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- Testing - Add On Club Activities MOD( 12.10.2016) - Added more Activities (Updated for seasons)
#1
3rd Oct 2016 at 9:03 PM
Last edited by icemunmun : 30th Jul 2018 at 11:18 PM.
Posts: 1,408
Thanks: 110671 in 109 Posts
Add On Club Activities MOD( 12.10.2016) - Added more Activities (Updated for seasons)
Hey Guys, I just realized that a LOT of activities have been left out of the Club Rules . Seriously no TEA DRINKING ACTIVITY !!So, I have decided to remedy that and add certain activities to the Club Rules
The Following is the List:
1. Pumpkin Carving - done
2. Drink Tea - done
3. Activity Table (Kids) - done
4. Cowplant Interactions - done
5. Collecting (only frog collecting is there in game) - done
6. Cloud Gazing - done
7. Voodoo Doll (will have to unlock the voodoo doll though for that) - done
8. Popcorn Making - done
9. Ice cream Making - done
10. Look for discarded toys(Kids) - done
11. Collect Monsters/Card Trading (Kids stuff SP) - done
12. Go Jogging (Separated from Athletics) - done
13. Message (Separated from Spa Activities) - done
14. Sauna (Separated from Spa Activities) - done
15. Herbalism - done
16. Retail Management - done
17. Tend Bar
18. Take Pictures
19. Collecting wild Plants
Existing Club interactions to be corrected/ made autonomous
1. Watch Movies - Movies Stuff Pack
2. Battle Voidcritters - Kids stuff pack
Currently I have finished with 6 of the activities and want a little testing before proceeding with more. I will keep on adding them in small groups to the original thread.
Part 1
1. Activity Table Club Activity (for Kids) - BG
2. Cow Plant Activities(Cowplant has to acquired through gameplay or acquired from debug mode) - BG
3. Popcorn Machine Club Activities - Movie Stuff SP
4. Pumpkin Carving Club Activities - Spooky Stuff Pack
5. Tea Drinking Club Activities - BG
6. Voodoo Club Activities(Voodoo doll has to unlocked or acquired from debug mode) - BG
Part 2 here
----Refer to the pictures for additional information.
----Will not replace any existing club activity
What I want to know -
1. Whether the club members are performing the relevant activities autonomously
2. Whether relevant activities are giving positive/negative club points
3. Any activity you want added to the list
All the files are separated, choose the ones you want
Issues:-
1. All Voodoo activity is not autonomous (Though I am not sure whether making binding autonomous will be a good idea as the club members will end up binding each other )
2. Sims drink Tea while standing ---they do not sit and drink tea - Issues with some discussions and solutions
3. Popcorn activity not autonomous - Discussion about custom autonomous interactions and solutions Here
Attached files:
Club Interactions_Part 1.rar (7.0 KB, 3429 downloads) - View custom content | ||||||||||||||||||||||||||||||
----------- --------- -------- ----- -------- ----- -------- ---- ..A.... 1270 1254 98% 03-10-16 03:17 C49ADA66 PumpkinCarvingClubInteraction.package ..A.... 1119 1099 98% 03-10-16 03:17 44AE67CD TeaDrinkingClubInteraction.package ..A.... 1136 1115 98% 03-10-16 02:48 643B8CA6 VoodooDollClubInnteractions.package ..A.... 1167 1147 98% 03-10-16 02:46 BB09C75A ActivityTableClubInteractions.package ..A.... 1057 1029 97% 03-10-16 03:14 B1561759 CowPlantClubInteractions_noDeaths.package ..A.... 1110 1083 97% 03-10-16 03:16 EAA00E3D PopcornMachineClubInteractions.package ----------- --------- -------- ----- -------- ----- -------- ---- 6859 6727 98% 6 |
||||||||||||||||||||||||||||||
Description: Club Activity - Separated. Testing.Updated for seasons | ||||||||||||||||||||||||||||||
ClubInteractions_Part1.rar (20.6 KB, 911 downloads) - View custom content | ||||||||||||||||||||||||||||||
