Thursday, November 18, 2010

BO - Food Dish Autonomy

There are multiple mods out there that allow for autonomous storing of leftovers. Three of them I know of: dizzy, AncientHighway, and MogHughson each have made their own versions. They all missed something, though...

BO - Food Dish Autonomy v1.4 is smaller than all the others, and it allows autonomous storage of leftovers, but there are some twists:

  • Sitting sims will NOT get up to autonomously store leftovers or clean up dishes. EVER!
  • On ANY lot where a Dorm Cook works (either real dorms, or fakes with Inge Jones' ijStoveNPCalwaysPatch from Simlogical, for example), sims will NEVER autonomously store leftovers.
  • On ANY lot where a Dorm Cook works (as above), dishes can ONLY be autonomously cleaned up, if they're NOT in the cafeteria.
  • On any other residential lot, sims will NEVER autonomously clean up a dish that could be stored as leftovers, UNLESS they're already collecting dishes to clean up, in which case they may also pick up leftovers.
  • When cleaning up, sims will now collect 7 dishes maximum, in stead of 5 (one serving platter plus the six food dishes it should provide by default).
  • Sloppy sims and children may autonomously lick plates clean.

There's two versions of the mod in this archive:

BO - Food Dish Autonomy.package : This is the standard version, do NOT use this if you have MogHughson's Simply Leftovers, because they will clash. This clash can not be resolved. The last mod to load will control how leftovers are handled.

BO - Food Dish Autonomy-MogH.package: This is the alternative version, designed for use WITH MogHughson's Simply Leftovers. Do NOT use this if you don't have MogHughson's mod. HCDU *will* report a conflict, but this is an intentional LOAD ORDER issue! The latest version of Mog's mod (dated september 2010) *must* be present, and it *must* load *before* mine!

(Note: in previous versions, the 'MogH' version was named differently. Be sure to remove the old version, when you start using this new one)

Of course, you use only *one* of these two package files. Loading both is nonsense, and can only result in problems!

Thursday, October 7, 2010

Sunday, October 3, 2010

More Good news!

You can now find/contact me in BoilingOil's Grease Pit - my own section on Leefish - as well.
Everything that you find here, is also available there. But there's also a section to request and discuss new mods.

And I'm not alone: Leefish, Cmo and Dal also have some wonderful goods, both for Sims 2 and Sims 3. So head on over to Leefish some time soon. ;)

Saturday, October 2, 2010

BoBo-Modding got noticed

This is cool! BoBo-Modding was mentioned at the Sims Cave, which already had an impact on the number of downloads for several of my creations!

Greetings and special thanks to Cave Scout Rosylove!

Thursday, September 30, 2010

BO - Music & Dance Fixes

BO - Music & Dance Fixes is a mod I mainly made for my own use. It's a compilation containing:

Cyjon's DanceNearStereo and NoHomeBuskers
Dizzy's Hula, Slap dance and Smustle fixes
Marhis' TipJarPickup mod
and TwoJeffs' BuskerTippingHack.

This works miracles:

1. No autonomous Hula, Slap-dance or Smustle. And if these dances are performed, it must be NEAR the stereo.
2. No autonomous performances at home lots.
3. No endless waiting for sims to pick up their tipjar...
4. Tippers move on after dropping their cash.

And if you run this in combination with Cyjon's PracticePerformanceChanges, you also get:

5. No autonomous use of the instruments in Dorms, unless a playable is already performing, in which case dormies will JOIN.
6. All other goodness that comes from PracticePerformChanges (of course).

Credits: this mod wouldn't exist, if it weren't for the work that Cyjon, Dizzy, Marhis and TwoJeffs have done. I just put them all in one package, and maybe solved some minor conflicts which probably could have been settled with load order. I deserve no credit for this.

Monday, September 27, 2010

Update: Bo - Reward Catalog

Updated BO - Reward Catalog to v1.31.

v1.3 contained an error which allowed Asp points of non-family members to be collected.

Wednesday, September 22, 2010

BO - Alien Experiments

Alien Pregnancy

This mod was initially created in response to a request by ZephyrZodiac.
Here's the latest: BO - Alien Experiments v1.5!!

When your sim (non-pregnant adults ONLY) is abducted by Aliens, (s)he can now suffer any ONE of the following effects:
  • Become pregnant
  • Become a Witch/Warlock (all alignments separately configurable) or be cured of Witchery
  • Become a Plantsim or be cured of Plantsimism
  • Become a Werewolf or be cured of Lycanthropy
  • Become a Vampire or be cured of Vampirism
  • Become a Zombie or be cured of Zombiism (Servo's are excluded since they're not supposed to die)
  • Have their gender preference reversed
  • Have their personality reversed (as with an imperfect resurrection, includes substantial skill loss)
  • Have their personality scrambled (somewhat random), with substantial skill loss
  • Suffer Amnesia as if an Evil Witch cast the "Tabula Rasa" spell on them (No AL required for this one!)
  • Have Comfort - and possibly one other Motive - drained.
  • Have nothing happen at all
You have full control over the probability for each effect to happen to your sim. Chances can be entered in the 'Experiment Probability' BCON, and can be different for males and females. Just set the probability for a certain effect to 0 (zero) and it will never occur.

For anything to happen at all, your sim MUST be an Adult, and if human they may NOT be pregnant. All other age groups (including YAs) and Bigfeet are NOT experimented upon. Servo's *will* be messed with, but they would never become pregnant, nor would they become zombies, since they're not supposed to die.
Also, although this mod should work with ALL game configurations, 'supernaturals' for which the required EP isn't installed, will obviously be treated as 'no change'. So, regardless of your settings in the config file, without Nightlife no Vampires, without Pets no Werewolves, etc.

Unlike with Treeag's Sim Transformer, the 'Supernaturals' will be exactly like Maxis intended them. So a Zombie will have the actual Zombie personality and have lost most of its skills. Curing a Zombie involves restoring their GENETIC personality, but it won't restore lost skills.

NOTE: The 'Supernatural' effects are actually toggles: if the Aliens decide to experiment with Zombiism, and your sim is *already* a Zombie, the sim will be cured in stead! Likewise for the others. Abducted Witches will NEVER change alignment, but simply be cured in stead.

Whether the game allows it or not, personally I believe that the Plantsim-Vampire combination should kill sims. Since the Aliens on my 'Anal Probe Ship' agree with me, and are not in the habit of killing sims, they refuse to bestow Vampirism upon a Plantism or vice versa!

xBO - Alien-Experiments-config.package : this config file currently contains exactly the same settings as the main file. If you want to use different settings without messing up the main file, you can edit this file in stead. As long as this file loads AFTER the main package, your own settings will override the defaults.
Needless to say, I hope, that all probabilities for either gender may not total more than 100.