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No Fade on Sims & Objects

by MizoreYukii Posted 6th Aug 2019 at 4:35 PM - Updated 27th Feb 2021 at 3:25 AM by MizoreYukii : Compatible (Patch 1.71.86.1020)
 
47 Comments / Replies (Who?) - 18 Feedback Posts, 28 Thanks Posts
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Field Researcher
Original Poster
#26 Old 12th Jun 2020 at 4:48 PM
Quote: Originally posted by cutieje
Hi! just wanted to let you know that your mod makes the outdoor trash bin end up like this when zoomed out and makes the picture frames the default black when zoomed out if they're set to a different color. i have no overrides for these objects.

Are you talking about No Fade Everything since you mentioned overrides? Have to mention which one otherwise I don't know which one to test. xD I can't replicate the trash bin, but I see what you mean about the pictures. It's possible EA changed something in the Model file for picture frames. I won't be updating NFE though until S4S updates for Eco, but I'll try to investigate once they do and see if anything changes.

Creator Musings is a Sims 4 modder, poser/animator, and CC creator hangout server (though everyone is allowed) with a tutorial/resource directory, help channels, and mod/cc/sims 4 news channels!
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Test Subject
#27 Old 12th Jun 2020 at 9:35 PM
Quote: Originally posted by MizoreYukii
Are you talking about No Fade Everything since you mentioned overrides? Have to mention which one otherwise I don't know which one to test. xD I can't replicate the trash bin, but I see what you mean about the pictures. It's possible EA changed something in the Model file for picture frames. I won't be updating NFE though until S4S updates for Eco, but I'll try to investigate once they do and see if anything changes.


it's the no fade everything mod, sorry about that!
Test Subject
#28 Old 18th Jul 2020 at 3:05 AM
Do you know if there is a mod to fade certain objects, like television?
Field Researcher
Original Poster
#29 Old 27th Jul 2020 at 4:43 PM
@icaro186 Do you mean individually instead of my No Fade Everything? Unfortunately not. I only know of columns, lights, and trees from the people listed.

Creator Musings is a Sims 4 modder, poser/animator, and CC creator hangout server (though everyone is allowed) with a tutorial/resource directory, help channels, and mod/cc/sims 4 news channels!
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Field Researcher
Original Poster
#30 Old 13th Aug 2020 at 9:30 PM
@cutieje Sorry for the wait, No Fade On Everything is updated! I removed the frame pictures because they stayed visible even when really close and remaking the file didn't fix it.

Creator Musings is a Sims 4 modder, poser/animator, and CC creator hangout server (though everyone is allowed) with a tutorial/resource directory, help channels, and mod/cc/sims 4 news channels!
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Smeg Head
THANKS POST
#31 Old 13th Nov 2020 at 6:22 AM
Thank you for updating this mod, and an even bigger thanks for doing the no fade everything sets. My god, I can only imagine the eyestrain you had going through all those model files one by one. (Or did you setup a batch alteration on them?) So glad you did. As you know I've tried with ceiling lights, columns and the build mode trees over the years, and always wanted to get stuck into doing all the debug trees and other bits and pieces. But just could not bring myself to make a start, the sheer monotonous boredom of it would have me run off and work on a more interesting mod project instead. So thank you very much for having the patience and determination to get them all done.

I hope to be getting the new Japan pack soon, so will be updating my mods after I patch for it. To know I don't have to bother with any more fade mods, I can just direct those who don't already know, to grab your great work. So again, thanks, and happy simming.
Smeg Head
#32 Old 20th Nov 2020 at 2:19 PM
Hi again. Back to report that after trying out the set of no fade objects, I see that some have not been set up properly in the Model files and continue to fade in the default Maxis way.

The set that first caught my attention is for the Get Together EP. In game, while playing a venue in Windenburg, I spotted the debug world trees and the columns of the lot were back to default fading. With your mod sets placed in my Overrides folder, I was certain it was not due to a conflict with my no fade columns mods. (Even if there were a conflict, during game load one or the other model files of my mod or your mod would've been chosen, that should still make the columns no fade.)

On further investigation, I opened your mod for Get Together model files and looked through them. Most still have a "00000001" or "00000002" value in place, that would still allow for a small degree of fading to occur. (Unlike the ones you did for Get To Work EP that, from the ones I looked at, were all set to "0000000" The same way I like to do it for zero chance of fading whether near or far.) Leaving them as "00000001" or "00000002" will reduce the fade range, but does not work in full compliment with the reworked Shimrod mod here, which is another zero chance of fading mod. Getting so close to a sim the camera clips them and you can see insde the sim No fading sim at all! (So that mod works perfectly as it should.)

Yet the bigger issue with the Get Together model files, is that for some, - the very columns in question - there is a value "40E00000" still in place. (I don't recall there ever being a letter in with the numbers before?) As such, with the 4 as the opening digit, the columns and debug trees of Windenburg are still fading as they do in default when the camera draws near or zooms out. They need the same "00000000" treatment across the board to be totally no fade when near or far.

