This page is used as the developer's platform for addressing the user-base when the internal working of his mind or real-life may be relevant.

Mod updates can be followed over here : Update History


Sorry folks, I am to be the bearer of bad tidings this day.

As most of you have noticed, the amount of time I have been able to allot to my work on the Sims has been steadily decreasing over the past few months. There are numerous reasons for this : Ranging from changes in my real-life work, increasing disinterest in Sims, and various personal concerns that have been building up over the past couple of years.

I had hoped that my interest would once again be piqued over the holidays, however unfortunately that was not the case.

So rather than continue leading you all on as to when/if I will ever complete any further projects, I have decided to end this grand thought experiment as of now.

With that, I would like to thank you all for making my time in the Sims 3 world a satisfying experience. Shout outs to SimAd, Trif, TheISZ, and all the various contributors who have made this project entertaining.

As a parting gift for any interested modders, here is the full source for all my mods :

Feel free to pick them apart as you see fit, or release them yourselves with any modifications you wish (though you may want to change the names to avoid any confusion).

Thank you, and may the odds be ever in your favor. :)


Woke up today, and noticed that I had fallen off the grid a while back, whoops.

One of my clients decided to start complaining about an application not working, just before I was set to go on holidays, so that mania consumed a couple of days of my life.

And now I'm on vacation, so have been destressing since then.

With that, as many of the elder users will know, I'll be incognito until the new year.

So everyone have a happy holiday season, and read you all in the new year.

Ho ho ho. :)


Just touching base.

I was absent for the last couple of days due to real-life work. The crunch is on for "pre-holiday" deadline, and I like to ensure all my work is done by the start of December.

Sims related, I am back on the performance testing. This time focusing strictly on how StoryProgression behaves on the simulator.
  • I tried letting it play nice with the other simulation objects a while back (years now I guess, sheesh, been doing this a long time now), but went overboard and ended up with the mod not being able to do its work in the time allotted.
  • I am going to try and strike a balance this time around, hopefully make the mod play nice with others.

As for the near future:

Holiday season is almost upon us once again.
  • Those who have been around a while are already aware that I take a couple weeks off over the Christmas break.
  • So once the 14th rolls around I will be incognito until the new year.

That is all. :)


So, as you can tell I'm making my way through most of the issues that cropped up while I was off on my performance tangent earlier.

The most obvious absentee to this is of course Woohooer.
  • I am trying to track down some issues reported for the mod, one of which regarding the "Ask about Sign" interaction is being a nuisance.
  • Once I have that one wrangled, I'll probably move the mod out of testing and back in with the rest.

I'm little occupied with other things at the moment though, so it may be a couple days.

Just keeping you all informed.

Cheers. :)


Some of you may remember IndieStone being the precursor mod for StoryProgression.
  • My mod still contains a couple of the stories originally written by those guys.

Was reviewing the news on Steam today, and came across this :

Project Zomboid is the game Lemmy and Binky have been working on since they moved on from modding all those years ago.

Since I was playing "State of Decay" over the weekend, the game's concept piqued my interest.

Hopefully they will make loads of cash from their endeavour. :)


Alright, enough messing around with the simulator.
  • I have a new tool to prod the game with, but it will take a while to gather anything really usable from it.

So, back to updating mods again.

Cheers. :)


Yes, I am aware there are a couple of outstanding issues with the mods that need to be corrected.
  • One with Register not liking tourists; another regarding Traveler creating doppelganger Time Travelers; That sort of thing.

However the recent fix for those self-replicating alarms has piqued my interest regarding general lag again.

I poked around with statistical analysis regarding simulator performance several years ago, but ran into a brick-wall regarding how EA Standard handles multi-tasking in the scripting.
  • The only way around it is to create a massive Core-mod, which replaces all the Core files, which I was not interested in doing at the time.

Now though, since I believe EA Standard is essentially done patching, I intend to spend some time doing that to see what can be gleamed from the results.
  • This sort of mod will not be made publicly available, so don't expect it to be made so.

Once I get bored of that, probably in a week or so, I'll get back to regular modding.

Cheers. :)


Sorry folks, got a bit busy in real-life work again.

I will see about catching up tomorrow.

Cheers. :)


And Woohooer is now up over at Update History Testing.
  • The translation pages have also been updated, to include the four new woohoo locations.

I'll leave that one in testing to settle over as well.

That wraps up the last of the patch updates. Now back to the regularly scheduled modding.

Cheers. :)


Okay, StoryProgression is up over in Update History Testing.
  • Note I updated two of the personality packages to include several of the traits added in the most recent expansions. The others were untouched and are still compatible.

While I let that one ferment for a bit, I will proceed with the update to Woohooer.

Happy Simming. :)


Pretty sure I have Traveler sorted now.

Onto StoryProgression.