----------- --------- -------- ----- -------- ----- -------- ---- ..A.... 1167 1147 98% 03-10-16 02:46 BB09C75A ClubInteractions_Part1/ActivityTableClubInteractions.package ..A.... 1057 1029 97% 03-10-16 03:14 B1561759 ClubInteractions_Part1/CowPlantClubInteractions_noDeaths.package ..A.... 15089 14762 97% 02-07-18 21:28 A5BD9AAE ClubInteractions_Part1/PopcornMachineClubInteractions.package ..A.... 1270 1254 98% 02-07-18 21:29 C49ADA66 ClubInteractions_Part1/PumpkinCarvingClubInteraction.package ..A.... 1119 1099 98% 03-10-16 03:17 44AE67CD ClubInteractions_Part1/TeaDrinkingClubInteraction.package ..A.... 1113 1092 98% 11-10-16 03:38 3405C219 ClubInteractions_Part1/VoodooDollClubInnteractions_2.package ...D... 0 0 0% 03-07-18 03:03 00000000 ClubInteractions_Part1 ----------- --------- -------- ----- -------- ----- -------- ---- 20815 20383 97% 7 |
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Lab Assistant
#2
5th Oct 2016 at 12:53 AM
Posts: 123
Thanks: 2255 in 12 Posts
It is possible to create rules to make the sims manage retail? How to talk to customers and serves them? And also make the Sims take account of the bars? Thank you
#3
5th Oct 2016 at 2:40 PM
Posts: 1,408
Thanks: 110671 in 109 Posts
Quote: Originally posted by arkeus17
It is possible to create rules to make the sims manage retail? How to talk to customers and serves them? And also make the Sims take account of the bars? Thank you |
Technically any interaction in the game can be added to the club rules with necessary modifications so it is worth a try! I look into this.Thanks for the idea
#4
11th Oct 2016 at 8:21 PM
Last edited by icemunmun : 2nd Jul 2018 at 10:36 PM.
Posts: 1,408
Thanks: 110671 in 109 Posts
Updated for seasons
Now onto Part 2 of the add on activities:
Part 2
1. Collect Crystals - BG
2. Collect Insects - BG
3. Practice Herbalism - Outdoor Retreat GP
4. Make Ice Cream - Cool Kitchen SP
5. Jog - BG (Separated from Athletic)
6. Look for Lost Toys - Kids Stuff SP
7. Massage - Spa Day GP (Separated from Spa Activities)
8. Sauna - Spa Day GP (Separated from Spa Activities)
9. Retail Management - Get to Work EP (thanks to @arkeus17 for the idea)
10. Star/Cloud Gazing - BG
11. Dig Treasure - BG
12. Trade monster Cards - Kids Stuff SP
----Refer to the pictures for additional information.
----Will not replace any existing club activity
What I want to know -
1. Whether the club members are performing the relevant activities autonomously
2. Whether relevant activities are giving positive/negative club points
3. Any activity you want added to the list
Issues
1. Issues with retail Management - Here with some solutions
All the files are seperate and you can choose the ones you want.
Now onto Part 2 of the add on activities:
Part 2
1. Collect Crystals - BG
2. Collect Insects - BG
3. Practice Herbalism - Outdoor Retreat GP
4. Make Ice Cream - Cool Kitchen SP
5. Jog - BG (Separated from Athletic)
6. Look for Lost Toys - Kids Stuff SP
7. Massage - Spa Day GP (Separated from Spa Activities)
8. Sauna - Spa Day GP (Separated from Spa Activities)
9. Retail Management - Get to Work EP (thanks to @arkeus17 for the idea)
10. Star/Cloud Gazing - BG
11. Dig Treasure - BG
12. Trade monster Cards - Kids Stuff SP
----Refer to the pictures for additional information.
----Will not replace any existing club activity
What I want to know -
1. Whether the club members are performing the relevant activities autonomously
2. Whether relevant activities are giving positive/negative club points
3. Any activity you want added to the list
Issues
1. Issues with retail Management - Here with some solutions
All the files are seperate and you can choose the ones you want.
