midgethetree: (Default)
[personal profile] midgethetree
Hi! So this is the project I'm focusing on right now, and I'd love it if people could test the part I've finished while I work on the rest!


betterccpotions-witchescancraft
: A mod to add chosen objects to the list of things witches can craft with their cauldrons.

betterccpotions-witchescansell: A mod to add chosen objects to the list of things the matchmaker sells, as well as giving witches the ability to sell Maxis and CC potions from their inventory. Meant to replace "witchesarepotionsellers".

CJ-FasterReagents: Cyjon's faster reagents tweaked so as to not slow down the making of CC potions.

Things that are done:

So far the added options include parsimonious's potions to make sims be different supernatural types, smonaff's potions, NL perfume (labeled as "vampire sunblock" in the pie menu), pandorasims' potions, and meduza's zombie maker/cure. If you don't have some of them in your game that's fine, those options just won't show up. It's also set up so the only resources you need to change to add/remove craftables are BCONs and text strings! (Tutorial for how to do so will come with the official release).

The buy social now includes a dialog box that'll allow you to pick how many potions to buy. For the matchmaker you can buy up to 10 at a time, for playable witches the maximum is determined by how many are in their inventory. Also, the matchmaker and neutral witches will use a lovely recolor of the witch gift box made by drewinthesky!

Things that are not done:

I haven't decided yet how I want to tune the skill & alignment requirements for some of the potions... the NL perfume remaining available for everyone is fine by me, the personality potions requiring 0 skill just like Maxis's nice/mean potions works too, and the maker/cure potions I gave a skill requirement of 1 just like the ingame cure potions, but I haven't decided what the requirements should be for the rest of Smonaff's and pandorasims's potions. The BCON constants for all the requirements are set up, I just need to tune them to something else.

As for the buy social, I'd like to reduce the lag involved in checking a playable witch's inventory when generating the pie menu: for now limiting inventory size and the number of CC potions you include in your downloads folder should minimize it, but even then the lag is noticeable and IMO unacceptable. I could ditch the inventory checks when generating the pie menu (i.e. allow all potions to show up in the pie menu automatically) and place the inventory checks in the interaction itself with the interaction set-up to fail if the appropriate item's not found, but that'll clutter up the pie menu and mean you have to remember what potions witches have in their inventory.

Known conflicts:

Make sure "witchescancraft" loads after creaturefixes.

Changelog:

12/16/18: Fixed a tuning typo that prevented some of smonaff's potions from appearing in the pie menu, added pandorasims potions.

12/16/18 2: Fixed more tuning typos, this time related to parsimonious potions.

12/18/18: Added meduza's potions.

12/26/18: Added missing text strings.

1/2/19: Added buy social.

1/2/19: Added neutral recolor of witch gift box, added dialog box to determine number of potions to buy.

1/7/19: I think I've reduced the lag? There's still some but it's maybe acceptable levels now? Someone test it and tell me if I'm imagining things.

1/14/19 Fixed the bug where "Debug - Social DL Test" appeared in the pie menus of witches with no potions in their inventory (just when I thought this was finally ready to be released, huh?)

ETA: I think I'm going to finally declare this mod stable enough for official release. Thanks to everyone who helped test it!

Date: 2018-12-15 07:34 pm (UTC)
esotheriasims: (Default)
From: [personal profile] esotheriasims
This seems like an interesting idea! :) It's hardly a secret that I love playing witches, so I'll definitely give this mod a shot one of these days and let you know how it went. Is there anything I need to pay attention to before I put the mod in my game (any known conflicts, etc.)?

Date: 2018-12-15 08:52 pm (UTC)
mortia: (Default)
From: [personal profile] mortia
Thank you so much for doing this! I will try to give these a go when I have a chance to as well.

I wanted to also ask if you would be game to also add the custom master potions from Pandorasims to this set? Some of them are very cool!

http://pandorasims.net/sims2_objects_sets_fant.html

Date: 2018-12-15 09:05 pm (UTC)
mortia: (Default)
From: [personal profile] mortia
Oh, excellent! I love when creators give us the means to tweak mods for ourselves, thank you again and seriously, your mods are going to make my game even more fun. Awesome work :)

Date: 2018-12-16 05:57 pm (UTC)
mortia: (Default)
From: [personal profile] mortia
I did a bit of testing yesterday and have some questions today:)

I am playing in a copy of my heavily modded game to start with. Other mods that I have that affect witch behavior are CJ's Make Reagents in half the time, Make stacks of 5 Reagents and No Witch names mods. I already had Parsimonious' panacea in my game so I didn't change those, but I didn't have Smonaff's so I added those in.

