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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?) - 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: 7,652 · 11th Jul 2022
Download
361.2 KB 7,652 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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Page 7 of 8
Test Subject
#151 Old 13th Aug 2022 at 8:09 AM
Ummm I can't see the number
https://postimg.cc/wR3Yf897
Test Subject
#152 Old 22nd Aug 2022 at 9:23 PM
Default Confused?
Hi so i dont know if im doing something wrong or what but when I go into the retuner settings, it does not give the option to change the chance of an event, only the cooldown for them.
Screenshots
Lab Assistant
#153 Old 27th Aug 2022 at 7:49 AM
I sort want Earthcuake and out of disiases maybe guinea pig disease (maybe), common flu, and sort of minerves vengeace, sort of pheunomenia as well... I just don't want to kill them...
Test Subject
#154 Old 29th Aug 2022 at 5:50 PM
Hey! I've translated your mod to Spanish, how could I send the files to you?
Test Subject
#155 Old 10th Sep 2022 at 4:28 PM
Hi! I would really love to play with this mod but nothing happen when i start the game. My active household is frozen and the option " go here " when i click on the ground doesn't show, it doesn't click and sims are stuck . I don't understand why! Can someone help me?
Virtual gardener
staff: administrator
Original Poster
#156 Old 12th Sep 2022 at 9:40 AM
Quote:
Originally Posted by KendallxLavender
Hi so i dont know if im doing something wrong or what but when I go into the retuner settings, it does not give the option to change the chance of an event, only the cooldown for them.


Sorry for the late reply @KendallxLavender !

The later version actually doesn't use any chance-based options anymore as that proved to be chaotic and super unbalanced. Instead, it uses a "wait x amount of days before attempting to trigger it again". hope this helps!
Virtual gardener
staff: administrator
Original Poster
#157 Old 12th Sep 2022 at 9:42 AM
Quote:
Originally Posted by zelkat13
Hey! I've translated your mod to Spanish, how could I send the files to you?


Thank you for doing that! Sending them through PM or simply attaching them to your reply is perfectly fine! (for the latter, make sure to click the "Go advanced" button on the bottom of the reply box, and then scroll all the way down in the next screen till you see "Upload"
Virtual gardener
staff: administrator
Original Poster
#158 Old 12th Sep 2022 at 9:43 AM
Quote:
Originally Posted by ann_dorf
Ummm I can't see the number
https://postimg.cc/wR3Yf897


That must be a bug then! Will take that into account with the next update
Virtual gardener
staff: administrator
Original Poster
#159 Old 12th Sep 2022 at 9:43 AM
Quote:
Originally Posted by kaellstroem
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.


Awesome! I'll add the translations as soon as I can
Test Subject
#160 Old 15th Sep 2022 at 7:51 PM
Hi! I've noticed that this mod doesn't work with "Knitting for TS3 - Interaction and Skill" by zoe22 . Is there any way to fix this? Cause I really like both
Scholar
#161 Old 17th Sep 2022 at 1:30 PM
Quote:
Originally Posted by FrN0679
Hi! I've noticed that this mod doesn't work with "Knitting for TS3 - Interaction and Skill" by zoe22 . Is there any way to fix this? Cause I really like both


Wow, I didn't know this I was wondering why randomizer do not work for me and I have zoe22's mod too. Situations just not trigger in my game at all.
Yea, it would be great to have it fixed, cuz this mod looks very cool.
Test Subject
#162 Old 23rd Sep 2022 at 3:36 PM
Randomizer Translated for Brazilian
I play TS3 with this mod for a while, and yes have some texts that translate didn't work. But I hope you have the best experience and thanks for de creator.

OBS: Just replace Core and Base mod, the others don't have strings to translate. XoXo
Download - please read all instructions before downloading any files!
File Type: rar PTBR.rar (193.1 KB, 5 downloads)
Test Subject
#163 Old 24th Sep 2022 at 6:36 PM
Quote:
Originally Posted by Lyralei
Sorry for the late reply @KendallxLavender !

The later version actually doesn't use any chance-based options anymore as that proved to be chaotic and super unbalanced. Instead, it uses a "wait x amount of days before attempting to trigger it again". hope this helps!


Thank you, that makes sense!
Virtual gardener
staff: administrator
Original Poster
#164 Old 26th Sep 2022 at 10:20 AM
Quote:
Originally Posted by Nemiga
Wow, I didn't know this I was wondering why randomizer do not work for me and I have zoe22's mod too. Situations just not trigger in my game at all.
Yea, it would be great to have it fixed, cuz this mod looks very cool.


@Nemiga , @FrN0679

Did you both get the latest version? The earliest version had a ton of bugs that would prevent basically all mods you owned to function strangely. This isn't the case in the new version.

