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(UPDATE: 24-APR-2017) Autonomous Fun In The Sun

by icarus_allsorts Posted 8th Aug 2014 at 11:57 PM - Updated 23rd Apr 2017 at 6:07 PM by icarus_allsorts : Mod update
100 Comments / replies (Who?) - 13 Feedback Posts, 12 Thanks Posts
Picked Upload! This is a picked upload! It showcases some of the best talent and creativity available on MTS and in the community.


Updates

24-APR-2017: Fix for a potential conflict with Arsil's Toddlers Extra Activities. If you use both mods, toddlers should be encouraged to play in the sand autonomously as well.

14-MAR-2016: Sims can now autonomously initiate water balloon/snowball/dew fights on the Family Fun Water Arena.


Mod Description

This is a script mod that allows and promotes sims to snorkel, windsurf, go boating, use pool loungers, build sandcastles and have water balloon fights autonomously. Also sims can rent boats for fun from mooring posts/boat trailers on community lots using a new custom interaction. Read below for more details.



Details

The mod allows sims to perform following interactions autonomously without being directed by the player:
  • Go Windsurfing
  • Snorkel
  • Go Boating
  • Have Water Balloon/Snowball/Dew Fight (using the Family Fun Water Arena from Seasons)

You may be asking why I made this script mod specifically, since most usually to make an interaction autonomous/more autonomous an ITUN tuning mod should suffice?


I've also made the following changes to these interactions as well as the "Relax" interaction for pool loungers and the "Play In Sand" interactions:

InteractionDefaultChanges
Go WindsurfingSims tend to surf far away from where they started and end up in the middle of nowhereSims will be made to surf back to where they started from after they finish (unless the interaction is cancelled or they started from too far out in the sea in the first place in which case they'll be directed back to land instead)
SnorkelSims could not
  • snorkel in bodies of water (besides pools) above the world's sea level and were simply blocked from snorkeling in Twinbrook/Lunar Lakes/Moonlight Falls because of this
  • find objects when snorkeling in ponds/lakes only at sea
Sims can now
  • snorkel in bodies of water above the sea level (such as the lakes in Twinbrook/Bridgeport/Lunar Lakes etc) (wish I could've done the same for boating/windsurfing but the game simply refuses to place or route boats on non-default water levels )
  • find objects (excluding seashells) when snorkeling in ponds/lakes
Go BoatingPlayer has to manually click on a point in the water for the sim to route in the boat toIf a sim has a boat in their inventory and autonomously decides to use this interaction they will route a to a nearby point in the water chosen by the game and then go boating around autonomously from that point
Relax (Pool Lounger)Inactive sims could autonomously grab loungers out in the open even if they didn't own them but since they couldn't return them back on their own that was a botherSims will no longer use pool loungers that they do not own.
Play In SandOnly child sims could autonomously be pushed to play in the sand despite Island Paradise unlocking the activity for sims teens and above. Also nothing was preventing sims from building sandcastles under snow.Sims aged children and above can autonomously be pushed to play in the sand. They can't do this if the sand is covered in snow.

In addition:
  • Sims will now only autonomously consider going windsurfing or snorkeling if they are on either a Beach lot or a commercial lot that is partially in the water.
  • The same restrictions on the default Go Play In the Ocean interaction so sims should no longer spam (and fail) the interaction whenever they are on the world lot.
  • In addition to on residential lots they are greeted on, Sims can use pool loungers in community lots autonomously ONLY on lots zoned as either Pool / Resort / Pool Club / Beach (so you don't have to worry about the market in China for example) OR a lot partially in the water UNLESS there is an unowned pool lounger already on the lot (so say if you wanted sims to autonomously lounge in the pool at the gym just place a pool lounger on the lot)



Windsurfing Board, Pool Lounger and Boat "Rentals"

