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(UPDATE: 23-JUL-2016) Eat Outside Restaurants + Waiters

by icarus_allsorts Posted 5th May 2014 at 9:32 PM - Updated 22nd Jul 2016 at 5:51 PM by icarus_allsorts : Mod update
134 Comments / replies (Who?) - 13 Feedback Posts, 10 Thanks Posts
Updates

23-JUL-2016: Waiters should no longer be stuck hanging around the entrance of comborabbitholes for the whole day

19-JUL-2016:
  • Fix for a problem where new games could not be started with certain worlds with this mod installed due to the world having "lotless" rabbitholes.
  • Waiters can have individual starting and end times which you can set (see the Waiters section)
  • Waiters will now first go to the table to take orders (animation requires Late Night) before going into the restaurant. They should also route closer to the table than before when bringing food to the table.
  • If the rabbithole has multiple exits and a specific table was selected, sIms and waiters will now use the exit closest to the table.
  • Sims who ordered any drink like foods (Juice/Fruit Punch/Coconut Juice etc) or ice creams from waiters will have their food handed to them directly instead of being placed on the table where they wouldn't be able to eat them. (Note: animation tends to glitch on picnic tables and children may stretch momentarily when receiving the food so you might want to avoid adding these items to the menu if it bothers you)
  • Menu window update: Selected recipes will now un-highlight themselves once added to the menu

4-MAY-2016:
  • You can now have Waiters assigned to restaurant rabbitholes. If there is a waiter on the lot, sims will sit down first to order instead of going inside, and the waiter will bring their food to them. See the Waiters section for more details.
  • The Eat Outside... interaction is now available on all dining tables, picnic tables, bar tables and island counters on the lot. Clicking on a surface and your sim will (try to at least) to sit at that specific surface to eat instead of letting the mod choose one for them.

3-FEB-2016: Improvements to the Set Menu interaction:
  • Interaction renamed to "Available Foods..." (or its equivalent in your game's language)
  • Setting a restaurant's menu can now be easily done in just 2 windows, one for adding/removing recipes and another for editing a menu item's name/price/whether or not it is suitable for vampire/mermaids.
  • Interaction is now always visible by default. To hide/restrict the interaction see the Set Menu section below.
The mod now fully use in-game strings so no longer needs any translations.





Mod Description

It had always bothered me that the Eat Outside interaction was ONLY available on bistros, yet almost every diner rabbithole lot in every default EA world so far has had tables/chairs/picnic tables outside even though Sims could only eat inside. (So much so that this was what got me into script modding into first place)

With this mod, not only can sims eat outside ALL diners, bistros and the Eiffel Tower rabbitholes (as well as any of their combo rabbithole versions), you can also
  • manually choose what your sims order
  • set custom menus for each restaurant
  • assign waiters to restaurants who will take orders and bring sims their food



Details

Although the mod started out as a direct copy of EA's original Eat Outside interaction customized to be usable at rabbitholes other than the bistro (NOTE: The original interaction on bistros is replaced with this mod's custom version), the following tweaks/changes have been made:
  • A popup menu will appear allowing you to manually choose what to order from the restaurant's menu. (user directed and for active household sims only)
  • Sims will go inside the rabbithole to order the food before exiting outside to eat like in the original interaction. However, if there is a waiter on the lot, sims will first sit down outside and a waiter will come take their order before bringing their food to them from the rabbithole.
  • Each restaurant can have their own customizable menu. See the Set Menu section for details.
  • Food quality is still random, but always between Normal and Great at diners and between Great and Perfect at bistros and the Eiffel Tower.
  • In the original interaction the sims would only choose empty dining tables on the lot to eat on. With this mod, all dining tables, picnic tables, bar tables and island counters on the lot will be considered (the group may be split into smaller ones and seated at different tables). Also sims will be guided to sit at their own individual seats to reduce the chances of them route-failing (If they still can't get to a seat they'll find somewhere else to eat)
  • If you want a sim or group of sims to dine at a specific table instead of letting the mod choose one for them, theinteraction can be accessed by clicking on the table instead of the rabbithole.
  • If the sims exits the rabbithole to bad weather and there are no indoor or sheltered surfaces on the lot (tables with patio umbrellas don't count), they will go back inside to eat instead



Set Menu ( Updated 3-FEB-2016)