When I send my witch to create a potion, she gets stuck in an endless potion-making loop and never completes one. I tried removing things one by one and discovered that having Smonaff's set in there was what was causing it. So with that, am I meant to have all of the elements that come with his original download in there? The controllers and tokens and all? Not sure that I am doing this right at all :/

ETA: Hmm, you also mentioned that all of Parsimonious' potions should be available at level 1 but this is all I have at the moment and I think my witch is level 2. I will double check now.
View post on imgur.com


ETA2: I just downloaded your newest version and I was able to complete the Poison, and all of Smonaff's and Pandorasims' potions showed up in the pie menu! The Parsimonious ones still aren't there for me though.
Edited Date: 2018-12-16 06:10 pm (UTC)

Date: 2018-12-16 07:11 pm (UTC)
mortia: (Default)
From: [personal profile] mortia
That was it! All of the potions are now available for me and my witch was able to make potions successfully.

There is one thing I found that is not showing up in my Hack Scan but might be useful knowledge. I mentioned before that I am using some witch mods from Cyjon. While my sim is no longer stuck in an everlasting loop while making potions, when I have those 2 mods enabled, it takes around 6 hours to complete a potion. If I remove them it takes 1 hour, which I think is normal?

I'm using these two:
CJ Make 5 Reagents: http://www.cyjon.net/node/251
Faster Reagents: http://www.cyjon.net/node/250

Not sure if it's one or both that is causing the behavior, but that's now the only hiccup I've run into. The mod is working great for me otherwise!

Date: 2018-12-16 05:39 am (UTC)
ladysilverwolf: ... posting in general (Default)
From: [personal profile] ladysilverwolf
Would love to assist with beta testing. I just need to create a witchy-type sim in my test hood. Downloaded and will test tomorrow!

slightly delayed

Date: 2018-12-23 05:56 pm (UTC)
ladysilverwolf: ... posting in general (Default)
From: [personal profile] ladysilverwolf
Work has me exhausted, but I started on a witch sim last night. (then promptly fell asleep at my pc) Later today will continue playtesting. If any issues arise, will post here, but wanted you to know I had not forgotten. Just have to do some RL things around the house before I can 'play' LOL.

Mod Testing

Date: 2018-12-26 06:08 am (UTC)
ladysilverwolf: ... posting in general (Default)
From: [personal profile] ladysilverwolf
Just wanted to let you know I have played several hours with your mod (and @omglo's pickpocketing mod too) and found that jellymeduza's zombie potions are not playing nice with your mod (or vice versa, however you want to look at it).

Running UC here, and thought I would throw every potion there was into the mix, (including jellymeduza's potions, parsimonious's potions, smonaff's potions, and pandorasims' potions) just to see HOW many potions my sim could make...

What happens is, the sim resets as soon as you click on the cauldron, and the menu only displayed making potion options (making regents was not an option at all). As its been a long day, I did not poke around SimPE to see what was different with Meduza's potions, plus I am not sure exactly what I would be looking for to 'fix'. I realize I could reach out to jellymeduza, but figured as we were testing your mod, I would report it here first.

Additionally, once I removed your mod, I found that both the potion menu and regent menu were both available, and the sim no long reset.

Please let me know if you need any further information.

Re: Mod Testing

Date: 2018-12-26 08:07 am (UTC)
ladysilverwolf: ... posting in general (Default)
From: [personal profile] ladysilverwolf
Worked like a charm!

Thank you for making this. I am really eager to use this mod for a hood I am putting together. Glad I could help test it out too! Thank you for letting me!

Oh!!! and Merry Christmas!

Date: 2018-12-18 09:37 pm (UTC)
veetie: (Default)
From: [personal profile] veetie
Although I'm without my game at the moment, I wanted to say that Meduza has made zombie maker and zombie cure potions here: https://jellymeduza.tumblr.com/post/181178555738/scarlet-witch-clothes-and-zombie-potions
Could those be added into your mod, if you got Meduza's permission? It's never really seemed fair that every life state but zombies has a make/cure potion :)

A partial play test...

Date: 2019-01-03 04:44 am (UTC)
ladysilverwolf: ... posting in general (Default)
From: [personal profile] ladysilverwolf
Started play testing your updated version, and so far, I see no problems... yet, but I have also been messing around with another test set, so I have not given it the attention it really deserves. Only work 4 hours tomorrow, so will play test this a wee bit more, to see how the new social works.

Date: 2019-01-03 10:59 pm (UTC)
ts1tots2database: (Default)
From: [personal profile] ts1tots2database
Hi darling, is DrewInTheSky here :D
I'm glad you like the neutral textures (but we have mentioned it already :P) - anyway, I've installed the mods and all the potions. Just wanted to check with you guys if is it normal that the games lags when try to interact with a Witch (especially if an Evil one)- not necessarily to buy the reagents/potions.
Once I'm done with this rotation, I'll check an household with a witch/warlock to effectively check the mod but I was just wondering if the lag is normal or if I need to double check my Download folder :)
Thanks again for the great mod, I love the idea!

Date: 2019-01-03 11:30 pm (UTC)
ts1tots2database: (Default)
From: [personal profile] ts1tots2database
Ok, perfect - I was afraid I might have had some sort of conflict :) I've checked the cauldron and I was able to make the "luv" potion - I was so happy to see the menu full of new items!
It's a shame for the lag, but I get that it's a lot of non-default stuff.
I don't know much, but is there any chance it might show up just the available ones, somehow? Like when you propose to sell a pet or decide the subject of some actions (like the stylist chair "free makeover...SIM")?
Also, again in a very theorethical way, maybe could be some sort of "inverted gift" inventory dialog?

