Fixed an issue where a null reference could occur when a sim was asking for advice or an NPC telling a rumor.Introduced a better “Debug Mode” in case anyone wants to gather more info on why a module/event didn’t fire.Not 100% sure if this fixes the issue that people had before where the adoption service simply didn’t show up, but it may help! Worked some more on a check on whether the world has valid social workers and if they can come around.For me, this works, but I’m not quite sure if it does for everyone. Related to “Share Old Objects”, Worked more on trying to get certain objects to actually spawn in the sim’s Family inventory/actual inventory/ mailbox.Fixed an issue where the “share old objects” (specifically fish and seeds) had a problem with crashing the game because of an infinite loop.Meaning your sim had a 3x relationship penalty for no reason Fixed an issue where rumors had a tendency to fire 3 times at once.
Fixed an issue where friendship and enemy-related rumors (so non-work/school ones) will now show some or most of your sim’s friends/family/known sim’s reaction to the rumor (whether they disapprove/approve/neutral about it).Fixed an issue where the water leakage (where most sinks and stuff will break) now works correctly.Fixed an issue where the Power outage had a tendency of throwing errors if they didn’t have a proper “disable interaction” component.Power outage & Water outage will now work!.So make sure to hover over them! (See images)
#THE SIMS 3 CC FINDS FULL#
That’s actually just the core mechanics of it Easy peasy! (for example, say the game chooses the “Disaster” type, triggers a disaster event, and then rerolls yet again a disaster type, there’s a 30% the script will go with this, otherwise, it will quickly pick a different type.)
#THE SIMS 3 CC FINDS MOD#
The mod first checks whether the event has already been triggered previously AND there’s a 30 chance the mod accepts same-type events to happen, in cases, you only kept one module.