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triplissims

triplissims

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triplissims posts

August 5, 2023, EA Patch: All Clear

I'm clearing my mods for today's patch.

With the exception of the Skill Lock UI issue still lingering, but as before, there is not a lot I can do about that. You can read about that here if you aren't up to date on that: https://www.patreon.com/posts/april-18-2023-ea-81712334

Happy simming!

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July 18, 2023, EA Patch: Minor Sorcerer Fix

Become a Sorcerer needed a minor fix for the Ethereal Realm: Explore Depths interactions.

You can get that update here:

Become a Sorcerer 

The Skill Lock UI issue still lingers, but there is not a lot I can do about that. You can read about that here if you aren't up to date on that: https://www.patreon.com/posts/april-18-2023-ea-81712334 

Apart from that, my mods seem to be fine with the latest patch.

Happy simming!

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April 18, 2023, EA Patch: Mods Status

Hey, so my mods appear to still be working with the patch today. 

That said, something I want to mention about the Lock Skills mod. As some of you are already aware, locking a skill currently causes the skill to be added to the Skills UI panel after a reload. This, I can understand, is a frustrating issue, as part of the appeal of the Lock Skills mod is to prevent the Skills UI from becoming cluttered. For the time being, my recommendation would be that if you are using the Lock Skills mod to block a Sim from "becoming too good at everything", stick to locking a few common skills that tend to get progress more randomly (for example, Charisma, if you don't want them to be effective at that); the idea being that your Skills panel won't become too cluttered, while still blocking some of the more common skills.

This issue appears to have an open bug report topic on AHQ and if you have experienced it, I recommend going and clicking "Me Too" on the issue: https://answers.ea.com/t5/Bug-Reports/OPEN-Sims-get-random-skills/td-p/12399661 

I'm not sure how much difference that makes in how quick they are to address things, but it's something.

Apart from that, I'm not aware of anything broken since a recent patch.

Take care and happy simming.

- Triplis

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March 14, 2023, EA Infants Patch: All Clear

Barring anything sneaky that snuck through, my mods appear to be compatible with the Infants patch. I am suspicious of this given how significant a patch it is, but happy to not have to fix broken things; after all, if I go in-game and play around with the infant life stage, they will do plenty of breaking of things on their own, I'm sure, the little rascals!

In all seriousness though, everything appears to be in order. I hope you have fun in-game with the new life stage EA added. Aren't they adorable?

Take care and as always, let me know if something with one of my mods is suddenly not working now that was working for you prior to the patch.

Happy simming!

- Triplis

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Nov 1, 2022, EA Patch: All Clear

Hey, brief update to let you know I've checked my mods for the most recent EA patch and they appear to be working as normal.

Happy simming!

- Triplis

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Oct 11 EA Patch: All Clear, and Patreon Billing Update

Patch Info

Hello again, the most recent EA patch was a minor one, but I wanted to make sure so I gave it a look and my mods seem to be working still. As always, let me know if you encounter any issues with things that were working previously.

Billing Update

If you are already a patron for my page, nothing will change for you: you will be billed on the first of each month as you were in the past. If anything does change for you, please let me know or reach out to patreon; according to them, it should not change.

Patreon has introduced an option I am switching to that will affect new patrons and is intended to be more like the design of other kinds of subscriptions: instead of being billed on the first of each month, you will be billed on signup and then monthly on that same date. If you have any questions about this, let me know and I will answer as I can.

Thanks as always for your support and interest in what I do, and happy simming!

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Fix for Social Powered Reward Trait

Hi, I've got another fix relating to the high school patch. It turns out I missed that the Social Powered Reward Trait's script had the same issue that XML Injector had. 

Sorry for any inconvenience. I have updated it on the website. You can get that here:

Social Powered Reward Trait 

Happy simming!

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July 26 EA Patch: Some Minor Fixes

In case you missed it elsewhere, I updated XML Injector for the latest patch. If you use mods that depend on it, you can download the latest version here, on the scumbumbo website: https://scumbumbomods.com/#/xml-injector/ 

I've also updated Become a Sorcerer and Teen Traits for some minor fixes. You can download them here:

Become a Sorcerer 

Teen Traits 

Happy simming, have fun!

- Triplis

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June 14, 2022, EA Patch: All Clear

Just posting to clear my mods for the patch today from EA. :)

Usual checks done, no issues I could see or expect to see. As always, let me know if you notice anything no longer working that was working before.

