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[Public Beta] The Randomizer Mod - REWORKED!

SCREENSHOTS
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Uploaded: 16th Jun 2022 at 4:30 PM
Updated: 8th Nov 2023 at 12:43 PM
And you thought I'd keep it at "More scenarios" ...

I reworked the mod! Please Redownload & Re-read the description/Read the patch notes!


Help! The mod isn't firing?!
If you have both the core and base module, and at least one [Module], the mod should work. However, sometimes the household setup you're playing, none or only some can be played.

To check why things aren't firing, try turning on debug mode on getting more information on why the module(s) aren't firing: https://modthesims.info/download.php?p=5839290#post5839290

Remember: the mod will try firing a module each day. Though sometimes they don't fire due to their cooldowns, other times, it's missing certain requirements for certain events.

Bugs I'm fixing and/or am aware of:
  • Nothing so far!

Quote:
UPDATES:
8 Nov 2023:
  • Added a version where, if you only want the power outage, or both the power outage/water outage, you can now get those!
7 May 2023:
  • Fixed an issue where the plumbing items and electronics would never shut off or be unusable when the electricity outage/plumbing issue event would occur. This should now be fixed.
  • Potentially fixed an issue where Battery's Utility mod may be conflicting with the mod. Do report if otherwise!
  • If general events are firing too often, please check out this post: https://modthesims.info/download.ph...647#post5891647








About The Mod
First off, sorry for the long read! It just does a lot of things!

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 checks each day whether an event can be fired. For that, it checks the following:
- Checks whether the module doesn't have the cooldown (anymore) of how many days.
- Checks whether the sim of the household fits all the requirements (like, whether your sim has friends, then the friendship module will be included)
- Checks if the module itself contains any event of the rarity type that was chosen. (whether it be an uncommon event, common or rare)

After it found a collection of modules, it gets to phase 2 of checking the modules that we gathered, which goes as follows:
- Picks a random module.
- Checks if there's a 'Target' available (aka, the friend/enemy/partner if necessary)
- Goes through all the events of the chosen rarity types and does a before "check" on whether the circumstances of said event works for the sim (For example: The "Propose for Try For baby" will check first if your sim is pregnant. If the sim is, then it will try a new event. if the sim isn't, it will fire the event.)
- Additionally, it also checks if this event has already been fired before previously, to avoid setting your sim's house on fire twice in a row :p

However, if any of these fail, the code will wait another day before trying it again!

After about 5 days, the code will check whether it should look through the "previously fired" list and whether it can take some of the previously fired items off the list (especially when it makes it impossible for any events to actually fire at all).

That's actually just the core mechanics of it Easy peasy!


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 (triggered by work/school) 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/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.



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.




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 That way you don't have to delete a whole package.





















Fame is also a module but is currently unused. Has a cooldown of 4 days by default

Frequently asked questions
"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??"
With the new save system, it is still possible to simply remove the packages. No need to run any uninstallation scripts! You may however want to do a quick "reset town" with Nraas. (Or "ResetSim * " in your cheatsbar), but not mandatory. Additionally removing your caches is always a good practice

However If your sim has any of the diseases, it's good practice to delete those off the sims. nraas has this option, but TestingCheatsenabled should also be able to remove things by Shift+Right clicking.

"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 checks each day whether something can fire! Also, keep in mind that certain modules have requirements to work (like, your sims having a friend or a partner... or work :p) Additionally, you can of course turn on "Debug mode" if you're really uncertain (entries looks slightly different, but same name & process to enable it): https://modthesims.info/download.ph...290#post5839290

"Can I install just one module? Or a few?"
Anything that has [Module] to it, is basically like the "EP's" of this mod So if you only want to use one, you can! if you want 3, 6 or 7, that's fine too. Of course, all is also totally fine!

"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.



Editing and Tuning Events
Being rewritten!

For now, either check the Tuning mods tutorial: https://modthesims.info/wiki.php?ti..._Tuning_Modding
(Note, instead of opening "GameplayData.package" open the Core module instead. then follow the rest of the tutorial)

Alternatively, use Nraas Returner: https://modthesims.info/download.ph...290#post5839290

If you're looking for info on disabling events yourself, I have written a comment on this here: https://modthesims.info/showthread.php?p=5842492#post5842492

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

As of 12/07/2022 you can now clone a template file to make your own custom module! (or download it if you don't have Github).

Template File: https://github.com/Lyralei1/ModuleT...-Me/tree/master
Core Module Framework source code: https://github.com/Lyralei1/TheRand...ore/tree/master

"I'm not seeing any module/event types that works with my module!"
You can always PM me and we'll figure it out from there!

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 wonderful partner for coming up with some of the events & coming up with a brilliant plan on how to redoing the general events firing system!