March Status and Updates
Hi All,
Hope you're well! I've made some updates for the most recent patch (there were like three or four this month, it was wild). I have also updated all of my careers that previously relied on Lot51's hotfix since the hotfix is no longer working as intended so if your Sim was in a career they will most likely be kicked out and you have to place them back in yourself. Please also note that my Shared Tunings for school-based/teen mods also had to be updated so some mods themselves haven't been updated but the shared tunings for them.
I also have a new mod (possibly two) coming to a game near you soon! I also want to share some progress on my current WIPs and status about those as well as what's currently scheduled for release soon. I'm not always super great about explaining what I'm working on so it's hard to know what mods or types of mods are coming or updates to my current mods are in the works but I'm trying to get better at that so bear with me!
Anyways, any mods not updated below should be cleared for the patch.
Happy Simming!
Mod Updates
All of my mods not updated below do not need to be updated and are working with the current version of the game.
If you are having an issue with any of my mods, please refer to the Troubleshooting pages here and here. If after utilizing those resources, your issue still exists, please report it on Discord. Thanks!
Babysitting Gigs (v1.7)- Updated for pack (R+L) and patch changes.
Career Services: Plumseeker Edition (v1) - Public Release. Adds Jobseeking, Career Coaching, and Recruitment services. Sims now have to go through a more formalized job application process. Note: Do not use the original Career Services and Plumseeker Edition together. They are two separate mods and will conflict with each other. Choose one!
Best Hug Ever Unlocked - Updated for patch changes. This is under GRT Tweaks.
Dynamic Teen Life (v2.9.6) - Updated for pack (R+L) and patch changes.
Education Overhaul (v6.4)- Updated for pack (R+L) and patch changes.
Freelance Chef (v4.1) - Updated for pack (R+L) and patch changes.
Golden Years (v2.5) - Updated for pack (R+L) and patch changes.
Healthcare Redux (Public v9.9.6) - This is not a new version. This is a fixed zip for the Public version only which had an erroneous, outdated file. Replace the Core file.
Healthy Living (v2) - Updated for pack (R+L) and patch changes.
Kidoodle Job Listings - Updated for pack (R+L) and patch changes.
More Discipline - Updated for patch changes. This is under HSY Tweaks.
Music Lessons (v1.5) - Updated for pack (R+L) and patch changes.
Shared Tunings v3- Updated for patch. REQUIRED for Education Overhaul, Dynamic Teen Life, Delinquent Teens, Summer Camps, and Preteens.
SimFinancial (Public v1.7/Patreon v2) - Reminder that this needs only Core Library. There is currently no other Script. It is not missing; it's not currently available b/c this version does not need it.
Summer Camp (v5.6) - Updated for pack (R+L) and patch changes.
Youth Equestrian Afterschool Activity (v1.5) - Updated for pack (R+L) and patch changes.
Youth Sports League Afterschool Activity (v1.4) - Updated for pack (R+L) and patch changes.
Early Access
Sapphire/Violet: April 6th
Midnight/Azure: April 13th
Do your Sims just do things and it mostly works out for them without having to do anything special besides skilling up? Mine, too. And that's fine. It is. They sometimes have it go well for them based on their skill level and sometimes not. But... that's it. Sometimes, however, skill isn't - and shouldn't be - everything. Sometimes preparation is key. And that's really where this mod comes in. It uses a mixture of custom preparation interactions, EA interactions that lend themselves to preparation, and variations of EA interactions to give you the choice to decide how much preparation your Sims put into certain activities. Preparation is entirely optional but if utilized provides benefits and if not utilized could result in consequences.
Now you can decide if you want your sims to:
Go in prepared → smoother, more successful experiences
Ex: Scan Notes (custom) before Study for Exam (EA)
Prep on the fly for activities for potentially better and/or more successful results
Ex: Study for Exam (Prepared) or Study for Exam (Well Prepared) - variations
Skip prep → increased chance of mistakes or setbacks
Ex: Study for Exam (EA original)
Rush things → risk consequences for short-term gain
Ex: Study for Exam (Unprepared)
After all, before your sim leaves the house, wouldn't they benefit from either planning an outfit or actually changing their clothes first? Before going to work, wouldn't it help not to just be in a good mood and have done tasks, but get ready mentally or even organize their sechedule? Or maybe they don't care. Maybe they choose no preparation. But now, there could potentially be consequences.
Showed up to work unprepared? Rushed through their studying the night before? Those outcomes can now have potential consequences not just because their skill level wasn't where it was, but because they didn't chose to prepare themselves. Or maybe they chose to rush and speed through - maybe that works out for them, but maybe it doesn't. And preparation can not only improve their outcomes, but also give them bonuses.
