August 6 Patch Status and Mod News
Your Updates Have Arrived
Hey All,
Ooooh boy. Hope you guys are well.
I’m trying to remember why I mod on days like today but alas. Here we are. This is another monster post so bear with me.
Your updates have arrived.
None of my mods needed updating for the patch, but I have several updates unrelated to it: missing strings, minor bugs, more HCR features because apparently I could not stop making them last month, and alas, FINALLY, the bane of my current existence, the new, improved, expanded, and fully rebooted SimNation Travel. How you headcannon where the different worlds are in relation to each other can now actually control how and under what circumstances sims travel between them. I'm really proud of how it turned out but it definitely put me through the wringer so I very much hope you enjoy.
Troubleshooting Mods
First, I’m so sorry SimNation Travel's new iteration took longer than I expected. I try to give best guestimates for releases but cannot guarantee things won't come up and did this mod ever give me a time of it.
Troubleshooting bugs in modding can take an unbelievable amount of time, especially for mods like mine and especially when the problem does not happen immediately or only happens under a very specific set of circumstances. And sometimes we think we saved something but we didn't or we did and then the game autosaves and messes up the environment you were just testing out and didn't mean to save...
Sometimes fixing one problem only reveals the next problem that was hiding behind it. Just when I thought I was done something would come up and costs me hours, sometimes days, one a whole week, trying to get it to work the way I intended it to.
I kept replicating issues in my own game even after fixing something else, and I did not feel comfortable putting the updates out while I was still figuring out why. So I had to keep waiting until I got it stable enough to put out and that my friends is finally now.
I know waiting is frustrating, and goodness knows I was tired of opening my game again to test the same things constantly, but I would rather take more time to get it as close to right as humanly possible than knowingly release something I am already having problems with.
Hope you understand!
That being said, I cannot find every bug.
There are too many variables with everyone’s different combinations of saves, packs, mods, settings, and gameplay situations.
If you find something, please go to Discord or send me a DM. Screenshots, LastExceptions, logs, and a description of what happened before the issue appeared are always helpful.
I Need a Tiny Break
I cannot look at any of my code for a few days.
I’m literally sick of looking at it and at the game, so I need a tiny mental break to get away from The Sims and programming for a day or two. I've got to take care of myself b/c getting this right and trying to cram getting it right into a self-imposed deadline puts way too much stress on me and causes me to miss out on too many things with my family in order to release my mods within a specified timeframe and I have to stop doing it.
Then I’ll come back to SimFinancial or Post Office, but right now I cannot tell you which one is next because I’ve lost that loving feeling and I’m not sure which project is going to bring it back for me.
Whichever one does will be what you see next, and the other will follow thereafter.
I need something to bring back the joy because SimNation Travel absolutely drained it from me.
We’ll see which one it is.
We’ll all be surprised together what I put out next month lol.
But, in any case, finally, the updates are here.
Happy Simming!
Mod Updates
All of my mods not listed 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 the issue still exists after using those resources, please report it on Discord. Thanks!
Important Shared Utilities Note
The majority of my mods that still say they use Lot51’s Core Library no longer do.
That is a description mismatch I need to clean up over the next few days here on Patreon and on Itch.io.
I would keep Core Library installed for now because you probably have other mods that use it, but for my mods, ADI Shared Utilities has replaced both Core Library and General Pie Menus for all mods that previously required them.
I am not listing every affected mod below, so please be aware of that when downloading.
I suggest redownloading any of my mods you use to make sure you have the currently supported versions.
Better Daycare (v1.7.1) - Improved the daycare away experience so you can determine what your little sim is doing at daycare and which skills they work on, if any. Requires Shared Utilities.
Education Overhaul (v6.6.1) - This is an update to Preschool and Field Trips. While away at preschool and at field trips you can control what your sim is doing - are they coloring, making friends, learning skills; at field trips they can be doing things specific to where they're on a field trip, for rabbithole field trips, active field trips already have specific goals. Education Overhaul is also after SimFinancial the next major existing mod expansion/revamp so know that will be coming sometime this fall. Requires Shared Utilities.
Eye Care (v3.2) - Fixed an issue with missing strings.
Dental Care (v7.8) - Minor bug fixes. Reworked menu. Requires Shared Utilities.
Dynamic Teen Life (v2.9.9) - Fixed an issue with Live Fast Aspiration override; updated the Shared Utilities manifest. Requires Shared Utilities.
Healthcare Redux (Public v11) - Added HCR settings. See settings below.
