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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
178 Comments / replies (Who?) - 24 Feedback 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: 7,723 · 11th Jul 2022
Download
361.2 KB 7,723 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!
 
178 Comments / Replies (Who?) - 141 Feedback Posts, 30 Thanks Posts
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Test Subject
#101 Old 2nd Jul 2022 at 8:13 AM
Default Adoption and rumour events do not work
This mod brought back fun to my Sims 3 games. However, I have gotten two adoption events only in the form of notifications. The game does not let me choose the life stage of the child, and so the event doesn't take place. Also, my Sims have gotten rumours and the corresponding negative moodlet; but there are no options to comfirm, investigate or deny them.
Test Subject
#102 Old 3rd Jul 2022 at 10:32 AM
I love this mod! It's the best and adds a lot of realism to the game.

One thing I have noticed is that the tax return event is a bit confusing. I think the tax return and the tax payment event aren't tied together because the tax return was the first notification and the tax payment event happened the following day. The inheritance and event was also a bit off. I would be worried if my sims relatives were dying at the rate they are lol. She's a millionaire now but I wanted her to be poor and suffer a bit lol.

Love your work!
Test Subject
#103 Old 3rd Jul 2022 at 3:22 PM
hi there i really like this mod but i keep getting money from an old relative diying bug.
Test Subject
#104 Old 3rd Jul 2022 at 7:25 PM
I have a question about one of the events in the disaster module, the rodent invasion one. does this spawn one of those bug collectable things? (I'm not sure what to call them) I'm asking because I use the 64bit Mac version and for some reason collecting insects isn't possible, and because I'm on a Mac removing the scenario in S3PE also isn't an option
Virtual gardener
staff: administrator
Original Poster
#105 Old 4th Jul 2022 at 11:05 AM
Quote:
Originally Posted by Nieri
I have a quick question. Does the "can I stay with you for a few days" option end with you always having a roommate? My Sim's dad asked to stay and I clicked yes. But her mom was getting ready to have a baby and there was no way to send him home, so I went to Edit Town mode and moved him back home. Next thing I know, another roommate showed up the following morning.


Hey @Nieri !

That was the only thing that was possible, since it gives the ability that the sim won't get deleted (or become homeless) by it. And then it doesn't necessarily check the 8 sims only check (which I know, you can change with nraas, but not everyone has nraas), but once the sim tells you that they're going again, the code will turn off the roommates' system.
Virtual gardener
staff: administrator
Original Poster
#106 Old 4th Jul 2022 at 11:09 AM
Quote:
Originally Posted by Amber<3
I have a question about one of the events in the disaster module, the rodent invasion one. does this spawn one of those bug collectable things? (I'm not sure what to call them) I'm asking because I use the 64bit Mac version and for some reason collecting insects isn't possible, and because I'm on a Mac removing the scenario in S3PE also isn't an option


Hey @Amber<3 !

EA should totally look into that, because collecting insects is one of the best aspects of the game!

Anyways, it actually generates trash I believe. It calls the same event as my "More scenarios" mod does. Although I think I found a visual bug in EA's code, as there are different trash piles, but the rats that supposedly should show up (this is a basegame thing, not a pets thing) aren't there? :p
Virtual gardener
staff: administrator
Original Poster
#107 Old 4th Jul 2022 at 11:27 AM
Quote:
Originally Posted by Golden_Fountain_Pen
This mod brought back fun to my Sims 3 games. However, I have gotten two adoption events only in the form of notifications. The game does not let me choose the life stage of the child, and so the event doesn't take place. Also, my Sims have gotten rumours and the corresponding negative moodlet; but there are no options to comfirm, investigate or deny them.


Good to hear it brought the fun back!

Regarding the adoption thing, the way that it works is:
- You have to make sure that nraas hasn't made it impossible to not have any adoption social workers in the world. You need to at least have one! (and if none, it should be accepted to generate a new one)
- When accepting the dialogue, it takes usually about an hour or two for the adoption social worker to come around, and then the game basically goes through the adoption service process as you'd usually have when adopting a child through the phone.

So make sure those things work as expected I'll add an extra check to see if the world can generate a new one and/or if there is a service in the world for cases as such.