Attached files:
Club Interactions_Part 2.rar (15.2 KB, 2304 downloads) - View custom content | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
----------- --------- -------- ----- -------- ----- -------- ---- ..A.... 2432 2407 98% 10-10-16 21:27 E6F311A2 Part 2/CollectCrystalsClubInteraction.package ..A.... 978 967 98% 10-10-16 03:45 EA1B2675 Part 2/CollectInsectsClubinteraction.package ..A.... 1368 1350 98% 09-10-16 00:15 55C5212A Part 2/Herbalism.package ..A.... 1083 1055 97% 09-10-16 00:35 F85C42E6 Part 2/IceCreamClubInteractions.package ..A.... 924 894 96% 09-10-16 01:02 9023F6CB Part 2/JogClubInteraction.package ..A.... 1000 986 98% 10-10-16 03:01 58DD4826 Part 2/LookForLostToys_ClubInteraction.package ..A.... 1702 1692 99% 08-10-16 02:57 852A1FC4 Part 2/MassageClubInteractions.package ..A.... 1274 1239 97% 09-10-16 01:48 00A8ADD3 Part 2/Retail.package ..A.... 1005 984 97% 08-10-16 02:58 F2AE3684 Part 2/SaunaClubInteraction.package ..A.... 1030 1015 98% 09-10-16 02:02 4B158903 Part 2/StarGazingClubInteractions.package ..A.... 996 965 96% 10-10-16 03:39 EBBF2426 Part 2/TreasureDigSiteClubInteractions.package ..A.... 1072 1056 98% 09-10-16 23:16 39E24A6C Part 2/VoidCardTradeClubInteractions.package ...D... 0 0 0% 11-10-16 03:39 00000000 Part 2 ----------- --------- -------- ----- -------- ----- -------- ---- 14864 14610 98% 13 |
||||||||||||||||||||||||||||||||||||||||||||||||||||||
Description: 12 new add on club activities. Updated for seasons | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
ClubInteractions_Part2.rar (14.1 KB, 405 downloads) - View custom content | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
----------- --------- -------- ----- -------- ----- -------- ---- ..A.... 1045 1018 97% 02-07-18 21:29 A93B636A ClubInteractions_Part2/CollectCrystalsClubInteraction.package ..A.... 978 967 98% 10-10-16 03:45 EA1B2675 ClubInteractions_Part2/CollectInsectsClubinteraction.package ..A.... 1368 1350 98% 09-10-16 00:15 55C5212A ClubInteractions_Part2/Herbalism.package ..A.... 1083 1055 97% 09-10-16 00:35 F85C42E6 ClubInteractions_Part2/IceCreamClubInteractions.package ..A.... 924 894 96% 09-10-16 01:02 9023F6CB ClubInteractions_Part2/JogClubInteraction.package ..A.... 1000 986 98% 10-10-16 03:01 58DD4826 ClubInteractions_Part2/LookForLostToys_ClubInteraction.package ..A.... 1702 1692 99% 08-10-16 02:57 852A1FC4 ClubInteractions_Part2/MassageClubInteractions.package ..A.... 1274 1239 97% 09-10-16 01:48 00A8ADD3 ClubInteractions_Part2/Retail.package ..A.... 1005 984 97% 08-10-16 02:58 F2AE3684 ClubInteractions_Part2/SaunaClubInteraction.package ..A.... 1030 1015 98% 09-10-16 02:02 4B158903 ClubInteractions_Part2/StarGazingClubInteractions.package ..A.... 996 965 96% 10-10-16 03:39 EBBF2426 ClubInteractions_Part2/TreasureDigSiteClubInteractions.package ..A.... 1072 1056 98% 09-10-16 23:16 39E24A6C ClubInteractions_Part2/VoidCardTradeClubInteractions.package ...D... 0 0 0% 03-07-18 03:03 00000000 ClubInteractions_Part2 ----------- --------- -------- ----- -------- ----- -------- ---- 13477 13221 98% 13 |
Field Researcher
#5
12th Oct 2016 at 12:38 PM
Posts: 302
Ok, I will be testing, some of those activities baffled me why they can't do together like digging treasure or drinking tea (they can drink coffee but not tea?)
Do we report our findings here?
Do we report our findings here?
#6
12th Oct 2016 at 1:36 PM
Posts: 33
Testing Tea Drinking.
