Early Access: Auto Magic v0.8.4
Today I have an update for Auto Magic which incorporates some additions and improvements based off community feedback! Peep the changes below:
What Changed in v0.8.4
Child Spellcasters: Requires Kids Can Perform Spell Magic (originally Zulf's, maintained by Cepzid), which is what makes a witch child a functional Spellcaster at all. With it installed, CHILD_CASTERS=ON in the config lets Auto Magic treat a witch child like any other caster: same spells, same trait gates, practicing and casting on their own. Off by default. NOTE: You must prefix the Cepzid mod file with aaa_ (so it reads aaa_Zulf_KidsCanPerformSpellMagic.package) to ensure the Auto Magic override files load after the Kids Can Perform Spell Magic override files).
A fix for the child Spellcaster Motives panel: an optional file. The game draws this as an ordinary human panel for children: no rank, no Talent Points, no perks button, no parchment, so points they earn cannot be spent. deadlystingnyc_auto_magic_kid_ui_fix_addon.package fixes it, works on its own without the rest of this mod, and affects only Spellcasters, leaving vampire, werewolf, fairy and mermaid children with their vanilla motive panels.
A settings file: deadlystingnyc_auto_magic.cfg controls four things: whether children use magic on their own, whether your own Sims do, the lot-wide cast limit (previously undocumented, oops), and the friendship threshold for Sim-targeted chaos spells. Edit it and travel to another lot, no restart needed. If you edit this file, keep your own copy when upgrading rather than replacing it with the shipped one.
The lot-wide cast limit is now off by default: so the per-Sim cooldowns do all the pacing. Set CASTS_PER_SIM_HOUR if a busy lot is more than you want.
Zipzap leaves common areas of rental buildings alone: For Rent lots, including their common areas, now count as residential like any other home, so objects there are not broken.
Repairio is calmer around crafted goods: Away from home it improves only food and drinks that have not been consumed yet, not other people's paintings and photos, and a caster waits two sim hours before improving another one anywhere. Repairing a broken sink or appliance is unaffected.
Casters only duel Sims they have met: effective when away from the Magic HQ. At the HQ, where dueling strangers is the point, nothing changed.
There were a bunch of things added in this iteration, so please test out all of these changes and let me know how the mod is behaving in your game!
To install, first DELETE your old Auto Magic files from your Mods folder. Then download the zip file attached to this post, unzip, and drop the unzipped folder into your mods folder. Delete your cache files and restart your game, and you should be good to go. You can edit the values in the new .cfg file while the game is running, but the new setting will not take effect until you travel with your active household in game.
Happy Simming!
Comments (5)
dunno if it's related to the kids can magic mod, but my spellcaster toddler is casting spells on his own LOL, at least with the old version. I'll try out the new one :D
Yes, this could be a side effect of having the Kids Can Spell Magic mod installed with child casters set to on in Auto Magic, as the other mod enables at least some of its features for all ages, not just the child age specifically. In my tests however, played Sims are not able to cast spells they do not know, and played Sims are not granted spells by Auto Magic the way unplayed Sims are, so I'm curious how a played household toddler learned their spells. It may be easier to troubleshoot this on my Discord, link is on my main page.
thank you for this! btw "Requires Kids Can Perform Spell Magic (originally Zulf's, maintained by Cepzid)" link is broken gives a 404 error!
Thank you, updated to the Patreon link and verified working now!
Thank you a lot! Especially for the ui fix