On the rumour thing:
Work and School rumours do have the ability to investigate and they show that kind of dialogue. The more "Live" rumours (So friends and enemies spreading rumours) don't, and that's actually because you'll find out anyway once a friend or an unknown source tells you and forwards the message I figured it would give the player a bit more flexibility to, I dunno, go to their house and argue with them about it (Should probably make this a social interaction lol)
Virtual gardener
staff: administrator
Original Poster
#108 Old 4th Jul 2022 at 11:30 AM
Quote:
Originally Posted by Baxter2316
I love this mod! It's the best and adds a lot of realism to the game.

One thing I have noticed is that the tax return event is a bit confusing. I think the tax return and the tax payment event aren't tied together because the tax return was the first notification and the tax payment event happened the following day. The inheritance and event was also a bit off. I would be worried if my sims relatives were dying at the rate they are lol. She's a millionaire now but I wanted her to be poor and suffer a bit lol.

Love your work!


Hey there!

Lol in the next update I hope to give it a more realistic cooldown (maybe 2 weeks? not sure yet). So then it feels a bit more realistic. Because, even though I'd love to, I don't think the government would have you pay taxes and return taxes over the span of a week and getting rich from it :p
Test Subject
#109 Old 4th Jul 2022 at 6:56 PM
I've seen the adoption thing mentioned before. But 'm also having issues with it. Nothing happens, the popup asking my sim if they want to adopt appears. But there's no way to accept/deny. And nobody ever turns up, I literally waited an entire day in game. Whilst a 2nd one popped up in the meanwhile. Still fun mod tho, the hijacks are something and definitely amusing (Kinda killed Dustin whilst I was playing in a pleasantview world save...there goes my main source of money lol)
Lab Assistant
#110 Old 4th Jul 2022 at 10:55 PM
Quote:
Originally Posted by Lyralei
Hey @Nieri !

That was the only thing that was possible, since it gives the ability that the sim won't get deleted (or become homeless) by it. And then it doesn't necessarily check the 8 sims only check (which I know, you can change with nraas, but not everyone has nraas), but once the sim tells you that they're going again, the code will turn off the roommates' system.


Okay, thanks. I wasn't sure how that would work.
Virtual gardener
staff: administrator
Original Poster
#111 Old 5th Jul 2022 at 12:35 PM
Quote:
Originally Posted by catcatpuss66
I've seen the adoption thing mentioned before. But 'm also having issues with it. Nothing happens, the popup asking my sim if they want to adopt appears. But there's no way to accept/deny. And nobody ever turns up, I literally waited an entire day in game. Whilst a 2nd one popped up in the meanwhile. Still fun mod tho, the hijacks are something and definitely amusing (Kinda killed Dustin whilst I was playing in a pleasantview world save...there goes my main source of money lol)


That's interesting, Maybe it's the fact that I've just finished rewriting the core module and that this fixed it, but yesterday in my play testing, I did actually have a social worker come around. Are you sure that there were any social workers in the townie pool? See https://modthesims.info/download.ph...432#post5840432
Test Subject
#112 Old 7th Jul 2022 at 1:10 PM
Quote:
Originally Posted by Lyralei
That's interesting, Maybe it's the fact that I've just finished rewriting the core module and that this fixed it, but yesterday in my play testing, I did actually have a social worker come around. Are you sure that there were any social workers in the townie pool? See https://modthesims.info/download.ph...432#post5840432


According to Nraas Register, there's 2 always in my pool. So that can't be the problem realistically
Virtual gardener
staff: administrator DELETED POST
Original Poster
7th Jul 2022 at 3:31 PM Last edited by Lyralei : 11th Jul 2022 at 12:46 AM.
This message has been deleted by Lyralei. Reason: No longer necessary
Test Subject
#113 Old 14th Jul 2022 at 8:20 PM
Really nice mod, thank you so much for this! My game got much more interesting. I just wanted to know what to do if I want to disable certain events... It says the editing tutorial is being rewritten for now. Do I just have to edit the rarity of the event? Like instead of common, uncommon and rare...
Lab Assistant
#114 Old 15th Jul 2022 at 4:58 AM Last edited by frecklebeans : 15th Jul 2022 at 5:49 AM.
for some reason the Version four isnt loading for me. I also installed " Battery_Utility_1.039_S3SEReminder" maybe there is a convlict? aslo should I turn the "init" option to false?
Lab Assistant
#115 Old 15th Jul 2022 at 7:33 AM
Lets say I want only diseases and disiesis, is downloading only them possible?
Virtual gardener
staff: administrator
Original Poster
#116 Old 15th Jul 2022 at 10:58 AM
Quote:
Originally Posted by Dan1221
Really nice mod, thank you so much for this! My game got much more interesting. I just wanted to know what to do if I want to disable certain events... It says the editing tutorial is being rewritten for now. Do I just have to edit the rarity of the event? Like instead of common, uncommon and rare...


