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Dolphin's Magic Gardening Gnome (updated 2011-07-07)

by dolphin26 Posted 16th Mar 2010 at 7:44 PM - Updated 18th Sep 2012 at 6:47 PM by Buzzler : added link to updated version
373 Comments / replies (Who?) - 25 Feedback Posts
Picked Upload! This is a picked upload! It showcases some of the best talent and creativity available on MTS and in the community.
Staff Note: This mod is outdated and doesn't work for recent game versions! See here for an updated version.


No update required for Pets

I've tested this and it works with patch 1.25.

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This magic gardening gnome helps you garden. It can cause your garden to grow incredibly fast, and also water, weed and fertilize your garden. Both the speed and what it does is configurable through settings on the gnome itself. As it works, the gnome will change its pose. If you were to turn off all the functions defined below, you'd just get a gnome that changes poses on a schedule.

More information is given below the changelog.

Change Log
Version 1.06 2011-07-07: Fixed a problem that could cause repeated "out of mana" messages or pulse not working.
Version 1.05 2011-01-02: Update growth code so it doesn't try to grow mature omni-plants that have not yet been fed.
Version 1.04 2010-12-24: Fixed a problem that would cause a game crash when you tried to charge it with the wand from the custom magic skill.
Version 1.03 2010-12-23: Added new ability to revive dead or barren plants. You must delete your existing magic gardening gnomes after this upgrade; please use the cheat function to restore your old mana after you buy a new one.
Version 1.02 2010-12-10: Updated string tables for non-English users. It will still be in English but it shouldn't crash or show token names without spaces.
Version 1.01 2010-12-07: Initial update for late night, should work with current patches, but had some language issues for non-English users


The Mana System
I've received requests by some players that don't like to straight-out cheat to make my magical items work in a way that still keeps some game balance. To address this need, I've made this item require mana, or stored up magical energy, to work. This is the same mana system that my magic mood manager uses.

Most operations require 1/4 unit of mana; the revive operation requires 5 units of mana. This is per plant, and only deducted when the plant has a need for it. For example, if the plant has enough water already, you won't be charged any mana for maintaining that plant's water supply.

To charge a magical item, you have three choices.

1) You can use gems to charge a magical item. Currently, you get one unit of mana for each §100 that your gems are worth but I may make this value tunable at a later time for people that want it to be harder or easier to charge magical items.

2) You can recharge your wand using Kolipoki's Custom Magic Skill. This will show up on the object's "Mana...->Recharge with magic wand" menu when you both have the magic skill and have the wand in your inventory. To do this interaction, the Magic Mood Manager must also be on the ground and not in your inventory. Warning: Charging using the magic skill takes a lot of energy. Be sure that your sim has a near full energy bar -- otherwise, you might pass out!

3) If you'd rather cheat than use gems or use the wand, there's a convenient Mana->Cheat menu option which allows you to directly edit how much stored mana there is. This item will also be useful to non-cheaters that may need to delete and recreate the item if they run into a bug while this item is in beta.


Menu Options

Here's the menu options available so you can get a sense of how configurable it is:


Settings...
Functions...
Grow -- Age's your garden 1 extra day per time period
Weed -- Removes all weeds
Water -- Waters all plants
Fertilize -- Fertilize all plants with "outstanding" level fertilizer
Revive -- Revives any barren or dead plant.
Speed...
Medium -- Medium speedup, growing your plants 4 extra times a day.
Fast -- Grows your plants once every 4 hours
Faster (default) -- Grows your plants once an hour
Fastest -- Grows your plants once very 15 minutes
Pulse Only -- Instead of turning on and off the Gnome, you get an option to "Do Pulse" which does all the items one time only.
Turn On -- Turns on the Gnome (wakes him up). This only displays if the Gnome is off and you have a speed other than "Pulse Only"
Turn Off -- Turns off the Gnome (puts him to sleep). This only displays if the Gnome is on and you have a speed other than "Pulse Only"
Do Pulse -- Does a one time set of actions, and changes the pose.

A note about when the Gnome does its work: When in pulse mode, the Gnome will do the entire garden at once, instantly. However, when using another speed and leaving the Gnome on, the Gnome does its work throughout the time it is on. (Specifically, it will do 1/10 of your garden 10 times between poses.) This will make the garden seem to age more naturally (although very fast) instead of the entire garden aging at once. You can still see how often the Gnome works, however, by watching its pose change. If left on, between poses the Gnome will get to every plant on the lot once.

One more thing: The gnome will not age plants that have harvestables on them. This prevents them from timing out prematurely. It will continue to water, weed and fertilize these plants if configured to do so, but will pass over the plants for magically induced growth.

This is a cloned object with a custom script built in. As such, it should not conflict with other hacks. I also believe this mod to be base game compatible, but I do have WA. I'd appreciate it if someone without WA would confirm that it works for them in the comments area.

