CC Potions Made Better
Dec. 15th, 2018 01:53 pmHi! 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!
Mod Testing
Date: 2018-12-26 06:08 am (UTC)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 06:46 am (UTC)Re: Mod Testing
Date: 2018-12-26 08:07 am (UTC)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
Date: 2018-12-26 08:18 pm (UTC)