The Sims 4 Mod Constructor V3: Test Release + Discussion

Discussion in 'Modding Corner' started by Zerbu, Nov 20, 2017.

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  1. Zerbu
    Happy

    Zerbu Staff Member
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    #1 Zerbu, Nov 20, 2017
    Last edited: Nov 21, 2017
    The new version of Mod Constructor is here in test form! With this new version, you no longer need to manage frustrating strings of references. You can now add features - such as occasional buffs, continuous loots and broadcasters - through simple controls that don't require you to move all over the place. If you want to get into greater detail, the Element Tree lets you customise the individual components that make up the mod.

    In order to keep the download size down, the program only comes with a few icons. You can optionally download the rest of them.
    Remember, this is a test release! It doesn't have all the features the full version is planned to have, and there could very well be bugs I haven't spotted. If you find any, please report them, especially (but not limited to) if they effect exported mods. Also, be sure to thoroughly test any mods you export before publishing. Let me know if you find an issue that you think is the result of the program rather than something you did wrong.

    I originally wasn't planning to release it this early, but since the recent Cats and Dogs patch broke custom traits, it was very important that there be a way to update them.

     
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  2. katsumifujoshi
    Festive

    katsumifujoshi
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    this is awesome i cant wait to try it out!!!! And ty for your work :)
     
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  3. Kai Chen
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    Kai Chen Not taking custom mod requests. Staff Member
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  4. DaviniaNaydi
    Inspired

    DaviniaNaydi
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    Thank you so much for this tool !
     
  5. Sopherra

    Sopherra
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    I love this so much. Will you be putting in a way to import already made mods to be edited, or is it already there and I'm overlooking it?
     
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  6. heidi

    heidi
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    Thank you with all my heart, I was lost without my features, you are brave and formidable.
     
  7. Zerbu
    Happy

    Zerbu Staff Member
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    By request, "Loot on Addition" and "Loot on Removal" for buffs have returned from the old version.

    I also added "Loot on Instance", which runs every time the Sim is loaded (such as when the game is loaded or when switching lots or bringing an inactive Sim to the current lot) and some new options for loot actions.
     
  8. Kittumiki

    Kittumiki
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    Thank you sooo much! I never really understood how much I really needed custom traits until the update broke all of them. ^-^ You're a god among men, Zerbu!
     
  9. KEEPINGUPWITHSB85

    KEEPINGUPWITHSB85
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    I just want my custom traits ive already downloaded to work in my cas, how is this possible with this mod??? I'm so lost..
     
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  10. charlesberg

    charlesberg
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    Followed the pdf tutorial and even used the Gamer trait included, but no moodlets come up, ever, not sure what's going on there.
     
  11. Yeidesëm

    Yeidesëm
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    Hi. I'm a big fan of your mods. But the interface of this last constructor is complicated to use. Especially for people who do not know programming. I have tried four traits without success and do not see each other in the game. It remains as hidden. I hope you can solve it and try to make the interface more comfortable to use. Thank you very much for the effort. Sorry for my English :)
     
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  12. ZeroArcana
    Uncomfortable

    ZeroArcana
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    Thanks for this! I'm trying to get a trait to basically stop emotions, but I'm not sure how to best go about doing that...

    I think I can use Continuous Static Modifiers (set to -5) to constantly decrease emotions? And then use Skill And Statistic Modifiers (set to multiplier value 0) to stop them from increasing? ...

    Thankfully, you've made it really easy to affect Needs and Skills!
     
  13. ZeroArcana
    Uncomfortable

    ZeroArcana
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    Apparently my edit was eaten. BUT, maybe it would be better to use Continuous Loots, testing for emotions and applying the hidden Fine mood buff?
     
  14. Sresla

    Sresla
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    So, super new modder (IE, first time with Sims!) but I've been looking to no avail to find a mod that does what I want and I saw this and thought I'd try building it myself as the tutorial seemed easy to follow. Great news! I was able to build a trait and test out occasional events, timed buffs and the general modifiers. Everything behaved generally about how I wanted in-game and I really appreciate the time it took to build this and write the tutorial for us novices. I also, personally, felt a little bit like a boss because I'd managed to make it work and I had a lot of fun writing my occasional event/timed descriptions and choosing the icons. However, I ran into a few snags.

    I could not, despite what I tried (in multiple ways) to get an Active Buff to work. First, given what the tutorial said, I tried to do it at the initial "core buff" level where it mentions what emotion in the form of a Moodlet the sim will have all the time, by just having the trait (labelled NVRk in the walkthrough). However, it never showed up.

    So, then I tried building it under the Continuous Loots feature, still with no luck. I went Set, Test Conditions, Test Condition Type, entered the buff the mod should be looking for, no banned buffs, left the subject blank, then under buff options, created my buff, chose an icon, emotion and emotion weight (1, just to test it out).

