as a fairy decided to help out the plants a little. The fairy may resurrect your plants, make them better quality, make them ready for harvest, or get rid of the weeds. The fairy will however water them all. | Rare | you need of course crops and fruit trees! |
Random free pizza | Whether it was a mistake by the pizza company or not, your sim is happily accepting the free pizza! (30 simoleons will be added to the household, as I couldn't stop the pizza service from reducing 30 simoleons.) | Uncommon | None for now |
Surprise small meteorite shower | Collectors live meteorite showers when they're not lethal! The home lot will have random meteorites spawning to be collected. | Rare | None for now |
Surprise seeds | Random seeds of all kinds have spawned on your lot! While most of them are going to be common, you might find a few super rare ones! | Rare | None for now |
Random Family staying over | A random family member needs your help and wants to stay over for a few days, to sort things out. (your household will accept roommates at that second though. After the family member leaves, it will be set back to normal. | Uncommon | needs to have family in the world. |
Adoption | The local orphanage has heard your sim might be a good parent and was wondering if you'd be up for adoption. You'll be able to choose for adopting a baby, toddler, or child! | rare | None for now |
Power outage | The power has gone off! Your sim won't be able to use any electrical items for between 1 to 6 hours. | Uncommon | None for now |
Water outage | The water reserve has a leakage! And to prevent it from leaking more, the water has been shut off from being used. Your sim will have to wait between 1 to 6 hours to use any of the water appliances again. | Uncommon | None for now |
Friendship
Usecase: your sim needs to have at least one friend for this to trigger. A friend can sometimes also be their family. By default has a 14% chance to trigger.
Type | Explanation | Rarity | Special Checks when firing |
---|---|---|---|
Starting rumor about friend | A friend (who is meanspirited/evil, diva or snob) will start a rumor! (See rumor list above) | Common | None for now |
Confess romantic feelings | A friend has been camping with their feelings for you! They either has texted you this or has decided to come over to tell you. | Rare | Most of the time a sim's sexual orientation is taken into account for this. However, I've decided to make it a 15% chance that this will be ignored for storytelling purposes ![]() |
Hookup call | A friend, quite inappropriately, has decided to ask your sim if they're up for some woohoo. It's up to your sim to it or unfriends them | Rare | This will only become an availability if the sim has the following traits: Inappropriate, Rebellious, Insane, Snob, Irresistible (and isn't married or part of your family) |
Call for advice | A friend may call your sim to ask them for some advice! (See list above) | Common | This will only become an availability if the sim has the following traits: Inappropriate, Rebellious, Insane, Snob, Irresistible (and isn't married) |
Friend Suggesting a potential datable person | A friend may suggest a person they know that happens to be single! It's up to your sim to figure out if they're worth it. | Uncommon | Your sim cannot be in a relationship for this to show up. However, Romantic interest will be ignored in this check. |
Share old Objects | your friend is doing some deep cleaning and came across some clutter you might like | Uncommon | None for now |
Share books | your friend is doing some deep cleaning and came across some books you might like | Uncommon | The friend has to be a bookworm or a genius |
Share Fish | your friend has come back from their recent fishing trip, but caught way too much! Therefore has asked if you'd like them | Uncommon | The friend has to be an angler or have skill point(s) in fishing. |
Share Seeds | your friend has come back from their plant shopping trip but found out they now have a lot of duplicate amounts of seeds | Uncommon | The friend has to be a green thumb or have skill point(s) in Gardening. |
Take care of pet | your friend isn't doing well and can't take care of their pet, unfortunately, and has asked you if you'd be able to help. The friend can give the following pets: IF they have any pets in their household, it's a dog, cat, or horse, else it's a minor pet of choice. There may be a chance they'll give you their goldfish or lobster. | Rare | None for now |
Enemy
Usecase: your sim needs to have at least one enemy for this to trigger. By default has a 14% chance to trigger.
NOTE: If you've noticed your adult sims all of the sudden can do pranks now, that's because I've tuned it to be available by adults

