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Temporary Tattoos for Kids

by scumbumbo Posted 26th Jul 2015 at 7:32 PM - Updated 1st Feb 2019 at 6:38 AM by scumbumbo : Brazilian Portuguese translation added
 
44 Comments / Replies (Who?) - 26 Feedback Posts, 17 Thanks Posts
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Original Poster
#26 Old 11th Aug 2015 at 3:06 AM
Quote: Originally posted by get_tish
That is super fab! lol It sounds so good so far. I am loving it and am still waiting for it to be done so I can go ahead and download it. I'm super excited and I love that they can browse magazines. That's great and really cute lol I hope it will work for community lots as well. I can't wait to have it in my game!

I definitely need to do some more tuning, or I may need to break it up into two or three different files for various situations. Right now it's working fairly well for customers if you are the retail shop owner, still a bit too popular, but it works. I counteracted that effect a bit by adding a cooldown timer (for autonomous purchases only) so they won't keep buying them left and right.

If you're visiting the retail lot though, the customers just swarm around the thing and never go into the store itself (my test shop has the rack out front), while the controlled sim (who is just a visitor, not a "customer") pretty much ignores the rack for autonomy. I can't really tell if the customers are buying from the rack or just browsing it, which doesn't really matter since you're just visiting I guess.

I'm still hoping to find a balanced situation for both customers and visitors, and then I can check to see how the thing works on a community lot. There's also an exception I've been seeing that I'm pretty sure is being caused by the magazine rack. In short, there's still a good more couple of nights worth of work when I get the chance. Slow going as each change requires quitting the game, making a tweak and restarting to test. Script modding is so much easier since I can make most changes on the fly!
Lab Assistant
#27 Old 12th Aug 2015 at 12:31 AM
Quote: Originally posted by scumbumbo
I definitely need to do some more tuning, or I may need to break it up into two or three different files for various situations. Right now it's working fairly well for customers if you are the retail shop owner, still a bit too popular, but it works. I counteracted that effect a bit by adding a cooldown timer (for autonomous purchases only) so they won't keep buying them left and right.

If you're visiting the retail lot though, the customers just swarm around the thing and never go into the store itself (my test shop has the rack out front), while the controlled sim (who is just a visitor, not a "customer") pretty much ignores the rack for autonomy. I can't really tell if the customers are buying from the rack or just browsing it, which doesn't really matter since you're just visiting I guess.

I'm still hoping to find a balanced situation for both customers and visitors, and then I can check to see how the thing works on a community lot. There's also an exception I've been seeing that I'm pretty sure is being caused by the magazine rack. In short, there's still a good more couple of nights worth of work when I get the chance. Slow going as each change requires quitting the game, making a tweak and restarting to test. Script modding is so much easier since I can make most changes on the fly!


I think having it in 2 separate parts might not be such a bad idea. One for retail lots and I guess one for community lots but wouldn't the changes conflict though if say, some of us were to download or wanted to have both? I suppose so since they would be two separate files with the same or similar changes to the games coding so I guess it wouldn't work like that, huh... :/ I think I could deal with just the retail aspect of the mod instead of it being on a community lot. I can see how it may be more complex to have an item be used as a menu type item on a non retail lot. So I think just having it on a retail lot would be more doable and I'm ok with that. I just love the idea and there's always that ability to make anything into a retail lot even a carnival or beach like setting for shops and such I like the idea of the rack outside. Makes sense. That's how I pictured it myself lol and usually if the rack itself is purchased, then it should change into the sign for restock. If it's still there, then sims are probably purchasing the tats. Ugh, that is so awesome lol I can only imagine how tedious it is trying to work on mods but I am ever so grateful to you guys' hard work.
Deceased
Original Poster
#28 Old 15th Aug 2015 at 9:09 AM
Quote: Originally posted by get_tish
Was wondering if you could add it to the magazine stand from Get To Work?


Well, as you know, I've been working on this. I think I've gotten it to the point where it's worth testing at least. I've uploaded a copy of it to Creator Feedback.

Comments on how well it works and could be improved are welcome!!
Test Subject
THANKS POST
#29 Old 19th Aug 2015 at 1:43 AM
How cute!!! And it's cool how bathing and showering can make it go away as well. I'm excited
Test Subject
THANKS POST
#30 Old 31st Aug 2015 at 7:57 PM
nice kids need cool stuff too lol
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Original Poster
#31 Old 2nd Sep 2015 at 3:28 AM
Since most of this mod is new code it is difficult to say for sure, but it appears this mod should be fine with the latest game patch (September 1, 2015).
Test Subject
#32 Old 9th Sep 2015 at 7:41 PM
For some reason it does not work for me. Can someone tell me where I should put the script and where the package. Maybe I didn't put in the right place. Thank you.
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Original Poster
#33 Old 15th Sep 2015 at 6:11 AM
Quote: Originally posted by Michali93
For some reason it does not work for me. Can someone tell me where I should put the script and where the package. Maybe I didn't put in the right place. Thank you.