Cheers. :)


Ya ya, I'm a little tardy getting back to updating the remaining mods. Ask the other users to stop finding errors and I'll have more time to work.

I'm working on Tempest right now.

Cheers. :)


So, moving right along.

The schedule for updates is as follows:
  1. Hybrid UPDATED
  2. Tempest UPDATED
  3. StoryProgression UPDATED
  4. Woohooer UPDATED

Yes, Woohooer is last, because it requires brand new coding, meaning I actually have to think about it.
  • The others simply need to be tested, which entails a lot of waiting for the game to start over and over again, but not much thinking (I watch a lot of DVDs during this time).

However, as you may recall I'll be attending a wedding this weekend, so I won't be around for the next three days.

I'll see how far I can make it tonight, but after that everything else waits until next week.

Cheers. :)


So the fix for Overwatch ate into my time last night, so testing for Traveler will resume again tonight.
  • As one might expect, testing transition over and over again is not exactly the fastest thing in the world.
  • I almost have it working, just a couple of niggly issues with the Save prompt misbehaving.
  • As a number of users have noted, there are a couple of glaring holes in EA's version of the Future Descendant genetic system. I should have a "less pudding" solution in place in the next release.

After that, I will see about getting ErrorTrap released.

Cheers. :)


So, the new Expansion is available: Yeah! It looks pretty sweet actually.

I was hard at work getting Traveler operational last night. It should be ready tonight sometime.

Note: There is a problem with MasterController loading the wrong CAS when you run it on Robot sims.
  • You should avoid "Stylist" and "Edit in CAS" for those type of sims, as the results may be undefined.

There have been reports of performance issues since the Patch, of which I have seen first-hand.
  • There have also been reports that the performance issue vanishes once Into The Future is installed, so it could be a transient issue.

As well, I have noticed that the game appears to be a lot less crash prone than the prior Island Paradise patch.
  • Could just be "rose-colored glasses" effect, but I have not actually crashed-to-desktop once since updating last week.
  • I'm hoping this is a permanent effect, since it would be nice to have the game end on a high note, than be totally unplayable with no possibility of a fix.

Cheers. :)


So schedule for today :

I'm back at real-life work for most of the day, but should have some time to continue updating tonight.

Just a reminder: The only mods still totally verboten are the following:
  1. Woohooer

The others have either received updates, or were already compatible with the Patch (they may not be compatible with the Expansion, but that is an issue that needs to wait until Tuesday).

Later. :)


To make things clear:

All mods not mentioned in the list noted on Oct 16 are compatible with Patch 1.63 .
  • I have now updated the various Patch numbers to represent such.

The ones noted in the list are being looked at now.

Cheers. :)


Alright, continuing my review of the new Core changes tonight.
  • If any further mods require updates, I'll add them to the list in the previous day's entry.

After that, I will start fixing up the ones that are outright broken.


Well, that appears to be all of them. Quite a variety of changes added in this expansion, I'm fairly impressed.
  • And yes, EA did alter the travel transition coding a *bit*, as they noted in their release notes.
  • Though it was not particularly substantial, and since I've never received a script error from the coding they changed, I'm not really sure what they are up to.
    • Most likely changes required for transitioning to the future is my guess. We'll see what nuttiness crops up once the expansion is available.

Now, there are a number of sections that cannot be properly tested until the Expansion unlocks the new functionality.

So, expect the following mods to receive updates immediately after the patch:
  • MasterController : CAB (CAS for robots). Lots of changes there obviously, and I have no idea how they should be handled by the mod at the moment.
  • Register : There is a new service household for servo robots, auto-spawned by the role system. That may require some tweaking.
  • StoryProgression : Again with the robots. I'm not certain how they should fit into progression,
  • Traveler : Obviously with EA using the transition system once again as the basis of an Expansion, this mod may require some adjustment.
  • Woohooer : It will need updating for the new woohoo locations, as always.

Hopefully I'll have time to review them all before I head out-of-town on the weekend after the release.
  • I have my brother's wedding to attend, so scheduling will be a bit tight.
  • If not, expect them the week after.

Cheers. :)


Looks like EA is gearing up for a new patch.
  • The release notes appeared on the Official newswire today.
  • Not sure if it is available on the Launcher yet, since I'm at work, but I presume it will be by the time I make it home tonight.

As always, if you do install remember to remove all your mods: tuning, scripting, and core.
  • Feel free to not play-test my mods under the latest patch.

Though if you decide to them anyways, please don't report whether mods work or not. There is no real way for end-users to verify whether my style mods are compatible or not, so don't suggest otherwise.

And a polite reminder : "Is it done yet?" threads are frowned upon.

You have all been warned. :)


Time to get this "party" started... Woot woot.