Date: 2019-01-04 08:19 am (UTC)
ts1tots2database: (Default)
From: [personal profile] ts1tots2database
Ok, thanks for the explanation :) by the way, except for the lag, so far, so good! :D
I felt like in TS3 with all those available potions (and I think that the Pandora ones are nice touch - not only creature related potions anymore!

Date: 2019-01-05 10:52 pm (UTC)
ladysilverwolf: ... posting in general (Default)
From: [personal profile] ladysilverwolf
I have not seen any issues so to speak, but then again, as I am running on UC, there were moments I thought things were bork, only to realize I had mods in two different folders (one for general mod running any game, and one for the test hood) and the problems I thought I had located disappeared, once I put them all in the same folder. Something learned about UC installation. (I hate that the "TM" in the directory structure causes soo many problems with this game! -- stupid Origin!)

And just so you know, I have eliminated your mods as suspect to the problem, and have narrowed it down ah_LovePotionRestockFix, tabularasahack, Smonaff_MainController, Smonaff_TestForPregnancy, and or Smonaff_TestForPregnancy_A. The last two of course is part of the mod Smonaff used for his love potion/jealously stuff for the potion set. (and it did not help that my test sim got prego from abduction, and ended up with twins [blame the cheesecake!] -- so some of my time was devoted to the wee little ones.) Apologies for taking a while to get back to you, but the game crashing was very ... frustrating. (and it did not help that I tossed in a bunch of stuff just to see how things looked, including defaults, testing HB's Spectral Cat Variety along side your stuff. Trying to push the limits on this witch!)

I shall stop rambling now. :D

Date: 2019-01-05 11:29 pm (UTC)
ladysilverwolf: ... posting in general (Default)
From: [personal profile] ladysilverwolf
Appreciate it and will provide feedback after a small tiny simmy break tonight (may wrap it up tomorrow, as the twins infants/toddlers about wore me out!) -- Now I know how Honeywell felt like after running Calamity Hills with twins!

I do not have Pescado's fix, because of some things I have read over @MTS, and incorporated other fixes in its place, and would prefer to maintain those fixes if I can. But I promise to get back to you on this!

Final results in.

Date: 2019-01-06 06:32 pm (UTC)
ladysilverwolf: ... posting in general (Default)
From: [personal profile] ladysilverwolf
So... I have found out something interesting. It could be simply because I play UC, or it could just be a maxis thing period, but I have found out why my game was 'crashing' by toying around with two mods that I absolutely adore since creating my little witchy lot for testing purposes.

It seems that HB_SpectralCatVariety and midgethetree_puppieskittensspectralcatscanusemirror seem to somehow argue with each other?!? Why my game crashes, I do not know, but once I renamed things they played along a whole lot more nicely, so to speak.

My Installation:
UC but lauching game via George, and NOT Origin.

Naming process :
mtt_petscanusemirror and SpectralCatVariety_byHB (because I like to know who's mod is who's!) Once doing this, I did notice bits of lag in the game, but then it resumed instead of crashing.

An existing issue?? Not Sure :
So... when I select pets to go outside the building, all is fine. But the moment I ask any pet(s) to come back inside, (3 dogs and 1 spectral cat), the game freezes. I have to re-select a human sim (usually head of household) and press the key to pause the game, then the lag disappears several seconds later. However, if I just tell pets to move while the game is paused, I usually do not run into this problem, and it seems somewhat random in this case. I have tested it several times, and occasionally it does freeze, but nothing is consistent so to speak when I follow this method. And yes, I do have the boolProp ControlPets on, as well as PetsFreeWill set to true.

One last thing to note. I had a lot of flashing pink happening while messing around with these two mods in particular, but I also had firefox open too, with wayyyy to many tabs open.

TL:DR (for those of you following/reading) - renaming the files seemed to stop MY game from crashing. Results for others may vary depending on installation (CD's vs UC)


Hopefully this information helps ? I dunno. But figured I would report it here and I think I will drop a line (or three) to hexagonal-bipyramid and mention this as well.

Another set of Custom Potions

Date: 2019-01-06 06:24 pm (UTC)
ladysilverwolf: ... posting in general (Default)
From: [personal profile] ladysilverwolf
I nearly forgot about this set {http://modthesims.info/d/619608/gender-transition-potions.html} over @MTS by kestrellyn, but they also require an initial step that needs to be completed in SimPE first.

Was not sure if you wanted to add those too? or are you going to let folks do that from the tutorial for the official release?

... about the lag test!

Date: 2019-01-08 04:44 pm (UTC)
ladysilverwolf: ... posting in general (Default)
From: [personal profile] ladysilverwolf
What ever you did, the amount of lag has significantly reduced.

Had my witch go to the community lots, and purchase as usual, but then turned around and made both the head (good and evil) witches select-able and had them buy from my sim and it was fantastic. The lag was hardly noticeable at all on my machine.

I think you found the solution! ::Two Thumbs Up::