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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?) - 20 Feedback Posts, 4 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: 7,727 · 11th Jul 2022
Download
361.2 KB 7,727 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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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
staff: administrator
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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