  1. Downloading and installing Patch
  2. Decompiling Core files
  3. First stage compatibility results
    • The following mods are known to mislink to the new Core files, and will crash your game at some point (maybe not on startup, but when the game reaches the bad code)
    1. Animator UPDATED
    2. Careers UPDATED
    3. MasterController UPDATED
    4. Porter UPDATED
    5. Register UPDATED
    6. RelationshipPanel UPDATED
    7. Traveler UPDATED
    8. Woohooer UPDATED
    • This is not necessarily a full list of incompatible mods. A more detailed check will follow tonight.
    • Obviously, ErrorTrap UPDATED and UntranslatedKey being Core-mods are inherently incompatible.
  4. Starting file-level comparison
    • Mods that will require updates to include new EA coding (you can still use these, they just won't work entirely correctly with the new Expansion)
    1. Dreamer UPDATED
    2. GoHere UPDATED
    3. Hybrid UPDATED
    4. Mover UPDATED
    5. PortraitPanel UPDATED
    6. Selector UPDATED
    7. Shooless UPDATED
    8. StoryProgression UPDATED
    9. Tempest UPDATED
    10. Traffic UPDATED

Interesting little tidbit :
  • EA Standard may have unintentionally corrected a conflict when mixing occults with specialized motives, such as vampires and plant sims.
    • I say unintentional because EA Standard does not allow for hybrids to begin with. They changed the coding for better handling of plumb-bots.


Whoops, got a little bogged down after getting back from Thanksgiving weekend.
  • Will see about getting caught back up now.

Interesting that the patch has yet to arrive.
  • I wonder if EA has decided to go nostalgic and provide the patch on the North American release day, as they did in best-forgotten past.
  • We shall see.

Cheers. :)


So, my partner asked me the other day : "Why was my game so laggy when I use the mouse to move the window ?"

And being the dutiful husband, I immediately jumped up and said : "I'll look at it right after I finish watching this show dear."

Seriously though :
  • I did some poking around and found that there are three interactions on the Terrain object (the ground) which perform a routing check in their "Test" interactions.
  • This is not so bad, provided the routing system is behaving. However, as one might expect from EA Standard, this was not the case.

GoHere now contains a fix for the following issue:
  • If the routing sim has no preferred vehicle, and a large number of objects in its inventory, the game will no longer lag (as badly) while performing a routing action.

In the process, I found that the EA Inventory search system uses is hideously unoptimized.
  • I have written a new method for use by my mods, which will go into operation in their next respective releases.
  • This should aid in a bit of the lag induced by StoryProgression.

I also believe I finally understand what produces the infamous "CarLimo" error.
  • Unfortunately, I cannot correct all the occurrences using my style of mods. I can however plug one leaky vehicle creator called by the routing system.

Selector also received an update tonight for completely unrelated reasons.
  • Those of you who do not use your middle mouse button to rotate will find the mod now handles the Ctrl-Right Click properly.

Cheers. :)


As you may have noticed, mod development is currently in a bit of a holding pattern.
  • I'm still busy at real-life work, but have been managing my free-time a little better.
  • However at the moment, with the last Expansion almost upon us, I'm just waiting until EA's final patch before continuing on anything extensive.

An update for Traveler, mostly due to "Midnight Hollow" being released.

And an update for Woohooer to fix some issues.
  • Note that all the modules have been updated, so ensure that you update any you have installed, or bad things will happen.

Later. :)


A note on the Decensor update:
  • The previous phase of Decensor was marked as compatible with Patch 1.50 .
  • However since I cannot guarantee that the latest update is equally compatible, I have created a new Phase for it.

Just be aware of this is you are still using Patch 1.50 . The mod may still be backwards compatible, I am simply unable to verify that officially.

Cheers. :)


I am finally back in sync, though I still only have time during the day to answer posts during my lunch hour. Should be able to keep up though.

Two fixes:
  1. A fix for the slowdown due to the MasterController and DebugEnabler lot menus.
  2. A fix for Register not handling Resort workers properly

I'll keep plugging along through my back-log of issues, and see about getting back on track with my next update of Register.

Cheers. :)


Thanks to Crinrict and SimAd for bringing the Patch to my attention, since I have obviously been out of the loop for the last little while.

I'll have a look at it tonight, see what it may have affected.


All the current mod versions are compatible, excepting the Core-Mods, ErrorTrap and UntranslatedKey.

I'll need to update Overwatch to remove the Resort Check-In workaround now that EA has corrected the issue themselves, but the mod should work either way.

I will do a little work regarding ErrorTrap tonight, and see about releasing a compatible version soon.


New version of ErrorTrap is now available.

I'm still working through old posts (mostly on my lunch hour, so the going is slow).
  • Since I'm still two weeks behind, it may be awhile before I sync up with regular flow.
  • I am getting there though. Eventually.

Cheers. :)


And yes... And no... Then yes... And no again.

