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[Public Beta] The Randomizer Mod - REWORKED!

by Lyralei Posted 16th Jun 2022 at 4:30 PM - Updated 5th Aug 2022 at 10:56 AM by Lyralei
177 Comments / replies (Who?) - 23 Feedback Posts, 1 Thanks Posts
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:
11 July 2022:
  • Students who trigger any rumors now won't be considered "Coworker", but classmates (Thank you @HYDRO1st !)
  • Fixed a few missing STBL strings (Thank you HYDRO1st !)
  • Fixed some strange Russian language bugs (Thank you HYDRO1st !)
  • Events now come with their own "test" function, making it easier for the code to find events, without having to loop over itself 10 times.
  • Introduced a whole new system where things check whether an event can be fired every day, but uses the concept of "days to cooldown" for each module. (See "Tell me a bit more about it" and the rest of the description for more info).
  • Dialogue buttons with choices will now show "clamped", but tooltips will show the full text. So make sure to hover over them! (See images)
  • Power outage & Water outage will now work!
  • Fixed an issue where the Power outage had a tendency of throwing errors if they didn't have a proper "disable interaction" component.
  • Fixed an issue where the water leakage (where most sinks and stuff will break) now works correctly
  • Fixed an issue where friendship and enemy-related rumors (so non-work/school ones) will now show some or most of your sim's friends/family/known sim's reaction to the rumor (whether they disapprove/approve/neutral about it)
  • Fixed an issue where rumors had a tendency to fire 3 times at once. Meaning your sim had a 3x relationship penalty for no reason
    [*[ Fixed an issue where the "share old objects" (specifically fish and seeds) had a problem with crashing the game because of an infinite loop. This no longer will happen.
  • Related to "Share Old Objects", Worked more on trying to get certain objects to actually spawn in the sim's Family inventory/actual inventory/ mailbox. For me, this works, but I'm not quite sure if it does for everyone.
  • Worked some more on a check on whether the world has valid social workers and if they can come around. Not 100% sure if this fixes the issue that people had before where the adoption service simply didn't show up, but it may help!
  • Introduced a better "Debug Mode" in case anyone wants to gather more info on why a module/event didn't fire. Or whether the mod works for them.
  • Fixed an issue where a null reference could occur when a sim was asking for advice or an NPC telling a rumor.
  • Regarding the advice, fixed an issue where one of the options showed up as the STBL string, rather than actual text.
  • Diseases will now have a better check on whether your sim already has a particular disease (this is excluding the "Minerva's Revenge", "Feeling Sad" and "can't hold my laughter").
  • It is now possible to tweak the XML (or through NRaas Retuner) to edit whether you want to be able to assign "Deadly diseases" or not.
  • Sims will not play a reaction when an earthquake happens (depending on their traits of course. Cowards will freak out and other traits may simply react annoyed). I hope in the future to make this more interesting.
  • Fixed an issue where friends of your sim would ask to have woohoo in a building. This is now fixed. Additionally, the sim will no longer get this popup whenever your sim isn't at work.
  • Shortened the Errors. However, of course, on a non-2k screen or game resolution (which is what I have), you may find it harder to see the full error. But hopefully this should help!








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!

Type:
      Social: Mods affecting social interactions and relationships between sims
      Additional Functionality: Mods which add brand new functionality to the game
      Other

You must have the expansion or stuff packs listed below installed to use this custom content. Please see the post text for any exceptions.

This is a multi-part download:


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.
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
[PUBLIC BETA] The Randomizer Mod by Lyralei V4.zip

Size: 361.2 KB · Downloads: 7,471 · 11th Jul 2022
Download
361.2 KB 7,471 11th Jul 2022
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
Basic Download and Install Instructions:

See: Game Help:TS3 CC Basicswiki for a full guide!
 
177 Comments / Replies (Who?) - 140 Feedback Posts, 30 Thanks Posts
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Lab Assistant
#26 Old 18th Jun 2022 at 8:08 PM Last edited by Nieri : 19th Jun 2022 at 2:08 AM.
I love the idea of this mod and can't wait to use it. I kept getting NRAAS Traveler errors when I installed the mod. I removed it (Traveler mod) and didn't get more errors. After that, though, my game would freeze after playing for a while and I'd have to shut down.