As mentioned above the mod let's you set individual menus for each restaurant rabbithole via a new Available Foods... interaction. Under the interaction you have the following options:
  • Common/Spring/Summer/Fall/Winter (requires Seasons): Set different menus for each season. The Common menu is used for any season that has no menu set for it. If neither a menu for the current season nor a common menu is set, the restaurant will use a default list of recipes instead (tunable)
  • Add/Remove: Choose which recipes go into the menu. TIP: You can add the same recipe multiple times and just change their names to add variety (or at least the illusion of it) to the menu. Once you've confirmed your choices the Edit window automatically pop up.
  • Edit: Edit the following details of the items in the menu;
    • Name: Rename the food on the menu, so you can make it something snazzy to match the restaurant, or have variations of the same item.
    • Price: Set the individual lunch prices for the food on the menu (by default the higher between the recipe's register cost and the restaurant's lunch cost is used). This is the price sims will be charged for buying the food during breakfast/brunch/lunch (before factoring discounts for being a celebrity/being a chef/Lifetime Rewards, etc), slightly more is always charged for dinner.
    • Set Occults...: Selecting Vampires makes the food item restore thirst if eaten by vampires (doesn't work for ice creams). Selecting Mermaids only has an effect with this mod installed, it makes the food item replenish more hunger to mermaids when eaten)
(These interactions are now always visible by default. If you prefer to have it hidden, in the cheats console (CTRL+Shift+C) type testingcheatsenabled true and then the new cheat HideSetMenu true. Doing so will restrict the interaction to ONLY appear if the sim you are controlling either owns the rabbithole or the lot itself, or works there in the Culinary career at least level 8)


Waiters ( Updated 19-JUL-2016)

As of the 4-MAY-2016 update, the mod allows you to assign Waiters to restaurant rabbitholes. If there is a waiter on the lot, sims will sit down first and a waiter will come to the table to take their order (NOTE: the order taking animation requires Late Night). The waiter will then go into the rabbithole and bring their food to the table. The sims at the table are free to chat with one another while waiting.

Assigning waiters is totally optional and up to you They might seem out of place stationed outside Hogan's Deep Fried Diner perhaps, but that local "fancy" bistro that has a reputation of forcing customers to carry their own food outside to eat could probably use one.

To have a waiters on the lot, click on the rabbithole building and use the new Waiter... > Hire interaction. It may take a while for the game to assign a sim to the role, the NRaas Register mod can be used to manually assign one if you prefer, see below)

You can have multiple waiters on the lot, and each one will have their individual interaction menu (Waiter 1.., Waiter 2... etc) on the rabbithole building. Through this you can
  • remove a waiter role using the Fire Sim interaction
  • set individual start/end times for the role (by default waiters will work from the restaurant's opening to closing, I added this functionality after feeling bad for the waiters working at diners which never close)
To manually reassign the waiter role to some other sim, use the NRaas Register mod. (NOTE: The NRaas > Register interaction only shows up on a waiter's interaction menu if you've gone into build/buy mode at least once on the lot after hiring the waiter)


End Notes

Final build and testing done on patch 1.67.

Base Game compatible, no expansions required.

Current version of the mod no longer needs translation.

Additional Credits:
The Jones' for S3PE and s3se. Special thanks to Inge for answering my questions when I first started with this mod (and modding in general)

Those who tested the mod over at the NRaas Wiki forums (brappl, JustMe___ and Chain_Reaction for taking the time to look into the Nraas Cupcake (non?)issue)

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

Sims 3
Built with Game Version: 1.67.2.024
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
icarusallsorts.EatOutsideRestaurant.rar | Updated: 23-JUL-2016

Size: 31.7 KB · Downloads: 29,155 · 22nd Jul 2016
31.7 KB 29,155 22nd Jul 2016
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!
 
134 Comments / Replies (Who?) - 49 Feedback Posts, 80 Thanks Posts
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Lab Assistant
DELETED POST
26th Feb 2016 at 2:13 PM
This message has been deleted by Lulu_c. Reason: Reload the game and the problem is gone.
Test Subject
THANKS POST
#101 Old 14th Mar 2016 at 5:40 PM
Thank you!
Forum Resident
THANKS POST
#102 Old 2nd Apr 2016 at 9:19 PM
Hello, sorry to bother you.

I got your mod and tried to unzip it. I can't and I get a message reading "method unknown" when using the "extract files" option with RMB. Is there something I am doing wrong? Or is there some suggestion you could provide for fix/get around this?

Thanks!!!
Field Researcher
Original Poster
#103 Old 4th May 2016 at 1:25 PM
@RedMallie Sorry for the late reply, if you had trouble unzipping the previous file, using 7-Zip to do it is recommended, but this should no longer be a problem with the latest version I've uploaded.
Field Researcher
THANKS POST
#104 Old 4th May 2016 at 4:44 PM
Thanks for the update!
Top Secret Researcher
THANKS POST
#105 Old 4th May 2016 at 6:28 PM
Awesome update icarus. Thanks so much.
Scholar
THANKS POST
#106 Old 5th May 2016 at 2:57 AM
Oh wow. Such a great update. Lots of internet hugs!
Lab Assistant
THANKS POST
#107 Old 5th May 2016 at 5:01 AM
OMG, that's such an awesome update to this mod!!!! SO EXCITED!!!! Thank you, thank you, thank you!!!!!!!
Theorist
THANKS POST
#108 Old 5th May 2016 at 8:01 AM
This is great! Thank you so much!
Field Researcher
THANKS POST
#109 Old 6th May 2016 at 7:28 PM
Dude .. Really....Seriously.....THANK YOU
Forum Resident
#110 Old 6th May 2016 at 11:26 PM
Quote:
Originally Posted by icarus_allsorts
@RedMallie Sorry for the late reply, if you had trouble unzipping the previous file, using 7-Zip to do it is recommended, but this should no longer be a problem with the latest version I've uploaded.