I'm Wickynsims from Twitter the one suggested tea drinking activity there. So I'm really happy to grab it and test it. What I've seen so far:
- Club members do brew tea autonomously. But if there's a coffee maker on the lot they also brew it as well.
- Club members do drink tea autonomously, but if they are not socializing at the same time they prefer to do it standing not seating (as shown above).
- Club points are given as they should be.
I've also tried to test this club activity with kids using Tea for Children mod by Plasticbox, but this didn't turned out well. Kids do drink tea occasionally if it is already served, but not as it should be with main club activity.
#7
12th Oct 2016 at 5:29 PM
Posts: 1,408
Thanks: 110671 in 109 Posts
Quote: Originally posted by AlineFrrr
Ok, I will be testing, some of those activities baffled me why they can't do together like digging treasure or drinking tea (they can drink coffee but not tea?) Do we report our findings here? |
Yes, it will easier to solve the problems if everything is reported in one place. Thank you for checking this out
Do you mean that the two activities cannot be assigned as club activities simultaneously or that when both of them are assigned only one takes precedence?
Dig treasure will require the treasure spawn points/rocks so best results are obtained in a park. If a tea machine is present in the lot, members will drink tea> dig treasure because the tea machine is nearer and more easily accessible than a treasure rock( as sims will have to scan the area for the rocks first). this is because of how the game handles the interactions.
Thanks once again!
#8
12th Oct 2016 at 5:45 PM
Posts: 1,408
Thanks: 110671 in 109 Posts
Quote: Originally posted by Harukotyan
I'm Wickynsims from Twitter the one suggested tea drinking activity there. So I'm really happy to grab it and test it. What I've seen so far:
|
Thanks for testing and the lovely picture . The game places tea drinking activity below coffee drinking ( for some reason!! ) so to have only Tea Drinking, I have found that best results are obtained if the coffee drinking activity is listed as a forbidden activity. I left this alone as this will involve changing the game Coffee and tea drinking activity giving rise to conflicts with other mods.
I will look into the standing and not socialising thing.Thanks for the report!
Quote: Originally posted by Harukotyan
I've also tried to test this club activity with kids using Tea for Children mod by Plasticbox, but this didn't turned out well. Kids do drink tea occasionally if it is already served, but not as it should be with main club activity. |
Plasticbox's tea for children mod uses a new custom interaction so my mod won't make them do much of the tea related activities if I don't add the interaction to the club rules. I have left out custom interactions by other creators at the moment as I am not sure how a patch which breaks the custom interaction will behave with my club rules mod. ?In the future though I plan to add it!
Thanks
#9
13th Oct 2016 at 10:37 AM
Posts: 33
Testing retail actions
I've run some tests for retail actions. And, unfortunately, I think there are some issues.1) When the club is gathered on retail lot only controlled sim perform restock action autonomously. Others just talk to customers.
2) As far as I understand ring up customers is not included in pushed club retail actions as well as ask about price range and cleaning retail objects?
3) On the other hand manage employees action is in the scope of club actions and it's very annoying, 'cause even with no employees hired at all, my controlled sim is trying every now and then to manage stuff.
4) Normally game generates random retail NPC's when other family is visiting the store with no hired employees. After they are generated and I switch back to my store owner sim, each time the store is opened they appear on the lot. Formally I have no hired stuff members, but these guys are always here now ))) Like these
5) Finally it looks like the first time the new store is opened if retail club is not created or not presented on the lot customers visit the store but do not perform their browsing and buying behavior. They just stand/sit and socialize. Like this . I've kept the store open the whole day and they bought nothing.
Other than your mod I have MC command center installed.
#10
13th Oct 2016 at 12:06 PM
Posts: 1,408
Thanks: 110671 in 109 Posts
Quote: Originally posted by Harukotyan
I've run some tests for retail actions. And, unfortunately, I think there are some issues. 1) When the club is gathered on retail lot only controlled sim perform restock action autonomously. Others just talk to customers. |
Do they just talk or do they try to upsell, pressure into buying, enthuse about prices, beg for sell etc ?
Unfortunately, I have found out that restock autonomoulsy in not present as an interaction in the game. The best way to solve this is to make a custom interaction for autonomous restocking and use it for the club rules.I will try and do that!