Type | Explanation | Rarity | Special Checks when firing |
---|---|---|---|
Starting rumor about their enemy | Your enemy may spread some bad words around town about you! | Common | None for now |
Throwing eggs at sim's house | Your enemy has bought some eggs to make your life a little worse. | Common | None for now |
Leave a flaming bag at your sim's house | Your enemy has left some hot surprise... to make your life a little worse. | Common | None for now |
Leave a stink bomb | Your enemy has left a stink bomb on the lot for you! | Uncommon | None for now |
Disease
Usecase: This will trigger at any moment By default has a 10% chance to trigger.
NOTE: This module comes with diseases! Some of them can be lethal for the sim, but I've included a tunable value to turn this on or off (See "Editing and Tuning Events")
Diseases:
Disease | Rarity | Lethal? | can be solved by going to the hospital? |
---|---|---|---|
Guinea Pig Disease | 5% | Can if you don't have your sim take care of themselves. | yes |
Common Flu | 10% | No | true, but the chances are that the doctor may recommend you take a paracetamol ![]() |
Uncontrollable laughter | 30% | No | No |
Uncontrollable sadness | 30% | No | No |
Minerva's revenge (Diarrhea) | 20% | No | No |
Pheunomia | 5% | It will once the buff runs out. | Yes |
Disasters
Usecase: This will trigger at any moment. By default has a 5% chance to trigger.
NOTE: I know some of you might request for tornadoes or flooding to be added. However, this is beyond what the game can provide and handle (and what I can add :p) so this will be an automatic no, as cool as that may have been...
Type | Explanation | Rarity | Special Checks when firing |
---|---|---|---|
Earthquake! | If your sim has any candles on their lot, they may cause a fire! | Uncommon | None for now |
Big house fire | Your sim doesn't know how it happened, but the house is almost literally turned into a barbeque! | Rare | None for now |
Gnome Invasion | Angry gnomes have invaded your house! Make sure to grab them! (note, the mod does include a gnome service to do this for your sims, but the damn game didn't want the service to at all work... so that's not possible till I fix this) | Uncommon | None for now |
Meteorite shower! | And this is the type of meteorite shower your collector sims won't love... | Rare | None for now |
Water leakage | Certain plumbing objects have a leak and broken down! Either a repairman may be able to help, or your handy sim might! | Uncommon | None for now |
Rodent invasion | Where did all this trash come from?! Whatever happened, your sim should probably get a maid or clean it themselves! | Uncommon | None for now |
Death
Usecase: This will trigger at any moment. By default has a 10% chance to trigger.
Type | Explanation | Rarity | Special Checks when firing |
---|---|---|---|
Death at work | Whether it be dying of old age because your coworkers were taking to long, or choking on your lunch, your sim really wasn't having a good day... | Rare | Will only happen to sims in a very bad mood. |
Death at rabbit hole | Whether it be dying of old age because of the queueing, or choking on your snack, your sim really wasn't having a good day... | Rare | Will only happen to sims in a very bad mood. |
Live deaths | Either a fire starts next to your sim's bed, a bird mistook your head for a rock, or the sim gods have decided they hated your sim so badly that lightning was the only way to get to speak to them. | Rare | Will only happen to sims in a very bad mood. |
Fame is also a module but is currently unused. This does have a chance of triggering by default of 10%.

"Does the work module also get triggered on active careers?"
Yep! It currently simply checks if your sim is at work. However, certain events do check if your sim is inside a rabbit hole though. (which is primarily the woohoo in a building one)
"How do I uninstall this??"
Because this mod never saves any data inside your save, it's very okay to just delete the packages.
"For every update, do I have to replace all the modules again?"
Just the Core and base module, unless of course, stated differently!
"Nothing has triggered for me yet!"
Assuming the mod is working (which it most likely is), remember that it takes between 10 to 72 hours to trigger any event! Also, keep in mind that certain modules have requirements to work (like, your sims having a friend or a partner... or work :p)
Of course, the chances of any of these things triggering can be tweaked (see below.)
"Some dialogue box choices have text that goes beyond the size of the button!"
I'm not sure what's causing this except for EA never putting in a clamp on the buttons? if it's hard to read though, you can always hover over said buttons and read the tooltip

However If your sim has any of the diseases, it's good practise to delete those off the sims. nraas has this option, but TestingCheatsenabled should also be able to remove things by Shift+Right clicking.
"The "Woohoo in building" one pops up even though my sim isn't at work?!"
It can happen and I'm actually not sure why it happens

"Can I install just one module? Or a few?"
Anything that has [Module] to it, is basically like the "EP's" of this mod


"Uhh... my sim is laughing/crying through the chair/bed?!"
First off, ouch

Secondly, yeah I'm looking into this. It's partially an EA thing and partially me, so I need to figure out what will make it cancel any interaction, then queue the animation (so wait till they got up from the bed/chair) and only then do the animation.