Obviously this is mostly a cheat, but could also be useful to someone building a lot with plants above normal quality. Had I made this object first, my Tomb of the Underground Garden would have been substantially easier to create!

You can find the object under decor->misc, as shown here:

If you don't get interactions...
How to install package files has changed with the Ambitions EP and the updates that have come out around the same time even if you didn't buy Ambitions. Follow these instructions:

http://www.modthesims.info/wiki.php...ch_1.12/2.7/3.3

If you install it properly, you will see something like this when you start:



If you don't see something like the above, do not ask me for help. You either don't have the framework installed correctly or you put the package file in the wrong place. Reread the instructions and if you still have problems ask for help in this forum, not here.

That said, if you have problems with the object and do see the screen similar to the one above, post a screenshot of it with your post for help. It might help by showing other mods you have that might conflict. Also, if you had an older version of my gnome and it stopped working when you upgrade, delete it and buy a new one. You can use the cheat function so you keep your existing mana.

So in summary, if you see a screen shot like the above, ask for help here. If you don't, ask for help in this forum.

See Also
  1. Dolphin's Magic Mood Manager
  2. Dolphin's Magic Orchids
  3. Kolipoki's Custom Magic Skill
Tags: #magic, #garden, #gardening, #gnome

Type:

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
Built with Game Version: 1.22
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
Dolphin26_MagicGardeningGnome.zip

Size: 231.1 KB · Downloads: 56,643 · 16th Mar 2010
231.1 KB 56,643 16th Mar 2010
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!
 
373 Comments / Replies (Who?) - 284 Feedback Posts, 74 Thanks Posts
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Test Subject
#2 Old 16th Mar 2010 at 8:22 PM
Nice job! Now maybe I can actually get into gardening. lol
Lab Assistant
#3 Old 16th Mar 2010 at 8:47 PM
It's great! I'll love it. Thanks!
Zombie Socks
#4 Old 16th Mar 2010 at 8:57 PM
Wow, what a cute idea! I missed the Sims1 gnomes that watered the garden and got drunk on nectar. This is wonderful!

Nintendork Island | Please call me WWW!| Despite what avatar says, loves all of mts <3
Test Subject
#5 Old 16th Mar 2010 at 9:00 PM
Lovely work! I am wondering, is there a way to also let the gnome harvest the veggies and put them in the inventory of the active sim?

Thanks,
Josette :D
Test Subject
#6 Old 16th Mar 2010 at 9:47 PM
This is awesome! I hate missing a day and coming back to a few dead plants.
Test Subject
#7 Old 16th Mar 2010 at 10:15 PM
Awesome idea! Can't wait to try! Thanks so much!
Test Subject
#8 Old 16th Mar 2010 at 10:39 PM
Thanks!
Test Subject
#9 Old 16th Mar 2010 at 11:11 PM
when i click on it it say no interaction what do i do
Test Subject
#10 Old 16th Mar 2010 at 11:25 PM
i fricking love it!!!!!! thanks !
Eminence Grise
#11 Old 16th Mar 2010 at 11:46 PM Last edited by Srikandi : 16th Mar 2010 at 11:57 PM.
Wow, what a clever idea... and I love the way you executed it, with the poses Very cute. Makes up for not having a gardener NPC.

The trouble with gardening in the Sims 3 is that quite a few kinds of sims besides dedicated gardeners really need a garden to get the most out of their job or hobby... such as cooks, anglers, scientists, and nectar-makers... and it doesn't take much before your garden winds up eating all of your sim's time! It's exacerbated by the fact that rare and special seeds have to be planted to be identified, so you wind up a growing a lot of stuff that you may not really want. (I don't get why once you've grown a plant, the seed isn't identified from then on )

Gonna have to think about how to use it without being too cheaty though (I'm afflicted by the puritan work ethic... for my SIMS, if not for myself ). Subtracting some gold every day it's on, or if you wanted to be clever, imposing some other kind of gnome-appropriate cost... like requiring you to buy it pizza or feed it gems... might be something to think about it as an option for a future version
Test Subject
#12 Old 16th Mar 2010 at 11:49 PM
yeah i just downloaded it and it says no interaction :/
Test Subject
#13 Old 17th Mar 2010 at 12:01 AM
Quote:
Originally Posted by Srikandi
Gonna have to think about how to use it without being too cheaty though (I'm afflicted by the puritan work ethic... for my SIMS, if not for myself ). Subtracting some gold every day it's on, or if you wanted to be clever, imposing some other kind of gnome-appropriate cost... like requiring you to buy it pizza or feed it gems... might be something to think about it as an option for a future version


I feel so bad about this kind of thing, too, but gardening is a pain in the bottom.

Feeding it pizza would be hilarious. Just have a slice of pizza disappear every time it changes poses... XD


I love this. So downloading!

MAC USER.
Eminence Grise
#14 Old 17th Mar 2010 at 12:06 AM
Angelmario and Slaughterkitten, are you using WA or base game only? Dolphin26 says he tested it on WA only. You might post your patch version as well to help debug it.