Quote: Originally posted by Harukotyan
2) As far as I understand ring up customers is not included in pushed club retail actions as well as ask about price range and cleaning retail objects? |
No those are not included.I will include those .Thanks
Quote: Originally posted by Harukotyan
3) On the other hand manage employees action is in the scope of club actions and it's very annoying, 'cause even with no employees hired at all, my controlled sim is trying every now and then to manage stuff. |
I will remove the Manage employees from the list of actions.
Quote: Originally posted by Harukotyan
4) Normally game generates random retail NPC's when other family is visiting the store with no hired employees. After they are generated and I switch back to my store owner sim, each time the store is opened they appear on the lot. Formally I have no hired stuff members, but these guys are always here now ))) Like these |
Do you mean the randomly generated employees are there after switching to the owner household? The club rules mod should not affect that...but i will check after removing the manage employees interaction.
Quote: Originally posted by Harukotyan
5) Finally it looks like the first time the new store is opened if retail club is not created or not presented on the lot customers visit the store but do not perform their browsing and buying behavior. They just stand/sit and socialize. Like this . I've kept the store open the whole day and they bought nothing. |
Do you mean that even if you hire employees, the customers do not buy ? I have not touched customer behaviour, only the employee behaviour. Again I will remove the manage employee and test again!
Thank you so much for the detailed testing. Much appreciated I will do further testing but I think I will have to release this as a stand alone as this will require many custom interactions!
Thanks once again :lovestruc
#11
14th Oct 2016 at 6:35 AM
Posts: 33
Quote: Originally posted by icemunmun
Do they just talk or do they try to upsell, pressure into buying, enthuse about prices, beg for sell etc ? |
They perform social sales interactions with customers like answering questions ect.
Quote: Originally posted by icemunmun
Do you mean the randomly generated employees are there after switching to the owner household? |
Exactly. They appear each time my test sim opens her shop.
Quote: Originally posted by icemunmun
Do you mean that even if you hire employees, the customers do not buy? |
I'll try to test it a bit more, honestly, now I can't tell what pushed them to buy stuff in the end. As I did both hire employees and start a club. I'll try these two separately and I'll let you know which influence customer behavior.
#12
14th Oct 2016 at 7:00 AM
Posts: 33
Also you would probably be interested in This Mod also adding club activities. But I didn't try it yet.
Lab Assistant
#13
14th Oct 2016 at 11:08 PM
Posts: 123
Thanks: 2255 in 12 Posts
I'm glad to know that you added the "Retail Management", now only lack the "trend bar", and if it were possible, it would be nice to add rules about "taking pictures" :D
#14
16th Oct 2016 at 1:53 AM
Posts: 109
Thanks: 9451 in 51 Posts
Hi, munmun! I tested the eating popcorn activity hoping that I could run a cinema in my game once again. Apparently EA included the watching movie activity already, so I set only those two activities for my movie club.
But unfortunately no one watched the movie, nor ate the popcorn autonomously. Just in case I had my sims to prepare popcorn beforehand, but the result was the same. They did nothing but chatting. - I almost wished there has been an club activity for chatting so that I could set it as a banned activity xD
I'm planning to try other club activities, but so far these are what I've got so far. Thank you again for making this mod!
But unfortunately no one watched the movie, nor ate the popcorn autonomously. Just in case I had my sims to prepare popcorn beforehand, but the result was the same. They did nothing but chatting. - I almost wished there has been an club activity for chatting so that I could set it as a banned activity xD
I'm planning to try other club activities, but so far these are what I've got so far. Thank you again for making this mod!
Lab Assistant
#15
16th Oct 2016 at 6:12 AM
Posts: 90
Thanks so much for making this addition. It always annoyed me that I couldn't take my group jogging.
#16
16th Oct 2016 at 9:30 PM
Posts: 1,408
Thanks: 110671 in 109 Posts
Quote: Originally posted by Harukotyan
Also you would probably be interested in This Mod also adding club activities. But I didn't try it yet. |
Yes the person has contacted me here and we hope to collaborate as there are lots of interactions to add . Thanks for the heads up!
About the retail management one....I will shortly upload a new version!