I do have quite a few mods in my game. Are there any mods that are incompatible with this one?
Forum Resident
THANKS POST
#27 Old 18th Jun 2022 at 11:04 PM
This mod isn't compatible with Battery's C script mod. I have puddings mods installed, Vampire enhancer, Witches, hospital and the genie mod, and the events aren't firing with these mods and randomizer. Maybe the core isn't compatible. Not sure, but just wanted to let users know.
Lab Assistant
#28 Old 18th Jun 2022 at 11:34 PM
Quote:
Originally Posted by Simsdestroyer
This mod isn't compatible with Battery's C script mod. I have puddings mods installed, Vampire enhancer, Witches, hospital and the genie mod, and the events aren't firing with these mods and randomizer. Maybe the core isn't compatible. Not sure, but just wanted to let users know.


That must be what's causing my freezing. I have the enhanced witches & vampires mods installed.
Virtual gardener
staff: administrator
Original Poster
#29 Old 19th Jun 2022 at 12:20 PM Last edited by Lyralei : 19th Jun 2022 at 2:33 PM.
Regarding the issues with freezing and stuff, I've been investigating the issue with other mods.

The weird thing is, the mod is so standalone, that you could consider it to be an island in the mods world so the fact that it's conflicting is incredibly odd unless Script Util changes the XML reading process. This is initially what seems to be going wrong with Zoe's knitting mod here as well currently.

EDIT: So I decided to install all of these mods installed, try it in a new and not-so-new save and everything works fine. @Simsdestroyer , @Nieri So i'm confused :p

However, I don't think this is it, but do you have this installed? https://modthesims.info/d/667552/nr...d-exporter.html

Alternatively, is there any other mod that you've installed the same day as the randomizer mod? and if so, which one? Because none of the people who tested this mod or me have been able to recreate this issue.
Virtual gardener
staff: administrator
Original Poster
#30 Old 19th Jun 2022 at 12:25 PM
Quote:
Originally Posted by Nieri
I love the idea of this mod and can't wait to use it. I kept getting NRAAS Traveler errors when I installed the mod. I removed it (Traveler mod) and didn't get more errors. After that, though, my game would freeze after playing for a while and I'd have to shut down.

I do have quite a few mods in my game. Are there any mods that are incompatible with this one?


What exactly are the traveler errors you're seeing? All I can think of is that the disease mods are the problem. Otherwise, there isn't anything code-wise that's being transferred to other words (in fact, the mod itself re-applies itself after loading a new world).
Virtual gardener
staff: administrator
Original Poster
#31 Old 19th Jun 2022 at 2:27 PM
Quote:
Originally Posted by SecretX
Here is a FRENCH translation of your mod, merci

Also I have some questions in mind about the mod,

1/Will thoses events (like school or work) works even with Zerbu ultimate career installed ?
2/When randoms friends call for ask about tip like pets, dog or cat, are thoses events will happens really for them??


Oh! Sorry @SecretX , got a bit overwhelmed with debugging stuff, I totally missed your question!

First off, thanks for the french translation! Must have been one heck of a job, given the number of strings it has (the modules also come with STBL, I should probably make a separate pharagraph on this)..

1. I know it works with Sonja's Ultimate Career, which I believe is based or updated upon Zerbu's (please correct me if i'm wrong :p)
2. I decided to not go for that, but it has crossed my mind. That's actually because I do know people tend to add, with nraas, a certain population control. And me including that would then completely ignore this This in this case it's basically just a sim's thought and maybe nraas will listen to those thoughts
Lab Assistant
#32 Old 19th Jun 2022 at 3:10 PM
Quote:
Originally Posted by Lyralei
What exactly are the traveler errors you're seeing? All I can think of is that the disease mods are the problem. Otherwise, there isn't anything code-wise that's being transferred to other words (in fact, the mod itself re-applies itself after loading a new world).


When the game loaded, there would be a long Traveler error. (I'm sorry. I didn't even think to save the files.) Seems like after that, it would be okay, but I'd get an error once in a while.