The other possibility is a conflict with some other mod you're running.

The interactions show up fine for me, with WA and the latest patches, and Twallan's supercomputer.
Test Subject
#15 Old 17th Mar 2010 at 12:12 AM
Quote:
Originally Posted by Srikandi
and it doesn't take much before your garden winds up eating all of your sim's time!


Hence the reason I quickly grew to hate gardening. I rely on it for somethings as you mentioned, but I couldn't do those things because I was gardening so I could do them. >.<

Some kind of cost incurred would be nice, but until then, I'm using this guilt free. :P
Test Subject
#16 Old 17th Mar 2010 at 12:58 AM
My gardening Sim is gonna love this- she will not have to be such a slave to her garden anymore!! Plus it will be neat to watch him!! Thanks!!
Test Subject
#17 Old 17th Mar 2010 at 1:19 AM
Srikandi : when you say WA do you mean world adventures? my game version is 3.1.7.004001. i do have world adventures and highend loft stuff installed. i dont really know how to patch my game lol ugh :/
Instructor
#18 Old 17th Mar 2010 at 1:34 AM
Omg. Eeeek. Garden gnomes! =)

No, u can't haz cheezburger
Test Subject
#19 Old 17th Mar 2010 at 1:49 AM
Quote:
Originally Posted by Srikandi
Angelmario and Slaughterkitten, are you using WA or base game only? Dolphin26 says he tested it on WA only. You might post your patch version as well to help debug it.

The other possibility is a conflict with some other mod you're running.

The interactions show up fine for me, with WA and the latest patches, and Twallan's supercomputer.


i have WA and Base Game version 2.5.12.004017 and i deleted all mods except this one and still no interaction
Field Researcher
Original Poster
#20 Old 17th Mar 2010 at 2:18 AM
Quote:
Originally Posted by angelmarlo
when i click on it it say no interaction what do i do


Angelmario and Slaughterkitten, are you sure you have your modding framework properly installed? Specifically, you must have d3dx9_31.dll in each of your sim game's bin directory. That means if you have both world adventures and high end loft stuff, you need d3dx9_31.dll in these three directories (assuming you used the defaults during installation):

C:\Program Files\Electronic Arts\The Sims 3\Game\Bin
C:\Program Files\Electronic Arts\The Sims 3 World Adventures\Game\Bin
C:\Program Files\Electronic Arts\The Sims 3 High-End Loft Stuff\Game\Bin

If you are missing d3dx9_31.dll in any of these locations, that could cause the problem you speak of, because your game wouldn't recognize non-signed DLLs like the one embedded in my object. I know I had a problem like the one you had when I installed an EP but didn't copy the dll to the new game directory. Standalone objects and XML hacks would probably still work, by script mods like this one would not.

For more information about how to install the modding framework, see this article.
Test Subject
#21 Old 17th Mar 2010 at 2:29 AM
This is wonderful!
Thanks!
Instructor
#22 Old 17th Mar 2010 at 2:39 AM
Quote:
Originally Posted by Princess Robijn
Lovely work! I am wondering, is there a way to also let the gnome harvest the veggies and put them in the inventory of the active sim?

Thanks,
Josette :D


oh this sounds like great idea

but anyway thanks making this my gardeners will you

The Bible contains 6 admonishments to homosexuals and 362 admonishments to heterosexuals. That doesn't mean that God doesn't love heterosexuals. It's just that they need more supervision. - L. Lavner
Test Subject
#23 Old 17th Mar 2010 at 2:57 AM
Quote:
Originally Posted by dolphin26
Angelmario and Slaughterkitten, are you sure you have your modding framework properly installed? Specifically, you must have d3dx9_31.dll in each of your sim game's bin directory. That means if you have both world adventures and high end loft stuff, you need d3dx9_31.dll in these three directories (assuming you used the defaults during installation):

C:\Program Files\Electronic Arts\The Sims 3\Game\Bin
C:\Program Files\Electronic Arts\The Sims 3 World Adventures\Game\Bin
C:\Program Files\Electronic Arts\The Sims 3 High-End Loft Stuff\Game\Bin

If you are missing d3dx9_31.dll in any of these locations, that could cause the problem you speak of, because your game wouldn't recognize non-signed DLLs like the one embedded in my object. I know I had a problem like the one you had when I installed an EP but didn't copy the dll to the new game directory. Standalone objects and XML hacks would probably still work, by script mods like this one would not.

For more information about how to install the modding framework, see this article.


okay i will try this and hopefully it will work.. or else no gnomie for me

N thx for the help i appreciate it :F
Test Subject
#24 Old 17th Mar 2010 at 4:20 AM
meh didnt work all well thanks anyway!
Test Subject
#25 Old 17th Mar 2010 at 8:45 AM
Thank you... it works verry good Nice job
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