Quote: Originally posted by arkeus17
I'm glad to know that you added the "Retail Management", now only lack the "trend bar", and if it were possible, it would be nice to add rules about "taking pictures" :D |
Tend Bar and take pictures appear to be cool activities to add! Thanks
Quote: Originally posted by jawesome
Thanks so much for making this addition. It always annoyed me that I couldn't take my group jogging. |
Hope you have nor run into any issues! Thanks
#17
16th Oct 2016 at 9:39 PM
Last edited by icemunmun : 17th Oct 2016 at 12:08 AM.
Posts: 1,408
Thanks: 110671 in 109 Posts
Quote: Originally posted by ohmysims
Hi, munmun! I tested the eating popcorn activity hoping that I could run a cinema in my game once again. Apparently EA included the watching movie activity already, so I set only those two activities for my movie club. But unfortunately no one watched the movie, nor ate the popcorn autonomously. Just in case I had my sims to prepare popcorn beforehand, but the result was the same. They did nothing but chatting. - I almost wished there has been an club activity for chatting so that I could set it as a banned activity xD I'm planning to try other club activities, but so far these are what I've got so far. Thank you again for making this mod! |
The were not watching movies
The game does not have any autonomous popcorn eating interaction(ice cream eating is autonomous but popcorn eating is not...why?? ). So I will have to make a custom interaction for it. Will upload the new version to test.
Thank you so much for testing out :lovestruc
Edit: Custom Autonomous Popcorn bowl grabbing interaction added and now they have popcorn autonomously. Will have to add a custom autonomous popcorn crafting interaction too!
Side Note: The in-game 'watch movies club interaction' seems to be bugged a bit!
#18
17th Oct 2016 at 7:29 PM
Posts: 33
I'm back with some testing.
1) Go Jogging works fine for me. Club points are granted, club members are doing the interaction autonomously. Active sim must be directed to jog though. But I do not think it's a problem.
2) Star/Cloud Gazing also works, but sims tends to do it only in pairs not by themselves.
3) Cowplant Interactions works perfectly fine.I have the most spoiled cowplant now.
4) Collecting seems to work, but do I understand correctly that sims navigate only to the closest collecting node? Cause while I was testing they've collected only the nearest nodes and then stop. Also if possible can wild plants also be included in collecting activities?
5) Looking for discard toys and Card Trading both work fine. But can I request/suggest modding "Battle with voidcritters" interaction included with the pack? Cause even with this activity selected kids do not battle with voidcritters autonomously (only active sim tends to train them non-stop). So I guess the same as with popcorn custom interaction for battling would be useful.
1) Go Jogging works fine for me. Club points are granted, club members are doing the interaction autonomously. Active sim must be directed to jog though. But I do not think it's a problem.
2) Star/Cloud Gazing also works, but sims tends to do it only in pairs not by themselves.
3) Cowplant Interactions works perfectly fine.I have the most spoiled cowplant now.
4) Collecting seems to work, but do I understand correctly that sims navigate only to the closest collecting node? Cause while I was testing they've collected only the nearest nodes and then stop. Also if possible can wild plants also be included in collecting activities?
5) Looking for discard toys and Card Trading both work fine. But can I request/suggest modding "Battle with voidcritters" interaction included with the pack? Cause even with this activity selected kids do not battle with voidcritters autonomously (only active sim tends to train them non-stop). So I guess the same as with popcorn custom interaction for battling would be useful.
#19
17th Oct 2016 at 9:40 PM
Posts: 1,408
Thanks: 110671 in 109 Posts
Thank you so much for the thorough testing . you are awesome! :lovestruc
I will check out the interactions and see whether making single star/cloud gazing possible.
The game directs them to the nearest collecting nodes only.I will see whether \i can make a custom interaction to increase the area of focus.
Will add Wild Plants collection to the list.
I have found that a lot of the existing club interactions ( not to mention many base interactions) lack autonomous activity. I am thinking of a simple xml override with a custom autonomous interaction will do the trick for the battle voidcritters ( and other existing club interaction ). Will add to the list!
Thanks...you are a huge help
Quote: Originally posted by Harukotyan
2) Star/Cloud Gazing also works, but sims tends to do it only in pairs not by themselves. |
I will check out the interactions and see whether making single star/cloud gazing possible.