I removed Vector when I downloaded this because I saw that it had illnesses built in. I am clearing my downloads of any mods I don't absolutely need because I really want this one to work for me.
Lab Assistant
#33 Old 19th Jun 2022 at 3:34 PM
Default I Loved This Very Large Mod!
Oh my god! I just loved your mod! It just add everything that was missing from this game in previous Sims series that we don't have in The Sims 3 for years, for example: Guinea Pig Disease and some of them are completery new to me. It looks like a very complete mod for The Sims 3!

Goodbye!
Forum Resident
#34 Old 19th Jun 2022 at 5:30 PM
Alternatively, is there any other mod that you've installed the same day as the randomizer mod? and if so, which one? Because none of the people who tested this mod or me have been able to recreate this issue.[/QUOTE]

Thank you for your reply. Yes, I have NRAAS Woohooer, Careers, MC, Register, Relativity, and Overwatch. I also have FloTheory's 9 death types, and Weight gain mod, Game Freak's Karma Powers, All the enhanced occult mods and Battery's Script package for them to work. Iccarus's scolding mod, Neuro blazer's random genetics, No auto answer phone, No auto smart phone tasks, and Xantak's occult mods.

I played for 3 sims days with randomizer and no scenarios fired, I was getting a lot of stuck sims, and Errortrap kept firing off.

I don't have the exporter mod installed in my game.
Virtual gardener
staff: administrator
Original Poster
#35 Old 19th Jun 2022 at 6:51 PM
Quote:
Originally Posted by Simsdestroyer
Alternatively, is there any other mod that you've installed the same day as the randomizer mod? and if so, which one? Because none of the people who tested this mod or me have been able to recreate this issue.

Thank you for your reply. Yes, I have NRAAS Woohooer, Careers, MC, Register, Relativity, and Overwatch. I also have FloTheory's 9 death types, and Weight gain mod, Game Freak's Karma Powers, All the enhanced occult mods and Battery's Script package for them to work. Iccarus's scolding mod, Neuro blazer's random genetics, No auto answer phone, No auto smart phone tasks, and Xantak's occult mods.

I played for 3 sims days with randomizer and no scenarios fired, I was getting a lot of stuck sims, and Errortrap kept firing off.

I don't have the exporter mod installed in my game.


For things not firing, that may happen if you're either really unlucky (like, all sims are busy when the mod is telling them to do something.) or, say, you play with the friendship, relationship and diseases modules, that if your sim doesn't have any friends or relationships, it simply won't fire as often.

Now, in cases like that, what you can do is go to the "Editing the minimum and maximum time an event can trigger" part of the description if you're okay with the mod's files. and set them to, say, 5-10 hours (so 5 hours min, 10 hours max) and tweak them later on if they're just too many things happening at once.

Regarding the error trap, the only thing I can suggest if you believe it is the mod is to attach the XML file in your reply. Since it actually has error messages in there that are extremely helpful for me to see what is going wrong and if the randomizer mod is to blame. I'm assuming not, since all the errors I've had upon developing the mod have always been in a simple dialogue (so not the dark blue one with buttons, but simply the game's dialog box.) but it helps to check it out
Test Subject
#36 Old 19th Jun 2022 at 8:01 PM
Hello, this mod does not seem to play nicely with gamefreak130's Back to Nature LTW mod. When I install this mod, those custom LTWs do not appear in the game at all.
Virtual gardener
staff: administrator
Original Poster
#37 Old 19th Jun 2022 at 8:18 PM
@Nieri , @Octomb , @Simsdestroyer , @Bergaroth , @CioffDogg Just released a version that should fix any crucial mod conflicts (even though it wasn't conflicting, but halting those mods to load because of a stupid mistake I made :p) So it should now work!

In this case, it's fine using your old saves for this, so no new save file needed
Top Secret Researcher
#38 Old 19th Jun 2022 at 9:49 PM
I just got a long, narrow popup in the middle of the screen, with no way to get it to go away, so I had to Ctrl-Alt-Del and use the Task Manager to stop The Sims 3. I tried to take a screenshot of the popup, but it just came out black, so I can't show it to you. The words "Lyralei" and "Randomizer" were mentioned repeatedly, though. :-)

I see you've released a new version; I'll download that and see if that fixes things.

