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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
 
184 Comments / Replies (Who?) - 144 Feedback Posts, 32 Thanks Posts
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Lab Assistant
#126 Old 16th Jul 2022 at 3:56 PM
Quote:
Originally Posted by the-story-of-roses
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!

That blue box showing your installed script mods at the main menu only has so much space, so some mods that you install won’t show up there even though they are present and active in your game. Just because the mod doesn’t show up on the list doesn’t mean it’s not working.

As for events not triggering, it may be that the dice didn’t roll in your favor a few times. I had to play four days in game before I had my first event pop up.

I would suggest enabling Debug Mode as mentioned in the download description.
Lab Assistant
#127 Old 16th Jul 2022 at 7:31 PM Last edited by frecklebeans : 16th Jul 2022 at 8:08 PM.
Quote:
Originally Posted by Lyralei
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.

hey lyra! im SO SO sorry to keep bothering you I just want to make sure this amazing mod is working properly for me beacuse I love it. So I turned on debug mode and tested and event and got these notifications:


https://ibb.co/VBHnsD4
https://ibb.co/4ZzTFz4
https://ibb.co/BtX9t1C
https://ibb.co/dsv7sjW
https://ibb.co/K0NmXrb
https://ibb.co/Y0pn37B
https://ibb.co/0CLSRDM


Im ok with the mod taking some time to work, I just want to make sure nothing is preventing the events from firing off because I have SO SO SO MANY mods installed. Also should I turn the "init" option back to "true "
Virtual gardener
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Original Poster
#128 Old 17th Jul 2022 at 7:33 PM
Quote:
Originally Posted by the-story-of-roses
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!


Hey @the-story-of-roses !

Ahh right that one! yeah In general it tends to not always be correct. I have mods installed that work perfectly fine, but the "Mods installed" view doesn't (always) pick up on those. So it doesn't necessarily mean the mod therefore will never work/hasn't been recognised It's just that it only shows a certain amount of mods before it stops reporting of any new ones.

Other than your "no events trigger" all i can really say is try checking it with Debugger turned on (see: https://modthesims.info/download.ph...290#post5839290 ) and lets hope it will give you a little more info on why it's not triggering
Virtual gardener
staff: administrator
Original Poster
#129 Old 17th Jul 2022 at 7:39 PM
Quote:
Originally Posted by frecklebeans
hey lyra! im SO SO sorry to keep bothering you I just want to make sure this amazing mod is working properly for me beacuse I love it. So I turned on debug mode and tested and event and got these notifications:


https://ibb.co/VBHnsD4
https://ibb.co/4ZzTFz4
https://ibb.co/BtX9t1C
https://ibb.co/dsv7sjW
https://ibb.co/K0NmXrb
https://ibb.co/Y0pn37B
https://ibb.co/0CLSRDM

Im ok with the mod taking some time to work, I just want to make sure nothing is preventing the events from firing off because I have SO SO SO MANY mods installed. Also should I turn the "init" option back to "true "


Hey @frecklebeans !

it's a little hard reading the notifications since they're cut off partially, but using the in-code messages as a reference, the Money module should at least have fired?

Regarding the last message box with "test in general", I know it's not super clear but basically, it means: "want to trigger a random event Right now?". However, be aware that by triggering this option (or clicking "true" rather) the script will go through the modules the same way as it would do each day So, after using the "test random event" interaction about 5 times, it may mean you have to wait till all the cooldowns have cooled down.
Test Subject
#130 Old 18th Jul 2022 at 11:04 PM
Hello !! I wanted to ask if there's a way to force my sim to get sick? I want my sim to get pneumonia lol.
Virtual gardener
staff: administrator
Original Poster
#131 Old 19th Jul 2022 at 3:24 PM
Quote:
Originally Posted by puppywuv
Hello !! I wanted to ask if there's a way to force my sim to get sick? I want my sim to get pneumonia lol.


