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Instant Inviter

by jonasn Posted 12th Jan 2023 at 1:11 PM - Updated 26th Feb 2024 at 6:48 PM by jonasn
 
19 Comments / Replies (Who?) - 17 Feedback Posts, 1 Thanks Posts
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Mad Poster
#2 Old 12th Oct 2023 at 1:18 PM
Question: How would I set the default configuration to 'invite' so I don't need to change it every time I buy it?

I'm secretly a Bulbasaur. | Formerly known as ihatemandatoryregister

Looking for SimWardrobe's mods? | Or Dizzy's? | Faiuwle/rufio's too! | smorbie1's Chris Hatch archives
Scholar
Original Poster
#3 Old 13th Oct 2023 at 1:03 AM
Add this line to Function - Init:

My attribute 0x0005 ("Invite Type") := Literal 0x0001
Mad Poster
THANKS POST
#4 Old 13th Oct 2023 at 12:17 PM
Thank you!
Scholar
Original Poster
#5 Old 20th Jan 2024 at 11:17 PM
Update:

* Option to create or invite as walkbys.
* Option for deleting people from the lot.
* Dress in outerwear.
* Another method for selecting neighbors with a dialog.
* Don't set selectables to family member.
* Allow to invite the social worker for adoption.
Mad Poster
#6 Old 11th Feb 2024 at 5:07 AM
Question: How exactly does the numbering of the families work? Is it by the first Sim or something ese?

I'm secretly a Bulbasaur. | Formerly known as ihatemandatoryregister

Looking for SimWardrobe's mods? | Or Dizzy's? | Faiuwle/rufio's too! | smorbie1's Chris Hatch archives
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Original Poster
#7 Old 11th Feb 2024 at 11:16 AM Last edited by jonasn : 12th Feb 2024 at 4:56 AM.
The number exists in the game independent of my mod. It is assigned starting from 1 and increasing as new families are created. So old families have a small number and appear first. If a family is deleted, because all its members have been removed, its number may be recycled. It will persist unused, visible only in Sim PE.

Update:
* More invitable service NPCs. Hide this on Castaways.
* Hide Castaways pet templates.
* Update visitor count on Populator when making walkbyes.
Mad Poster
#8 Old 13th Feb 2024 at 3:56 AM
Can you explain the choices that don't contain a named family. "Default" and "..." but also some NAMES will contain Sims that have different names. I'm guessing service sims and townies belong in one of these catagories (default?), but I can be looking for a missing sim and have to go through every group to find them.

Stand up, speak out. Just not to me..
Scholar
Original Poster
#9 Old 13th Feb 2024 at 5:39 AM
• "Default" contains ghosts and those unusual NPCs who shouldn't be invited and most are hidden to avert disaster. Ghosts will start haunting if created. Normal people shouldn't be there, except if you use the "remove from family" instruction in a mod. Don't invite anybody from Default, unless you know what you are doing.

• "NPCs" are service people sorted by their work role, like gardener or repairman. I find those to be more memorable than generic names.

• Next are "Townies" and "Downtownies" each are sorted by age. Those are what you find on the street randomly. It's convenient that for example, "YA" from university are grouped separately from Adults. There many, many YAs.

• The following menus are all playable families with a label that begins with a number: 7. FamilyName. The number keeps families with the same name from merging.

• Then you get all a list of remaining townies. The labels should give a hint of what they each are. For example, Lakes Residents are from the mountain vacation area, Takemizu and Twikkii residents are in the other exotic locations, Tourists are found on all vacations. Iconic Hobbyists lead the secret hobby lots; there are few of each hobby in reserve. Garden Club are townies who rate your garden. Orphans are children taken by a social worker. Gearheads, Bohemians, Jocks, Techs and Socialites are thematically dressed social groups from Apartment lots. Pets can be strays who walk freely, orphans who have been taken from their family by an officer, and display for shop cages.

I don't have a menu labelled "...". InSimenator did. Maybe you can show a screenshot or tell me what the people under it share in common? It could be that some family doesn't have a name because of a glitch, and then would be listed only by its number: "123. ..." .

In the current version you can also use the menu "Select From a Dialog" (second below "Configure"), which will list all sims either as a Party dialog (sorted by last name – when you choose "multiple") or a Phonebook (sorted by first name). The selection "Related" will list people whom your active sim knows. "Playable" are families with a house or in the bin, and "Reserved" is a very long, ungrouped list of various NPCs and townies.
Mad Poster
#10 Old 16th Feb 2024 at 2:16 AM
I use Sim Blender to summon; this choice (...) looks like NPC that shouldn't be played like Panthera Split, but also has stray animals. Oddly, some playables are listed under other household names. And I discovered (trying to find a missing child) that her family can't summon her, but anyone else can!