Enough with trying to gauge when I'll be able to dig myself out of this hole and get back the time I need to work on these mods.

I'll be back and when I'm back.

Later. :)


Hey hey! My project is complete, and off to user testing. That should definitely help correct my recent absenteeism.

Let's see how far I can make it through the back-log today.

Cheers. :)



So, that was pretty much an epic fail to get caught up. Work project is *still* not finished either, so that's a nuisance.

I have a couple of hours at the moment, so I'll run through at least some of the earlier posts.



Yes, still around. Was busy over the long weekend doing real-life work and other various things.

I'll see about getting caught up over the next couple of days.

Cheers. :)


Quick little update of StoryProgression to fix a link issue with Woohooer regarding active sims and the attraction score.
  • If you happen to have disabled the "Link to Story Progression" to work around this issue, you should be able to enable it now, if you so choose.

I'll start puttering around in Register, when time allows. Don't expect anything soon though.

Later. :)


I'm going to call MasterController for the moment.

Obviously I simply don't have enough free-time available at the moment to pursue any further enhancements, so I'll end the update now and release the translations.

I have a couple more Island Paradise corrections to look into tonight, after which I will release the mod itself.

Cheers. :)


Sorry folks, still getting buried by real-life work.

I'll try to get back up and running next week.

Thanks. :)


Apologies for the vanishing act over the last couple of days.

That project at work finally got itself unstuck, which ate into my time.

And then the latest expansion for Civilization V caught my eye.
  • "Just one more turn, hun, I'll go to bed soon. What, you're getting up to go to work? What time is it?!?!"

I'll try to catch up on posts today, but I don't plan on getting back into modding for another couple of days at least.

Cheers. :)


So, what's on my schedule now ?

As you might have noticed, I had some free-time last week to implement some fixes to a number of the mods.
  • My current project at work is in a holding-pattern for various reasons, so time was available for other things.

Coming down the pipe next will be some fixes for StoryProgression, which has been impatiently waiting on the side lines while I dealt with more serious issues.

After that, I will get back into working on MasterController, and the various niggly bits in it that many of you have been reporting.

Cheers. :)


I'm sure EA means well when they make some of these design decisions, but frankly many of them just get in the way of my play-style.

EA's latest "feature" follows the new "Move To New Town" functionality, where-in after you move to a new town, the next save you make removes the old town-file from your save-game.
  • Unfortunately the flag that dictates the different save approach is called from too many different locations to replace it using a standard scripting mod approach.

Therefore, I have short-circuited the functionality via ErrorTrap, which being a Core-Mod can simply replace the operation directly.
  • Version 88 of the mod now does such.

I have tested the save a number of times, and it appears to be back to Pre-Patch 1.55 standards now.



There, a fix for the "Self-Employed Check-In" issue has been added to Overwatch.

Enjoy. :)


A number of reports regarding ErrorTrap crashing to desktop floating around since Version 85 was released.

Not sure what going on, so we'll try fixing one known issue regarding careers, and see if the other less obvious issue ceases as well.
  • If not, we'll try something else.

There is now a Version 86 available.

Cheers. :)


I'd answer over in the official forums, but the website has it in for me today, and I can't post.

OMG! I'm not omniscient ?

Why didn't someone tell me!



Okay, updated Traveler with coding that should allow for retention of long-term relationships when using EA's "Move To New Town" functionality.
  • Sort of a mish-mash of the coding used for traditional vacation transitions and the new streamlined process.
  • Hopefully I have not fudged up the transition process too badly, though I'm pretty confident it works as advertised.

Cheers. :)


Just a reminder that this is not the webpage to follow for mod updates.

What you want to follow is over here : Update History (and Update History Testing for the couple of mods currently in an active update cycle)
  • Updates for mods are provided quite rapidly as issues are reported and fixes enacted. So you should try to keep up-to-date to save yourself some grief.

If you want to wait for a stable version, the rule of thumb is thus:
  • "If the mod has not been updated in a week, it is considered stable".

Happy Simming. :)


Back to business as usual around here, so updates will slow down.

Updates in the pipe :
  • Woohooer
    • Some reported issues regarding the new functionality I will be looking into correcting. Otherwise it is roadworthy.
    • I will move it back out of testing in the next version.
  • Traveler
    • I haven't decided what to do with the "Move To Other Town" functionality. It has several disadvantages over the "Change Hometown" approach, though I believe they can be rectified. Simply require some pondering on how to handle it.
  • MasterController
    • This one will remain under testing for a while longer, so I can continue the update I started earlier.
    • It is perfectly safe to use the mod, but you should be aware that some of the new functionality may not work as intended.

Later. :)


Office is still shuttered, so I guess you all get my undivided attention this fine release day.

I will start working on the issues already reported, and see about releasing some new updates soon.

