MTS has all free content, all the time. Find out how YOU can help to keep it running. Tell me how...

[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?) - 22 Feedback Posts, 2 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: 7,602 · 11th Jul 2022
Download
361.2 KB 7,602 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
Thanks are currently OFF: Show Thanks Posts for this thread
Page 3 of 8
Lab Assistant
#51 Old 21st Jun 2022 at 2:29 AM Last edited by Nieri : 21st Jun 2022 at 3:04 AM.
I just encountered something weird. ? My Sim got a call from a friend. The friend said she and her partner had a big fight. A box popped up with (I think) 3 options. But the text was printed across the entire game screen and over the options, so I couldn't read what they were. (I just clicked one randomly and the friend said that wasn't a good idea. lol)

(editing this instead of making another post) Also got a notification - actually, about half a dozen of the same notification - that someone spread a rumor and my Sim got a phone call from a friend about it, but I never did find out what the rumor was. I'm very curious now. lol
Test Subject
#52 Old 21st Jun 2022 at 4:42 AM
Quote:
Originally Posted by Lyralei
I've noticed the rumors not showing up most of the time either in my playthroughs either. (although this was an issue before the newest updates) so I'm actively looking into this! it used to work through before I added all the translatable keys (which is what Lyralei/School Events/Homework services are in this case )

Thanks for the report though! so the dialogue text just showed " Lyralei/School Events/Homework services" but the 2 buttons did show text? just to make things easier on my end :p


Yes the two choices did show text! You're welcome! Super excited about this mod!
Test Subject
#53 Old 21st Jun 2022 at 5:46 AM
Quote:
Originally Posted by Lyralei
Hey! Was this by any chance before or after the new update? If before, it's probably a good idea to re-download it and see if that fixes it.

I'm assuming that this was probably the older update, because of your comment on things having disappeared and such. The update will fix this!

Regarding the last issue, beyond the confession, the Sim isn't being told anymore what to do by script, sothats quite a strange bug maaaybe it has to do again with the older version? Since I've never had this happen before myself.


Hi! Thank you for the quick response. It was with the new version unfortunately, but Ill play with the mod again to see if anything similar happens again!
Test Subject
#54 Old 21st Jun 2022 at 3:33 PM
loving this mod so far! I love what you've done so far and It really spices up gameplay thank you so much for developing this!

I do have a few "bugs" though, like saying my sim has gotten a rumor but the rumor is empty so it will say like "Harry spread this rumor:" And my sim called himself to tell him that he has a rumor, which was nice of him actually. also, my sim is an adult and unemployed but he gets scenarios relating to school and work. idk if its possible to make this so it doesnt happen based on age/career status.

edit: I attached a photo of the rumor bug
Screenshots
Lab Assistant
DELETED POST
21st Jun 2022 at 10:00 PM
This message has been deleted by Nieri.
Test Subject
#55 Old 22nd Jun 2022 at 5:32 AM
This is absolutely great. I this and I really can't wait to see what you do next. though I am curious, would you ever create a supernatural aspect of it or not? I have been looking for something similar to this that includes supernatural, but I was considering making my own. Regardless, the work you have done is incredible.
Test Subject
#56 Old 22nd Jun 2022 at 8:55 AM
is there always an event after the 10-72 hours, or is there just a chance of one? I just got done playing for about an in-game week and didn't see a single event fire so I'm trying to figure out whether something went wrong or if I was just unlucky/missed something
Test Subject
#57 Old 22nd Jun 2022 at 2:51 PM
The seed event unfortunately froze and crashed my game when it occurred.
Test Subject
#58 Old 22nd Jun 2022 at 5:29 PM
I love these little events in the game, and now there will be even more! Thanks!
I'm adding the Russian translation in the attachment (it may not be quite right, as it's hard to check all the strings in the game, so if anyone has any comments, write me in pm and I'll make corrections).
Download - please read all instructions before downloading any files!
File Type: 7z TheRandomizerModByLyraleiV4_RU.7z (285.4 KB, 12 downloads)
Description: Mod with an alternative translation. Updated 2022-07-12.
Test Subject
#59 Old 22nd Jun 2022 at 8:16 PM
I have a problem where when my sim gets a prompt, that whole part works but for example my sims got a call about old furniture & I accepted & it said that the item would b in my inventory but that wasn't the case, this happened a few times. After that, my child got a pop up of sim that wanted to go on a date with her & nothing happened afterwards, like she didn't even know the sim. Really excited for the future of this mod though seems very interesting llololololo
Virtual gardener
staff: administrator
Original Poster
#60 Old 24th Jun 2022 at 11:40 AM
Quote:
Originally Posted by ghostmilky
The seed event unfortunately froze and crashed my game when it occurred.


