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Seasons Wishing Wells of Hazard

by Sophie-David Posted 7th Mar 2013 at 5:25 AM - Updated 26th Dec 2018 at 2:35 AM by Sophie-David
 
20 Comments / Replies (Who?) - 8 Feedback Posts, 11 Thanks Posts
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Theorist
#2 Old 7th Mar 2013 at 6:40 AM
This is great David, thank you, love the pic of Steph Sim. :lovestruc

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You can also find more of my work at Leefish and Plumb Bob Keep
Lab Assistant
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#3 Old 7th Mar 2013 at 10:46 AM
Moar wonderful wells! I...don't suppose there will be a version that isn't so random..? (For the purposes of storytelling, obviously...)

Dilly
8)
transmogrified
retired moderator THANKS POST
#4 Old 7th Mar 2013 at 10:56 AM
I am shameless, and this is AWESOME. Nobody's ever made anything inspired by my selfishness before. Randomness defines my play style, so this is going to get a lot of use in my neighborhood. Thank you, thank you!
Theorist
Original Poster
#5 Old 7th Mar 2013 at 6:15 PM Last edited by Sophie-David : 7th Mar 2013 at 6:36 PM.
Quote: Originally posted by Michelle 111
This is great David, thank you, love the pic of Steph Sim. :lovestruc
You're welcome Michelle. Isn't that a beautiful picture of a beautiful lady? SimSteph had never showed up in the Gwyrch home neighbourhood before, but surprised me by spontaneously visiting just as I was beginning the picture taking. :lovestruc

Quote: Originally posted by donnlap
Moar wonderful wells! I...don't suppose there will be a version that isn't so random..? (For the purposes of storytelling, obviously...)

Dilly
8)
Thank you Dilly. The Healing and Cursed Wells from the earlier set do cover off those particular story aspects consistently, but of course I do not have a special well for vanishing or for being drugged. I did find that a 10% probability for these two outcomes came up surprisingly frequently during testing, whereas when I had it at my initial 5% rate I got fed up waiting for them to happen.

I don't think I want to complicate the wells any further with additional versions or menu options at this time, however I do have it at the back of my mind to have all these and other effects available as potions. Presumeably some enterprising young alchemist tours the countryside gathering the waters from the various enchanted wells, then bottles them all to sell for a tidy profit!

Quote: Originally posted by mangaroo
I am shameless, and this is AWESOME. Nobody's ever made anything inspired by my selfishness before. Randomness defines my play style, so this is going to get a lot of use in my neighborhood. Thank you, thank you!
You are most welcome mangaroo, and I do appreciate the suggestion!
Theorist
Original Poster
#6 Old 9th Mar 2013 at 5:33 AM Last edited by Sophie-David : 9th Mar 2013 at 4:50 PM.
Quote: Originally posted by donnlap
Moar wonderful wells! I...don't suppose there will be a version that isn't so random..? (For the purposes of storytelling, obviously...)

Dilly
8)
In response to donnlap's wish, I have added a selectable Mode menu that will lock the well into any one of its five behaviours. However, by default the Hazard Wells still produce chance outcomes.
Test Subject
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#7 Old 10th Mar 2013 at 5:12 AM
This is pretty cool, thanks!
Theorist
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Original Poster
#8 Old 10th Mar 2013 at 6:58 AM
You're welcome.
Lab Assistant
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#9 Old 10th May 2014 at 6:26 PM
Great well! Decided to get this well instead of the other versions since it's more random and I love it! Also took your advice about putting in the more realistic diseases mod over at Maty too. This works great in the Asylum Challenge that was a little too 'easy' for some reason (everything went perfectly and the controlled sim got discharged in 18 days!)- so this made it more of an actual challenge.

Two questions though-
1. How long do sims vanish for? I've waited a week and they didn't look like they would come back in time so I teleported them back in. Not sure if they're still flagged as part of the family or not. Maybe it's because I've been playing straight through (12 hours real time- I'm a BIT obsessive) without leaving the lot or going to the neighborhood though. Is there a trick to get them back?

