Sims 4 Coolspear1 Mods

воскресенье 01 мартаadmin
Sims 4 Coolspear1 Mods Average ratng: 8,0/10 4717 reviews

Nevermind, I just updated as I switched from Fogity's files to SimGuru files. I also removed the Magnolia Promenade version, as it didn't make sense for a busy shopping street to have only 1 sim at a time.ChangelogNo update needed for 1.7.62v3.1 Removed Magnolia Promenade version.Are you or your sim creeped out by the group of people walking by your house everyday? It's like some horror film where all the citizens are fake and have been replaced by robots. So today I present you my mod, Less Walkbys, which reduces the number of walkby people in Oasis Spring and Willow Creek to TS2 levels (which is 1 in case you were wondering.) This is different from the Less Stalkbys mod, this reduces the amount of people walking down the street, while Less Stalkbys reduces the amount of people knocking on your door.CompatibilityMade with version 1.5.149.1020.ConflictsWill conflict with any mod that edits.

Game Requirements and Compatibility- This mod was created with Version 1.7.62.1020 (Update -).- This mod is now also compatible for Version 1.8.61.1020 (Update )Mod DescriptionAre you tired of the constant autonomous hugging between family members and close friends?Sometimes it does not even need to be a friend at all. It seems like Sims constantly want some hugs from your Sims.This mod will change your life, no more autonomous hugging, unless you direct the Sims to do it!Conflicts:This mod overrides the following resources:S4E882D22F00022.xmlS4E882D22F00031.xmlS4E882D22F000000000006D11.xmland will conflict with any other mod that does the same.Additional Credits:Special thanks to:GIMP 2.8 for thumbnailSim 4 StudioS4PE. Awesome Animal Hats comes with the Digital Deluxe version or Deluxe Upgrade of the game, and allows you to fiddle with your Sims' emotions, according to which hat you choose. But, when the game starts putting them on random NPC's, and everyone is walking around with one of these hats on, it becomes VERY annoying.at least to me. So, I took out the Random option on these hats, and now they are totally under your control for your sims only!This will override the CASP files and therefore will conflict with any other mod that does so as well.Additional Credits:Sims 4 StudioAdobe Photoshop CS5.

This mod is not the same as coolspear1's. His enables the individual insects which will not respawn once caught or they time out. This mod enables the spawner objects which will continue to spawn insects even after they time out or are caught. Thankyou.DescriptionBack in March, I asked on the official forums if the Outdoor Retreat insect spawners could be made to function on Lots in worlds outside of Granite Falls. This was picked up by SimGuruModSquad who noted that they would need to fix them internally before this would be possible. With the July 14th patch these changes were implimented! The bad news was that the spawners themselves were still locked away, showing nowhere in the catalogue, including debug.My mod today adds the spawners to the catalogue for all Outdoor Retreat owners to use.InfoThis mod overrides the spawner catalogue entries so that they can now be found to purchase for a total cost of zero simoleons.You will need to enter the cheat 'bb.showhiddenobjects' once in build/buy mode before you can find them as they will only show in the debug catalogue mode.

Mods: No More Running on Residential Lots by coolspear1 from Mod The Sims. Sims 4 Downloads. Mod The Sims: No More Running on Residential Lots by coolspear1. August 12, 2016 Leave a Comment. Mods: No More Running on Residential Lots by coolspear1 from Mod The Sims. Download here. Related Posts. Sign in to Mod The Sims. Don't have an account? Register now. Does anyone know what happened to the mod for the Doctor career? I just got into the career and wanted to check out the mod but it's been deleted. You have a link in that thread to where Coolspear1 will be uploading his mods from now on.

I made the choice not to add them to the regular catalogue as I couldn't think of a suitable catagory to place them in.To make them easier to find, use the search filter.Each spawner is identified by icons taken from the game, or created by me.The catalogue entry text states which insects each spawner will create.The spawner object is a four by four green box tilted on one side. Each spawner has a different number on the side. Once you let go of the spawner it will become invisible and cannot be picked up again.