    Still no luck.

    So, lastly, I tried working around it by making them Timed Buffs with a 2 day duration and 60 minute cooldown. I was able to get one of them to show up, once and the other never appeared at all, and the first one never refreshed after the 2 days were over.

    Does anyone know what I might be doing wrong? The functionality exists currently even in the Beta version to have it be buff dependent, correct?

    Lastly, is three the highest multiplier we can have for modifiers? I'm asking specifically for the Commodities section, as trying to override autonomy settings isn't as effective as I'd hoped, even doubling up by putting it in both as a Commodity and adding it to the Autonomy Score Multiplier with a rank of three. My sim still wanted to drink water, look at paintings, play with clay, mix drinks, etc. I could see it working sometimes, but the override doesn't seem strong enough to push these other random activities to the bottom of the pile consistently. Then again, some traits may be "stronger" than others, as I didn't test it with traits I know are almost hard to avoid, like Active (my active Sims are constantly doing push-ups, sit-ups and stretches). As a side note, there doesn't seem to be any Commodity_Autonomy_Need_(anything), as you list in your tutorial example, either.

    Thanks in advance for any and all assistance!
     
  15. Okto84

    Okto84
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    I've been having fun trying things out with this mod and I'm starting to get the idea, I think it could make some really cool stuff!

    So far, I've had very good results with the occasional buffs. Broadcasting buffs has worked perfectly too.

    Couple of possible bugs though:

    Continuous loots don't seem to work with the time condition. Otherwise though, using conditions like location has worked out great.

    Whims to grill food never seem to be fulfilled by grilling the food. The whims show up, but my sim grills the food and the whim just stays there like it isn't completed. All the other whims tried so far work great though, it's just grilling that did this.
     
  16. Sresla

    Sresla
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    In addition, from my testing, setting "Tense" or "Embarrassed" as emotional outcomes don't work. I tried creating a Timed Buff with Embarrassed and it wouldn't trigger. Changed the emotion to Playful and it works. Double checked and it looks like everything else is functioning as expected.

    Works:

    Dazed
    Angry
    Uncomfortable
    Playful
    Flirty
    Sad
    Energized
    Happy
    Bored
    Confident
    Focused

    Don't work:

    Tense
    Embarrassed
     
  17. welpmeplease

    welpmeplease
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    how tf do you launch it????
     
  18. Pettro33
    Happy

    Pettro33
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    Can someone help me understand this program?
     
  19. Sresla

    Sresla
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    Has anyone been able to make Occasional Events, when creating a new element and setting the type to "Random Occasional Buff from List" work? I've done fine with creating the occasional buffs themselves, but rather than setting every single buff I want to occur separately (which does work for base game buffs, and for custom buffs I've created as well), I would rather put them all in a list (one element for IG and one element for Custom) and have the Constructor draw from those two lists. However, in trying the following:

    Minimum Wait Time: 0-1440 minutes
    Maximum Wait Time: 0-1440 minutes
    Initial Minimum Wait: 0-1440 minutes
    Initial Maximum Wait: 0-1440 minutes
    100% Chance to each (so something is guaranteed to happen every 5 hours)
    Mixer Interaction Weight 10

    with all numbers in between, none ever trigger. I've spent hours just waiting and watching but I must be either doing something wrong, the functionality isn't working or it doesn't work like I think it's supposed to and that's why none ever show. Zerbu, I know you're slowly stepping away from Sims modding but I'm hoping if you can't answer, someone else can. I'm literally this || close to having my trait roughly finished but this one aspect is giving me fits. I've tried with using both a list of custom moodlets I've made myself, and then switched to using only buffs the game itself provides (with varying #'s, I stopped when I hit 20 and still wasn't getting results).

    As mentioned, my goal is to have a random moodlet occur from the trait every 5 in game hours. When I set the occasional buffs individually, while it worked, it could also end up where 3-4 of them triggered at once, just because of how you have to set percentages and time. Even spacing them out (and potentially going to a 4 hour timer rather than 5), it'd be a list larger than I'd want to keep track of to make sure everything's rotating sort of evenly. I mean, I'll do it if there's no other way but...

    There's a learning curve with the Constructor for sure, and some of what I've done has been through trial and error, and lots and lots of export/load/test to see how XYZ works or why it doesn't, but this one thing defies me.
     
  20. RaynebowShadow

    RaynebowShadow
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    Hello, I was hoping someone could help me. All in all, the trait I'm trying to create is a mash up of traits already in the sims. For example, something I'm having trouble with is the neat trait. I cannot figure out how to add an uncomfortable moodlet when they are around dirty surroundings. I've found how to add a positive moodlet when they perform cleaning actions, easy. It is not clear on where "dirty surroundings" would be located. Thanks in advance for any replies.
     

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