Stand up, speak out. Just not to me..
Scholar
Original Poster
#11 Old 16th Feb 2024 at 2:46 AM
Are you asking for help how to use Sim Blender here? I know nothing about it. The names of the reserved families are contained inside my mod and playables start with a number. Pets are under a menu "Stray Pets". It could be that other mods don't know all the families and list the remaining people together under an ellipsis.
Test Subject
#12 Old 26th Feb 2024 at 2:19 PM
Thank you so much for this mod, I really love using it! In particular, I love the household numbering and seeing townie ages. Really smart, thank you so much!

I have a very minor question(/request), if possible: when I "invite over" a Sim through this mod (so that they don't come pre-greeted), is it possible to make them arrive on the lot a bit faster? Possibly even instantly (to stay in line with the name of the mod )
Scholar
Original Poster
#13 Old 26th Feb 2024 at 6:52 PM
Quote: Originally posted by Pollino
is it possible to make them arrive on the lot a bit faster


Update:
* Invited visitors & scheduled walkbys now arrive after a couple seconds.
Test Subject
#14 Old 26th Feb 2024 at 7:40 PM
Quote: Originally posted by jonasn
Update:
* Invited visitors & scheduled walkbys now arrive after a couple seconds.


Oh wow, thank you so much for implementing my suggestion, and for doing it so quickly! This mod is now one my must-haves in game
Mad Poster
#15 Old 21st Apr 2024 at 3:22 AM
Request: An option to summon the pet control person. I had a Sim die and leave unattended a toddler and a pet dog (no-social-worker mod). While I was able to summon the social worker, the dog was left behind unattended.

I'm secretly a Bulbasaur. | Formerly known as ihatemandatoryregister

Looking for SimWardrobe's mods? | Or Dizzy's? | Faiuwle/rufio's too! | smorbie1's Chris Hatch archives
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Original Poster
#16 Old 21st Apr 2024 at 3:54 AM
Quote: Originally posted by Bulbizarre
An option to summon the pet control person.

It exists already. Have you tried the latest version? Animal Control Officer is summoned with the role to take away pets. I tried it and a cat jumps into his car like he's hypnotized after the cop whistles. Setting up adoption is a bit complicated, so I won't add that.

I don't know if a reasonable behavior from the officer can be expected if there are no humans in the family. You can try to evict the family and move the pets into strays with direct cheats. (Move to Family.../...) COE has an option for marking furniture to not be deleted on evict if you don't want to lose it. I suspect that deleting a family that is occupying a lot is not legit, but if it is in a bin, it disappears correctly.
Mad Poster
#17 Old 30th May 2024 at 7:36 AM
Which 'family' is Mrs. Crumplebottom listed under? She's in the Default family, but I can't find her either under that or NPCs.

I'm secretly a Bulbasaur. | Formerly known as ihatemandatoryregister

Looking for SimWardrobe's mods? | Or Dizzy's? | Faiuwle/rufio's too! | smorbie1's Chris Hatch archives
Scholar
Original Poster
#18 Old 30th May 2024 at 8:42 AM
Quote: Originally posted by Bulbizarre
Which 'family' is Mrs. Crumplebottom listed under?

Those NPCs are hidden to avoid disasters. There are more of them and they clutter the list with ugly names. You can spawn them with my Tombstone (Instantiate a Neighbor), which presents a confirmation dialog and spawns them in a different way. Because this mod is old and I don't want to remake it, I can't show a dialog.
Mad Poster
#19 Old 18th Aug 2024 at 1:39 AM
When using 'instant selectable,' I noticed that the teleported Sims have some missing pie menu options on various objects. This doesn't happen when I make them selectable with Inge's teleporter cat or Dolphin's control-this-sim. Do you know why this happen?


I'm secretly a Bulbasaur. | Formerly known as ihatemandatoryregister

Looking for SimWardrobe's mods? | Or Dizzy's? | Faiuwle/rufio's too! | smorbie1's Chris Hatch archives
Scholar
Original Poster
#20 Old 18th Aug 2024 at 3:20 AM
Quote: Originally posted by Bulbizarre
When using 'instant selectable,' I noticed that the teleported Sims have some missing pie menu options on various objects.

They are visitors for whom some actions are not allowed. This option is useful for checking what visitors can do. They are also immune to some treatments that family members receive. They are not deleted when the lot is loaded, and might not need to go to work, but I'm not sure about that.