Healthcare Redux (Patreon v12.4.5) - A whole bunch of things were added, yet, again. Fixed some bugs with school nurse, deafness diagnosis, and workplace injury evaluation. Healthcare Summary should no longer throw an LE.
The entire doctor/hospital stay experience has been completely overhauled. Your sims go with their companions to proper rabbit holes, your sims medical history is tracked and monitored, you can choose during your doctor/hospital/medical appt what your visit will be like - will you ask questions, ignore the doctor's advice, lie about your symptoms; during chemo will you read or watch movies or learn a skill or meet other cancer patients; you can check your medical records at any time, and you have complete control over your sims hospital stays.
You can choose when they go for scans or if they call their family or if sims come visit them; if they read or watch tv or get started on rehab or use it as a vacation. Hospital stays are also more appropriate to the procedures. Some hospital stays are only short stays for observation, others are longer stays for treatment, and others are even longer for recovery. You can request early discharge but it may not be granted. If you leave before being discharged, your sim will jeopardize their recovery which is now tracked and affected - both negatively and positively - by actions your sims takes after their procedures.
Object Deterioration (v2) - Fix an issue with a stuck neutral maintenance state. Also added a settings option to control decay rate. Requires Shared Utilities.
Shared Utilities (v1.7) - Updated so that other logs from my other mods also are produced. Updated catalog manifests and added additional functionality.
SimFinancial (Public v1.8.3/ Patron v2.6) - Minor bugfix, updated manifest; these no longer use Core Library but have their own script file.
New Mods and Featured Updates
ADI Shared Utilities V1.7
All of my mods that need Shared Utilities now use it.
If you have a version of one of my mods that you have not updated this month, please make sure to redownload it.
You no longer need General Pie Menus if Shared Utilities is installed because those menus are now included.
Shared Utilities allows my mods to share data, resources, knowledge, and integrations more effectively.
You can also generate a report that provides information to help with installation and troubleshooting, including:
Which of my mods you have installed
Their dependencies
Known conflicts
Whether your installed version is current
Other useful troubleshooting details
Hopefully, this will help streamline troubleshooting for both you and me.
Healthcare Redux
Healthcare Redux Public
The public version has been updated to allow for deeper control over how the mod works.
Some features are still Patreon betas, but most of the settings your heart desires are now available.
Enjoy the control!
Please note that mods that previously overrode or changed behaviors in Healthcare Redux are no longer compatible.
Because of how much customization I had to create to allow you to control your experience, the settings system is now the only supported way to change how Healthcare Redux works.
You no longer need additional override mods, and they will not work properly with the new system.
You can separately manage:
Installed modules
Optional add-ons
Health-event frequency
Health-event timing
Notifications
Other Healthcare Redux settings
No more “My Sims are sick every five seconds!” and simultaneously “My Sims have never been sick once in their entire lives!”
The power is now in your hands.
Please use it responsibly... or not... Go crazy.
It’s your game; the choice up to you :)
Healthcare Redux Patreon Update
Another major update because apparently I do not know how to stop adding features to HCR once I get inspired.
This update includes:
Paid and unpaid medical leave
Workplace injuries
Workers’ compensation claims
Expanded school nurse events
Health histories
Medical records
A completely overhauled doctor and hospital experience
Additional settings options - Dramatic and Chaotic for Frequency and Timing
Doctor Visits and Hospital Stays
The entire doctor visit, medical appointment, and hospital stay experience has also been overhauled.
Sims and their companions now go to proper rabbit holes, and you can choose what they do during the visit.
Depending on the type of visit, Sims may:
Ask questions
Be honest or dishonest about symptoms
Ignore the doctor’s advice
Rest
Work or study
Read
Watch movies
Play games
Journal
Begin physical rehabilitation
Meet or interact with other patients
During chemotherapy, for example, your Sim may read, watch movies, learn a skill, or meet other cancer patients.
Hospital stays also better match the reason for admission.
Some stays are shorter observation stays, some are for treatment, and some require longer recovery.
You have control over what the Sim does during the stay, whether family visits, and whether the Sim requests an early discharge. Early discharge is not guaranteed.
If your Sim leaves before being properly discharged, that may affect their recovery because recovery is now actually tracked.
What your Sim does during and after treatment can help or hurt that recovery.
Medical Leave, Work Injuries, and Workers’ Comp
Sims can now experience workplace injuries, have those injuries evaluated, request paid or unpaid medical leave when eligible, and file workers’ compensation claims for qualifying workplace injuries.
