Random Occurrence Scenario (ROS) 1.01 - The Money Update
Update to 1.02 - Burglaries, Repo People, Walkbys - Available HERE
This is an update to the original ROS Generator located here. You can find out more information about the origin of the ROS and how it can make your game much more fun in the above post. More info about this update and link after the cut!
Scope of this Update
Some organization with the BHAVs have taken place. Money and certain events have their own sub BHAV.
Instead of rolling a dice or using a random number generator, a good portion of the money ROSs will automatically add/deduct money from household funds!
The player will also be notified about how many Simoleons that have been added/deducted from the family funds.
Some money ROSs have been left unchanged (for now) due to the complexity of how it would be coded.
The amount of money a household receives or has deducted is completely random based on the type of event.
Occult Events can be tuned On or Off; Set to on by default.
Conflicts: This will conflict with the first version, so simply replace the original file with this one.
This mod is somehow blocked by @lazyduchess Story Progression (SP), despite having a unique GUID (0x00E1C028) but works fine loading BEFORE SP. Thank you to Marcus (@cityof2morrow) for reporting this while testing! There shouldn’t be any other conflicts. The mod should load BEFORE: 1) story progression, 2) global overrides (visiting/go to work/hospitals/go to school/etc), 3) vehicles/phones/cars cost money, and 4) the religions mod.
The predictable/object versions of this mod will be updated soon.
For my good friend @esotheria-sims who recently asked me if I had this available for download, and for anyone else who might be wary of SimPE, here's a minor string edit edit of @midgethetree's Develop Feelings mods.
I didn't touch the code at all, but did change the text strings (in English only, but feel free to translate!) to say "Develop Feelings.../Crush (or Love)" instead of "Develop Crush (or Love)" - this should reduce the chances of them being clicked by accident and derailing your plans. :)
DOWNLOAD (SFS)
Fully re-compressorized. Includes the following mods: Develop Crush (as well as the childhood crush variant that allows children to crush on each other), and Develop Love. Please check Midge's post linked above for the details. Remove the original mods before adding these to your game; mine have _QuinEdit added, so you'll know which is which.
Credits: MidgeTheTree for the original mod (and full credit to her for the code; if she ever returns and requests that I take my edit down, I'll do so), the anon who requested the mod on her blog, and Esotheria for asking if my edit was up for download.
A small file that changes the icon of the Very First Kiss memory introduced in the base game. It follows the already existing First Woohoo memory fashion, added later in the University expansion pack. Since the two did not match, I find it an oversight rather than a deliberate stylistic developers' decision. And besides, browsing through the Sims' memories panels with all the same kiss icons, especially when it comes to Romance Sims, is rather dull, don't ya think?
This is a default icon replacement. It applies both the existing and new in-game Very First Kiss memories.
Conflicts:
none that I know of.
Thank you @simnopke for all the guidance!
Download here.
The link is on SimFileShare.
All it takes is putting the file in a Downloads folder.
This is a simple mod I made for myself, but I figured I share it for everyone's enjoyment.
What does the mod do?: simply raises the royalties a sim gets from selling a painting at every level, and it always raises even if the 10 painting level skill "fails" to produce a "masterpiece" and only offers a smaller or reduced bonus. (I don't know where I find the memory associated with that to reflect the changes in that scenario though.)
Why tho?: Because I want very rich painters. Lol
DOWNLOAD LINK - Here
You cannot clone objects from craftable toys made on the toymaking bench to make new objects
It messes up the Pie Menu for the toymaking bench.
I have no idea about a way around this but I just had to spend 24 hours almost doing binary searches to remove several mods. All objects that were ostensibly cloned from toys that Sims can make at the toymaking bench.
I suspect the answer may lie in the OBJD for your object specifically in Selector Category
The only method to fix this I can presume is to redo ALL of the Bhavs and resources without cloning anything and put it in a different semi global (GLOB) group. Possibly also deleting unneeded resources.
I believe I fixed @decat2 sprinkler by doing this.
These mods include:
@tony-veis and @eisbae-r with 4t2 knitting
I think there was a an update for this knitting mod posted, however, the issue is not fixed
@decat2 with their sprinkler object cloned from the water wiggler at GOS
SimSlice's wobbler object
I am also not sure if its the same way with the other crafting tables.
We all know how hard it is to maintain a restaurant business in The Sims 2, right? You barely make any money and, if you have some employees to get paid hourly, there's a good chance you'll even end up losing money. Well, once again I've been digging through the files for a while until I've found something to fix this issue. I have to say, this is not the ideal solution at all, but it still makes the business actually profitable, so I thought it might be worth sharing anyways. This tiny mod edits just one single BCON value, and it's super easy to tune to your liking! A lot of technical details, a tutorial on how to tune it, and a big testing research under the cut (bear with me please, I promise it's worth reading).
So the way an unmodded game moves money in a restaurant business goes like this: the moment your waiter puts the dish on the customer table, you get a small percentage of the price of the food deducted. Then, once the customer finishes eating, they pay you the full price of that food (based on how expensive or cheap you set your business). Simple enough, right? Ideally, the best solution would be increasing the price of the food, but no matter how hard I tried, I just couldn't find those values anywhere. So what's left on the equation? Yup, that small percentage you get deducted first. I was lucky enough to find that one, so changing it to a negative value means you actually get extra paid first. And that money comes from nowhere, the customer doesn't pay extra, they only pay the price of the actual food. That works for me!
