As the Sims 4 Cottage Living is slowly getting closer and closer to Its release date, and MTS is currently doing a CottageCore challenge, I wondered: 'how hard could it be to make a functional sheep?'
I will tell you, it was easier said than done! But! I got something in the end that I'm really happy with to share these cuties with you all!
It might not be so heavy gameplay-featured as you all are used to from my mods, as I made this mod entirely (with its assets and custom script) within 3 weeks. I'm actually amazed I got this done at this state to begin with :p
NOTE: This mod is still at its early stages and I will be adding more features & fix any bugs where necessary!
Download: MTS | Patreon (Free as always) | SIMBLR.CC
UPDATED: Functional Sheep (Look! A living sheep!) V1.1 & V1.2
Some of you might have noticed update V1.1 (Which I totally forgot to share! 😬) So I figured I’d combine them in this announcement post! :)
Get them here:
MTS | PATREON
What's new?!
V1.2 (hotfix):
Accidentally made a jig object that, if the sheep used that a lot, could generate about hundreds of them, which caused a massive lag around the sheep area (or the horse ball rather than they were using)
HOW TO FIX THIS IN YOUR EXISTING SAVE:
I was creating some very unnecessary Jigs. So around where the horse ball is, make sure that with Nraas and use the 'Debug enabler' radius purge (so you click on one object, say, the horse ball, and go to nraas > Debug enabler > Radius purge. That should delete all the jigs (which are hidden) With the new update this won't happen anymore and no Jigs are created (aka no more lag around the horse ball)
Alternatively, you can also do this by doing: "MC > Object Stats > Non-Inventory > [jig] > Flush" which is a great thing to do anyways as EA also doesn't always remove jigs properly
Huge thanks to SonjaYU for the bug report!
V1.1:
Optimised an issue where the Alarms assigned to the sheep in the background were slowing down the game. (other lags are actually not related to the sheep, I've tested this throughout as of this update)
NPC sheep can now do more needs-related stuff. (however, they won't die if you don't give them a hitching post or whatever)
NPC sheep can now be used to get wool for Zoe's knitting mod
NPC sheep can be abducted now. But you won't be able to save them!
Fixed a bug where sheep would use the Horseball all at once :p (or stand awkwardly in the ball after finishing, resulting into some awesome images sent in by some people testing the mod :p)
Fix for when switching worlds and there are incredibly buggy sheep (I'll spare the technical details) But if your sheep are disappearing after loading/switching a world, that's why. I'd recommend re-buying said sheep.
Increase the move time to fix lag on low-end computers (between 30 min - 60 min)
Brightened the texture for the eyes (see new screenshots) because I do read Reddit and I have seen the comments on the sole eating darkness in the eyes (Which I agree with lol) So this one is for you! Next time feel free to comment that here though, I can take it :p
"I'm not seeing the ‘collect wool’ option!"
Make sure to do 2 things to fix this:
Buy a new sheep after each update. Else things get buggy!
You can't just endlessly shear a sheep! So once you have bought that new sheep, you have to wait a few hours before the option shows up. Sheep come with a cooldown before it reaches '1'. Every 20 min, the growth increases by +0.10, which can be tuned with Nraas Returner!
Important NOTE: It may happen after this update that nraas will throw an error on either the sheep or lot. This is because on each worldload I'm 'resetting' the sheep, which could mean that it either complains about null references that are being cleaned up right at the same time nraas loaded the world, or because of setting up the animations. Don't worry about this! This is just a conflict issue with nraas's 'error checking' and my mod re-instantiating your sheep :)