Similar to the in-game windsurfing interaction, the mod makes possible for sims to relax in a pool lounger even if they didn't have one in their inventory. A temporary lounger will be created for them to use in that case, which will eventually be automatically deleted after they are done using it. In addition, if you placed pool loungers/windsurfing boards on a community lot the temporary board/lounger created for sims doing these activities on the/from the lot will copy the CASt style set of one of the loungers/board on the lot, making it seem like they "rented" (for free) from the lot as demonstrated in the screenshots (This is mostly so sims don't have to use the exact same one default preset for the object every time)

And speaking of rentals, I've added an interaction to rent boats on mooring posts and boat trailers on community lots. It's simply called Go Boating... (since I didn't want to bother needing a new line to be translated and just used an existing interaction name that would appear correctly translated in all languages already). With it you can choose to rent a boat (costs money this time) of your choice if the mooring post/trailer is empty OR if there is an unowned boat moored to the post/placed on the trailer you can choose to rent it and a copy of that boat (CaSt patterns/colors included) will be temporarily placed in the sim's inventory. The sim will then be pushed to go boating with the rented boat (which will be deleted sometime after they are done). (Note: This is NOT to be confused with the default Purchase vehicle interaction which buys your sim a permanent boat)



Known Issues

Issues that I've experienced even without the mod:
  • For some reason using the lounger in the lakes of Lunar Lakes is impossible, no such problem in every other world I've tested on.
  • When snorkeling in shallow water sims may start clipping into the land beneath the water.
  • Sims can only Play In Sand on terrain painted with sand (obviously), but I've noticed that the game doesn't read certain sandy ground paints as sand (usually custom ones or ones from the Store Worlds), the interaction doesn't appear/is unusable on certain beaches in Dragon Valley for example. You'll have to manually edit the lot and paint over the ground with one of the default sand paints in that case (you don't have to do the whole lot, just any small portion you'd like to see sims build sand castles on, though the wider it is the easier it is for sims to find a spot to build on by themselves)

End Notes

Built and tested on patch 1.67

Requires Island Paradise EXCEPT for the lounger interactions that require Seasons (The mod will still work if you have only one of the two expansions, you just won't get the interactions from the expansion you don't have)

In the package you'll find custom ITUNs for these activities, I've left the advertising for them pretty high, mostly to be in line with the default advertising values for the beach towel relaxing interaction (since that was what sims seem to like to do the most on beach lots, at least in my games) Feel free to adjust them as you wish (though I assume if you're downloading this mod you actually want to see sims performing these activities over seeing them just lie on the ground for hours on end which is why I decided to leave them high in the first place)

If you're looking for these interactions using NRaas Retuner, they are found under


Should not conflict with any other mods since this is a script mod and all the ITUNs in the package are custom ones unique to the mod.


Additional Credits:
The Jones' for S3PE All the script modding tutorials out there.

You must have the expansion, game version or stuff packs listed below installed to use this custom content. Please see the post text for any exceptions.

Sims 3 Island Paradise
Built with Game Version: 1.67.2.024
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
icarusallsorts.FunInTheSun.rar | Updated: 24-APR-2017

Size: 26.6 KB · Downloads: 26,394 · 23rd Apr 2017
26.6 KB 26,394 23rd Apr 2017
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
Basic Download and Install Instructions:

See: Game Help:TS3 CC Basicswiki for a full guide!
 
100 Comments / Replies (Who?) - 33 Feedback Posts, 66 Thanks Posts
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Test Subject
#51 Old 17th Aug 2014 at 9:24 PM
I love your mods Icarus. I was wonder if it would be possible to add the "skip stone" interaction to your mod? For some reason Sims do not perform that interaction autonomously, even if tweaked in ITUN files. Thank you again for all your wonderful work!!!
Field Researcher
Original Poster
#52 Old 18th Aug 2014 at 4:41 AM
Quote:
Originally Posted by kmonica
I love your mods Icarus. I was wonder if it would be possible to add the "skip stone" interaction to your mod? For some reason Sims do not perform that interaction autonomously, even if tweaked in ITUN files. Thank you again for all your wonderful work!!!