If you are playing with the latest version, then that's really odd, because I've successfully been able to knit objects and stuff in my current big save (both with Zoe's mod latest version and the randomizer). Maybe try it in a fresh new save (so, new world > plop in a family and play them) and see if that works? TS3 can be annoying like that :p
Forum Resident
THANKS POST
#165 Old 2nd Oct 2022 at 5:49 PM
How fun, my first thing was big house fire!
Field Researcher
#166 Old 2nd Oct 2022 at 11:14 PM
I'm having trouble getting this to fire properly. I have all the mods in the mods folder (tried overrides folder too) and nothing happens. What am I doing wrong? Do you mind helping me out? Thanks
Scholar
#167 Old 8th Oct 2022 at 5:19 PM
Quote:
Originally Posted by Lyralei
@Nemiga , @FrN0679

Did you both get the latest version? The earliest version had a ton of bugs that would prevent basically all mods you owned to function strangely. This isn't the case in the new version.

If you are playing with the latest version, then that's really odd, because I've successfully been able to knit objects and stuff in my current big save (both with Zoe's mod latest version and the randomizer). Maybe try it in a fresh new save (so, new world > plop in a family and play them) and see if that works? TS3 can be annoying like that :p


Yes I'm using the latest version, also I notice that with this mod game freeze from time to time. As soon as I taken out mod, the problem was gone. I don't know if Knitting mod is causing issue or else, cuz there is no script error and dashboard do not detect conflicts either. But one is for sure, mod is not working as it suppose to :/ It's kind of sad cuz I would like to have more custom events in game just spice up gameplay
Lab Assistant
DELETED POST
9th Oct 2022 at 5:02 PM
This message has been deleted by Frechi. Reason: Accidentally did it a a thanks post
Test Subject
#168 Old 9th Oct 2022 at 8:29 PM
Default error message when loading into egypt save file
my sim travelled to egypt when i was last playing the game, and when i loaded up the save file the following day i got an error message as soon as the save file loaded. i've added a screenshot for you that i hope helps

thank you for making such a fun and amazing mod
Screenshots
Test Subject
#169 Old 20th Oct 2022 at 12:42 PM
Quote:
Originally Posted by Lyralei
@Nemiga , @FrN0679

Did you both get the latest version? The earliest version had a ton of bugs that would prevent basically all mods you owned to function strangely. This isn't the case in the new version.

If you are playing with the latest version, then that's really odd, because I've successfully been able to knit objects and stuff in my current big save (both with Zoe's mod latest version and the randomizer). Maybe try it in a fresh new save (so, new world > plop in a family and play them) and see if that works? TS3 can be annoying like that :p


Yes, I have the latest version of your mod and zoe´s. As Nemiga said, there seems to be no conflict but for some reason the events won't go off. When I noticed this problem I already had a completly new save so I don´t think that that is the problem either.
Test Subject
#170 Old 21st Oct 2022 at 1:43 AM
Default Too many things happened lol
I forgot I had installed this mod so when I went to play for the first time in a few months I was surprised. I got tax returns a lot, the power or water got shut off a lot but that never really worked. I would get “free pizza” almost daily but then they’d charge me for it and the cherry on top was my 1 and only young adult sim who was very happy not at all in a bad mood went to a fishing class and ended up DYING. Then his cat got taken away because there was no sims in the household. This was only on day 3 in that world. I can’t stop laughing but at the same time what?! Lmao
Test Subject
#171 Old 30th Oct 2022 at 10:24 AM
Default What is this?
Hey guys,

Does anyone else get this? If so, how do I close it when it comes up? It´s long and the buttons aren´t showing if you understand what I mean.
(just downloaded the updated version, hopefully it was just that)
Screenshots
Lab Assistant
#172 Old 12th Nov 2022 at 3:57 AM
I almost thought the mod bugged out because I got the same popup as Molly earlier, but nope, the game decided to show me that it was fine by firing this at me (LITERALLY)

Test Subject
#173 Old 14th Nov 2022 at 3:00 PM
Default Bug
My game has lagged alot. For example, no base game careers were available tto choose. Today I spent alot of time trying to figure out which mod caused the conflict. Unfortunately, it was this mod. Too bad, I loved this.
Virtual gardener
staff: administrator
Original Poster
#174 Old 15th Nov 2022 at 1:31 PM
Quote:
Originally Posted by teatermolly
My game has lagged alot. For example, no base game careers were available tto choose. Today I spent alot of time trying to figure out which mod caused the conflict. Unfortunately, it was this mod. Too bad, I loved this.


Hey @teatermolly !

That's really interesting that that happened. The only thing I can think of is somehow a mod conflict with the Randomizer mod itself. Do you have any Nraas modules that affect the Careers? or some Career manager mod that may somehow cause this to happen?
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