This part of the description will deal with tweaking some default values or events to work for your gameplay.
If you're acquainted with tuning mods and editing such, then this will be a piece of cake! I have however made the explanation quite thorough for the ones that have never seen an XML file before.
Turning off certain events inside the module
So, you've probably gone through most to all modules to check out what they include, great! But might have found out that you may find some random events absolutely stupid or just not fun founding.
Well, then this part of the description is for you!
- First, open up the module package with S3PE
- Then, click on the one and only XML in the file (For the Disease module, however, look for the "TheRandomizerOptionsDiseases" file)
- If you right-click on the XML file, you should see the option of "Text Editor" this will open notepad.
Now, say I want to entirely turn off the option for my sim's partner to ask for a divorce (assuming I've opened the Relationship module package and am now seeing the XML file in front of me of course)
A way to track which event you want to turn off, you usually can gather enough information by looking at the "General Method" or "First Option" text bits. Don't edit this though!
In my case I'm seeing:
<GeneralMethod>Lyralei.TheRandomizerRelationship.RandomizerRelationshipFunctions, TheRandomizerBase, GetDivorced</GeneralMethod>
Now, from here we want to set the "Rarity" of the Event node to "NONE". This might sound incredibly scary to you and confusing, so lemme explain a bit of XML to you.
Say our XML file looks like so:
<?xml version="1.0" encoding="utf-8"?> <RandomEvents> <Event> <TypeEvent>RelationshipRelated</TypeEvent> <Rarity>RARE</Rarity> <NeedsOptionMenu>False</NeedsOptionMenu> <NeedsInvolvedTarget>True</NeedsInvolvedTarget> <IsRomanticOption>False</IsRomanticOption> <IsForEvilDramaQueen>False</IsForEvilDramaQueen> <GeneralMethod>Lyralei.TheRandomizerRelationship.RandomizerRelationshipFunctions, TheRandomizerBase, GetDivorced</GeneralMethod> <STBLCaptionKey></STBLCaptionKey> <STBLTitleKey></STBLTitleKey> <FirstOption></FirstOption> <FirstOptionOutcome></FirstOptionOutcome> <SecondOption></SecondOption> <SecondOptionOutcome></SecondOptionOutcome> <ThirdOption></ThirdOption> <ThirdOptionOutcome></ThirdOptionOutcome> </Event> <Event> <TypeEvent>RelationshipRelated</TypeEvent> <Rarity>RARE</Rarity> <NeedsOptionMenu>False</NeedsOptionMenu> <NeedsInvolvedTarget>True</NeedsInvolvedTarget> <IsRomanticOption>False</IsRomanticOption> <IsForEvilDramaQueen>False</IsForEvilDramaQueen> <GeneralMethod>Lyralei.TheRandomizerRelationship.RandomizerRelationshipFunctions, TheRandomizerBase, GetBrokenUpBy</GeneralMethod> <STBLCaptionKey></STBLCaptionKey> <STBLTitleKey></STBLTitleKey> <FirstOption></FirstOption> <FirstOptionOutcome></FirstOptionOutcome> <SecondOption></SecondOption> <SecondOptionOutcome></SecondOptionOutcome> <ThirdOption></ThirdOption> <ThirdOptionOutcome></ThirdOptionOutcome> </Event> </RandomEvents>
You see that we have 2 <GeneralMethod> tags empty or not, but both of them are wrapped around a "<Event></Event>" tag. these are our individual events! So please make sure that you do NOT change anything here except for the Rarity tag.
Now, my XML file looks something like (Please don't copy paste this! Again, this is an EXAMPLE! Otherwise the mod will break. Like I said, simply only edit the Rarity of the even!
<?xml version="1.0" encoding="utf-8"?> <RandomEvents> <Event> <TypeEvent>RelationshipRelated</TypeEvent> <Rarity>NONE</Rarity> <NeedsOptionMenu>False</NeedsOptionMenu> <NeedsInvolvedTarget>True</NeedsInvolvedTarget> <IsRomanticOption>False</IsRomanticOption> <IsForEvilDramaQueen>False</IsForEvilDramaQueen> <GeneralMethod>Lyralei.TheRandomizerRelationship.RandomizerRelationshipFunctions, TheRandomizerBase, GetDivorced</GeneralMethod> <STBLCaptionKey></STBLCaptionKey> <STBLTitleKey></STBLTitleKey> <FirstOption></FirstOption> <FirstOptionOutcome></FirstOptionOutcome> <SecondOption></SecondOption> <SecondOptionOutcome></SecondOptionOutcome> <ThirdOption></ThirdOption> <ThirdOptionOutcome></ThirdOptionOutcome> </Event> <Event> <TypeEvent>RelationshipRelated</TypeEvent> <Rarity>RARE</Rarity> <NeedsOptionMenu>False</NeedsOptionMenu> <NeedsInvolvedTarget>True</NeedsInvolvedTarget> <IsRomanticOption>False</IsRomanticOption> <IsForEvilDramaQueen>False</IsForEvilDramaQueen> <GeneralMethod>Lyralei.TheRandomizerRelationship.RandomizerRelationshipFunctions, TheRandomizerBase, GetBrokenUpBy</GeneralMethod> <STBLCaptionKey></STBLCaptionKey> <STBLTitleKey></STBLTitleKey> <FirstOption></FirstOption> <FirstOptionOutcome></FirstOptionOutcome> <SecondOption></SecondOption> <SecondOptionOutcome></SecondOptionOutcome> <ThirdOption></ThirdOption> <ThirdOptionOutcome></ThirdOptionOutcome> </Event> </RandomEvents>
Ctrl+S in notepad and close notepad, then save the package and voila! No more Divorces!
Editing the minimum and maximum time an event can trigger
Sometimes if you only have, say, 3 regular modules (Say you went with just Relationship, friendship and general), it can happen that the events don't trigger as often as it may have with all modules. For this, we can actually tweak the hours it will trigger, to trigger more regularly!
- Open the CORE package with S3PE
- Click on the only XML entry inside the package. It's called "Lyralei.TheRandomizerCore.RandomizerCoreModule"
- Right-click on the XML entry and you should now see the "Text Editor" option. Now the file will open in notepad.
If correct, you should now see these two lines:
<!-- [[ After each random event, there's an interval of X amount of hours before the game will try firing another random event. It will get a number between the min and the max in this tuning file. ]] --> <kTimeBetweenRandomEventsFiredMin value="10"/> <kTimeBetweenRandomEventsFiredMax value="72"/>
As the comment states (comment is the text between <!-- --> part), the first one is if the MINIMUM it may fire. the second one is the MAXIMUM it might fire.
Now, what you want to edit and touch are those two numbers. it's extremely important that they have "" around them and the tag being closed (the /> part).
For example, say I want the minimum hour to be 5 and the maximum 13, this would look like this:
<!-- [[ After each random event, there's an interval of X amount of hours before the game will try firing another random event. It will get a number between the min and the max in this tuning file. ]] --> <kTimeBetweenRandomEventsFiredMin value="5"/> <kTimeBetweenRandomEventsFiredMax value="13"/>
As you can see I didn't change anything else, except for the numbers!
If you're either super bored or want some insaneness happening, you may always tweak the minimum to be 0 and the max 1. However, that means it will trigger every hour or RIGHT this second and I don't know how the game will hold on with that many events firing at once... I warned you :p
Ctrl+S in notepad and close notepad, then save the package and voila! Enjoy the chaos if you chose that, or less/more events!