Always wondered why I've never seen that interaction in my game. Apparently it's from Supernatural? I don't have that expansion (probably never will) so it's rather difficult for me to implement and test it even if I tried, sorry
Test Subject
THANKS POST
#53 Old 18th Aug 2014 at 7:00 AM
Thanks!
Test Subject
THANKS POST
#54 Old 18th Aug 2014 at 11:58 PM
Hello Icarus,

I sent you private message on Nraas Wiki. It would mean a lot to me if you could check it at your convenience And please never stop moding!!!!!!!!!! )) THANK YOU.
Lab Assistant
THANKS POST
#55 Old 25th Aug 2014 at 5:25 PM
Another awesome mod! Thank you!
Test Subject
THANKS POST
#56 Old 3rd Sep 2014 at 4:11 AM
You are a genius!!! Thanks
Lab Assistant
THANKS POST
#57 Old 14th Sep 2014 at 6:35 AM
I love this but I found that left to their own devices this was *all* that my sims did. Would you be kind enough to provide a version with lower advertising?
Field Researcher
Original Poster
#58 Old 14th Sep 2014 at 10:26 AM
Quote:
Originally Posted by floopyboo
Would you be kind enough to provide a version with lower advertising?

All the relevant ITUNs are in the mod package itself, it's easy enough to open it with S3PE and do the adjusting as you see fit (or use NRaas Retuner to do it in game, details in the Description page)
Lab Assistant
#59 Old 15th Sep 2014 at 1:38 PM
Quote:
Originally Posted by icarus_allsorts
All the relevant ITUNs are in the mod package itself, it's easy enough to open it with S3PE and do the adjusting as you see fit (or use NRaas Retuner to do it in game, details in the Description page)


I break mods by fiddling so I'll sit this one out. I'm happy enough with your other mods.

Thanks, I hate it.
Top Secret Researcher
THANKS POST
#60 Old 25th Oct 2014 at 11:50 PM
Great job, thank you.
Test Subject
#61 Old 6th Nov 2014 at 4:55 PM
Quote:
Originally Posted by icarus_allsorts
Always wondered why I've never seen that interaction in my game. Apparently it's from Supernatural? I don't have that expansion (probably never will) so it's rather difficult for me to implement and test it even if I tried, sorry

The expansion is Island Paradise
Lab Assistant
THANKS POST
#62 Old 26th Dec 2014 at 10:39 PM
Awesome! I'm so tired of watching my lifeguards scan boring beaches where sims do nothing. Thanks!
Lab Assistant
#63 Old 14th Feb 2015 at 9:39 AM
Default Pregnant Sims and Snorkeling...
Hey Icarus...Love this Mod!!! Been using it for quite some time in my live game. However...Always Something Eh?? I found that when my pregnant sims get caught trying to snorkel they reset. I understand that typically pregnant sims should not be snorkeling to begin with, but I gave them the option to do so with Retuner. One fo the more predominant mods I use a LOT!!! But when I checked the script error it is showing that it something to do with this mod unfortunately.

Code:
Interactions:
1: Snorkel
Sims3.Gameplay.Pools.icarusallsorts.SnorkelingCustom+Definition
Sims3.Gameplay.Pools.icarusallsorts.SnorkelingCustom+Definition
Autonomous