Medical leave is not just an automatic day off.
Eligibility depends on what is happening with the Sim. Claims can be approved or denied, and some denied claims may be appealed.
The type and severity of the illness, injury, surgery, or recovery can affect how much leave is available.
Workers’ comp is specifically for qualifying workplace injuries and can provide partial income while the Sim is unable to work.
So yes, your Sims can now have the full miserable experience of getting hurt at work and then navigating paperwork while also trying to recover.
You’re welcome lol.
School Nurse Events
Children and teens can now have much more detailed health events at school.
Maybe Timmy gets hurt on the playground, cuts his hand in wood shop, needs medication during the school day, or suddenly comes down with something.
Depending on what happened, the nurse may:
Give first aid
Provide medication
Let the student rest
Send them back to class
Send them home
Recommend follow-up with a doctor
Parents may also be contacted to make decisions during the school day instead of every event resolving invisibly in the background.
School nurse visits and recommended follow-up care are recorded in the Sim’s health history, so you can review what happened later in the Healthcare Summary.
Health Summary and Medical Records
Healthcare Redux now tracks more of the important things that happen to Sims over time, including:
Illnesses
Injuries
Medications
Hospital stays
Workplace injuries
School nurse visits
Recent care
Follow-up recommendations
You can use the Healthcare Summary for a quick overview of the Sim’s current health, medications, vaccinations, recent care, and outstanding healthcare needs.
You can also review more detailed medical records.
A Care Coordinator can tell your Sim about any outstanding care actions they still need to complete.
SimNation Travel v8
Violet/Sapphire Patrons: Now
Midnight/Azure Patrons: Next week
SimNation Travel V8
The bane of my current existence is finally here lol.
This is a major overhaul and basically a complete reworking of how travel functions.
Your Sims no longer have to choose a destination, pay, and immediately disappear on vacation before anyone has even had time to find their passport.
The goal is to make travel feel like an actual part of your Sims' lives rather than a loading screen between lots.
Travel is no longer just about whether your Sim is allowed to go somewhere. SimNation Travel can now consider where they're going, how far away it is, who they're traveling with, how they're getting there, what the trip costs, where they'll stay, and how they'll get around once they arrive.
Plan Travel
The new travel flow allows your Sim to choose:
Who is traveling
The travel mode
An available region or world
The kind of destination they want to visit
The actual lot on the map
For example, your Sim can choose to travel by taxi, select from the places that taxi travel makes available, decide they want to visit a restaurant, and then choose the restaurant on the map.
Or they can use Travel Somewhere and choose any available lot in the selected world.
Transportation availability now affects which destinations appear during the travel flow, so the choices are connected instead of being separate menus that do not know what was selected before them.
More Transportation Options
Sims now have many more ways to travel, including:
Walking
Taxi
Rideshare
Bus
Train
Ferry
Private car service
Limousine service
Flights
Rental cars
Vacation shuttles
Some transportation modes also offer different fare options. Fares are determined by both classification - domestic and international - as well as geographical distance. Local fares cost less than regional which cost less than if your sim went long distance or overseas. Each type of transportation is scaled to its geographical classification and distance band.
Not every mode is available everywhere.
Rental cars and shuttles are specifically for vacations/visits, so your Sims cannot rent a car just to go down the street to the library at home.
Domestic and International Travel
You can choose which destinations are international.
Destinations that are not selected are treated as domestic.
The defaults remain the same as before, but you can change them to fit your own game.
The default international worlds are: Tomarang, Windenburg, Selvadorada, Mt. Komorebi, Batuu, Tartosa, Granite Falls, Sulani, Innisgreen, and Ondarion
By default, all domestic worlds are treated as regional to each other which is inclusive downward so all modes available to worlds which are regional or local are available all worlds. For international worlds, cars, ferries, trains, and planes, depending, are available modes.
When Sims travel domestically, they can use the appropriate domestic travel requirements.
When traveling internationally, they need passports even if it is a local international/border region.
Planning a vacation in advance gives everyone in the travel party time to get those passports before the departure date.
Custom Geography
For those of you who want all the control because I know you do, you can also create custom geography.
You can place worlds into one of six regions and decide:
Which worlds belong together
Which transportation types are available in each region
How regions relate to one another (are they local, regional/intercity, long-distance, or intercontinental/overseas)
Whether travel between them is domestic or international
Regions can be:
Local
Regional
Long distance
Intercontinental or overseas
This means you can create:
Long-distance domestic travel
International destinations that are geographically close
Border regions
Overseas travel
Groups of worlds that are treated as one local area
The geography actually affects gameplay.