Quote: Originally posted by Harukotyan
4) Collecting seems to work, but do I understand correctly that sims navigate only to the closest collecting node? Cause while I was testing they've collected only the nearest nodes and then stop. Also if possible can wild plants also be included in collecting activities? |
The game directs them to the nearest collecting nodes only.I will see whether \i can make a custom interaction to increase the area of focus.
Will add Wild Plants collection to the list.
Quote: Originally posted by Harukotyan
But can I request/suggest modding "Battle with voidcritters" interaction included with the pack? Cause even with this activity selected kids do not battle with voidcritters autonomously (only active sim tends to train them non-stop). So I guess the same as with popcorn custom interaction for battling would be useful. |
I have found that a lot of the existing club interactions ( not to mention many base interactions) lack autonomous activity. I am thinking of a simple xml override with a custom autonomous interaction will do the trick for the battle voidcritters ( and other existing club interaction ). Will add to the list!
Thanks...you are a huge help
Test Subject
#20
5th Nov 2016 at 5:24 PM
Posts: 1
I will be testing a few of these for you!!! Will you be adding any interactions from the new City LIving EP? if so i would looooove a "Use Bubble Blower" interaction!!
Field Researcher
#21
13th Nov 2016 at 10:19 AM
Posts: 234
Thanks: 583 in 10 Posts
Quote: Originally posted by icemunmun
Thank you so much for the thorough testing . you are awesome! :lovestruc I will check out the interactions and see whether making single star/cloud gazing possible. The game directs them to the nearest collecting nodes only.I will see whether \i can make a custom interaction to increase the area of focus. Will add Wild Plants collection to the list. I have found that a lot of the existing club interactions ( not to mention many base interactions) lack autonomous activity. I am thinking of a simple xml override with a custom autonomous interaction will do the trick for the battle voidcritters ( and other existing club interaction ). Will add to the list! Thanks...you are a huge help |
Thank you so much for these mods!!! I have desperately wanted these forever. Please add the bubble blower as an activity and I would be forever grateful. Is there any way to add "being nude" as a club activity or somehow an outfit? I still think it would be hilarious to have nudist sim clubs! The more club activities the merrier. Thanks again!
Test Subject
#22
14th Nov 2016 at 11:04 PM
Posts: 4
Quote: Originally posted by icemunmun
Side Note: The in-game 'watch movies club interaction' seems to be bugged a bit! |
The "watch current movie" interaction is currently broken so technically only one Sim can automously watch a movie at a time. Other Sims have to be manually directed to do so. When other Sims attempt to watch a movie the interaction immediately fails. I've raised this on the EA help forums. Kind of sucks because it you constantly have to direct Sims to watch the movie and it becomes tedious.
See here:
http://answers.ea.com/t5/The-Sims-4...ght/true#M28359
Field Researcher
#23
18th Nov 2016 at 6:42 PM
Posts: 234
Thanks: 583 in 10 Posts
Rex's Place has compiled an amazing list of new activities!!! It includes the bubble maker among many other things!! Check it out here: https://konansock.tumblr.com/
YAYA
YAYA
#24
20th Nov 2016 at 12:17 AM
Last edited by icemunmun : 20th Nov 2016 at 3:38 PM.
Posts: 1,408
Thanks: 110671 in 109 Posts
Test Subject
#25
15th Apr 2018 at 6:04 PM
Posts: 4
I know this thread is a little bit old but maybe anyone can help me.
I'm currently trying to create custom club interaction for the cats & dogs EP to create a working animal shelter. I got everything working beside that some interactions like training dogs are disabled for autonomy.
The club interactions show up in game but club members just stand around doing nothing.
So my questions is how can I enable autonomy for these interactions?
If anyone could help I would be really glad!
I'm currently trying to create custom club interaction for the cats & dogs EP to create a working animal shelter. I got everything working beside that some interactions like training dogs are disabled for autonomy.
The club interactions show up in game but club members just stand around doing nothing.
So my questions is how can I enable autonomy for these interactions?
If anyone could help I would be really glad!
Who Posted
|