Heya!

I had a chapter for that indeed, but that was outdated

If you're not too nervous editing XML files, what you can do is the following:

1. open with S3PE, the Module you know the event is in.
2. You should see just only one XML file in S3PE, (unless you opened the Disease module), but overall the layout of the XML contents should look something like this:



3. Right-click on the XML entry and click "Notepad". THis will open the file in notepad now.
4. To disable an event, you can change the "Rarity" from "RARE/COMMON/UNCOMMON" to "NONE" This will look something like:



5. CTRL+S, close Notepad, save the package and voila!

The best way though to find the event you're looking for, is checking the "GeneralMethod" name, specifically the last bit of that line, as Events don't directly have an "Id" or a description you recognize them from. (Of course, if this is a module with a dialogue box, then GeneralMethod will be empty, but FirstOptionOutcome/SecondOptionOutcome will help )

Hope this helps! Of course feel free to ask any questions if things are a bit confusing
Virtual gardener
staff: administrator
Original Poster
#117 Old 15th Jul 2022 at 11:01 AM
Quote:
Originally Posted by Shadowbird
Lets say I want only diseases and disiesis, is downloading only them possible?


Yep! for that delete all the other packages that have [MODULE] behind them. do NOT however, delete the CORE and the BASE MOdule.

In the end you should then be left with the following 3 packages:

- [Module] TheRandomizer - Disease
- [CORE] TheRandomizerCore
- [BASE] TheRandomizer

Also make sure to give the "What's the deal with the Modules?" a read, since that will answer your question more thoroughly
Virtual gardener
staff: administrator
Original Poster
#118 Old 15th Jul 2022 at 11:04 AM
Quote:
Originally Posted by frecklebeans
for some reason the Version four isnt loading for me. I also installed " Battery_Utility_1.039_S3SEReminder" maybe there is a convlict? aslo should I turn the "init" option to false?


I have S3SE installed and it's working perfectly fine for me

Because, how do you know it isn't loaded? Just be aware that I haven't really put a "Randomizer installed!" notification or anything. However, if you turn "Debug mode" on, the randomizer will share notifications when it's trying to fire something (which is everyday)
To turn on "Debug mode", check out this: https://modthesims.info/download.ph...290#post5839290
Test Subject
#119 Old 15th Jul 2022 at 4:52 PM
Hello! i must say i love your mod!! it really brought back fun in TS3 for me! Though, I noticed that the Base package wont work, at least for me, if another mod (Annoyance Disabler by Knight )is installed. I couldnt figure out why the Randomizer mod wouldnt work for me , but then i figured out it is prob because of that mod. Since i took that off my Packages folder, the Randomizer mod works perfectly!
Lab Assistant
#120 Old 15th Jul 2022 at 5:44 PM Last edited by frecklebeans : 15th Jul 2022 at 5:55 PM.
Quote:
Originally Posted by Lyralei
I have S3SE installed and it's working perfectly fine for me

Because, how do you know it isn't loaded? Just be aware that I haven't really put a "Randomizer installed!" notification or anything. However, if you turn "Debug mode" on, the randomizer will share notifications when it's trying to fire something (which is everyday)
To turn on "Debug mode", check out this: https://modthesims.info/download.ph...290#post5839290

hey lyra , I know how to turn on debug, my problem is the mod isnt creating the events at all . it worked with the previous version though. could it be because I deleted most of the sims in my town and the sims I left dont have any friendships . co=workers or relationships yet? Im not even getting disaster events or random "seeds" like I did with previous versions.
Virtual gardener
staff: administrator
Original Poster
#121 Old 16th Jul 2022 at 10:52 AM
Quote:
Originally Posted by frecklebeans
hey lyra , I know how to turn on debug, my problem is the mod isnt creating the events at all . it worked with the previous version though. could it be because I deleted most of the sims in my town and the sims I left dont have any friendships . co=workers or relationships yet? Im not even getting disaster events or random "seeds" like I did with previous versions.