Sims can only use transportation that reasonably connects the regions involved.
They cannot take a train from Sulani if Sulani does not have train service, but they may be able to take a ferry or plane depending on how you set everything up. Some modes are restricted by the relationship but you can choose to override some aspects of that.
If you need to review how your custom geography is setup you can find summaries for the regions and their relationships and the travel modes you chose to allow once at least 2 regions exist.
Vacation Planning
Your Sims can now:
Plan a vacation in advance
Choose the vacation travel party
Select a region
Choose a travel mode
Pay for travel
Choose a vacation rental
Select a deposit amount
Pay the remaining rental balance
Choose the length of stay
Choose local transportation
Review the booking
Manage the trip before departure
They do not have to leave immediately after choosing a destination and paying.
The travel party can prepare first and leave at the planned time.
Vacation bookings can be held for up to 10 days. After 10 days, whether or not a sim has gone on the vacation, they will expire. If sims cancel their booking within 72 hours of departure, they can be refunded. Bookings made less than 48 hours cannot be refunded. If your sim doesn't pay before the go, they will be forced to cancel their reservation.
Travel Agent assisted bookings save sims somewhere between 15-30 percent off the full booking total cost, it varies per booking and season, but they charge between $75-$150 as a service fee. So total net savings is without the fee and agent discount total includes the fee.
Vacation Rentals and Payments
Sims can choose where they want to stay, for how long, and when they want to leave. Sims can choose how much of the vacation rental they want to pay upfront.
Vacation rental pricing is no longer charged based on the lot price for planned vacations. It is charged based on a formula from a base rate that is determined by destination world, number of bedrooms and bathrooms, seasonal fluctuations (travel is more expensive in summer and winter than spring which is more expensive than fall), and duration with any travel agent discount applied to the total cost.
They can pay a deposit and return later to pay the remaining balance, or pay more of the rental when booking.
The booking can be reviewed and managed before departure so you can keep track of what has already been chosen and what still needs attention.
You can make certain changes to your vacation or check on your itinerary to see what's still outside. Every time you leave the management window, you'll get a notice of what's outstanding whether you need to pay off the rental lot balance or get passports for those who are missing.
When it is time to go to your vacation you'll get a reminder that it's either time to go or you still need to pay.
You can delay your departure for a few hours but you will receive a final reminder that asks if you want to go now or cancel so it's not completely open ended. You're expected to depart close to when you scheduled.
Once you depart, you'll travel using your chosen arrival method and arrive directly at your chosen rental lot.
Local Vacation Transportation
Sims can choose how they will get around after arriving at their vacation destination.
Rental cars and vacation shuttles are available as vacation-specific transportation options. Rental cars are available in your sim's inventory once they arrive at the destination and will be removed when the sim leaves the vacation.
While on vacation, Sims are restricted to traveling only within the vacation region, just like in Granite Falls and Selvadorada, but that restriction now applies even when the vacation takes place in a residential world.
Certain features of the mod can be controlled beyond just the geography. The debug/cheats still remain for troubleshooting.
You now have many more ways to make travel fit the geography, households, and stories in your own game.
I really hope you enjoy it because SimNation Travel and I need some time apart but I'm so happy with how it turned out.
Early Access
Patrons, thank you so much for your support.
As you play with the updates, please let me know how things are going if you encounter an issue.
Your feedback is extremely helpful in making sure the mods are working their best before public release because, as much as I try, I cannot test every scenario or combination of mods out there.
Thank you!
I also completely forgot to send the ping when the mods became available.
I made a new Early Access Mods collection so you do not have to click on a million links on release days.
I will also do my best to remember the pings when I update.
Sorry about that!
What’s Next?
SimFinancial or Post Office
The next two major projects should be:
SimFinancial
Post Office
Technically, SimFinancial probably should be next. And I'm way further along on that than Post Office. At this point it's a migration and testing phase but because it's so extensive and touches so many parts of the game that in and of itself will be a ton of work to make sure it doesn't break anything and behaves as intended.
However, Post Office may be a little more inspiring after everything involved in finishing SimNation Travel even though it has less structural pieces ready at this point.
Packing boxes, sending letters, delivering packages, receiving junk mail, and building out postal gameplay may be exactly the kind of project I need to enjoy modding again. Not sure.
So it will be a surprise for all of us which one appears first.