Cheers. :)


So, no water damage to my house. However the power for the community is still out, so we probably won't be allowed back until Wednesday.

If anything breaks on release day, just remove the mod, and play on without it for the interim.

Thanks everyone. :)

(edit: Oh, for a grammar checker)


I am aware of the bust in Mover regarding importing sims from the library.
  • I cannot fix it until I get home though, so just remove the mod and use EA Standard if you encounter the problem.
  • There is probably a similar issue in Porter as well, so be aware of it.

I am aware of the bust in the Enrolment window regarding custom academic degrees and sims with partial credit.
  • Provided your sim does not have credit from a scholarship or what-not, the window will work fine.
  • This issue affects Traveler, MasterController, and Careers. It will require an update to fix.

Cheers. :)


Hey hey, powers back up, and I'm back home. Thank you Enmax, I forgive you for all the overbilling.

Little frazzled though, so I'm going to leave any updates until tomorrow night.



For those of you interested.

Due to the proximity of my house to our local river, the city imposed a mandatory evacuation last night due to flooding concerns.

Since the internet is a little sketchy where I am now, my online presence will be limited. Namely, this announcement will be it until I get to return home.

Hopefully the water level will return to safe levels in the next couple of days. Until then, I'm going back to reading my book.

Later. :)


Just to clear up any confusion :

All mods have versions deemed compatible with Patch 1.55

Register hides newly added EA coding, but since that only impacts Resort workers, it is fine to use until the Expansion itself is released.

I will need to return to a slower schedule for the next couple of days to catch up on real-life work, however I will start updating again once the Pack unlocks any additional functionality.

Cheers. :)


Interesting little tidbit about the new "Move To New Town" functionality :
  • You can use Traveler to travel back to the original town once you have moved, because the process does not delete the old town-file out of your save-game.
  • Essentially the process works the same way as the "Change Hometown" functionality, except it is integrated into the game.
  • I'm calling that addition pretty nifty. Much better than I expected.

The following mods will be delayed until tomorrow :

The changes to CAS require some recoding to MasterController.
  • I believe it will be minor though, so I expect it to be available tomorrow night.

StoryProgression's changes were minor, it simply requires that I run it for a bit to verify.
  • However I expect it to go bonkers once the Pack unlocks all the actual expansion functionality.

Woohooer is actually compatible this time around, which I thought was kind of bizarre, but whatever.
  • It will still require an update to include new occult/death styles/woohoo locations

Register is going to be a bit of pickle. I have it partly torn apart at the moment, so am not in a position to release it.
  • However since the coding changes only apply to Island Paradise Reset roles, you can use the existing version with no problem.
  • I will see about getting it back in working order by Release day.

The other mods are either compatible, or will be receiving a new Phase shortly.


Out. :)


Dun dun.... Dun dun... Dun dun dun dun dun dun... DUN DUN!

"This patch, swallow you whole."


  1. Patch downloaded and installed
  2. Decompiling
  3. And the losers of first stage testing are :
  4. Note that the above are merely the mods that will crash your game on loadup.
    • Note that Core-Mods such as ErrorTrap UPDATED and UntranslatedKey UPDATED are by default considered incompatible due to their nature.
  5. Beginning detailed code-level comparison
  6. About half-way through the code comparison (just to keep you all in the loop)
    • Interesting little bit : EA added some "Stuck Check" coding of their own, which runs nightly. Should be interesting to see whether it improves matters for the non-modded users.
  7. Review complete.
    • The mods mentioned above appear to be only ones affected by this update. The remainder are safe to use.
  8. Proceeding to update mods.

And updated edition of the Retuner tuning list is now available for Patch 1.55, for those of you who like to poke around :


So... What are the going odds in the betting pool regarding whether the Patch will rear its ugly Kraken maw tomorrow ?

Myself, I would have gone with a 99.999999% certainty on it dropping last week, but now it is all up in the air.

Will EA drop the Patch early ? Or return to their annoying habit of providing it on release day ?

We shall see.

*Insert Jaws music here*


Boo... Dude, where's my patch ? Appears there has been official word that the patch is not dropping this week.

Ah well, next week then. :)

(edit: must remember to be awake while typing :P )


Cleaning up the older posts today, I noticed that a large number of them went unanswered at the time (the ones I found were a month and half old now).

Just a reminder that bumping of unanswered threads is allowed on this forum.
  • It can be difficult to see every new thread that is created due to the format of this website.
  • So if you feel that I may have missed your thread, feel free to bump it again after a day of inactivity.

My apologies for those of you whose inquiries fell on deaf ears. I will try to be more vigilant in the future.

Hope everyone is ready for Tuesday. Sounds like it could be a fun one.