As a quick example, in a new business with 0 stars, if you keep the default price on average, you always gain 28 simoleons for serving a bowl of Mac N Cheese. However, you also get deducted 4 simoleons first, so it's actually 24 simoleons per customer. That's just sad. The Double version of my mod makes it so you get 22 simoleons first, and then the customer pays those 28 simoleons. That's a total of 50 simoleons per customer. More than double the profit, not bad! The Triple version gives you a total of 71, pretty self explanatory. The numbers don’t match exactly with double or triple profits, but I didn’t want to spend that much time finding the exact value to make it exactly double or triple, you know, especially considering there might be other factors that affect your business income. I’m not that good at maths to be honest... orz
So how do you tune this? All you need is SimPe. Open the package, click on the BCON file and edit line number 14, on the Dec box. The default Maxis value was 20. I changed it to -100 to get roughly double the profit, and -200 to get triple profit. If you want to increase the profit even more, make sure you keep it negative when changing the value! Then just click Commit and Save. Done!
One extra note before I continue. The extra money you get with the mod does count for the balance you see on the UI menu for the business on the top right. So if you like to keep track of your income, the mod will take effect on those bars. However, it won’t count for things like the First Simoleon prize thingy. So for now I’m not really sure if this extra money would count for other things such as Lifetime Wants related to gaining money. I haven’t tested it that much.
Okay, now you know almost everything you need to know about this mod. If you want to read some ramblings on how I tested this, keep reading. Otherwise, you’re good to go!
So, let’s talk testing, because that’s something I actually enjoy doing. I built a simple restaurant lot, with about 5 tables available. The conditions were:
-3 Sims from my household to work as host, waiter and chef. No external employees, so I don’t need to keep track of extra salaries to pay.
-Schedule is roughly 15:00 - 22:00.
-New business level 0. Prices were kept at the default average.
-I didn’t use the Basic Sell interaction. If the customer didn’t want to eat at my restaurant, then so be it.
-The chef had 10 points of cooking skill, so I could add any food to the menu. However, I only chose one food to cook to keep the profit numbers as consistent as possible.
For the first case, I chose cooking only Mac N Cheese, a very cheap food that makes almost no money at all. It doesn’t require any cooking skill points.
Mac N Cheese gives you 28 simoleons when the Sim pays.
-In an unmodded game, you also lose 4 simoleons, so it’s 24 simoleons per customer. After running the business for the set schedule, I got 240 simoleons of profit. Pretty disappointing! If I had employees to pay, I would only have a few simoleons to spare, if any at all.
-With my Double version of the mod, you get an extra 22 simoleons, making a total of 50 simoleons per customer. After running the business with the mod in, I got 400 simoleons. Not much, but hey, it’s something.
For the second case, I chose Filet Mignon. This food is pretty fancy, and it requires max cooking skill.
Filet Mignon gives you 83 simoleons when the Sim pays. I also noticed the customers take way less time to eat it compared to the Mac N Cheese, so that’s an extra bonus to make the business run faster.
-In an unmodded game, you also lose 13, so it’s 70 simoleons per customer. After running the business, I got 630 simoleons of profit. Not bad, but considering you need to max out the cooking skill, it’s almost insulting spending so many hours just to get that…
-With my Double version of the mod, you get an extra 65 simoleons, making a total of 148 (!) simoleons per customer. After running the business with the mod in, I got 1036 simoleons. Okay, nooow we’re talking! That's the fancy restaurant status I like to see.
You might be wondering why these numbers are so inconsistent. Well, sometimes my lovely waiter decided to drop the tray on the customers, poor guy. That added to the randomness of how customers decide to enter the restaurant or not, and if the game sits more than one customer on the table or just one of them, if someone gets stuck for a while losing time… all of that can end up making the results a bit inconsistent. That being said, I had better luck when I was running the business without the mod in, yet I still got quite a lot more money with the mod in. I didn’t keep track of the numbers for the Triple version, but as you can probably guess, that one would be even more profitable.
One last case I wanted to test and compare: a completely different type of business, a games and entertainment one using the Bandatron ticket machine. In that scenario, I got 21 simoleons per customer, each hour. So after that schedule of 15:00 - 22:00, I got a total of 789 simoleons! All my sim did during those hours was bartending. That shows how easy it is to run a business with a ticket machine, and the biggest advantage is that you don’t have to pay employees if you don’t need them, and you don’t need any skills at all. Just plop down that machine, put some objects, relax and let the money flow by itself.
So yeah, in conclusion, Eaxis really messed up programming the restaurant businesses, there’s no doubt about it. Hopefully my mod helps balance things out. And if you think it's still too low on the incomes department, you can always tune it to your liking! As far as I know, this should not conflict with anything, but if you run into any issues, let me know and I’ll try my best to fix it asap.
Special thanks to EddySims for their fantastic HQ Icon Pack I used to make the preview pic! <3