Lol, there is! but it does require nraas to add it though. See: https://www.nraas.net/community/Mas...ons#Add-Moodlet

Then you simply look for the pneumonia moodlet and voila!
Test Subject
#132 Old 20th Jul 2022 at 10:24 PM Last edited by kixleart : 20th Jul 2022 at 10:36 PM.
Tried out the latest version last night and got one event to successfully fire, but the rest of the time debug mode said that the "event test failed". I imagine its working as intended, it just failed a couple times due to other factors like my sims' circumstances at the time. IIRC it tried to fire off the "family staying over" event for example, but couldn't because the household I was playing didn't have any family members outside of the household.
Test Subject
THANKS POST
#133 Old 23rd Jul 2022 at 6:38 PM
Is there a feature that lets you trigger random event on request (without doing this automatically)?

For example, the mod stays in 'sleeping' phase but I can ask it through menu to trigger a random event.
Test Subject
THANKS POST
#134 Old 24th Jul 2022 at 5:31 PM
I love this mod and didn't even mind the few errors it popped up with because of the value added and it looks like this new update fixed those small issues. Thank you for this!
Lab Assistant
THANKS POST
#135 Old 25th Jul 2022 at 9:37 AM
The rumor with text shall sim get a "cat, dog or hamster" does it actually result in another pet being added to the family?
Virtual gardener
staff: administrator
Original Poster
#136 Old 25th Jul 2022 at 1:48 PM
Quote:
Originally Posted by Extraneo
Is there a feature that lets you trigger random event on request (without doing this automatically)?

For example, the mod stays in 'sleeping' phase but I can ask it through menu to trigger a random event.


Hey @Extraneo !

You can technically do this if you turn Debugger Mode on (See: https://modthesims.info/download.ph...290#post5839290 ). If you click the sim, you'll see an interaction that says "Test Random Event". A popup will show and will say "Do you want to test general event?". Press "true" and it will pick something randomly, but the cooldowns will still be considered.

I may in a later update include a variation that simply picks anything... just note that when the people testing it did this, they did had some chaotic gameplay happening (Like accidentally getting 3 sims killed in the span of one sim day) ;p

Quote:
Originally Posted by simrune
The rumor with text shall sim get a "cat, dog or hamster" does it actually result in another pet being added to the family?


I should probably specify this in the FAQ part, as you're not the first one asking this but I decided to not do this due to the fact that I know plenty of other simmers who are extremely specific about which sims should get pets (or want no pets in their world, etc) So for now, it doesn't really do anything

Quote:
Originally Posted by kixleart
Tried out the latest version last night and got one event to successfully fire, but the rest of the time debug mode said that the "event test failed". I imagine its working as intended, it just failed a couple times due to other factors like my sims' circumstances at the time. IIRC it tried to fire off the "family staying over" event for example, but couldn't because the household I was playing didn't have any family members outside of the household.


I may have to include a bit more data like "missing this and that" which is easier for people who haven't looked at the code over a couple of months yet

But indeed! Sometimes it's also because of the cooldowns, although at the beginning of running the mod at the start of a new save, this shouldn't be an extreme problem. But you can always tweak the cooldowns!
Test Subject
DELETED POST
26th Jul 2022 at 4:29 AM Last edited by ann_dorf : 27th Jul 2022 at 5:42 PM.
This message has been deleted by ann_dorf. Reason: glitchy comment
Test Subject
THANKS POST
#137 Old 26th Jul 2022 at 6:00 AM
I'm so excited to try this out! Thank you for making this mod and keeping the community going
Test Subject
#138 Old 27th Jul 2022 at 5:48 PM
Virtual gardener
staff: administrator
Original Poster
#139 Old 28th Jul 2022 at 8:03 PM
Quote:
Originally Posted by ann_dorf


@ann_dorf Thanks for the bug report! I will say though, I am interested why it threw a list empty error there do you have any of the modules installed at all? I assume so, but just to double check.
Test Subject
#140 Old 29th Jul 2022 at 5:49 AM
Quote:
Originally Posted by Lyralei
@ann_dorf Thanks for the bug report! I will say though, I am interested why it threw a list empty error there do you have any of the modules installed at all? I assume so, but just to double check.