Happy simming!

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May 23, 2022 EA Patch: Updates for Some English Strings

From what I can tell, my mods are fine with the latest EA patch, with a few exceptions based around English strings and the Pronouns Update that EA rolled out on May 23.

If you use my mods in another language, you don't need to do anything because so far, the Pronouns Update only impacts game clients set to English.

The mods that are impacted for English-based players are as follows and you can download the updated versions from the links below:

Become a Sorcerer 

Child Traits 

Thinking Skill 

Exceptions and Expectations

This feature is a work in progress according to EA and from what I understand, there may be some instances in the game where things read awkward still because of the difficulties of handling grammar.

For example, with the way the pronouns are implemented currently, I encountered a string in one of my mods where "he is/they are" would be awkward one way or the other if I kept "is" or switched it to "are." Same with a "he/she doesn't" vs. "they don't."

For those two situations, I rewrote part of the strings to keep the intended meaning, while removing the part that the current pronouns implementation is unable to handle.

So the following:

{0.SimName} is tingling with magical energy. {M0.He}{F0.She} is too young to be a full-fledged Sorcerer, but {M0.he}{F0.she} can teleport with the help of an older Sorcerer and may spontaneously combust while Angry!

Became:

{0.SimName} is tingling with magical energy. Although too young to be a full-fledged Sorcerer, {0.SimPronounSubjective} can still teleport with the help of an older Sorcerer and may spontaneously combust while Angry!

And:

{0.SimFirstName} is already Playful. {M0.He}{F0.She} doesn't need to force laughter!

Became:

{0.SimFirstName} is already in a Playful mood. No need to force laughter!

Credits

Special thanks to frankk for a tool he shared that made it a lot easier to replace string tokens as needed for this update.

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April 26, 2022, EA Patch: All Clear

Did my usual checks and things seem ok with my mods for today's EA patch. As always, let me know if you notice anything that was working before and is having issues now.

Thanks for your continued support and interest while I maintain these mods. Happy simming!

- Triplis

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EA Patch March 15, 2022: All Clear

Sorry about the slight delay on this one, I missed that there was an update and didn't see it until a couple of hours ago. 

However, good news, I'm not seeing any issues with my mods. As always, let me know if you run into anything not working that was working for you before.

Have fun!

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EA Patch February 15, 2022: All Clear

Giving an "all clear" for today's small patch. Not seeing any issues. As always, let me know if you run into anything not working that was working for you before.

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EA Patch: All Clear & Teen Traits: Minor Bug Update

My mods appear to be fine with the November 2, 2021, EA patch. However, unrelated to the patch, I am releasing a minor fix for the Teen Traits mod to block some proximity buffs appearing on siblings that were not intended in that context.

As always, let me know if you run into issues with stuff that was working for you before the patch. Hope you had a fun halloween, if that's something you celebrate.

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EA Patch September 7, 2021: All Clear

Giving an all clear for my mods for the latest EA patch. Not seeing any obvious issues. As always, let me know if you run into anything not working that was working before.

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Civilization 5 Mod: The Sioc

I realize many of you probably don't even play the Civilization series, much less Civilization 5 specifically, but I want to share this here for visibility. It's this or learn how to use steam workshop, which I may do still, but for now, I want to keep stuff on my own website, simple and consistent.

Some years ago, I wanted to do a mod for Civ 5 and I finally found the time and knowledge to figure it out, and made a new custom civilization for the game called The Sioc. They are a fictional civ loosely inspired by the Celts and the Irish.

You can download and read more about it here: Civilization 5 Mods: The Sioc 

(note: it is almost 400MB due to the music, so may take some time to download, compared to my usual stuff)

I don't know if there's anybody around here who does play Civ 5 lol, but if you do and try the mod, hope you enjoy it.

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EA Patch July 20, 2021: Mod Fixes

This patch changed some tunings that affected a number of my mods. Sorcerer in particular had a few of the Ethereal Realm "Search For" interactions broken in terms of being able to get the intended objects.

The other mods I updated seemed less in need of a fix, in terms of the impact of the tuning changes, but I updated their tunings anyway to be on the safe side. The lack of urgency with them is just based on my own assessment. Continuing to use them without updating is at your own risk. 

The updated mods are as follows:

Sorcerer 

Thinking Skill 

Quit or Rejoin School 

Plant Sim Interactions 

Child Traits 

Vampire's Thrall 

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EA Patch: All Clear & Sorcerer: Minor Bug Update

The impact of this patch seems to have been pretty tiny and I've not come across any issues. As always, if you encounter things that were working before and are broken now, you can let me know and I'll look into it.