2. Once a sim has vanished and I teleported them back - when it came time for those sims to transition to elder it would crash the game. (Again I'm not sure that this is the problem associated with this mod) But it's only happened to the three that got vanished and brought back via the simblender. BUT the problem might be that 2 of my other sims got pregnant on a lot that ALREADY had 8 sims to start with...Alien pregnancy. But during each delivery one or more sims was vanished...that's why I'm asking here, just to see if that might be it before I go though 2gb worth of downloads one by one.
Theorist
Original Poster
#10 Old 10th May 2014 at 9:32 PM
Quote: Originally posted by Shinigamigurl
Great well! Decided to get this well instead of the other versions since it's more random and I love it!
Thank you for the enthusiasm!
Quote: Originally posted by Shinigamigurl
1. How long do sims vanish for? I've waited a week and they didn't look like they would come back in time so I teleported them back in. Not sure if they're still flagged as part of the family or not. Maybe it's because I've been playing straight through (12 hours real time- I'm a BIT obsessive) without leaving the lot or going to the neighborhood though. Is there a trick to get them back?
Yes, the Sim would be gone for good - until you exit to the neighbourhood and then come back in. Teleporting them back in would have the same effect, and no there is absolutely nothing that changes in their family status. So really the vanishing Sim effect is completely benign.
Quote: Originally posted by Shinigamigurl
2. Once a sim has vanished and I teleported them back - when it came time for those sims to transition to elder it would crash the game. (Again I'm not sure that this is the problem associated with this mod) But it's only happened to the three that got vanished and brought back via the simblender. BUT the problem might be that 2 of my other sims got pregnant on a lot that ALREADY had 8 sims to start with...Alien pregnancy. But during each delivery one or more sims was vanished...that's why I'm asking here, just to see if that might be it before I go though 2gb worth of downloads one by one.
Yes, I could see how it would be a problem if before you brought the Sim back to the lot, the lot had reached the 8 Sims limit (but there are hacks that allow for a larger number of Sims on a lot). Again, I would be very surprised if this vanishing Sim effect could directly cause the problems you describe. I am familiar with how to make a Sim actually leave a family at the code level and I can assure you that this object does not do anything of that sort. It simply removes the instance of the Sim from the lot, but does not alter its actual status. Its much the same as when a Sim visits a community lot and then leaves later. The Sim is instantiated to appear there and then this instance of the Sim is removed when the Sim departs. The Well of Hazard is simply another way for the Sim instance to be removed rather than using a lot portal.
Theorist
Original Poster
#11 Old 10th May 2014 at 10:17 PM
After further thought, I do wonder if an extended disapearance from the home lot could cause a problem with elder transition. Typically when a Sim is "away" from the home lot and gameplay continues at that lot, the Sim is actually still there, but hidden. Thus the Sim actually ages normally even though the Sim is supposedly not actually there - such as when they "go" to work. It may be better not to allow a Sim to be vanished from a home lot past the age transition hour at 6 pm each day. This problem would only be exhibited at the Sim's home residential lot. The away from home lots where Sims do not age would not be affected by this issue, nor would Sims visiting a residential lot.

I may be able to recode the Well of Hazard so that vanished Sims are not actually removed from the home lot. In this case they would not return just by exiting to the neighbourhood and re-entering. How long do you think they should be gone for? Perhaps for 24 hours, plus or minus 12 hours?
Lab Assistant
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#12 Old 11th May 2014 at 10:27 AM
Thanks for the quick response... Actually why not make the time of day the 'return time' rather than a set amount of hours? Then technically they will always be on the lot to age? (Not sure if this is something you can do though). Say like they always return at 17:55. If not then 12 hours would be more than enough. :P
Theorist
Original Poster
#13 Old 12th May 2014 at 7:19 PM
Thank you for the feedback, Shinigamigurl. I am thinking that having a Sim disappear from a home lot may well cause other problems that I have not foreseen. And on the other hand, I have realized that having a Sim remain at home but hidden is also likely going to cause more problems that it solves - particularly when the Sim actually needs to go to class or work and become hidden in the usual way.

Instead I will selectively disable "Vanishing" for Sims who are on their home lot. Only visitors to a residential lot and of course any Sim at a non-residential lot will be allowed to vanish. I should have this patch posted by the end of the day.
Theorist
Original Poster
#14 Old 13th May 2014 at 2:03 AM
Vanishing from Home Bugfix, May 12, 2014

Thanks to Shinigamigurl's diligent observations concerning possible problems with the aging to elder transition, I have adjusted the coding to prevent Sims from disappearing from their home lots. In the case of Sims at home, they will have 35% chances of either a fortunate or unfortunate outcomes in lieu of a 10% chance of vanishing. In addition, the randomness factor of the well has been somewhat improved by using a replacement algorithm.
Instructor
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#15 Old 3rd Dec 2014 at 8:25 PM
How did I miss this?! Looks great! Love the screenshots of crying sims! Can't wait to torture my sims with this!
Theorist
Original Poster
#16 Old 3rd Dec 2014 at 8:55 PM
Thank you for the encouragement, Amy.

For more tortuous pleasure, you may also want to check out the original set - Five "Life Changing" Seasons Wells - in which the unfortunate Sims have to opportunity to be killed by lightning.
Scholar
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#17 Old 31st Dec 2014 at 8:37 PM
I love the randomness of this well! thank you for making it available for us all!
Theorist
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Original Poster
#18 Old 31st Dec 2014 at 10:26 PM
Thank you for the encouragement, XiaXiang.
Theorist
Original Poster
#19 Old 15th Apr 2015 at 6:32 PM
BUGFIX April 14, 2015: Smaller Size & Improved Foreign Support

When I designed this project I included some international language support. Unfortunately, non-English language users experienced incorrect labeling and erratic menu operation because of this. My appreciation goes to Alraris for alerting me to these issues. This release is intentionally unilingual, reducing filesizes by up to 50%, which is of benefit to all users. Please install the contents of sdHazardWellSsn_Hazard.zip to upgrade.
Instructor
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#20 Old 8th Dec 2018 at 1:34 PM
i love your work
Theorist
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Original Poster
#21 Old 9th Dec 2018 at 3:25 PM
Thank you!