Glad to help
I have everything installed except for death, disasters and disease. Don't want any unnecessary drama haha
Test Subject
#141 Old 29th Jul 2022 at 1:10 PM
Hello i got this error this morning idk what i did wrong https://postimg.cc/DJ3nnLtk
Test Subject
#142 Old 29th Jul 2022 at 2:03 PM
So I have installed the latest version of this mod and I have not encountered any bugs until today. A townie called my Sim to give away a pet, and I clicked "Sure". The message then says that he has given my Sim some items in the family inventory. I looked into it and it turns out the townie had given me a "Missing object instance 319e4f1d:00000000:000000000098aade-". At least he had given my Sim the pet, which was a chinchilla.
Virtual gardener
staff: administrator
Original Poster
#143 Old 31st Jul 2022 at 7:31 PM
Quote:
Originally Posted by Golden_Fountain_Pen
So I have installed the latest version of this mod and I have not encountered any bugs until today. A townie called my Sim to give away a pet, and I clicked "Sure". The message then says that he has given my Sim some items in the family inventory. I looked into it and it turns out the townie had given me a "Missing object instance 319e4f1d:00000000:000000000098aade-". At least he had given my Sim the pet, which was a chinchilla.


Oh nice! Thanks for the heads up! You were supposed to get a cage for your chinchilla, but I'm guessing I made a mistake along the way... Will look into it
Virtual gardener
staff: administrator
Original Poster
#144 Old 31st Jul 2022 at 7:32 PM
Quote:
Originally Posted by kocoyo
Hello i got this error this morning idk what i did wrong https://postimg.cc/DJ3nnLtk


Heya!

It's very rare for this to happen, but basically what it is, is that no appropriate rumor could be found for your sim, but the code decided to try firing itself anyways. It's nothing game breaking or mod breaking, though I'll check it out! Thanks for the report!
Test Subject
#145 Old 3rd Aug 2022 at 9:02 AM
LOLing so hard ????
LOL so I'm guessing this mod is the reason for this?? I don't know if I wanna either laugh or knock all this stuff overr
Great mod though, pure comedy!
Test Subject
#146 Old 4th Aug 2022 at 7:19 AM
I cannot get this mod to fire for me. I have NRAAS mods installed, but despite playing for weeks I can't get anything. I even downloaded the most current version. Help?!
Virtual gardener
staff: administrator
Original Poster
#147 Old 5th Aug 2022 at 10:57 AM
Quote:
Originally Posted by xC0C0A
LOL so I'm guessing this mod is the reason for this?? I don't know if I wanna either laugh or knock all this stuff overr
Great mod though, pure comedy!


Lol the best part is that this is probably the hardest event to even trigger Sorry, the mod killed your sim though!
Virtual gardener
staff: administrator
Original Poster
#148 Old 5th Aug 2022 at 10:58 AM
Quote:
Originally Posted by RRSIMMER
I cannot get this mod to fire for me. I have NRAAS mods installed, but despite playing for weeks I can't get anything. I even downloaded the most current version. Help?!


Hey @RRSIMMER ! I decided to write a quick "What to do when it's not firing" part in the description, as the debugger mode can provide you a lot of info on why it's not doing anything.

If you need a bit more help on understanding the debug messages, feel free to ask here of course!
Test Subject
#149 Old 9th Aug 2022 at 12:48 PM
Default Swedish translations
Great mod! I translated the strings for you to Swedish, if you would like to add them to the official mod. I have tested them.
Attached files:
File Type: zip  TheRandomizer - SWE translations.zip (234.8 KB, 3 downloads)
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