midgethetree (
midgethetree) wrote2018-12-15 01:53 pm
Entry tags:
CC Potions Made Better
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.
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!
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.
Make sure "witchescancraft" loads after creaturefixes.
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!
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!
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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
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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.
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.
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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!
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EDIT: It's faster reagents, unsurprisingly, but it was an easy fix. I'll add it to the main post.
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slightly delayed
Re: slightly delayed
Mod Testing
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
Re: Mod Testing
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!
Re: Mod Testing
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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 :)
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A partial play test...
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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!
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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?
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And I think the majority of the lag /is/ coming from the fact that I'm trying to only show the available ones, or at least the way I found to do that while still leaving the mod flexible enough for non-modders to add and remove potions from it as they please. I do think I have a better idea for how to make the checks though, so hopefully a less laggy version will come soon!
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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!
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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
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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!
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No rush, I understand if it takes you some time to sort this out!
Final results in.
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.
Re: Final results in.
Another set of Custom Potions
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?
Re: Another set of Custom Potions
... about the lag test!
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::
Re: ... about the lag test!