@Michali93 - I put both the script and package file directly into my mods folder. There are really two rules to follow with dual file mods like this. You should generally put both files into the same folder (unless the author specifies differently) as they usually require being loaded in a specific order. The other rule is that a script mod cannot be in any folder deeper than ONE subfolder in. So you could put both files into a folder called mods\TempTattoos but you could not put it into a subfolder called mods\Scumbumbo\TempTattoos.

In short, it's easiest to just put both files into the mods folder directly, like this (see screenshot)
Screenshots
Test Subject
THANKS POST
#34 Old 3rd Oct 2015 at 12:15 PM
So cute! My BFF sims will have matching tattoos soon ♥
THANK YOU!!
Lab Assistant
#35 Old 5th Oct 2015 at 11:37 PM
So, does that mean that the magazine part of this mod isn't available yet?
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Original Poster
#36 Old 9th Oct 2015 at 4:07 AM
Quote: Originally posted by get_tish
So, does that mean that the magazine part of this mod isn't available yet?

I posted it in the Creator Feedback Forum but never got any feedback from anyone!

Temporary Tattoo Magazine Rack (Test Version)
Lab Assistant
#37 Old 13th Oct 2015 at 1:04 AM
Quote: Originally posted by scumbumbo
I posted it in the Creator Feedback Forum but never got any feedback from anyone!

Temporary Tattoo Magazine Rack (Test Version)


Oh! Ok, I will download it, test it out for ya and let you know what types of feels I get. I'm super excited for this. :-) Thank you.
Lab Assistant
THANKS POST
#38 Old 13th Oct 2015 at 1:07 AM
Ahhh, yes! I'm going to place this in my sims retail shop and she has a little boy, too so I am totally going to get around to this lol I was reading the creator feedback section and just got even more excited so I had to add in my extra cents and write up another feedback lol
Test Subject
THANKS POST
#39 Old 8th Nov 2015 at 6:37 AM
tks !!!
Lab Assistant
#40 Old 4th Jun 2016 at 5:35 PM
Doesn't seem to be working anymore? As of the 06/02/2016 update
Test Subject
#41 Old 5th May 2018 at 1:35 PM
Doesn't seem to work anymore, causes a "LastException" error.
Deceased
Original Poster
#42 Old 12th May 2018 at 5:38 AM Last edited by scumbumbo : 12th May 2018 at 6:04 AM.
Yeah, I wouldn't expect it to work anymore. I've not updated it in a long time and no one has expressed any desire for it to be updated. I think it should be possible to update, but finding the time to do so is the hard part right now.

ETA - Actually this is one of those mods that I always did like, so I'll put it on the "short list" to get updated even if not many other people want it. It probably won't be too difficult to fix up, but as I stated life is hectic right now so it may be a week, a few weeks or a month... who knows?
Test Subject
#43 Old 7th Aug 2018 at 6:23 PM
I really hope that one day maybe you could fix this mod, it's really interesting!
Deceased
Original Poster
#44 Old 7th Aug 2018 at 8:37 PM Last edited by scumbumbo : 9th Aug 2018 at 10:51 AM.
Quote: Originally posted by MizuH.
I really hope that one day maybe you could fix this mod, it's really interesting!

I actually just played around with getting it working again a few days ago, spent about eight or ten hours on it before finally coming to the conclusion that EA simply will no longer allow tattoos to be placed on children anymore using the appearance modifiers of a buff. I did some debugging in the game scripts and everything claims to be working for the modifier within Python, but the tattoos don't appear -- somewhere in the code of the binary executable (or maybe the UI scripts, although I couldn't find anything) it must disallow the tattoo parts from being copied over.

I was able to get a tattoo on a child by forcing it on using a technique of modifying the actual outfit for the child, but that only works for the current outfit and I'd have to write a lot of extra code that would be susceptible to breaking at the next game patch. Basically I'd have to watch for every outfit change for the target child and whenever it does change move the tattoo from the old outfit to the new one. Yuck. (Plus the tattoo is forcibly removed whenever you go to CAS)

I'll probably look into it some more one of these days, but I'm not hopeful of a solution.

ETA - Problem "solved" but it's far too late at night to get this updated. Expect an update tomorrow!
Deceased
Original Poster
#45 Old 9th Aug 2018 at 6:37 PM
This mod is finally updated after all this time. The solution wasn't too difficult once I'd found it, but the process of finding it took considerable time and a lot of good scotch. The tattoos are now cloned into the "cummerbund" outfit category for children and they now show up, time out and go away as they should.

Hopefully I got all the numbers right in the catalog parts and buffs, so that all 12 tattoos will work. I was pretty careful so I don't anticipate there should be any problems, other than if you are using a cummerbund (or a CC outfit that uses that body part) it will disappear for the duration of the temporary tattoo.
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