Code:
System.NullReferenceException: A null value was found where an object instance was required.
#0: 0x00050 ldfld.vt   in Sims3.Gameplay.Actors.Sim+SwitchOutfitHelper:Init (Sims3.Gameplay.Actors.Sim,Sims3.SimIFace.CAS.OutfitCategories,int) (90A4DA10 [542E3800] [131072] [0] )
#1: 0x00013 call       in Sims3.Gameplay.Actors.Sim+SwitchOutfitHelper:.ctor (Sims3.Gameplay.Actors.Sim,Sims3.SimIFace.CAS.OutfitCategories,int) (90A4DA10 [542E3800] [131072] [0] )
#2: 0x00062 newobj     in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:SwitchToOutfitWithSwimmingSpin (string,string,Sims3.SimIFace.CAS.OutfitCategories) (542E3800 [3C4F89C0] [3C2F9BD0] [16] )
#3: 0x00034 callvirt   in Sims3.Gameplay.Pools.Sims3.Gameplay.Pools.Snorkeling:DoOutfitChange () ()
#4: 0x001f0 call       in Sims3.Gameplay.Pools.icarusallsorts.Sims3.Gameplay.Pools.icarusallsorts.SnorkelingCustom:Run () ()
#5: 0x000db stloc.u1   in Sims3.Gameplay.Interactions.Sims3.Gameplay.Interactions.InteractionInstance:RunInteractionWithoutCleanup () ()
#6: 0x00348 stloc.u1   in Sims3.Gameplay.ActorSystems.Sims3.Gameplay.ActorSystems.InteractionQueue:ProcessOneInteraction () ()
#7: 0x0011c stfld.u1   in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:DoInteraction () ()
#8: 0x00015 br.s       in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:Simulate () ()
#9: 0x00027 leave.s    in ScriptCore.ScriptCore.ScriptProxy:Simulate () ()


From what I understand it is definitely something to do with the pregnant sims. I did however remove the option with Retuner for Pregnant sims to be able to snorkel with Retuner. But they are still doing it. I wonder and am hoping that you can clarify this for me so I can remedy this quickly.

Should I remove the mod then delete the script cache and then restart the game and make sure the setting for pregnant sims for snorkeling is disabled with Retuner and then save the game and then put the mod back in the game and then restart it? It's seems like the logical thing to do whereas this seems to be a main issue with other mods in the past that I have dinked with and modified to my liking. I haven't tried this method yet and am kind of leery to do so. But I just wanted to get some clarity from you first before I start messing with this mod.

Cheers!!
Field Researcher
Original Poster
#64 Old 16th Feb 2015 at 4:06 AM
@inf666ipi; Thanks for the info (and for reminding me that I probably neglected to actually test things with an actual pregnant sim, whoops). I'm currently away from my modding computer so I can't check for sure as of right now, but from what the ScriptError is saying it looks like the problem may be that pregnant sims don't have a valid snorkeling outfit to switch into causing the reset (which would explain why EA blocked them from snorkeling in the first place). The mod itself doesn't change how the snorkeling interaction actually works if I remember correctly, it only bypasses certain checks such as the explicit block against pregnant sims in the code (which would have precedence over the tuning so allowing pregnant sims to use the interaction by editing the ITUN or using Retuner wouldn't make a difference. Again, going by memory and a discussion at the NRaas forums about this same interaction here so not 100% sure).

If what I suspect is right though, the only way to fix it is to make/set a default snorkeling outfit for pregnant sims. It'll be a while before I can actually take an actual look into this, but in the meantime I suggest using Retuner to actually BLOCK pregnant sims from snorkeling so they won't be pushed to do so with this mod installed. (EDIT: just reread the last part of your post and it seems you've already tried that. Instead use Retuner to block Pregnant sims from using the "AutonomousSnorkeling" interaction added to Sims by this mod, separate from the default interaction found on water. Details are in the Description page under the spoiler tab in the bottom)
Lab Assistant
#65 Old 16th Feb 2015 at 11:40 AM
Quote:
Originally Posted by icarus_allsorts
@inf666ipi; Thanks for the info (and for reminding me that I probably neglected to actually test things with an actual pregnant sim, whoops). I'm currently away from my modding computer so I can't check for sure as of right now, but from what the ScriptError is saying it looks like the problem may be that pregnant sims don't have a valid snorkeling outfit to switch into causing the reset (which would explain why EA blocked them from snorkeling in the first place). The mod itself doesn't change how the snorkeling interaction actually works if I remember correctly, it only bypasses certain checks such as the explicit block against pregnant sims in the code (which would have precedence over the tuning so allowing pregnant sims to use the interaction by editing the ITUN or using Retuner wouldn't make a difference. Again, going by memory and a discussion at the NRaas forums about this same interaction here so not 100% sure).