Whole set reworked for much easier access and usage and a few new interactionsThe 'Has Been Scientist' hidden trait now also has text to go with icon. So now it's even easier to find and apply, or find and remove.Although, due to me applying some new hidden traits to the XMLs here, you will no longer need to manually apply any hidden traits whatsoever to allow non-scientist sims access to the Robot Invention Constructor and the Chemistry Lab. I have now included the 'Male' hidden trait and the 'Female' hidden trait, so any sims with these traits (Which is all of them respectively) will also be able to use the science crafting gizmos. So that means everyone in game, teenage and above, can naturally access the science crafting stations because the game has already given all sims these hidden male and female traits since birth, so you don't have to give them any obscure, debug hidden traits manually ever again. Also, using this same new tactic, you can give your non-scientist male and female sims the needed 21 Breakthroughs so they can start crafting whatever they want.Just remember, only sims in the science career can earn Breakthroughs. Non-scientist sims will never earn them, so the debug cheat is needed to give them all Breakthroughs in order for them to make stuff. Please read more about the Breakthroughs below.Also, for those folks who wanted it, I've also opened it up for non-scientist males and females to now 'Experiment' and 'Push Big Red Button' on Chemistry Lab.

The Big Red Button can be lethal, so watch yourself, and the Experiment, as I have mentioned in comments section before, will be pointless to all sims who are not in the science career. Experiment is only good for earning Breakthrough points for hard working scientists. For non-scientist it will do absolutely nothing except help pass the time. But, you wanted it, now you got it.Some of the explanations below will now be a little bit defunct. Not by much, but just keep in mind some of it is now out of date with these male and female updates. I will get round to editing the rest of the text below one day to better suit these new improvements.

Just know that everything in this set is needed together except for the Has Been Scientist given an icon and text. That mod is now optional. Just for those players who want to be professional and give their sims the trait, (Or indeed remove it.) even though the trait is not strictly needed any longer.-This is an extension of my Scientist Career Reimagined mod set found here - is a set of mods for Non-Scientists, Ex-Scientists and Retired Scientists alike to work at home making serums and inventions, even though they are not in the Science Career.1. New Trait IconWith the March 2016 patch, Maxis were considerate enough to expand the serum making on the Chemistry Lab so that any sim leaving or retiring from the Scientist Career would 'remember' how to make the serums, and not instantly forget as soon as they exited FutureSim Labs for the last time. A step in the right direction, after many players continually requested they do this. They created a brand new hidden trait called 'Has Been Scientist' to be given to all those sims leaving or retiring from the career. And hence no longer forgetting how to make serums.

Nice.Unfortunately it's a little bit broken. The game does not give this new trait to working Scientists and as a result they cannot make any serums!Note: Maxis fixed this in the April 2016 patch. Now the game automatically gives working Scientists the hidden trait also, so there is no need for you to give it to them yourself. But you still might wish to give Non-Scientists the hidden trait so they can make serums and inventions too. If so, then read on.

This mod can help you do just that.Today I bring you a much easier, quicker method to apply the hidden trait to Non-Scientists via debug options.The debug method to give sims traits is achieved in a few simple clicks. I have given the hidden trait a nice icon so it will be speedily recognised in the trait list and quickly applied, no messing around. See screenshot below for the Science Icon to look for in the trait list. Very easy to spot for both adding the hidden trait and removing the trait if needs be and, just as importantly, being able to give new trait to sims whom you cannot control.Note 1: Before trying any of these cheats or debug tools, please make sure you have enabled 'testingcheats true' before you start.

Otherwise, probably none of this stuff will work till you do.Note 2: You will need the Advanced Debug Tool to access pie menus to give the hidden trait and to give 21 Breakthroughs to non-scientist sims. Clown's original Advanced Debug Tool was broken by June patch. Thankfully weerbesu quickly updated it so it is now working again. You can get the updated version here -(It is on post #627.) MC Command Center also has a Debug unlock as one of its many great functions - have tested issuing the HasBeenScientist trait and then the 21 Breakthroughs on a brand new adult sim with zero skills, no purchased traits and no job. It worked absolutely fine and the new sim was able to make all serums and all inventions and also upgrade the inventions without any problems.