That's why I asked in my previous post if you had achieved this mass changing of model files via a single batch change implementation. I find batch changes can be a bit flaky, depending on the task at hand.

In any case, with folks reporting the no fade sets are not working, it might not be due to them not being placed in an Overrides folder. Some of those EP sets you've done still have fade values in place on the model files. Hope this report helps. Happy simming.

"Become a government informer. Betray your family and friends. Fabulous prizes to be won!" Red Dwarf - Back to Reality.

Find all my TS4 mods and lots here: Main Website - simsasylum.com My Section - coolspear's Mods & Lots
Field Researcher
Original Poster
#33 Old 20th Nov 2020 at 4:55 PM
Quote: Originally posted by coolspear1
Hi again. Back to report that after trying out the set of no fade objects, I see that some have not been set up properly in the Model files and continue to fade in the default Maxis way.

The set that first caught my attention is for the Get Together EP. In game, while playing a venue in Windenburg, I spotted the debug world trees and the columns of the lot were back to default fading. With your mod sets placed in my Overrides folder, I was certain it was not due to a conflict with my no fade columns mods. (Even if there were a conflict, during game load one or the other model files of my mod or your mod would've been chosen, that should still make the columns no fade.)

On further investigation, I opened your mod for Get Together model files and looked through them. Most still have a "00000001" or "00000002" value in place, that would still allow for a small degree of fading to occur. (Unlike the ones you did for Get To Work EP that, from the ones I looked at, were all set to "0000000" The same way I like to do it for zero chance of fading whether near or far.) Leaving them as "00000001" or "00000002" will reduce the fade range, but does not work in full compliment with the reworked Shimrod mod here, which is another zero chance of fading mod. Getting so close to a sim the camera clips them and you can see insde the sim No fading sim at all! (So that mod works perfectly as it should.)

Yet the bigger issue with the Get Together model files, is that for some, - the very columns in question - there is a value "40E00000" still in place. (I don't recall there ever being a letter in with the numbers before?) As such, with the 4 as the opening digit, the columns and debug trees of Windenburg are still fading as they do in default when the camera draws near or zooms out. They need the same "00000000" treatment across the board to be totally no fade when near or far.

That's why I asked in my previous post if you had achieved this mass changing of model files via a single batch change implementation. I find batch changes can be a bit flaky, depending on the task at hand.

In any case, with folks reporting the no fade sets are not working, it might not be due to them not being placed in an Overrides folder. Some of those EP sets you've done still have fade values in place on the model files. Hope this report helps. Happy simming.

I forgot to reply in all the craziness! I do use a batch process, a tool from the great Scumbumbo himself that was asked for by another creator. I'd go crazy too if I had to do every single file. I just fixed the Get Together file earlier this week though and tested them in-game myself before release and they were working again. I opened it up just now to double check when you mentioned that number and they were all clean in the new one. Did you have a chance to grab that update? I should probably mention in the update notes here whenever I update the Everything version too. As for the other EP files, I'll check them out! Strangely enough, I only got a single report after the SE patch and not before for several months now. I'm not sure what happened, and it's kinda bizarre as I've never seen that number either until this week. Someone else's new fade mod is doing the same thing, so I'm wondering if something else is going on? Either way gonna double check and update the necessary files, had to re-update anyhow because I forgot to update BG for the new heritage stuff.

Creator Musings is a Sims 4 modder, poser/animator, and CC creator hangout server (though everyone is allowed) with a tutorial/resource directory, help channels, and mod/cc/sims 4 news channels!
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Field Researcher
Original Poster
#34 Old 20th Nov 2020 at 8:06 PM
@coolspear1 I finished checking the files and it was only the old Get Together file that had this strange issue, same as the other creator's too. So again, not sure what's up but at least it was a one time only thing. Anyhow, going to update the BG files (and double check them) and hopefully have a release out later tonight or tomorrow as I have several other mods to get to.

Creator Musings is a Sims 4 modder, poser/animator, and CC creator hangout server (though everyone is allowed) with a tutorial/resource directory, help channels, and mod/cc/sims 4 news channels!
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Smeg Head
#35 Old 21st Nov 2020 at 3:23 AM
Thanks, I'll try out the updated ones.

I have come across similar, spooky interference when altering similar files, that to this day I cannot explain. I did a mod to reduce the footprint size for the round fishtank coffee table that comes with My First Pet pack. Unlike the normal, rectangular two-tile coffee tables, when round coffee tables are placed near chairs, they block access to the seating. Footprint is way too big. So I did just one for a test, yet it had the same effect on all others. Even though the binary file was unique to that fishtank table, and all other round ones have their own, unique footprint binary files, (Just like every object in the game.) it still changed them all by editing the supposedly unique fishtank one. Very strange, so I do know there are some spooky actions going on in the background when editing those types of files, (binary, model, stuff like that.) connecting and interfering with things that should not be connected. I eventually had to try a different tactic for the round coffee tables because of this.

"Become a government informer. Betray your family and friends. Fabulous prizes to be won!" Red Dwarf - Back to Reality.