If what I suspect is right though, the only way to fix it is to make/set a default snorkeling outfit for pregnant sims. It'll be a while before I can actually take an actual look into this, but in the meantime I suggest using Retuner to actually BLOCK pregnant sims from snorkeling so they won't be pushed to do so with this mod installed. (EDIT: just reread the last part of your post and it seems you've already tried that. Instead use Retuner to block Pregnant sims from using the "AutonomousSnorkeling" interaction added to Sims by this mod, separate from the default interaction found on water. Details are in the Description page under the spoiler tab in the bottom)


Did exactly as you suggested and it worked. No more issues with my Preggo Sims snorkeling and no more resets. Thanks for you insight. Much appreciated!!! I removed all snorkeling ability by Preggo sims completely and just to be on the safe side I also did what I said I was going to do by resetting my script cache file as well. And everything is working again as it should.

Cheers!!
Lab Assistant
THANKS POST
#66 Old 10th May 2015 at 3:41 PM
Thank you !
Field Researcher
THANKS POST
#67 Old 24th May 2015 at 5:36 PM
Seriously you are amazing. That is all.
Test Subject
THANKS POST
#68 Old 20th Jun 2015 at 3:55 PM
Thanks, Icarus. You rock!
Test Subject
THANKS POST
#69 Old 20th Jun 2015 at 9:29 PM
Muchas gracias por el mod. Descargado. Thank you.
Test Subject
THANKS POST
#70 Old 22nd Jun 2015 at 1:58 AM
This is just what I wanted! thank you so much, could you add on them autonomously moving their boat houses, that would be the best thing ever!
Field Researcher
#71 Old 24th Jun 2015 at 3:39 AM
hey i got on to tell u that it drops group and date auto my sims was out on a date and he drop the date to go boating with out her haha was funny but it also drop my group date when they decided to go boating. I love the mod but that the only problem. Not good at phrasing things so let me try please, If ncp are in a group and instead of it auto dropping the date/group when they decided to go boating the whole group including the active too will go boating around that why they don't drop group and u know the active sim can go waterskiing while the ncp drive it 0r vice verse or combine with ur ask to go fishing they stop and start fishing together and chatting. that way it still grouping together.Man saying it is easier then making it i but atm i am having trouble trying to describe it also u think u can turn that cooler to be like a mini fridge so they can have a cold one on the beach without making it look awkward that a mini fridge is on the beach lol.
Field Researcher
Original Poster
#72 Old 25th Jun 2015 at 10:28 AM
@lataya25: Really sorry but I am having trouble understanding what you were trying to say from your second sentence onwards (besides the cooler box request whicht I don't see adding to this mod). From your first sentence, it sounds like you're reporting that if you have sims in a group or date and one of them autonomously decides to go boating the group or date is immediately ended, is that it?
Field Researcher
#73 Old 25th Jun 2015 at 11:42 AM
YES SIR ,ignore the cooler one i just put it mini fridge there so i just wanted see people walking around drinking beers and pineapple/coconut drinks on the beach hahaha. But yes they drop grouping /date immediately when they go off boating or swimming so was asking if they decide to go boating to include the whole group so it dont end the grouping or date. they other was part was just an idea on what they do if they are in a group so they wouldn't drop the group it was to add to the ncp option go water-skiing/fishing on boat rental with date/group that way they are incline to take group action instead of lone wolfing.
Field Researcher
Original Poster
#74 Old 25th Jun 2015 at 12:17 PM
@lataya25: I'm afraid I've tried getting multiple sims to go boating in the same boat but I just could not make it work so the idea had to be abandoned unfortunately. After checking, it looks like I've already blocked sims from autonomously going boating if they are in a group or date since it does break the grouping up if they leave the lot into the ocean, but this doesn't stop you from directing them to do so. I guess I'll just put the same block on the windsurfing as well.
Field Researcher
#75 Old 25th Jun 2015 at 2:04 PM
Thank you so much and sorry to bother u so much
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