No worries about the time it took you to reply. Thank you much for doing so.

I use 7zip regularly, and still had the problem, but I am going to check, correction, I have tried again, and the extraction went smoothly. Thank you very much!!!
Instructor
#111 Old 10th May 2016 at 4:43 AM
This awesome mod just got awesomer!
Scholar
#112 Old 11th May 2016 at 6:28 AM Last edited by desiree101 : 11th May 2016 at 7:03 AM.
Hi Icarus, I love the updates on this mod
I think there is a little bug though, where the recipes on the menu keep adding themselves twice, sometimes more when adding/removing foods. I remove the surplus foods only for them to come back again when trying to add other foods.

Edit: Never mind, its not a bug, its silly me lol. I see the foods that were already added stayed highlighted, therefore they'd be added again and again (until I un-highlight them ) As I said, silly me!
I love this mod
Test Subject
#113 Old 11th May 2016 at 5:29 PM
Default thanks
Test Subject
DELETED POST
14th May 2016 at 6:12 PM
This message has been deleted by mspoodle1. Reason: 114
Lab Assistant
THANKS POST
#114 Old 4th Jun 2016 at 4:32 PM
Thank you, i love all your great Mods!
Test Subject
#115 Old 25th Jun 2016 at 1:47 PM
Hey, I really love this mod and have been using it for a while with no problems, but I've noticed an odd bug with it whenever I try to load Bridgeport or Monte Vista with this mod in the packages folder. The progress bar for the world always gets almost to the end before making no more progress no matter how long I leave it, and it doesn't matter if it's a new or existing save file, either. The only way to load these worlds for me is to take out this mod, which really sucks since I love being able to make restaurants my sims can actually eat in. Any idea what could be causing this? I'm currently running Generations, Seasons, and Late Night, but I've noticed the problem with Monte Vista when I only had Generations.
Test Subject
#116 Old 2nd Jul 2016 at 2:28 AM
Quote:
Originally Posted by yumanaa
Hey, I really love this mod and have been using it for a while with no problems, but I've noticed an odd bug with it whenever I try to load Bridgeport or Monte Vista with this mod in the packages folder. The progress bar for the world always gets almost to the end before making no more progress no matter how long I leave it, and it doesn't matter if it's a new or existing save file, either. The only way to load these worlds for me is to take out this mod, which really sucks since I love being able to make restaurants my sims can actually eat in. Any idea what could be causing this? I'm currently running Generations, Seasons, and Late Night, but I've noticed the problem with Monte Vista when I only had Generations.


I'm having a similar issue. I can load existing saves with this mod installed with no problems, but when I try to start a new game in any town the progress bar on the loading screen gets stuck at 99%. The only fix is to remove the mod then put it back into the folder once I create a save.
Test Subject
THANKS POST
#117 Old 3rd Jul 2016 at 6:49 PM
Awesome mod. Thank you very much ! It's brilliant ; -)
Test Subject
#118 Old 9th Jul 2016 at 5:27 AM
Quote:
Originally Posted by Stetko86
I'm having a similar issue. I can load existing saves with this mod installed with no problems, but when I try to start a new game in any town the progress bar on the loading screen gets stuck at 99%. The only fix is to remove the mod then put it back into the folder once I create a save.


I am also having this issue, will try that fix and see if it works. Thanks
Field Researcher
Original Poster
#119 Old 19th Jul 2016 at 3:05 PM
Quote:
Originally Posted by desiree101
I think there is a little bug though, where the recipes on the menu keep adding themselves twice, sometimes more when adding/removing foods. I remove the surplus foods only for them to come back again when trying to add other foods.

Edit: Never mind, its not a bug, its silly me lol. I see the foods that were already added stayed highlighted, therefore they'd be added again and again

Although it was intentional at first, I've realized how counter intuitive it was so I've fixed it so that the recipes unhighlight themselves after being added to the menu.