So the debugger doesn't say anything like "couldn't fire Event" in any shape or form? Because if no notification shows up with the debugger on, then that's quite a problematic glitch I may have to look into. (which is interesting, since I've been playing the mod with my SV save, which used to have the older versions of it as well.)

If it does pop up, check the sim that the mod has decided to choose for this round. (pets are excluded) The debugger will show what modules have gotten through "Phase one" (Requirements such as "Does the sim have any friends/enemies/work/etc". And then we have "Phase two" where it checks the cooldown. So, in other words, whether the modules that made it through "Phase one" still have to wait for a little before they can trigger. (This is tunable in Retuner. You can of course change the days there if you like. I'd recommend restarting the game though when you do).

After that, we have the last check, which is where it grabs a random event of a particular rarity and checks if your sim works with that. It will check this a few times, but if it keeps failing, the module won't fire (this won't count towards the cooldown or whether it has been triggered though).


Alternatively, it might be that due to switching versions, your active household isn't properly set in code. I personally play rotationally, so I'm not quite sure if you don't, and you've updated the mod, it carries over the active household itself. To fix that, simply go into edit town mode, switch to a random household and then switch back to the household you were playing. That will guarantee it's set properly now.
Virtual gardener
staff: administrator
Original Poster
#122 Old 16th Jul 2022 at 11:09 AM
Quote:
Originally Posted by the-story-of-roses
Hello! i must say i love your mod!! it really brought back fun in TS3 for me! Though, I noticed that the Base package wont work, at least for me, if another mod (Annoyance Disabler by Knight )is installed. I couldnt figure out why the Randomizer mod wouldnt work for me , but then i figured out it is prob because of that mod. Since i took that off my Packages folder, the Randomizer mod works perfectly!


Heya!

Are you sure it conflicts with that mod though? I too have Annoyance Disabler (even before starting writing the mod) in my game, but never had any issues. I double-checked it with the latest version and it still seems to work. This is of course assuming you have the latest version installed

This is not specifically an issue with you or everyone per se, but I'm getting the feeling that because the events trigger so dynamically and not to a set 'date' of such, that people seem to be getting confused about whether the mod *actually* works/is installed/loaded.

Would it maybe be beneficial to move the "Randomizer has loaded" messages from the 'debugger' to just a general notification maybe?
Test Subject
#123 Old 16th Jul 2022 at 1:12 PM
Quote:
Originally Posted by Lyralei
Heya!

Are you sure it conflicts with that mod though? I too have Annoyance Disabler (even before starting writing the mod) in my game, but never had any issues. I double-checked it with the latest version and it still seems to work. This is of course assuming you have the latest version installed

This is not specifically an issue with you or everyone per se, but I'm getting the feeling that because the events trigger so dynamically and not to a set 'date' of such, that people seem to be getting confused about whether the mod *actually* works/is installed/loaded.

Would it maybe be beneficial to move the "Randomizer has loaded" messages from the 'debugger' to just a general notification maybe?


Yeah i do have the new version installed! so when i open the game, you know how theres like packages installed thing or smth, well the Base core wont show up, but when i take out the Annoyance Disabler it shows.
If you want to i can show you a picture of what i mean! (I just made an account on mod the sims so im a little confused abt everything haha!)
Plus no events trigger, i didnt have this problem with the previous version!
And yeah the Randomier has loaded as a general notification would be amaizing!
And also thank you for your fast respond!
Mad Poster
#124 Old 16th Jul 2022 at 1:18 PM
Quote:
Originally Posted by Lyralei
Would it maybe be beneficial to move the "Randomizer has loaded" messages from the 'debugger' to just a general notification maybe?


Hey @Lyralei ! First of all, thank you for creating this amazing mod! No harm in having more variety during game-play!

Regarding the "Randomizer has loaded" messages/notification: yes, I believe it's better to have something, like a notification as you suggested, that shows up as you load up a Save. (Just like NRaas Storyprogression's notification, or even LazyDuchess' Smooth Patch dialogue.)
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