I've made some mods for The Sims 1 -- yes, The Sims ONE :-) -- which you can find at http://corylea.com/Sims1ModsByCorylea.html
Lab Assistant
DELETED POST
19th Jun 2022 at 10:07 PM
This message has been deleted by Nieri.
Lab Assistant
#39 Old 19th Jun 2022 at 10:09 PM
Quote:
Originally Posted by Lyralei
@Nieri , @Octomb , @Simsdestroyer , @Bergaroth , @CioffDogg Just released a version that should fix any crucial mod conflicts (even though it wasn't conflicting, but halting those mods to load because of a stupid mistake I made :p) So it should now work!

In this case, it's fine using your old saves for this, so no new save file needed


Thanks! I'm going to try it out now.

(By the way, I am really enjoying the "More Scenarios" mod. In all these years of playing Sims 3, I only got those challenges a few times.)
Lab Assistant
#40 Old 19th Jun 2022 at 11:10 PM
Default So As I Loved Your Mod, I Translated Your Mod To Portuguese (Portugal)
I translated your biggest mod to Portuguese (Portugal) in some cases if you what to update your mod to add POR_PT language to the list of STBL Strings, OK?

Goodbye!
Download - please read all instructions before downloading any files!
File Type: zip The Randomizer - Strings - POR_PT.zip (505.8 KB, 3 downloads)
Description: Translation of The Randomizer mod to Portuguese (Portugal)
Test Subject
#41 Old 20th Jun 2022 at 4:13 AM
Hello! I love the idea for the mod and I immediately installed it and booted up my save. However there was some weird things going on with my save and eventually it crashed at the first event. I do have a lot of mods so I'm unsure if there is anything interfering with it. However I didn't get any error pop ups from nraas like others have reported.

Some weird small things I noticed: I have the custom kama simatra books installed, and they were in my sims bookcase. They disappeared as soon as I installed the mod, and reappeared when I opened up the save without the mod. I also noticed my sim painting on a blank canvas the whole painting progress through, the full painting only showing when she finished. I don't know if this was just a coincidence since I did only test for one sim day before it crashed but I figured I'd mention it anyway.

Now for the crash itself. My sim couple were woohooing and just about to go watch the stars together when a woman runs into their home to declare her love for one of them. The confession interaction went fine, but when my couple sims turned back to each other. One of them changed into what I assume was outerwear that was completely different. Then when they sat outside to watch the stars, one of them teleported still in the sitting animation to about a meter away and facing a different direction (the same one whos clothes changed). Then the game froze and crashed.

Maybe my first event was just unlucky, and I'll try to play around with it some more later to see if similar things happen.
Lab Assistant
#42 Old 20th Jun 2022 at 6:54 AM
Default French Transltation For Updated Version
Here is a French Translation for your updated mod, included modules as well, and thanks for clarifications
Download - please read all instructions before downloading any files!
File Type: zip The Randomizer Mod FR UPDATED.zip (546.5 KB, 5 downloads)
Virtual gardener
staff: administrator
Original Poster
#43 Old 20th Jun 2022 at 7:35 AM
Quote:
Originally Posted by Corylea
I just got a long, narrow popup in the middle of the screen, with no way to get it to go away, so I had to Ctrl-Alt-Del and use the Task Manager to stop The Sims 3. I tried to take a screenshot of the popup, but it just came out black, so I can't show it to you. The words "Lyralei" and "Randomizer" were mentioned repeatedly, though. :-)

I see you've released a new version; I'll download that and see if that fixes things.


Heya!

Usually I tend to press enter when I can't find the button that's the shortcut of closing that dialogue.

I am curious though what the error was. Usually the first 4 lines are redundant for me. Alternatively if nraas error trap also reported an error, then that's also fine to share!
Virtual gardener
staff: administrator
Original Poster
#44 Old 20th Jun 2022 at 7:40 AM
Quote:
Originally Posted by PaintedParrot
Hello! I love the idea for the mod and I immediately installed it and booted up my save. However there was some weird things going on with my save and eventually it crashed at the first event. I do have a lot of mods so I'm unsure if there is anything interfering with it. However I didn't get any error pop ups from nraas like others have reported.