I am doing a minor update to the Sorcerer mod to fix a bug, but it's unrelated to the patch: I just figured I'd use the timing to give it more visibility.

The bug fix: Fixed an issue where setting MC Command Center's household limit to  something higher than normal would cause the Clone Spells to become unavailable.


Update Clarity: I will be changing the wording on the website and adding something to the home page to be more clear about the status of mods and whether they are confirmed up-to-date. In the past I would say "tested with [x patch]" on each mod page next to version info, but I think it tends to just cause confusion since I don't keep that note up to date with patch changes, only version changes.

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May 27, 2021 EA Patch: Mod Info

Giving an "all clear" on my mods for the latest EA patch: things seem to be working without issues.

There is one caveat, which is that this EA patch introduces Likes and Dislikes. Those of you who use the Love and Hate mod may find there are Likes and Dislikes you can set that conflict with Love and Hate settings.

I may see if there's a way to change the mod so it's more immediately clear where incompatibly between EA and mod preferences exist and try to prevent them, but for the time being, I'll just emphasize that I believe you could run into situations where, for example, "hating fitness" (love and hate mod) could block the autonomy of "liking fitness" (EA patch).

The Love and Hate mod will probably take precedence in terms of blocking stuff a sim Hates over an EA Like, as the mod is pretty thoroughly blocking off their autonomy for a thing they Hate, it's added after the EA stuff, and the EA stuff doesn't seem to modify that area of autonomy anyway, from what I've seen of it so far.

If/when I have more information on this, I will let y'all know.

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Patch Notice: All Clear

Doing an all clear for my mods for the latest EA patch. I don't expect any issues, since it's such a small update. And my usual cursory checks didn't reveal anything.

But as always, if you notice something that wasn't an issue before, you can let me know.

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Mod Tool: Introducing SHAM XML Editor

Note: This is a mod tool update. If you're only looking for updates to mods themselves, you can safely skip this. I'm posting it here for better visibility for modders, or those who might be interested in modding. :)

I've been working hard to bring a key addition to my modding tool SHAM: An XML Editor. The goal of this addition is to improve modding for those who mod by hand, using a plaintext editor such as Notepad++. I am one of those people who does, so I tried to design it as much to meet my own qualifications as any imagined ones.

You can get it here: Sims Hash Assistant to the Modder (SHAM)

Some highlights of what it can do beyond plaintext editing are as follows:

Insert Template

Insert an example of a tuning (such as a Trait or Buff) into the editor, so you don't have to hunt down something like what you want. Currently, this covers a limited selection of "templates," but you can add to the tuningTemplates folder yourself with any XML file. So you can expand it as much or as little as you want. I could have included a lot more templates with the program itself, but I opted to keep it small because the templates are essentially just examples of tuning files and future syntax changes could cause them to break in little ways.

Insert Template puts control in your hands to set up and maintain an environment where copying in entire tuning examples, or just snippets of XML, such as a particular tuning, is easy to do and can save lots of time when working with large numbers of files. This is kind of an experimental feature and I'm open to feedback on ways it could be more useful.

Save As Hash

The companion to Insert Template, this will offer to save the file based on its n= name, with a generated hash and complete file name. It will also offer to update the internal s= hash to match what's generated, if desired.

Link Tuning

If you right-click in an area where a tuning reference is (ex: a reference to a Buff file), there'll be a Link Tuning option in the menu. This will bring up a dialog where you can paste in a file path or select it from the dropdown file dialog. It'll then extract the tuning reference from that file, piece it together into reference ID + XML Comment with its Tuning Name, and replace the existing reference with the new one.

The result is a quick way to set up references in tunings, without having to stare hard at the screen to make sure you've entered everything correctly. I wouldn't know, I have definitely never stared hard at the screen and started questioning my life choices while making sure tunings match up.

Project View

The Project View is a kind of filesystem view. You select a "project" (folder location) and it'll populate with the XML files in there. You can then open files from it by double-clicking, or right-click and copy a file's path. It can also show/hide internal Tuning Name. This is shown by default, along with arrow buttons to allow you to more quickly scroll to file name (Name) or internal tuning name (Tuning Name). The goal of this is to make it easier to see what files you're working with at a glance, since the file names themselves may be long and unwieldy with all that S4_E882D22F_00000000_A8322168125B1E3A type mumbo jumbo.