Those should still be the next two major releases, though.
I expect to be back with one of them sometime in the next few weeks, most likely in September, I image, but as I said, it depends. If I get done sooner, as in sometime this month, I will release it sooner. I honestly have no idea. As I said; we'll be surprised together but I'll do my best to make sure you'll see one of those sometime between the end of August and the end of September. That's all I can really say about that without pigeonholing myself, again.
Education Overhaul
I am also working on a much bigger academic update for Education Overhaul, as I mentioned above.
I have a design question to put to you as well - for boarding school, do you prefer them to be gone until you call them back or would it be ok if they were gone for the week at school but always came home on weekends? Let me know!
I want school to feel like more than doing the same homework every night and watching the performance bar go up or down.
I want to add more detail around how the student is actually doing.
That includes progress in individual subjects like:
Language Arts or English
Math
Science
Social Studies
Art
Computer Science
Culture and Languages or Foreign Languages
Music
Health and Wellness
Life Skills or Home Economics
The system could keep track of things like attendance, homework, missing assignments, recent work, subject strengths and weaknesses, and larger weekly assessments.
The current next-day special assignments would still stay.
Those would be smaller things like a quiz to study for or a report to finish for the next school day.
Separately, students could receive a larger assignment or assessment on Monday that is due or completed on Friday.
Depending on the subject, that might be:
A test or exam
An oral exam
A paper or essay
A presentation
A practical assessment
A portfolio
So a student could have a science presentation, an English paper, a math exam, or a foreign-language oral exam.
The work they do during the week would help them prepare for it, and the result on Friday could affect both that subject and their overall school performance.
I am also looking at making progress reports and parent-teacher conferences more meaningful.
Instead of giving a mostly random result, they could reflect what has actually been happening with the student, including:
Attendance
Missing work
Recent assessments
Subjects they are struggling with
Subjects they are doing well in
Social problems at school
Any plan the parent and teacher have agreed on
I am also considering some limited school-social complications like difficult classmates, rumors, exclusion, arguments, and friendship problems.
I still need to go through the existing schoolwork, reports, conferences, and grading systems carefully so the new features work with what is already there instead of fighting with it.
I'm not ready to say too much more about what it will have but I'm excited about continuing to revamp my flagship mods into even more fully featured, fully realized versions of themselves. This one I hope to get out before the end of the fall.
Other WIPs
Mindful Practice
This is a completely revamped, expanded mod (Mindful Practice) with small business interactive therapy sessions for individuals, couples, groups, and families, mental health centered custom venue activities, and an actively playable mental health professional career where sims can come to your sim for psychiatric treatment including medication and therapy sessions. This will most likely be the next release.
Active Medical Clinics
Now that HCR is revamped I definitely want to create the active clinic components for doctor's visits and custom clinic venue. 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 has to keep getting kicked down the road b/c there's just so much else I want to do and only so much time.
Reminders & Task Management
This would let you create reminders through your Sim’s phone.
You could choose from preset reminders or eventually type your own, set when they are due, and manage them from a checklist.
A phone badge (the little pink glow next to the phone) could appear when something is due, and the reminder would stay there until you completed it, removed it, or snoozed it.
Daily Tasks & Errands
This would add small everyday responsibilities and errands.
Things like:
Checking the mail
Handling paperwork
Preparing for school or work
Calling a family member
Picking up household supplies
Returning something
Running a quick local errand
It is just meant to make everyday life feel a little busier and more lived in.
Neighborhood & Civic Life
This would add small neighborhood notices and community activity.
Your Sims might see things like:
Cleanup days
Fundraisers
Maintenance notices
Volunteer requests
Local complaints
Community events
Neighborhood errands
Civic paperwork
Some notices would just be for flavor, while others could give your Sim the option to help, donate, volunteer, or take on a small task.
The three mods could connect naturally. A neighborhood notice could create an errand, and that errand could appear in the reminder list. I still need to decide how much they should share and how to keep each one feeling like its own mod. They are definitely not the next releases, but I have started on them and want to go back to them sometime.
Bug Reports
Please send me any bug reports you have for the mods.
Patrons, I have been receiving your messages here on Patreon and reading your threads on Discord.
If you are not a Patron, please use the bug-report form on Discord.
I do read them!
Patrons looking for mod support on Discord should start a thread in Patron-Mod-Support.
Instructions for creating a support thread are available inside the channel.
Thanks again for your patience, support, testing, and encouragement while I worked through all of this.
Happy Simming!