Some weird small things I noticed: I have the custom kama simatra books installed, and they were in my sims bookcase. They disappeared as soon as I installed the mod, and reappeared when I opened up the save without the mod. I also noticed my sim painting on a blank canvas the whole painting progress through, the full painting only showing when she finished. I don't know if this was just a coincidence since I did only test for one sim day before it crashed but I figured I'd mention it anyway.

Now for the crash itself. My sim couple were woohooing and just about to go watch the stars together when a woman runs into their home to declare her love for one of them. The confession interaction went fine, but when my couple sims turned back to each other. One of them changed into what I assume was outerwear that was completely different. Then when they sat outside to watch the stars, one of them teleported still in the sitting animation to about a meter away and facing a different direction (the same one whos clothes changed). Then the game froze and crashed.

Maybe my first event was just unlucky, and I'll try to play around with it some more later to see if similar things happen.


Hey! Was this by any chance before or after the new update? If before, it's probably a good idea to re-download it and see if that fixes it.

I'm assuming that this was probably the older update, because of your comment on things having disappeared and such. The update will fix this!

Regarding the last issue, beyond the confession, the Sim isn't being told anymore what to do by script, sothats quite a strange bug maaaybe it has to do again with the older version? Since I've never had this happen before myself.
Test Subject
#45 Old 20th Jun 2022 at 8:11 AM
I've had issues since the update that when something occurs it doesn't show what happened. My sim got a text that a rumor was spread and it didn't say what it was. Also it popped up and said that Lyralei/School Events/Homework services. I had the option of clicking of course! and Nah. It ended up being no homework for my sim child.
Virtual gardener
staff: administrator
Original Poster
#46 Old 20th Jun 2022 at 9:55 AM
Quote:
Originally Posted by ashleydevine
I've had issues since the update that when something occurs it doesn't show what happened. My sim got a text that a rumor was spread and it didn't say what it was. Also it popped up and said that Lyralei/School Events/Homework services. I had the option of clicking of course! and Nah. It ended up being no homework for my sim child.


I've noticed the rumors not showing up most of the time either in my playthroughs either. (although this was an issue before the newest updates) so I'm actively looking into this! it used to work through before I added all the translatable keys (which is what Lyralei/School Events/Homework services are in this case )

Thanks for the report though! so the dialogue text just showed " Lyralei/School Events/Homework services" but the 2 buttons did show text? just to make things easier on my end :p
Lab Assistant
#47 Old 20th Jun 2022 at 1:46 PM
I removed the old version and installed the new version and it seemed to do the trick. That's good.

I noticed someone else mentioning the rumors. I haven't seen anything like that, either. I did get a few things for my Sim child (detention for something she didn't do). Once, a friend sent the Sim mom some books which was kind of a fun surprise.
Virtual gardener
staff: administrator
Original Poster
#48 Old 20th Jun 2022 at 4:09 PM
Quote:
Originally Posted by Nieri
I removed the old version and installed the new version and it seemed to do the trick. That's good.

I noticed someone else mentioning the rumors. I haven't seen anything like that, either. I did get a few things for my Sim child (detention for something she didn't do). Once, a friend sent the Sim mom some books which was kind of a fun surprise.


The Detention does actually happen, but it's actually the second that it's being notificied that the sim has detention, rather than how EA has done it (which is doing it after school). I wasn't successful to recreate it like that, but it's certainly on my "improvements to do" list!

Good to hear you liked the book thing! I had the same thing happen a lot when playing with VJ and Lisa (who lived together in my game) and her getting books from her mother
Test Subject
#49 Old 20th Jun 2022 at 8:29 PM
I just downloaded this today, and when I was playing the game, this happened:
[IMG][/IMG]

If you can see the picture, this large text box appeared while I was playing, alongside the notification 'Oh no! Inukitsoq Sisamat has just spread the following rumour:' which was spammed three times for some reason. This happened again later on, with the exact same notification, spammed three times. I hope what I am saying makes sense.

I have a lot of mods, so it might just be a conflict but I don't know what it could be.
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