Cheers. :)


I have re-uploaded two of the name-list tuning packages hosted over here : StoryProgression NameList Phase Twelve
  • One was improperly formatted (by EA Standards) and the other was simply a XML text file, and not an actual package

I would like to advise future uploaders to please ensure their files actually work in-game before providing them to the public. Makes my life a little easier.

As a ramp-up to the next Patch release, and the expectation that a couple of the mods will need an update, I am running through my rather large email list of issues.
  • Seeing as Woohooer always gets an update whenever a new woohoo location is added, it is receiving a little pre-release action this time around, to add some sorely needed functionality.
  • This is a quick update of the mod, since it is not currently in my development schedule, so it is mostly fixes to existing code.
  • It will of course be updated again once the new Patch drops, however a little peak at the new coding won't hurt (especially for those of you who have been waiting a while for some of the new features).
  • Translations withheld until after the Patch

Look for it in the Update History Testing. :)


Well, it is nearing that time again, where men are men, and sheep are scared.

Provided EA maintains their past schedule, the Island Paradise Patch should arrive next week.

As always, if you do intend to update, please do so with the understanding that you should only run any mods deemed compatible by their creator.
  • I know about half of you will run broken tuning mods regardless of what I say, but I might as well try anyways.

I will be available and releasing any necessary suite updates during that time.

Until then : Relax, and Peace out.


(edit: resized image)


As alluded to earlier, a new version of MasterController is now available.

I will tracking it using the Update History Testing page, until the Island Paradise Patch forces its release.

Translations are withheld until a later date.

Cheers. :)


Tick tock, tick tock.

Yes, time is slowly running out for a version of MasterController before the next Patch is released.

With real-life work not slowing down any, I will most likely consider releasing what changes I have available in the near future, and look into continuing the update after Island Paradise is released.

For the moment though, the wife is encountering the "Build And Save Crash" issue, so I'm going to side-track for a bit and have a look into that one.
  • It is definitely a Seasons related error. Disabling that expansion pack eliminates the crash-to-desktop during save.
  • So I am going to see whether I can temporarily disable Seasons in some manner during the save process, and determine whether that can clear up the issue.

That is all. :)


So... Worst kept secret ? OMG, Sims 4. Really, you all knew it was coming, admit it.

For those of you who don't know, I decided a while ago not to publicly mod beyond Sims 3.
  • Frankly the idea of starting this whole spiel over again is simply unappetizing to me.
  • That, and the amount of free-time this whole phenomena eats up is atrocious.

I do intend to continue modding Sims 3 though, at least until the game can no longer be played on my operating system (knowing Microsoft that will probably happen with Windows 9 :P )
  • I have put a lot of work into this suite, and have no intention to simply drop it for the next best thing.
  • Hopefully EA does not thrash the game-engine too badly with the final patches, having to work around crash-to-desktop issues would put a damper on things.

As for Sims 4 :
  • If it is indeed moddable, I'm sure there will be plenty of modders interested in jumping into that limelight.
  • I wish them the best of luck with that.

Cheers. :)


Well, a new month. Feels like time for a progress update.

I am working on MasterController, though progress is excruciatingly slow.
  • Not going to bother with any sort of E.T.A. though, since it is unlikely I would be able to provide one I can satisfy either way.

Should have plenty of time to get the mod out before the June rush though, so I'm not overly concerned.

Out. :)


Just a reminder to those relying on older posts for information:

This site is not managed like a discussion forum. This is a wiki, where permanent information is stored on FAQ wiki-pages, not in the forum system.
  • As such, older threads are delete periodically to ensure the search engine is not bogged down with junk.

The "Devourer of Threads" is a little tardy at the moment, due to being pretty busy over the past couple of months, however it is munching along.

Don't post piles of relevant/useful information in your posts and expect it to last all eternity.
  • I do occasionally stop and transfer information I find interesting to FAQ page prior to deletion.
  • However more often than not it is simply consigned to oblivion.

Save yourself the effort, and move the information to FAQ page yourself, or host the information on your own site and link to it in your post.

That is all.


Okay, further updates to correct some additional EA flubs.
  • Sounds like the lot deactivation issue at 3am issue may have finally be resolved with the latest version of Overwatch. Fingers crossed on that one.

Hopefully I will have some time to continue my work on MasterController, however with real-life work being fairly busy at the moment, that is pretty slow going.

Cheers. :)


Version 94 of Overwatch now contains corrections for sims that erroneously get attached to seasonal lot markers around town.

The effect of this issue would be the sims vanishing or reseting when the lots are updated to a new season, which happens to occur at around 3am.

I am curious to see whether this issue resolves any of the lot deactivation issues that have been attributed to StoryProgression or Overwatch itself.

We shall see. :)


Was a productive Saturday this weekend, added and tested all the new functionality I intend for the next edition of Traveler.