@yumanaa @Stetko86 @SamCarr21 Turns out that some worlds have "lotless" rabbitholes floating about them which I didn't accounted for (who would?) and thus tripped the mod up when trying to load a new game in these worlds. The game should get rid of them once you start playing the world which explains why loading a saved game with the mod still worked. Anyways, the issue should be resolved with the latest version of the mod. Thanks for the reports
Field Researcher
#120 Old 19th Jul 2016 at 3:05 PM
i didnt even know about this bug was I wondering what it is but i wouldnt give this one up lol for drinks u think u can add a champagne and or nectar to the drinks list i been using this outside inside my bistros must i say this and your eat outside and food synisizer are a MUST HAVE i dont need ani or store one except for vip tables who get chef special ty for the upgrade.
Field Researcher
#121 Old 20th Jul 2016 at 3:57 AM Last edited by JT` : 20th Jul 2016 at 9:38 PM.
I haven't tried the new version yet, but I didn't see anything about this in the changelog: (in Monte Vista, if it matters, at the combo restaurant rabbithole) sims are being given their food at a place setting other than their own -- it happened both eating alone and with others. For instance, if I click on the table to Eat Outside, my sim routes to the chair on the south side of the table, and the waiter goes inside, comes back out with the food, and then places the food on the chair on the west side of the table. The only way to eat the food is to cancel the Eat Outside interaction and click on the plate and choose to eat it manually.

This also means free food. Um.

I'll give the update a shot and see if the problem has vanished. =)


[edit] Haven't tried a "normal" group yet, but get the following script error when trying to "Eat Outside... Eat With Date".


This is especially interesting because in spite of clicking on a table outside and having two service sim waiters, it seemed to be using the old behaviour of the customer entering the restaurant themselves to select a meal. I selected a manually-added menu item (Lasagna Sopresa) and after paying and exiting the restaurant with her own food item, the sim performed an immediate reset (which destroyed the date situation of course =)). I'll test the Eat Alone and Eat With Group soon as well.

If a picture is worth 1000 words, a video is worth 30000 words per second assuming normal frame rates, so I'll see if I can capture the waiters placing the meal in the wrong slot, as that one doesn't cause a script error and simply fails.

Of particular note is that the tables have only three chairs, leaving the chair slot closer to the centre of the lot empty, in case that affects the algorithm. I also have a standard bar converted to a professional bar on the same lot.
Field Researcher
Original Poster
#122 Old 21st Jul 2016 at 3:16 PM
@JT` The waiters serving food to the wrong spots may be due to the sims not sitting at their assigned spots in the first place, that I think I know how to fix so thanks for the report. As for how your sim's date went wrong, it rather baffling to me even with the script error. A few things I'd like to know which might help shed some light on the cause:
1.was there a picnic table on the lot
2.were your sims on the lot when you clicked on the table to start the interaction or were there somewhere else and had to route there
3. were the waiters already on the lot at the start of the interaction/when your sims got to the lot
4. was this a one off thing or are you constantly experiencing weird results with the interaction on this lot?
Field Researcher
#123 Old 22nd Jul 2016 at 12:13 AM Last edited by JT` : 22nd Jul 2016 at 1:32 AM.
Heh! I got sidetracked working on a tuning mod and completely forgot to test this further last night. =P Cool beans on the Eat Alone/With Group fix!

For individual answers:

Quote:
Originally Posted by icarus_allsorts
1.was there a picnic table on the lot


Fairly sure there wasn't. I'll edit after I double check. [edit]Nope, no picnic tables. Two standard round bistro tables with four bistro chairs, four more of the same tables with only three chairs each, a basegame bar (with your professional interactions enabled) with two stools, and three community benches. And two dumpsters, which wouldn't affect anything. ;-)

Quote:
2.were your sims on the lot when you clicked on the table to start the interaction or were there somewhere else and had to route there


I'm fairly sure the dating couple was off the lot, now that you mention it. In the Monte Vista world the rabbithole shell occupies the vast majority of the lot, and the outdoor seating area is only about 8 tiles from the edge and fenced in all the way up to 1 tile from the edge, so that sims who are outside the restaurant entrance are usually in the world lot (the rabbithole entrance is also only about 4 tiles from the edge). Waiters have to route along the fringe of the lot to get to the seating area at all.

Quote:
3. were the waiters already on the lot at the start of the interaction/when your sims got to the lot


I can't actually say for certain, but that also seems like a potential cause! From memory I did show up at about 11:30 (my tuning makes restaurants open at 11 AM), so it's possible that they weren't there yet. Given the aforementioned size of the rabbithole and the lack of standing room, I tended to stop looking for the waiters before placing an order since it usually "just worked". =) I noticed that it took NRaas Register service sims a good 30 minutes to make it to my festival lot's concession stands in town, so it stands to reason that they hadn't arrived yet.

Quote:
4. was this a one off thing or are you constantly experiencing weird results with the interaction on this lot?


It was a one-off thing as far as Eat With Date is concerned, since it was their first date after graduation! Heh. I'll have to test more to see if its reproducible. =)
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