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Fixture/Appliance Moving Mods *Deprecated*

by fway Posted 14th Jul 2022 at 2:03 PM - Updated 20th Apr 2023 at 6:57 AM by fway
 
16 Comments / Replies (Who?) - 11 Feedback Posts, 4 Thanks Posts
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Mad Poster
#2 Old 14th Jul 2022 at 3:34 PM
Very cool! This is one of those "Why didn't they build the game like this in the first place?" - things.
Thank you so much for making these!

Please ~ support my TS2 habit! Shop at my Etsy shops:
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Lab Assistant
#3 Old 14th Jul 2022 at 8:55 PM
This is great but a necessary question must be done here, objects in lots has sometings data around sims, will this mod avoid that behavior?
Top Secret Researcher
Original Poster
#4 Old 15th Jul 2022 at 1:03 AM
Quote: Originally posted by the_sim_of_manu
This is great but a necessary question must be done here, objects in lots has sometings data around sims, will this mod avoid that behavior?


Hmm, I can’t say that this modifies anything that has to do with handling data around Sims, though that sounds like a cool separate mod.

@Cat, thank you so much! Your comments are appreciated. I wonder where we would be if EA didn’t have things for us to modify.


Mad Poster
#5 Old 15th Jul 2022 at 3:39 AM
Thanks for giving my sims the option to leave things behind when moving if they've been buying new stuff for a new home though They'll still pack up anything they don't want left behind or might need for the new home.I can finally have the stuff left behind by sims moving house finally stay in the house instead of vanishing.
Alchemist
THANKS POST
#6 Old 15th Jul 2022 at 12:48 PM
Great set of mods!
How does this compare with Moo/Phaenoh's For Sale Sign, which keeps many of the same objects, and adjusts the price of the lot to account for their cost.
https://modthesims.info/d/537238/mo...-sale-sign.html
I don't think Moo's will keep fireplaces, so I would be interested in using that part of yours if they will work together.
Top Secret Researcher
Original Poster
#7 Old 15th Jul 2022 at 4:37 PM
Quote: Originally posted by aelflaed
Great set of mods!
How does this compare with Moo/Phaenoh's For Sale Sign, which keeps many of the same objects, and adjusts the price of the lot to account for their cost.
https://modthesims.info/d/537238/mo...-sale-sign.html
I don't think Moo's will keep fireplaces, so I would be interested in using that part of yours if they will work together.


Hi! My mod requires no objects to place (For Sale Sign/Stay Things Shrub/etc.), and will automatically keep objects listed that are affixed to the home in question.

It mostly overrides global inits of all the listed objects, with exception to the ones that don't have globals (or a single item like the in-ground grill, so it wouldn't override all of the grills; IIRC grills have their own globlals?), in which the inits of those objects were modified.

The intention of this mod was to be able to leave fixtures on a lot without the need for placing a modded object. It's there to create less steps for moving out/in Sims.


Instructor
THANKS POST
#8 Old 16th Jul 2022 at 6:50 PM
Intresting Mod, fway. I've been using the "the staythings shrub" for ages but it does'nt seem to work on apt lots. Also I can see that your Mod has more flexability as well. I would be very intrested if you can get a version that will work correctly for apt lots too. Nice job!
Alchemist
#9 Old 20th Jul 2022 at 11:26 AM
Quote: Originally posted by fway
The intention of this mod was to be able to leave fixtures on a lot without the need for placing a modded object. It's there to create less steps for moving out/in Sims.


Thanks for the clarification!

My new downloads are on my Pillowfort
Test Subject
THANKS POST
#10 Old 21st Jul 2022 at 4:21 PM
You're a blessing!! Thank you! I'm going to playtest it this week
Mad Poster
#11 Old 28th Jul 2022 at 4:00 PM
This just keeps getting better! Thanks again

Please ~ support my TS2 habit! Shop at my Etsy shops:
CatherinesJewelry ~ Artisan Jewelry
Catherine's MOUSE ~ Up/Recycled Jewelry
and Vintage Stuffeths
Instructor
#12 Old 19th Aug 2022 at 8:14 PM
Quote:
Quick and Dirty - Updating Custom Objects to not Disappear in Apartment Units
[…]
Hit Sort Button> After any "Init ()" nodes in the beginning select "Insert True" > Set OpCode to 2 > Instance Picker selecting "My" > "Category" > ":=" > "Const" > Enter "0x0106:0x3C" (all without quotes)
It's quite a risky solution. "0x0106:0x3C" means bars and functions that look for bars may no longer work as expected or even cause resets. Moreover, many objects use their own categories and changing them may cause the functions looking for those objects to stop finding them.
Test Subject
#13 Old 2nd Sep 2022 at 12:40 PM
@fway, is it possible that in the future you'll release a mod which keeps ALL of the objects? That's something I would love
Theorist
#14 Old 19th Jan 2023 at 12:03 AM
This mod conflicts with Moo's turn on/off all lights

Maybe it caused by load sequence. I am not expeeienced in this. With this mod wall lights stop to get effect by Moo's mod.

Regards Vic

Here you can see more of my creations and conversions for sims 3. ;) I`ll glad to see your comments in.
Lab Assistant
#15 Old 28th Feb 2023 at 5:10 AM
This is the origin of what has been driving me CRAZY. So the lights staying after moveout part of this mod... Because it changes the category to bars they're no longer picked up as lights/lamps and thus, for Monique's sunlight from all lights hack can't pick them up as lights.

I think, I'll just have to deal with apartments losing their lights over my plantsims dying all the time inside when I have lights. This is an awesome mod otherwise. But yeah, that's an issue. I assume the category change to bars is also what makes Moo's turn on/off all lights not work, as well just trying to click them sometimes in regular gameplay. This issue was driving me MAD though. But hey, now you can update the details for people to know.
Top Secret Researcher
Original Poster
#16 Old 28th Feb 2023 at 5:19 AM
Quote: Originally posted by THybrid21
This is the origin of what has been driving me CRAZY. So the lights staying after moveout part of this mod... Because it changes the category to bars they're no longer picked up as lights/lamps and thus, for Monique's sunlight from all lights hack can't pick them up as lights.

I think, I'll just have to deal with apartments losing their lights over my plantsims dying all the time inside when I have lights. This is an awesome mod otherwise. But yeah, that's an issue. I assume the category change to bars is also what makes Moo's turn on/off all lights not work, as well just trying to click them sometimes in regular gameplay. This issue was driving me MAD though. But hey, now you can update the details for people to know.


Ohh, thank you for that report! I'll have to see what's coded for those mods so I can make them compatible. It would probably be a matter of adding what's in both Moo's and Monique's code to the init?

Quote: Originally posted by Nopke
It's quite a risky solution. "0x0106:0x3C" means bars and functions that look for bars may no longer work as expected or even cause resets. Moreover, many objects use their own categories and changing them may cause the functions looking for those objects to stop finding them.


Good point! Thank you for pointing this out, I got a reply sometime today and just saw your message. Would you suggest anything "safer"? Now that I'm more versed in modding I may do a deeper dive, though my fingers are crossed that the code hiding/removing the objects in apartments isn't hard-coded.


Mad Poster
THANKS POST
#17 Old 18th Mar 2023 at 3:46 AM
Thank you