Sims Drinks How???

For all your questions regarding any mod that wasn't popular enough to get its own forum above.
Post Reply
Ivettt
Reactions:
Posts: 5
Joined: June 4th, 2019, 2:57 pm

How???

Post by Ivettt » June 6th, 2019, 10:36 am

Hi all,.
How does this mod works?I went to the bar,clicked on the bar,gave me the option Nraas,then there are three other options(i cant recall exatly) but none works.one of the three options was Sort..or Set..or idk but when i click on it it shows 0s.Do i need anything else for this mod to function?or activate it?
Thank you very much for the help :)

User avatar
igazor
Organizer
Reactions:
Posts: 17133
Joined: April 8th, 2013, 6:00 pm
Answers: 205
Location: Everyone should strive to find their inner platypus.

How???

Post by igazor » June 6th, 2019, 11:16 am

The mod in question is not an NRaas mod. Note on the site's side panel that it is listed in a second category under "Ani's Mods." We are hosting and supporting it here because Ani retired and left (most of) her mods to us to support and update as required. Thus there is nothing under an NRaas menu on bars that would be due to the Sims Drinks mod.

Bars can have inventories inside -- fruit to be used for high level mixed drinks, for example. What you might be seeing is MasterController's commands on sorting and working with such inventories, if the bar had actually contained any such objects. The other commands, if this bar is actually usable to the active sim, should involve practicing the mixology skill and preparing and serving drinks. If the bar in on a community lot and staffed by a bartender (mixologist), then there should be commands to order a drink or a round of drinks. This is all assuming we are talking about the Late Night professional bars, and that LN is in play. The regular bars that come with the base game and the other EP/SPs can only be used to make Quick Drinks unless you have LN and a mod that extends their functionality.

The Drinks mod does not have any reachable interactions of its own, its options can be changed only by way of altering its tuning using a package file editor like S3PE. What the Drinks mod does is change the effects of sims having bar drinks, not the interactions on bar objects. When a sim has a drink, with the mod they get the Buzzed moodlet, on their second drink that becomes Tipsy, on the third then Drunk (with a Hangover lurking in their near future). A timer also begins with each drink that, when it runs out, pushes the sim to do something random they wouldn't necessarily do ordinarily, as an effect of them drinking.
Sims-Drinks-FAQ

Ivettt
Reactions:
Posts: 5
Joined: June 4th, 2019, 2:57 pm

How???

Post by Ivettt » June 6th, 2019, 12:50 pm

Thank you,that's pretty clear :)

Also,would you happen to know if i can set of how many gemstones(or collectibles) are in the world Im currently playing in?
And,how can i fill up a brand new unpopulated world?(I have installed the Master Controller,the Master Controller cheats and Story Progression mod)

Thank you,again. :)

User avatar
igazor
Organizer
Reactions:
Posts: 17133
Joined: April 8th, 2013, 6:00 pm
Answers: 205
Location: Everyone should strive to find their inner platypus.

How???

Post by igazor » June 6th, 2019, 9:52 pm

The number of collectibles would be ever-changing because they emanate from spawners. You could get a count of the number of spawners in a world, but am not sure that information will always be particularly useful. On City Hall or an in-game computer, NRaas > MC > Object Info > (try Non-Inventory to start) and see if you get results on the list of all non-inventory objects in the world that make any kind of sense. That doesn't really answer the question I suppose, though. If you want more collectables, I guess the answer might be to add more spawners by way of Build/Buy with (BuyDebug On) to various lots that are open to the public or at least to your sims. I don't think there is any way to add spawners to the world lot, that is the parts of the world that are in between and not on any lots, as that would require the use of CAW before a world is played.

Hopefully others here with more world design/spawner placement experience will add their perspective.

StoryProgression is the mod that handles resident immigration. If you already have a handle on how SP Immigration works and have things set up the way you want them, then when switched on, the Immigration Pressure is above the set Immigration Gauge, and there are suitable vacant houses for new sim households to occupy, then at most one new household per day (or cycle) will immigrate in. For a fill it up now kind of thing, once setting up Immigration the way desired, one would then invoke Rapid Immigration by setting it to the number of households to arrive rapidly, one every 5-10 sim minutes or so until the set number decrements back down to 0.

So if you want there to be let's say 30 new households to attempt to immigrate, after setting things up to cover the sources of the immigrants' genetics set Rapid to 30. Practically speaking though, I usually order up no more than 5 or 10 households at a time this way no matter how many unoccupied residential lots I have to fill so I can check on the incoming sims very carefully to make sure they aren't all goofed up somehow.

If you need more background information about how SP Immigration works, slowly or rapidly, we can start this explanation further back in the process. Or this page might be helpful.
StoryProgression-FAQ-Immigration

Ivettt
Reactions:
Posts: 5
Joined: June 4th, 2019, 2:57 pm

How???

Post by Ivettt » June 14th, 2019, 8:44 am

Thank you very much,Ive got everything working now :)

Post Reply