Find all my TS4 mods and lots here: Main Website - simsasylum.com My Section - coolspear's Mods & Lots
Smeg Head
THANKS POST
#36 Old 21st Nov 2020 at 4:15 AM
Just popping back to reiterate the thanks and to happily report I've tried the updated version and all things Windenburg (Get Together) are no longer fading. Cheers!
Smeg Head
#37 Old 25th Nov 2020 at 8:22 PM
Hi again. Unfortunately back to report a missing texture error that occurs with dustbins, or trashcans, when zooming out. Where it normally would have to not show anything due to fading out, forcing it to stay on screen causes a purple-coloured square with a question mark in the centre. Some bins only have one, others have several stacked up. I guess some things don't like being forced to stay on screen, especially when they have no resource to show when far enough away.

Reminds me of the same fade issues seen with ceiling lights. Like the oriental base game lantern, with the pretty cherry tree texture. Zoom out far enough and it reverts to the default white texture. Not as bad as a purple square with a question mark, but still evidence that some textures have a different zoomed fade range than the objects they are attached to. Where the object may visibly persist, the texture does not. Thankfully the bins are the only objects I've seen do this purple square thing. With the mod sets removed, they no longer do it. Even though the bins stay visible when zoomed out really far, they no longer show a purple square. That would mean then, that it does have textures that show fine at a distance in default, so perhaps the mod is making the texture disappear when it should not? Weird, eh?

"Become a government informer. Betray your family and friends. Fabulous prizes to be won!" Red Dwarf - Back to Reality.

Find all my TS4 mods and lots here: Main Website - simsasylum.com My Section - coolspear's Mods & Lots
Field Researcher
Original Poster
#38 Old 25th Nov 2020 at 11:57 PM
@coolspear1 Hi! Unfortunately I'm not receiving such an error. Feels silly to ask, but you made sure to clear your localthumbcache, etc. and all the usual troubleshooting steps? Otherwise I'm not sure what could be causing such an issue, removing the fade shouldn't cause that as the textures are the same on any of the LODs, it's just a lower poly mesh. Edit: Also updated the BG files just today to include the heritage items.
Screenshots

Creator Musings is a Sims 4 modder, poser/animator, and CC creator hangout server (though everyone is allowed) with a tutorial/resource directory, help channels, and mod/cc/sims 4 news channels!
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Smeg Head
#39 Old 26th Nov 2020 at 4:09 AM
Akk, silly me. I've just realized what the problem probably is. You updated the mods recently, which would mean your files are extracted from more recently patched game files. I would guess Maxis must have done some texture tinkering with the bins that my older game version does not relate to, hence the bizarre purple square with question mark. Something is missing from my older game, that's present in newer patches. I should have realized that myself before reporting. Though it's good to know it's not a problem with the mods, all I need do it patch and it should sort itself out.

I know I will patch soon, but there's a big mod project I want to finish up first before going through the nightmare patching and mod updating shenanigans.

Well, at least you know now the type of error that will crop up for folks like me still stuck on 1.62. Wonky bin textures, of all things. (Are Maxis telling me my game is literally "bad, questionable rubbish" on 1.62? ) I should count myself lucky that's the only weirdness I've encountered. Cheers.

"Become a government informer. Betray your family and friends. Fabulous prizes to be won!" Red Dwarf - Back to Reality.

Find all my TS4 mods and lots here: Main Website - simsasylum.com My Section - coolspear's Mods & Lots
Lab Assistant
THANKS POST
#40 Old 1st Feb 2021 at 7:55 PM
This is awesome! Thank you so much.
Test Subject
THANKS POST
#41 Old 15th Jun 2021 at 2:57 PM
Incredible mod! Now I can really enjoy the over the top facial expression :D
Test Subject
THANKS POST
#42 Old 8th Jan 2022 at 6:41 PM
This mod is great for taking photos
Test Subject
THANKS POST
#43 Old 5th Feb 2022 at 3:03 AM
thx
Inventor
THANKS POST
#44 Old 18th May 2022 at 2:08 AM
Again, thank you very much for this one!
Test Subject
THANKS POST
#45 Old 12th Nov 2023 at 8:35 PM
Does the mod still work?
Test Subject
THANKS POST
#46 Old 18th Jan 2024 at 5:15 PM
Thank you so much
Test Subject
THANKS POST
#47 Old 13th Mar 2024 at 9:52 PM
Would it be possible, without too much work on your part, to have a variant that only prevents sims from fading? I still want everything else to fade as intended.
Field Researcher
Original Poster
#48 Old 20th Mar 2024 at 10:16 PM
@juicyfruitmj Only just now seeing this, but yes, this mod hasn't needed an update in a long time.

@SCarverOrne Possibly, I'd have to take a look and test how it behaves. I'm quite busy atm though so unsure when I'll get to it, but I'll put this on the investigating to-do list.

Creator Musings is a Sims 4 modder, poser/animator, and CC creator hangout server (though everyone is allowed) with a tutorial/resource directory, help channels, and mod/cc/sims 4 news channels!
My Discord | Twitter | Tumblr | Patreon
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