Sometimes your sim does things to get themselves ready that should benefit them in ways but don't necessarily. For instance, sims stretch. If they do it within a reasonable timeframe before a workout, that should count as a warm up, right? And that should improve their workout instead of going at it cold.
Different activities benefit from different types of preparation. Being mentally prepared to go to work requires a different type of prep than getting ready to repair an object or take a test. Sims no longer rely on if they have enough experience, but did they also prepare.
Coming Soon
These are the next mods scheduled/planned for release. WIP mods could also come alongside or, less likely, before them.
Object Degration
Late April/Early May Release
This mod attempts to make it so that objects in the Sims 4, like in real life, do not last forever.
Objects in the Sims are pretty static. You buy it, it depreciates in value, and sometimes it gets scratched but other than that. Nothing. So what this mod attempts to offer is a little more realism. Shocked you, I know. Items no longer stay in perfect condition for perpetuity —everything gradually degrades through normal use (sitting in a chair repeatedly), neglect (leaving shower filthy for days) and abuse (pranking a toilet).
Now, your Sim's objects will get worn down. Not always physically - though that can happen, too - but also in usefulness. Quality of your Sim's items still matter, though. That fridge? Not working as well as it used to, not keeping things quite as cold as before. That bed? Not as comfy as when the Sim first bought it so your sleep quality goes down. But that expensive shower? That thing's going a little bit stronger than the other, cheaper stuff around the house.
Maintain Sim's belongings to keep them functioning well, or let them gradually wear down and deal with the consequences. Cleaning offers mild restoration, servicing and upgrading can extend the life of your item, repairing adds more life, and full restoration can return it back to almost new condition (each maintenance opton costing more than the other and requiring more skill and effort). At a certain point, if not maintained, objects can become beyond repair, stop working at all, and will require replacement to function.
Meaningful Motives
Late May or possibly June Release
The mod attempts to make it so that motives aren't flat but rather contextual and are meaningfully affected by a sim's preferences, habits, intentions, and choices not just simple actions to fulfill them. How they fill their motive bars should actually matter to their quality of life as it informs and is also affected by their habits and lifestyle.
For example, skipping meals now only makes sims hungry but it should affect them mentally, physically, and emotionally. Eating full meals regularly or better yet habitually should affect Sims and fulfill hunger differently than constant snacking or skipping lunch every day. Playing video games could be super fun for some sims but not fun at all for others. Right now, even if a Sim dislikes an activity, it still fills up their fun meter. Fun should be more than just entertainment but should also measure engagement based on preference/traits and the type of fun it provides (tv-passive fun, horseback riding -active fun, etc). Energy levels should not be just based how tired a sim is. It should be informed by the source and quality of that energy as well. Couch surfed all day? Sure, not a lot of energy was spent, but it also wasn't productive. Choices like that affect a Sim's quality of life and over time can inform habits and lifestyle.
The idea is that motives are not simply task fulfilled but impactfully fulfilled by the types of tasks you or your sim choose and those inform your sim's habits and quality of life.
Works in Progress
I know. I keep releasing new mods not in my WIP. I am working on them but like I say - creativity sometimes flows in different directions and this hobby has to keep being fun for me. So those more laborious ones take longer but they are coming. But after this and next month's mod (I think, but don't hold me to it) I am going to try to get that growing list of WIP down.
SimFinancial
I am updating it to integrate into some EA systems so that paying with your account is more seamless into the way the game operates hopefully with support for Credit Cards as well not just Credit Union Accounts. This is an ongoing update but I plan to have it done sometime in May maybe into June but definitely hopefully sooner. I'm very far along into this process, at this point it's mostly troubleshooting but it's a lot of parts to troubleshoot and make sure I'm not messing up proper game mechanics so that's why I gave myself an extra time buffer.
Active Therapy
I am still working on integrating a career that works with Active Therapy so that those of you who don't have Small Businesses and Hobbies can still run active therapy practices. So I am still working on that before I move to the physician's clinic. So sorry for that delay on the doctor stuff, but I really want to make sure that Active Therapy is fully realized the way I want it to be for the most simmers before I move on.
Active Medical Clinics
Once the above is complete, I will be turning my attention back to the doctor's visits and the medical clinic custom venue components. The plan is to have this integrated with my health related mods as well as GTW for a more seamless experience when your sim runs their clinic or visits one. I promise I will get to this one - but it looks more like a summer or fall project.
Post Office
If I get into a creative rut, because guys, it does happen, then I might start fiddling with the Postal Service.
Bug Reports
Please send me any bug reports you have for the mods! Patrons, I have been getting your messages both here on patreon and reading your threads on Discord. If you are not a Patron, use the form on Discord; I do read them!
Remember if you are trying to get mod support on Discord, Patrons, start a thread in Patron-Mod-Support. The instructions on how to do so are inside of the channel itself.
