I can't live without the Rugs off grid mod by @hugelunatic but it always annoys me when I'm playing and I cannot click on the ground where a rug is to tell my sim to "go here".
So. I made a mod to give all rugs (yes all*) a "Go here" interaction same as the floor. Only "Go here", no run or teleport or whatever else, but it will suit me.
Techy details under the cut, but if you wanna just download this,
Here you go!
Mod speak: This mod adds a semiglobal tree table for all rugs with only this interaction (though I was tempted to add an interaction for evil sims to set fire to rugs too 😈), so it should affect any and all rugs in game that are looking for tree table 1 (which all should be). I have copied the relevant BHAVs from the "Go Here" interaction for the ground and used rug semiglobal instance numbers 0x2004 - 0x2009.
All your rugs SHOULD find this interaction, if not, you need to go into that rug's main OBJD file (usually instance 0x41A7) , locate this line and make sure it's set to 1:
That's it. That's the mod. I won't tell you all how many stupid mistakes I made while trying to code this though. Sometimes, I really should just go to bed.
A while ago, @fwaysims made a cool mod to integrate ROS (Random Occurence Scenario) rolling into the game.
Many of you may know that I personally LOVE a good ROS roll for stirring the pot and shaking up the gameplay, but I wanted more control over the ROS generation. So, I have taken this concept an revamped it!
Behold, a super innocent looking garden plant! ... Which has the potential to kill your sims 😈 (if you decide to lol)
Read on below!
So, the ROS by default will roll every day, but under the "options" menu, you can change this:
You can have the ROS roll on the first day of each new season, every day (with configurable % chances), or if you disable both of these options, a new menu appears allowing you to set specific days of the week for the ROS to roll:
In my gameplay I roll the ROS on Tuesdays and Fridays, so in my game the settings look like this:
The ROS should roll at around 8am (configurable) on whatever days you choose, and give you a popup with the outcome:
Which you can choose to accept or re-roll.
The ROS comes pre-loaded with 100 different outcomes from my personal ROS, but this is all changeable within SimPE. Some outcomes require extra dice rolls or coin flips, some require specific mods, some will have instructions to re-roll if the result doesn't apply to your family, but ultimately it is UP TO YOU if you choose to engage with the ROS or not.
Nothing actually happens after the ROS, it's just a text notification giving you some fun gameplay opportunities 😊
In SimPE, you can configure many parts of the ROS:
The BCON titled "ROS Generator Options" allows you to:
Edit the % chance a ROS will generate (set to 100% by default)
Change the "roll hour" from 8am to something else of your choosing (in 24 hour format), and
Change how many possible ROS results there are. This ties into the next part of configurability:
The ROS outcomes themselves!
In Text Lists, Dialogue Strings, you will find all of the possible ROS outcomes. You are free to edit this to your liking, just dont change the first 3 lines as the dialogues depend on these.
To edit the lines, just click on any one and change what's in the "String" box.
If you do choose to change the outcomes, you'll want to keep note of how many possible outcomes you have (this can be as few or as many as you like), and then go back into the BCON and change line 3 to reflect your number of outcomes, minus 1. This is important for code purposes.
e.g. the default 100 outcomes has a 99 entered in the "Dec" box.
I made this mod because I was sick of forgetting to roll the ROS, and because I like having in-game ways to do things, check information, etc. Now I no longer have to exit the game, get my Google Doc up, and roll manually - it can all be done in game! Yay!
And of course you can turn it off for a while if you like, or just manually use the "Roll the ROS" interaction to roll it whenever you like!
(This was important to include for all the times my Twitch chat redeem extra ROS rolls, lol).
But wait, there's more!
I also did a medieval version... because, of course I did.
This version has slightly different outcomes:
Which often rely on objects from @sunmoon-starfactory mods, because, of course they do. I repo'd the object to Raynuss's Kitchen Fireplace Pots, because if a ROS is good for anything, its good for stirring the pot... *ba dum tss*
I included the required set master for your convenience, but you can download the full set here.
So, without further ado, go forth and let chaos ensue!
Download
Credits:
Fway for the original mod, Vllygrl, Fir3Princ3ss & SpottyBee for many of the fun ROS outcomes.
Thanks to @niamh-sims for inputting all of my medieval ROS text strings, for helping with testing, and for ideas and soundboarding! 💗
Hey guys! As promised, I have a wee update for the rug mod I released the other day - we have functionality for carrying babies and toddlers onto rugs now, hooray!
I'll be honest, whatever Maxis did with the floor interactions was beyond me to figure out. I spent hours diving into it trying to figure it all out but this was the best I could come up with.
So if your sim is carrying a toddler or baby, they will have 2 "nested" interactions on a rug to either put the kid there, or carry them there (aka "go here" but not put them down).
Note: "Nested" interactions are things like daydream / read book when a sim is relaxing on the bed.
It's "good enough" for me so hopefully you all won't mind that it's not quite as seamless as clicking on the ground!
I also fixed the error I made where toddlers couldn't crawl or walk onto a rug, lol.
I found an issue with my laundry addons for laundry addons mod. Basically, the custom global I made was using an Instance Number that was already in use by another custom global and I didn't realise. Whoops!
For anyone curious, it was conflicting with the "AntiJealousy_JealousyCheck" custom global mod. So, that's my bad (and a bit of bad luck).
As such this mod has been updated so it no longer conflicts. Please re-download.
I also fixed an issue with the Sun & Moon version of the mod not always working as intended. It should now work every time.