I will be doing a second pass through the issues page before I release it though, to see whether I can correct any additional faults (mine and EA).

I expect to have it available Monday or Tuesday.


The servers were down at work, so I had extra time to work on Traveler today. And with that, I located what I believe to be the duplicate relationship issue regarding University Graduations, which was my final task for this update.

The update for Traveler is now available, as is it's new translation.

Cheers. :)


Sorry folks, my schedule has been thrown a bit by the need to devote some additional energies to real-life work.
  • So, it will take a while longer than I anticipated to start updating the mods mentioned earlier.

I have some of the work done for Traveler though, so I'll see about having that one available in a week or so.

Happy Simming. :)


So... While I am biding my time waiting for any straggler requests to come in regarding the three mods mentioned earlier, I have been looking into homeworld university.

Good news : I have it working rather well, and I will have a new version of Careers with the ability available soonish (possibly tonight if I don't hit any big snags).

Bad news : EA in their infinite wisdom added a cleanup routine for Academic Careers while playing the homeworld, which unfortunately they placed in a rather obnoxious location.

To add protections around that code, without the use of a Core-Mod, requires some updates to the suite, along the same lines as how Dream Catching works:

What this means is that if you want to play using a homeworld university, you will need to install a couple mods from the suite to ensure the academic career is not stripped off your sims.
  • This issue may also explain the disappearance of the career in normal gameplay as well, a side-effect of accidentally switching household, or being reset, while Traveler is installed.
  • That problem should also be resolved once the appropriate mods have been updated.

You can play without the additional mods, as long as you don't allow an active sim to age-up, switch households, or have a catastrophic hard-reset (yes, this one may be tough to intentionally avoid).

As noted, I'll have Careers available for public testing soonish. Just keep the above caveats in mind while playing with the functionality.


Version 77 of Careers is now available.

Couple of additional oddities to be aware of :
  1. Final Exams are always on Friday, regardless of the day you enroll, so probably a good idea to enroll on the weekend to give yourself the a full week before they occur.
  2. Final Exams do not mark the end of the term. You have a full seven days per term, so if you start on Thursday, you have until the next Thursday to college it up.
  3. Teens are unlocked for this version of University. If you find an interaction they cannot perform, inform me so I can look into unlocking it.
    • Teens will be unlocked for travel University once I update Traveler.
  4. You need all the rabbitholes applicable to your degree available in your town, or you will not be able to attend your courses.
    • There are rabbithole rug objects over at ModTheSims (actually categorized as a Rug, which threw me for a loop originally, but whatever, they work)
  5. Graduations : The "Invite Sims" button does not work while in the homeworld. Feel free to press it as often as you want, it will do nothing.
    • I will be looking into replacing it, however EA buried it deep into the rabbithole code, so I have to ponder the best way to dig it out.

Cheers. :)


Sorry folks, non-Sims weekend this time around,.

Got myself an iPod Touch to replace my long ailing Palm T|X.
  • And no, I don't believe in that whole smartphone fad, it'll blow over one of these days, and we ardent PDA users will be left to rule the world.
  • Getting to know the system took most of Saturday. Who knew "Angry Birds" was so addictive ? They should make more of those. :P

For the rest of the time I broke out the freebie game I received from EA for the SimCity debacle.
  • Though I thoroughly enjoyed myself in SimCity, and feel I have received my money's worth from the game, if EA wants to give me free stuff I'm fine with that.
  • That being said, now that the initial pass is finished, if EA does not fix the overly simplistic game-play, I probably won't be playing it again.

So, I played "Dead Space 3" on Saturday night, and all Sunday.
  • No, I did not play the original two games, but could still follow the plot pretty well.
  • I do have to wonder though, whether the other two had similarly bizarre end-game boss battles.
  • Entertaining action romp, done now.

I'll see about getting back on the Sims track tomorrow, once my "too much excitement over weekend" headache subsides.

Cheers. :)


Okay folks, now that StoryProgression is drawing down (gawd that was like three months work there, ugh), it is time once again to line up a new cycle of mod updates:

And drawing some names out of my hat, in no particular order :

So, if you have any requests for these mods, which are not already listed on their respective todo lists, make them known now, or wait until the next cycle.

Cheerio. :)


The "Meet and Greet" error : Entirely my bad.
  • ErrorTrap was failing to handle hidden objects, in the same manner it had issues regarding Festival Lots when Seasons was released
  • The mod has now been updated to handle them correctly.

If your Student Union lot is already mangled, my apologies regarding that, however you will need to replace it with a new copy.


And a new version of StoryProgression.
  • This one should be slightly smarter than a bags of hammers when running on a University world.
  • The version contains a number of obvious shut-offs, and a couple that have been alluded to in various threads.
  • Since most users have simply been turning the system off, I suspect further revisions will be required in the future as new problems arise.