@ghostmilky do you happen to own Supernatural? Because if that's crashing the game, then I should probably add this to the "packs that you need".

The reason is that I do use some code to get the fairy visual effects.
Virtual gardener
staff: administrator
Original Poster
#61 Old 24th Jun 2022 at 11:46 AM
Quote:
Originally Posted by joeyofrivia
loving this mod so far! I love what you've done so far and It really spices up gameplay thank you so much for developing this!

I do have a few "bugs" though, like saying my sim has gotten a rumor but the rumor is empty so it will say like "Harry spread this rumor:" And my sim called himself to tell him that he has a rumor, which was nice of him actually. also, my sim is an adult and unemployed but he gets scenarios relating to school and work. idk if its possible to make this so it doesnt happen based on age/career status.

edit: I attached a photo of the rumor bug


@joeyofrivia First off, I love your simbot lol

Regarding getting prompts about work/school... that's odd actually So the times this happened to me, it would throw errors, because it actually needs a work/school assigned to the sim to not throw null references/errors. Are you having those as well? Secondly, are they like "unemployed but registered at a city hall for a job" (So, self-employed)? Because that may be the problem then and I'll have to look into that.
Virtual gardener
staff: administrator
Original Poster
#62 Old 24th Jun 2022 at 11:54 AM
Quote:
Originally Posted by kixleart
is there always an event after the 10-72 hours, or is there just a chance of one? I just got done playing for about an in-game week and didn't see a single event fire so I'm trying to figure out whether something went wrong or if I was just unlucky/missed something


@kixleart There are a few reasons it may not fire specifically, i've explained it a bit under the "Frequently asked questions" part of the description:

Quote:
"Nothing has triggered for me yet!"
Assuming the mod is working (which it most likely is), remember that it takes between 10 to 72 hours to trigger any event! Also, keep in mind that certain modules have requirements to work (like, your sims having a friend or a partner... or work :p)

Of course, the chances of any of these things triggering can be tweaked (see below.)


So, assuming as well you got the 19th June 2022 version (which is the most recent update), currently if you have only one or 3 modules, it can happen that the same module type is being fired, which in code i'm saying can only happen 30% of the time. I am currently working however on something that counts how many modules you have installed, and then dynamically figures out the chance it can let through the same module type, rather than it being a hardcoded 30%.

I know its not much, but i do hope this helps!
Virtual gardener
staff: administrator
Original Poster
#63 Old 24th Jun 2022 at 11:57 AM
Quote:
Originally Posted by AirraJay
This is absolutely great. I this and I really can't wait to see what you do next. though I am curious, would you ever create a supernatural aspect of it or not? I have been looking for something similar to this that includes supernatural, but I was considering making my own. Regardless, the work you have done is incredible.


Hey @AirraJay

Can do, and technically you can use this mod as a basic framework to make it, but I am wondering what kind of random events you're thinking of? Maybe if they're not as super big I can include them
Virtual gardener
staff: administrator
Original Poster
#64 Old 24th Jun 2022 at 12:02 PM
Quote:
Originally Posted by CrippliingDepression
I have a problem where when my sim gets a prompt, that whole part works but for example my sims got a call about old furniture & I accepted & it said that the item would b in my inventory but that wasn't the case, this happened a few times. After that, my child got a pop up of sim that wanted to go on a date with her & nothing happened afterwards, like she didn't even know the sim. Really excited for the future of this mod though seems very interesting llololololo


Hey @CrippliingDepression

Yeah, the furniture one is a really odd bug I've been having on and off as well! And because of that, I keep thinking it's finally fixed it, and then it semi work :p

Now, a thing to remember is that the furniture will actually go to your family inventory so that may be good to check

Regarding the dating thing, that's partially my doing for not actually adding any good user experience there. It can happen that the sim who goes to a lot after accepting a date, gets either stuck routing (Because TS3) or the sim has a need that cancels going to that lot. (Like being hungry/having to go to the toilet, etc).
Test Subject
#65 Old 24th Jun 2022 at 7:02 PM
Quote:
Originally Posted by Lyralei
@ghostmilky do you happen to own Supernatural? Because if that's crashing the game, then I should probably add this to the "packs that you need".