Everything is back on track. Please read sections below to find out more about the need for the 21 Breakthroughs if you are unfamiliar with their usage.Note 3: Another method to give the sim you are currently controlling the hidden trait is to open cheat console and enter - Traits.equiptrait traitHiddenHasBeenScientistNote 4: Please see Note 1 before you report to me that none of this works in your game.So yes, it all boils down to any sim who is going to have anything to do with science, whether retired, non-scientist or career scientist, then give them the Hidden Trait first if using these mods. Simply because I replaced all the Career Requirements for making stuff with the Hidden Trait Requirement in its stead. Ergo Career Scientists will need the hidden trait too, so they can access the Robot Constructor for making inventions and the Chemical Station for making serums2.

Breakthroughs All - All 21 Breakthroughs InstantlyThis is a mod to give non-scientist sims access to the debug cheat to max the needed 'Breakthroughs.' Normally this debug cheat can only be accessed by Scientist sims while still in the career. After giving your sim the new Has Been Scientist trait, you can now give them the maximum Breakthroughs.

21 Breakthroughs are needed to build the best inventions and make the best serums. Now any non-scientist sim can achieve this status via this mod. I even had to alter the Lightbulb graphic XML so it would appear above non-scientists heads. That graphic is normally only reserved for working scientists without this mod.Yep, your sim will need these Breakthroughs, because Maxis unlocked the serums for any sim with the new trait to make, and I have likewise unlocked the Invention Constructor for any sim with new trait to use. No longer exclusively for Scientists. Now you can have a fully functioning laboratory at home!3.

Cheat CodesWhile playing the game, press Enter to display the chat window. Enter ' icheat' to enable cheat mode. Display frame rateWhile playing the game, press Ctrl + Alt + Shift + F. Empire earth 2 maps. Display version numberWhile playing the game, press Ctrl + Alt + Shift + V.

Invention Constructor Create - Make and Upgrade all InventionsAgain after applying the new trait, this mod will give any non-scientist, ex-scientist or retired scientist access to the Invention Constructor's functions. The 'Chat With Robot,' 'Brainstorm' and 'Tinker' will be available to choose. As are the options to invent all the special hardware tech.

The Momentum Conserver, The Hover Lamp, The Satellite Dish, The Cloning Machine, The SimRay and The Alien Portal are all available to build and upgrade for all sims. 21 Breakthroughs will be needed to make and upgrade the fantastic Alien Portal. Follow the pictures that show how to get a newly created sim, - the beautiful Kay - doing it all in minutes.Note: When a sim starts creating an invention, if for any reason they have to quit during the early stages, when the robot has laid out all the individual parts and is scanning them with its laser eye, the sim will not be able to continue later. I don't know what the cause for this is, I cannot find a thing to get the sim to resume the build. The build will have to be scrapped. Equally as bizarre, if it gets to the next stage of the build, when all the smoke and sparks start to fly, if you quit the build at that stage, it will instantly complete with no need to resume as the job is considered finished.

What's going on there?! Just don't quit the build early, do it at the second stage if you must and you're good to go.

Though I did actually enjoy the little scrap animation when seeing it for the first time the other day. Surprisingly interesting.

I may scrap more often just to see the cute little sci-fi animation.Chemistry Lab Create3. Chemistry Lab Create - Make all SerumsSince the latest reworking to include the Male and Female hidden traits, it was necessary to add a few new XMLs that govern the Chemistry Lab, for it to accept the Male and Females, as well as those sims with the Has Been Scientist hidden trait and those in the Science Career. So now it's one big happy family of traits allowed to use these gizmos, so that you don't have to mess around trying to find and apply debug hidden traits manually. It's all now taken care of for you. Also Experiment and Push Big Red Button is open to all sims teenage and above.4.

No Ingredients - Make serums and Inventions without the need of ingredientsI realize there are already some no ingredients needed mods out there for exactly this. But with those mods, the Serums and Inventions come as a combined deal. To get the Invention Constructor to work for non-scientists, I had to change the same 'Recipe' XMLs that the no ingredients mods use.

I was happily using the excellent no ingredients mod by NightTorch, so I realise the problem here. To remedy this, I have split the Serum recipes from the Invention recipes, done all the needed 'Has Been Scientist' changes to the Invention recipes, then went ahead and added the no ingredients changes as well. Like I say, I was using them beforehand.