Editing the chances of a module firing
Say, your sim has befriended the entire town, it may happen that the Friends module fires way more often than any other events. Or, maybe you just want to lower the chances of something to happen by a lot/by way less, then this is how to do it!
- Open the CORE package with S3PE
- Click on the only XML entry inside the package. It's called "Lyralei.TheRandomizerCore.RandomizerCoreModule"
- Right-click on the XML entry and you should now see the "Text Editor" option. Now the file will open in notepad.
If correct, you should now see these lines:
<!-- [[[ These settings are calculated differently so don't add them up with the other lines below! ]]] --> <kChanceForWorkOptions value="60"/> <!-- The random chance that a work related Event will show up, when the sim is at work. --> <kChanceForSchoolRelatedOption value="60"/><!-- The random chance that a school related Event will show up, when the sim is at school. --> <!-- [[ It's recommended to, when combining all these values together, that it's 100%. These are the chances you want to count all together and it resulting into a 100%! Decimals aren't accepted, they need to be full numbers]] --> <kChanceForGeneralOption value="12"/> <kChanceForDeathRelatedOption value="10"/> <kChanceForDiseaseRelatedOption value="10"/> <kChanceForFriendshipRelatedOption value="14"/> <kChanceForFameRelatedOption value="10"/> <!-- My mod doesn't include any random options for fame, but if yours does support this, feel free to set this to a different number in-code or here. I've just standardized it in case that someone has downloaded a mod that has fame support --> <kChanceForEnemyRelatedOption value="14"/> <kChanceForRelationshipRelatedOption value="14"/> <kChanceForMoneyRelatedOption value="11"/> <DisasterRelatedOptions value="5"/>
Now, that seems like a lot, and I totally get that if you're new to tuning! However, they are also quite straightforward when shaking off the nervousness and simply reading what you're seeing