The reason is that I do use some code to get the fairy visual effects.

I own all the packs so I don't believe that was the issue in my case.
I liked mod too much to delete it though
Test Subject
#66 Old 25th Jun 2022 at 12:23 AM
@Lyralei
I have all of the modules installed, so I shouldn't be having any issues that are caused by a low number of modules being installed
maybe a future update could add in-game alerts when the mod loads, or when it attempts to fire an event? that would make it a bit easier to tell what exactly is going on while the game is running
Virtual gardener
staff: administrator
Original Poster
#67 Old 25th Jun 2022 at 2:31 PM
Quote:
Originally Posted by kixleart
@Lyralei
I have all of the modules installed, so I shouldn't be having any issues that are caused by a low number of modules being installed
maybe a future update could add in-game alerts when the mod loads, or when it attempts to fire an event? that would make it a bit easier to tell what exactly is going on while the game is running


Hrm, not a bad idea! I can always make it a potential tunable option, so anyone who really doesn't want their notifications clogged up with any "firing event" texts, can still somehow turn it off. Which I'll hopefully be able to make Nraas-returner compatible. Still need to investigate on how to do that.

Because what does your active household currently exist out of? do any of your sim have friends/romantic relationships? Do they have jobs as well?

Since the disasters and death, as well as diseases module, have been tuned way back then they once were... a lot of people testing it before the Public beta had their sims go through a lot of tough moments I've been on an off tweaking the chances of things happening and so far I felt this was somewhat balanced enough, but it also feels like it's not firing enough now. Finding that sweet spot is most definitely not the easiest job.
Test Subject
#68 Old 25th Jun 2022 at 10:01 PM
Quote:
Originally Posted by DrippingInk
I just downloaded this today, and when I was playing the game, this happened:
[IMG][/IMG]

If you can see the picture, this large text box appeared while I was playing, alongside the notification 'Oh no! Inukitsoq Sisamat has just spread the following rumour:' which was spammed three times for some reason. This happened again later on, with the exact same notification, spammed three times. I hope what I am saying makes sense.

I have a lot of mods, so it might just be a conflict but I don't know what it could be.



Could you let me know how you managed to close this text box? I had the same thing happen to me and I had to quit from task a manager.
Virtual gardener
staff: administrator
Original Poster
#69 Old 25th Jun 2022 at 10:43 PM
Quote:
Originally Posted by SimC
Could you let me know how you managed to close this text box? I had the same thing happen to me and I had to quit from task a manager.


Make sure to press enter
Test Subject
#70 Old 26th Jun 2022 at 12:19 AM
Quote:
Originally Posted by Lyralei
Hrm, not a bad idea! I can always make it a potential tunable option, so anyone who really doesn't want their notifications clogged up with any "firing event" texts, can still somehow turn it off. Which I'll hopefully be able to make Nraas-returner compatible. Still need to investigate on how to do that.

Because what does your active household currently exist out of? do any of your sim have friends/romantic relationships? Do they have jobs as well?

Since the disasters and death, as well as diseases module, have been tuned way back then they once were... a lot of people testing it before the Public beta had their sims go through a lot of tough moments I've been on an off tweaking the chances of things happening and so far I felt this was somewhat balanced enough, but it also feels like it's not firing enough now. Finding that sweet spot is most definitely not the easiest job.


the household I was testing with had two adults (both of whom are employed), a teen, a child, and most recently a baby. I don't think they've formed much in the way of relationships outside of their household yet since they've only existed for about six in-game days
Virtual gardener
staff: administrator
Original Poster
#71 Old 26th Jun 2022 at 11:22 AM
Quote:
Originally Posted by kixleart
the household I was testing with had two adults (both of whom are employed), a teen, a child, and most recently a baby. I don't think they've formed much in the way of relationships outside of their household yet since they've only existed for about six in-game days


@kixleart , I fixed the firing stuff a bit, so I've actually seen it firing much more for my Sunset valley test save (Specifically playing the single Moms household), So make sure to update! Hopefully, that should fix things!
Field Researcher
#72 Old 27th Jun 2022 at 12:21 AM
eeew straights. not lgbt friendly.

All the hoods are merely the same, so I made ones where all the Sims aren't straight.
Page 3 of 8