Note that if you don't like the Project View taking up screen space, or don't like the amount, you can hide it entirely, or change how much of the screen it takes up compared to the XML Editor, in Preferences > XML Tuning

In Conclusion

You may be surprised to know, or not surprised at all if you're familiar with programming, that the bulk of the work on this was just getting the XML Editor up to speed on some standard stuff. Qt takes care of a lot out of the box with its widgets and examples, but I still had to do quite a lot to get it on the same level with some of the more basic features people expect out of any text editor.

That said, I did quite a lot beyond those basics, too, and some of that detail can be found on the website. I've not covered every detail here, though it's safe to say I've covered all of the major features that I think are most important for making modding easier.

Incidentally, the Social Powered Reward Trait mod was made using this, to test out the program and look for issues. That testing resulted in some tweaks and additions, so you can be assured I've put this to use, not just made it for hypothetical theoretical imagined modding in a dreamworld. Not that there is anything wrong with imagination or dreamworlds. They are just not very relevant here and I don't know why I keep mentioning them.

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Sorcerer Mod, Today's Patch, and Bed Relax

There is a small compatibility issue to be addressed with my override of bed_relax, which does not require an update. You can fix it quickly and easily on your own.  If you have a recent version of the Sorcerer Mod, the Overrides package should have only one file in it. 

This is an edited override for bed_relax, which appears to no longer be necessary to make the Enchant to Lie Here spell work and will just prevent you from using the newly available interaction to relax on a bed.  

So all you have to do is go to where your Sorcerer mod is installed and delete the package Triplis-Sorcerer-v4.0.2--Overrides, as illustrated.

I will put out an update to reflect this change at some point for people who are newly downloading the mod, but I recommend simply deleting the Overrides package if you already have the mod. Unless I come across other issues with the patch, the update will likely just be providing a version of 4.0.2 without the Overrides package in it.

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NEW Social Powered Trait

This is a "Rewards Store" trait that can be obtained for 500 Satisfaction Points per sim (the points you get from aspirations and whims). 

Unlike some traits I've made, this one is focused on a single feature: Sims who have it will regen Energy Need while socializing. This includes both talking to other sims  in the visual sense where you can see them doing it and when they are in a career "rabbit hole" and you've picked one of the options like "Socialize with Coworkers."

You can get it here: Social Powered Reward Trait 

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Mod Download Issues

In light of simfileshare continuing to have intermittent problems, I'm setting up a post here that contains download links for all my mods. The plan is to edit this post to reflect updated links as needed.

Some things to note:

1) This will NOT be the only download link. I'm setting it up as an alternative download.

2) If you need to use these, you will not have to scroll through the list to find the right download. You can go to the website and find an alternate download link that looks like this "Download (Patreon)" : This should link you straight to a direct download, without you needing to go to this post at all.

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February 25 Patch: All Clear

My mods seem to be fine with the February 25 Patch (aka: today's patch).

This is determined mostly by me doing some checks for logged errors and some minimal testing, so it is possible some little details can slip through. In this case, the chance of it is pretty low though, this patch doesn't seem to have changed much. (This is nothing different from how I usually test, I just thought I'd share some info on what it actually involves.)

As always, if you notice an issue that you believe the patch introduced, you can let me know here or on my discord and I'll look into it. 

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Update: Sorcerer Mod, SHAM Modding Tool

Sorcerer Mod

I've given the Sorcerer Mod a little update to improve Minion quality of life:

  • You can now summon multiple minions at a time.
  • Summoned minions will be summoned straight into the minion role and will be given a bit of a push to come to you, or go straight to doing their role if relevant.
  • You can now summon minions from the Suspicious Lump of Clay, in addition to the existing method of self-targeting your Sorcerer. This method is instant, so you can do it while your sorcerer is preoccupied with other things.

You can get that here:

Become a Sorcerer 


SHAM Modding Tool

Normally I don't mention my little modding tools much (I usually keep these posts about mods), but I wanted to put a spotlight on this. Sims Hash Assistant to the Modder (SHAM) is a new modding tool I'm releasing that combines my past tools (Sims 4 Auto Hash, Sims 4 Auto STBL, Sims 4 Auto Tuning Ref) and adds new stuff too, like a hash generator with some specialized features and an STBL editor.