How to edit the school/work values
Let's first take a look at these lines, especially if you want work events to always happen when it's time to trigger an event:
<!-- [[[ These settings are calculated differently so don't add them up with the other lines below! ]]] --> <kChanceForWorkOptions value="60"/> <!-- The random chance that a work related Event will show up, when the sim is at work. --> <kChanceForSchoolRelatedOption value="60"/><!-- The random chance that a school related Event will show up, when the sim is at school. -->
So the way it works behind the scene, the game checks if the sim is at work/school and then does a dice roll that calculates if it has reached that 60% of triggering. Now, remember that the event will only trigger if an event is SUPPOSED to be triggered. By that I mean, the bit that I've explained under the "Tell me a bit more about it" paragraph. And because the school/work events are triggered differently, you may want to have them trigger 100% of the time whenever the game has finally gotten to trigger an event.
That's what makes these 2 lines different from the other ones below. I'll get into the other ones in a bit, on how that works behind the scenes

Okay, so, say we want the Work options to be a 100% but maybe leave school to the basic number, this is what it will look like:
<!-- [[[ These settings are calculated differently so don't add them up with the other lines below! ]]] --> <kChanceForWorkOptions value="100"/> <!-- The random chance that a work related Event will show up, when the sim is at work. --> <kChanceForSchoolRelatedOption value="60"/><!-- The random chance that a school related Event will show up, when the sim is at school. -->
Now, what you want to edit and touch are the numbers! it's extremely important that they have value="" around them and the tag being closed (the /> part). You also don't need to add a % sign there, it will actually break the code entirely if you do :p
(just a quick note, you can of course make both school and work 100%

How to edit the other values
Alright! So we want to change the other values (Say, friendship and Disasters), that's what we do here;
<!-- [[ It's recommended to, when combining all these values together, that it's 100%. These are the chances you want to count all together and it resulting into a 100%! Decimals aren't accepted, they need to be full numbers]] --> <kChanceForGeneralOption value="12"/> <kChanceForDeathRelatedOption value="10"/> <kChanceForDiseaseRelatedOption value="10"/> <kChanceForFriendshipRelatedOption value="14"/> <kChanceForFameRelatedOption value="10"/> <!-- My mod doesn't include any random options for fame, but if yours does support this, feel free to set this to a different number in-code or here. I've just standardized it in case that someone has downloaded a mod that has fame support --> <kChanceForEnemyRelatedOption value="14"/> <kChanceForRelationshipRelatedOption value="14"/> <kChanceForMoneyRelatedOption value="11"/> <DisasterRelatedOptions value="5"/>
Now, you may have seen a nice pattern when multiplying them all. Because 12 + 10 + 10 + 14 + 10 + 14 + 14 + 14 + 11 + 5 = 100 !
Initially, it's best to indeed keep your values as a 100, since it's representing a 100% !
However, because my maths is incredibly bad (that includes a nice side-dish of dyscalculia) I have decided to add some, what is called "Bullet proof" code. This means, that if we accidentally made a miscalculation OR you, the player, have decided to delete a module, we simply count them all up.
So, say we have the following modules included: Disaster, Friendship, Relationship, Money.
What happens inside the code, is this:
5 + 14 + 14 + 11 = 44. Which is our 100% !
So, as you can see, if certain modules aren't installed, it will ignore the other values and only check the values that are installed.
NOTE: If you made a miscalculation and say, it totals to 150%, then that's also no problem! Since, like mentioned, I made the code Bullet proof for these instances

