Juiced moodlet fix supressing my mods
Posted: November 8th, 2018, 8:01 pm
***I posted a topic about this a while ago before the site switch and was advised to wait until after it was completed. I can't find the old post now so I've made a new one (sorry). Maybe igazor remembers and has answers for this already, as I'm sure the almighty chain would have passed over it by now.
A while ago made a small tweak to the itun resources governing interactions on the drinks generated by both basegame and late night bars and some CC liqour bottles - basically to allow them to realistically increase the juiced motive and gain the associated moodlets. Testing by itself, worked as expected. When I added back in my Nraas mods however, they didnt work. I can't access any of the patch notes on this new site but I remember overwatch and/or errortrap recently adding a fix for eternally drunk NPC's, by probably supressing the motive outside of the typical UL juice keg interactions, which are the only ones that still work. I am hoping there is either a workaround or the potential to remove this fix withouthaving to lose the mod entirely in my game.
Please advise, Thanks
Afterpost edit: The mod was actually mastercontroller. I was able to find the old post and get a cache of it via google:
https://webcache.googleusercontent.com/ ... irefox-b-1
"I believe mastercontroller/overwatch is supressing one of my tuning mods"
As you may know there was a bug where all sims would walk around with juiced buff all the time in non university towns, regardless of what they had to drink, including nothing. the almighty chain introduced code in overwatch recently to kill this:
Version 120:
Attempt to stop Sims in the homeworld from all becoming juiced - Chain_Reaction Chain_Reaction
However, I am now finding a ITUN modification I have created to allow sims to realistically gain juiced mood by interacting with the base game bar "quick drink" and resturaunt rabbithole "get drinks with..." which works normally with no nraas mods present, no longer functions.
Is there a way to circumvent this issue? I would like to turn this "fix" off as I believe I fixed it myself by altering the auto satisfy value in "motives" _XML.
A while ago made a small tweak to the itun resources governing interactions on the drinks generated by both basegame and late night bars and some CC liqour bottles - basically to allow them to realistically increase the juiced motive and gain the associated moodlets. Testing by itself, worked as expected. When I added back in my Nraas mods however, they didnt work. I can't access any of the patch notes on this new site but I remember overwatch and/or errortrap recently adding a fix for eternally drunk NPC's, by probably supressing the motive outside of the typical UL juice keg interactions, which are the only ones that still work. I am hoping there is either a workaround or the potential to remove this fix withouthaving to lose the mod entirely in my game.
Please advise, Thanks
Afterpost edit: The mod was actually mastercontroller. I was able to find the old post and get a cache of it via google:
https://webcache.googleusercontent.com/ ... irefox-b-1
"I believe mastercontroller/overwatch is supressing one of my tuning mods"
As you may know there was a bug where all sims would walk around with juiced buff all the time in non university towns, regardless of what they had to drink, including nothing. the almighty chain introduced code in overwatch recently to kill this:
Version 120:
Attempt to stop Sims in the homeworld from all becoming juiced - Chain_Reaction Chain_Reaction
However, I am now finding a ITUN modification I have created to allow sims to realistically gain juiced mood by interacting with the base game bar "quick drink" and resturaunt rabbithole "get drinks with..." which works normally with no nraas mods present, no longer functions.
Is there a way to circumvent this issue? I would like to turn this "fix" off as I believe I fixed it myself by altering the auto satisfy value in "motives" _XML.