Is there a way to unlock all interactions in the Sims Medieval, regardless of level/profession? Similar to the sims 2 allmenus cheat.
Hello!
I'm not familiar with that particular mod or exactly how it works, but honestly, nothing quite like it exists for The Sims Medieval đ
That said, you can still unlock most interactions through the Command Center without changing your sim's profession or level:
Change Characteristics â Abilities â Add All Abilities
This will instantly grant every ability in the game, opening up some of new actions for your sim while keeping their current role intact đ
I think I dropped out of life for a few days. I barely slept, drank way too much coffee, and rewrote the Command Center piece by piece. I ended up with a huge list of changes â well over a hundred, and I pushed through all of them. I can't help but brag about the work I've done, because when was the last time I was so productive?
So what's new?
đ§Â Interface & Navigation
Added a «Back» button to all complex menus
Pageâbyâpage browsing for facial sliders and books (with «Forward/Back» navigation)
Names for every lot, crests in territory lists, tooltips for all 30 abilities
Larger, clearer portraits in the multiâsim picker
A cleaner pie menu:
It was like this:
And it became so:
đșïžÂ Territory Management
Unified menu on the message post and the tactical map
Open/conquer territories one by one or all at once
Adjust loyalty (reset, maximize, raise/lower by an exact amount)
Disable loyalty decay
âïžÂ Configuration & Settings
All settings (well, cooking, pregnancy, casks, kingdom, weather) are now preserved between sessions
Removed false notifications when nothing was actually changed
đ Now you can become a cemetery caretaker. The mausoleum records every Sim who has died, and beneath it lie dark catacombs waiting to be explored. Step carefully⊠No one knows what â or who â might be hiding in the shadows.
Together with @mariacherry, we came up with a whole story for the mausoleum and a brand new profession. The mechanics are fully implemented in the Supernatural mod.
Also download functional tombstones from my blog â then you'll be able to create a proper, fully working cemetery!
2) Massive selection of Sims in the family creation and growing up menu:
Of the interesting things, I chose 4 spouses and now Sebastian is a polygamist :D
Unfortunately, the jealousy hasn't gone away :c
3) Now the cancel button will bring you back to some menus, rather than completely exiting it. For example, in the statistics of a character, you can now view all the information at once without leaving. I also found that the slider window, if there are custom ones, flies down somewhere and does not close without the task manager, so I changed the window to a multi-page one. I also designed a window for books I've read.
Sorry for the screenshots in Russian, I'm adding localization at the last moment. But I think the meaning is clear.
Hi! Please tell me how you made the mod no pirates and nobles responsibilities. I want to make a little mod for myself, where I will remove one annoying responsibility from the basic game. The problem is that s3pe does not read files with responsibilities ("UNKN") because they are in a binary format ("BNRY"). So I understand that I need to find a line and replace "true" with "false," or something like that, because if I just copy and paste the responsibility file into your mod, my obligation isnât voided. Please explain how you deactivated the responsibilities from P&N
Hi! Honestly, I literally just replaced those annoying responsibilities with dummy files (empty placeholders) ^^"
To make your own tiny mod:
Open my "No P&N Responsibilities" mod in s3pe and export any of the disabled responsibility files â that's your dummy
Find the original game responsibility file you want to get rid of
Use the "Replace" button (right-click the file in s3pe and choose Replace) and select the dummy file you exported from my mod
The game checks the file name, sees it's "there", reads it, finds nothing â and the responsibility is gone. Super simple!
If you need more detailed steps, let me know â but judging by your question, you definitely know your stuff :)
đ ïžÂ Command Center â Work in Progress Update
Hey everyone! đ
I've finally sat down to properly update the Command Center, and things are already rolling. Here's what's done, what's coming, and a question for you.
â Already done:
Added names for all lots, including ones that previously had no name or localization. No more nameless empty fields
Fixed saving of config settings and weather when you reload a save. You no longer need to re-apply everything every time you log in
Added territory management. You can now open, conquer, and adjust loyalty for territories from the Command Center
đ Planned:
Add a cheat to toggle camera fade
Add a cheat to hide UI effects over sims' heads
Probably a few smaller tweaks I've already forgotten about, honestly
đŹ And now a question for you:
Since I'm already deep in the code â do you have any wishes or ideas? What would you love to see in the Command Center? Any settings or features you're missing? Drop them in the comments â I'm collecting feedback, and I'll try to add whatever is within my power...
_______________________
P.S. You're all so quiet â I honestly can't tell if the mod is working perfectly or if you're just too shy to speak up đ Feel free to drop a comment even if it's just to say everything's fine!
I love aWTâs hat sliders, but the scale X slider is broken. It only works to make hats larger, not smaller, and whenever itâs pushed into the negative region (moving the slider to the left) it randomly alters the hatâs position a different way every time the game is loaded. So I fixed it.
You will need to delete aWTâs original scale X hat slider and replace it with my updated version. Putting this package into your overrides folder without deleting the original slider may work, but I cannot guarantee it. You wonât break your game or anything if you try, but the results will likely be inconsistent.
Download aWTâs Hat Slider- Scale X Fix HERE.
This will not affect any preexisting sims unless you already have the scale X hat slider in the negative region (pulled past the middle to the left), in which case it should, theoretically, revert back to zero (same as if you removed a custom slider that a sim was using from the game). However, I doubt anyone will encounter this issue as the left side of the hat scale X slider was broken anyway. If you already have it set in the positive region on a sim (pulled past the middle to the right), it should remain at the correct value, as I didnât alter that half of the slider at all.
Finally, a word of caution. I tested this mod extensively in my own game, and it appears to work just fine. However, Iâm nervous about releasing it as Iâve never made a slider before, so please let me know if you have any issues with it. Thank you! :)
Hey Maria how are u? I recently start using command center for changing weather to fantasy and it looks SO GOOD with my light mod u nailed it, the problem is everytime I re enter my save I have to put the option again and also the game doesnt save the cheat fadeobjects off which is so essential because it is only applied on some chandeleirs and leaving it on looks so weird, I dont know how hard is to do that but can u make so fantasy weather and fadeobjects off perma active forever and ever?
Hey! ^^
About the weather â I'm not sure when I'll get to updating the Command Center next, but I've noted your request and will definitely look into making it stick between saves when I do
As for the camera fade â there's a mod called No Camera Fade. It works for TSM