-----------
Ctrl+S in notepad and close notepad, then save the package and voila!
I don't want diseases to be Lethal!
Allright! So you want to make sure your sims only get non-lethal diseases, that's fine! Especially since for some Pneumonia can be triggering for some, and it is quite a severe disease in real life.
OR maybe you're semi-fine with lethal diseases and like the guinea pig disease but want to entirely eliminate Pneumonia from happening?
- Open the Disease Module package with S3PE
- Click on the only XML entry inside the package. It's called "Lyralei.TheRandomizerDisease.RandomizerDiseaseFunctions"
- Right-click on the XML entry and you should now see the "Text Editor" option. Now the file will open in notepad.
Allright! So, the EASY method would be to use the on/off switch line to exclude the deadly diseases. This will remove the following diseases from appearing: Pneumonia, and Guinea pig disease.
For this, make sure you change it from:
<kOnlyAllowNonDeadlyDiseases value="False"/> <!-- If you want non-killable diseases, change the "False" to "True"! -->
To:
<kOnlyAllowNonDeadlyDiseases value="True"/> <!-- If you want non-killable diseases, change the "False" to "True"! -->
The capital is important here!
If this was all you wanted to do, then you're done! Ctrl+S in notepad and close notepad, then save the package and voila!
Eliminating OR happening more certain diseases from triggering
When you want to entirely eliminate a disease from triggering OR simply want to have a disease happening more often, then this is the line you want to use:
<kChanceForGuineaPigDisease value="5"/>
<kChanceForCommonFlu value="10"/>
<kChanceForUncontrollableLaughter value="30"/>
<kChanceForUncontrollableSadness value="30"/>
<kChanceForMinervasRevenge value="20"/>
<kChanceForPheumonia value="5"/>
To turn an disease "off" (say the Common Flu) we set it to 0:
<kChanceForGuineaPigDisease value="0"/>
Say we want to increase the chance of Common Flu to happen, (say 30%) then we do:
<kChanceForCommonFlu value="30"/>
Now, what you want to edit and touch are the numbers! it's extremely important that they have value="" around them and the tag being closed (the /> part). You also don't need to add a % sign there, it will then break and default it to 45%...
Ctrl+S in notepad and close notepad, then save the package and voila!
Using the mod for your Script Mods
If you're a script modder, or know a little bit of C# and want to get acquainted with TS3's code, then the randomizer mod can be quite a fun challenge and learning tool for working with TS3 and modding for it

Documentation for the randomizer CORE API, is coming soon!
Credits:
- Bitlife and TS3's random events for the idea
- SonjaYU, Twinsimming, KittyTheSnowcat, AshtonLaflamme, Puffkin2000 For testing and bug reporting!
- The sims 3 and EA/Maxis
- Visual Studio 2017 for the coding!
- S3PE
- My wondeful partner for coming up with some of the events :p
Type:
Social: Mods affecting social interactions and relationships between sims
Additional Functionality: Mods which add brand new functionality to the game
Other
Tags: #random, #events, #randomizer, #the randomizer mod, #relationships, #friendships, #disasters, #enemies, #general, #school, #Work, #money, #diseases, #framework
Filename | Type | Size |
---|---|---|
[PUBLIC BETA] The Randomizer Mod By Lyralei V3.zip | zip | |
[BASE MOD] TheRandomizer.package | package | 1198222 |
[CORE] TheRandomizerCore.package | package | 51523 |
[Module] TheRandomizer - Death.package | package | 1912 |
[Module] TheRandomizer - Disasters.package | package | 3342 |
[Module] TheRandomizer - Disease.package | package | 162121 |
[Module] TheRandomizer - Enemy.package | package | 5869 |
[Module] TheRandomizer - Friendship.package | package | 2327 |
[Module] TheRandomizer - General.package | package | 18014 |
[Module] TheRandomizer - Money.package | package | 1970 |
[Module] TheRandomizer - Relationship.package | package | 8068 |
[Module] TheRandomizer - School.package | package | 118265 |
[Module] TheRandomizer - Work.package | package | 239721 |
No game information could be extracted from this file
This mod has specific instructions!
You MAY Delete any packages that have [module] in them, in case you don't want a certain module at all. See Description for more information.Filename | Size | Downloads | Date |
[PUBLIC BETA] The Randomizer Mod By Lyralei V3.zip
Size: 564.8 KB · Downloads: 1,628 · 26th Jun 2022 |
564.8 KB | 1,628 | 26th Jun 2022 |
Key:
- - File was updated after upload was posted
Install Instructions
About Me
Exceptions are my conversions. Use them for whatever you wanna use them for!
If you want to use any custom scripts/adjust them, please message me.
Do not reupload them on different sites! Thanks!
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That's all!