In addition to combining the features of different tools of mine into one, I've also made a number of improvements to some of those past tools, such as better duplicate checking for the Auto STBL feature.

You can get that and read about it in detail here: 

Sims Hash Assistant to the Modder (SHAM) 

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Lock Skill Gain Progress: Added Lock for "Medium" skill

I've updated the Lock Skill Gain Progress mod to include the new "Medium" skill from the Paranormal Stuff Pack. You can get that here:

Lock Skill Gain Progress Mod 

Nothing else to say, really, this post feels so short. I hope you enjoy your paranormal stuff if you got the pack. Hope you have a high time being a medium. 

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January 21, 2021 Patch Info

So far, I've not seen any issues with my mods. They seem to be fine, which isn't a big surprise, since this is a smaller patch.

That said, I have updated the Sorcerer mod to include a couple of things related to the new Scared Mood being available in base game. You can get the updated Sorcerer mod here, v4.0.1:

Become a Sorcerer  

Changes are as follows:

  • Added "Set Mood" option for Minions: Scared
  • Added Destruction Level 0/1 spell: Induce Fear (gives the target a scared moodlet, works like the other "induce mood" spells, such as Induce Anger)
  • Tweaked a couple of mood exclusions that exclude negative moods, to include Scared
  • Spanish is now translated up to and including version 4.0, thanks/credit to Jey Stiv

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Love and Hate mod fix

Edit: So this has not been a good day for my brain and focusing. I missed adding a component in updating it that is needed for the interactions to show up in the new system that supports the optional setting. If you already downloaded the updated version, you'll need to download again from the website or you can just download it here (I've added it as an attachment).

Love and Hate required a fix from the Snowy Escape patch. Sorry for the delay in addressing it. This was an odd bug that allowed sims to be autonomously mean to each other under intended circumstances, if you didn't have Snowy Escape installed. It should now be fixed; if I have missed something, please do not be autonomously mean to me.

You can get the fix here and find full patch notes below and on the website:

Love and Hate 

  • Fixed issue where not having Snowy Escape while having this mod installed would cause sims to have autonomous permissions for being mean to each other that they aren't supposed to have. Sorry for any weirdness caused by this!
  • Added support for optional script "Interactions Are Cheats": with the optional script installed, Love and Hate interactions will require shift-clicking and testingcheats on to access (this is an option to reduce menu clutter, if desired).
  • Added/updated translations for the main mod and Opposites Attract optional addon: Japanese by halapeco, Chinese (traditional and simplified) by Miaow_CC, credit/thanks to them.

If you'd like more information on the bug, essentially I zigged when I should have zagged. The mod adds to test_autonomous for a lot of interactions (the tuning that determines what the rules are for them being allowed to do the interaction autonomously). I just had my "don't do this" trait added to each set of tests in the test set if the set of tests existed, so when the "don't do this" trait was active on the sim, they wouldn't autonomously do the thing. Worked great!

Then Snowy Escape came along, adding some sets of tests in the test set purely consisting of Snowy Escape assets, so if you didn't have the assets, the set of tests would exist, but be empty. The "don't do this" trait would get added, which meant there was now an unintended set of tests in the test set that always passes unless you have the "don't do this" trait. Yikes! Free meanness for everyone. 

So instead of checking if a set of tests in a test set exists, which wasn't doing much of anything before, it now checks if a set of tests in a test set has any tests in it! So what is empty due to missing pack assets will remain empty and not be included as a set of tests by the game. 

I think the moral of this story is, when you're dealing with adding tests to a set of tests within a test set in the sims 4, you need to make sure it isn't empty because it should have things, but doesn't because of a missing pack. Very specific moral, doesn't seem very transferable to other things.

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Sorcerer 4.0 Hotfix for a few issues

I'm releasing a small hotfix for a few issues, mostly relating to what was added in version 4.0. You'll see the zip file has 4.0b and hotfix in the name to distinguish it, but version number is still 4.0.

You can get it here:

Become a Sorcerer 

The fixes are as follows:

Ethereal Realm: Visit The Other Place should now regenerate needs while you are "inside" The Other Place (e.g. while the interaction is running), as intended.

All types of ghost traits should get removed now when losing temp ghost trait or searching for corporeal form. There was an edge case where Overheat in particular wasn't included, I'm not sure if any others, but it should be more universally applied as a removal now.

Removed unintended dependency on TwistedMexi's AllCheats mod for some script commands to function. It is a useful mod though if you like to use cheats. Highly recommend it.

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