My apologies if I was short with anyone today, I have been feeling a little "between a rock and hard place" regarding my current time limitations (work, life, sims), and was slightly stressed out by it all.

Cheers. :)


Okay, the Skill Gain issue added with University. Follow me on a little journey into adventure, shall we ?

  • EA adds the Protest system, where performing protests influences certain aspects of the game
  • One of these protests applies an "Increased Understanding" moodlet to sims in town, increasing their skill gain as long as the moodlet is in place
  • However to ensure this skill gain persisted when you saved and reloaded, one of the developers needed to change a field in the Skill Manager system
  • In doing so, they made a little error : They actually needed to change two fields, not just one.
  • The field they changed involved increased skill gain when your sim has a high mood. So now the game saves that skill gain to the save file as well.
  • The problem is that every time you save and reload while your sim is in a good mood, it will compound the "high mood" skill gain value.

As one might expect, this issue has a rather obvious effect if you happen to save and reload a lot.

Using the "Advanced \ Reset Sim" in the latest version of MasterController now corrects the issue.
  • Use the option from City Hall or the Computer menu to reset all the sims in town.
  • Note this approach is only temporary, as the skill gain will start compounding again once you save and reload the game.

I will be adding an automated fix for the problem into the next version of Overwatch.
  • However, I want to see whether I can locate the "Turning of TVs deselects the active household" error that has been reported beforehand.
  • UPDATE: Unfortunately I was unable to reproduce this issue in my testing. However a new version now exists to fix teh skill gain issue
    • (Added to avoid further confusion)

Cheers. :)


Righto, fixes for ErrorTrap and Traveler are now available.
  • Full responsibility for the Travelererror falls on me.
    • Slight boo-boo in the skill correction system I use to remove broken skills.
    • The sequencing is a little different during transition then when Overwatch runs the process, and I did not account for it.
  • I still think EA's approach regarding the "Academic Performance" system is a little bogus, but whatever, their call.
    • ErrorTrap now handles the system properly, and should retain progress during the reset.

I'll see about updating the other mods that utilize hard-resets sometime tomorrow night.



Back now.

As one may expect from my extended absence, I find SimCity to be thoroughly entertaining, irregardless of its launch issues.
  • However I have reached my fill for the moment, and intend to give EA some time to work out some of the myriad of bugs that have been reported.
  • Hopefully their much loathed server component will live up to its name, and actually serve rather than being a hinderance.

I will begin reviewing the forums over the next couple of days and collect any issues for review. I have real-life work to also catch up on, so expect a delay.


Okay, I am up to the end of March 8th in my reading, and my brain is essentially mush.
  • Going to leave it at that until after dinner, and will see whether it recovers sufficiently to continue reading.
  • If not, I'll start fresh tomorrow.

End-of-Line. :)


No, I have not read the forum, so I am not up-to-date on the latest mayhem.

However, my wife informed me that Traveler was kaput : So while the SimCity servers are off-line, I put together a fix for the issue.

See you all on the flip-side. :)


(Yes, this entry is from the future. New blog entries will be added below until we reach this point.)

The following mods will need testing once University is released to ensure they do not interfere with the workings of the university world:
  1. Register
    • Since University world is simply a vacation world from the mod's perspective, it may run into difficulties regarding Explorers popping up.
  2. StoryProgression
    • It is probably advisable to simply set "Enable Progression" to off while playing university worlds, since EA Story Progression handles assigning academic careers to inactives, something this mod does not handle.
  3. Traveler
    • The mod has coding to transfer certain types of careers from the homeworld (such as the Writing career). This may interfere with the assignment of the academic career upon arrival
  4. Woohooer
    • Since the mod unlocks pregnancy, it may not handle University world properly.
    • Note that if your sim does get pregnant, the pregnancy will not progress until you return to the homeworld.


Gaming machine is back up and running. I will see about releasing the remainder of the mods after work tonight.

  • Two mods remain in my pre-University update schedule : Hybrid and GoHere
  • I want to look into some issues regarding GoHere, and add some missing interactions to Hybrid
  • Will see about releasing them tomorrow night

Cheers. :)


So... Here was my day :
  1. Waited all morning for the fire-alarm testers to reach my suite. Took them two minutes.
    • This was fine though, gave me time to do some sims work.
  2. EA hosted yet another stress test for SimCity this evening, this time with a four hour time frame, so I got ready for that.
  3. My gaming machine promptly had a hard-drive failure, while installing a Windows Patch, which left the operating system completely unusable.
  4. Switched over to my coding machine, installed Origin, because I was not going to miss this demo (they had all the functionality unlocked this time around).
  5. Downloaded demo, and had the game's graphics conk out on me. The ground essentially appeared black, all you could see were the borders for the towns
    • I blame myself for screwing around with the graphics. My coding machine does not have the best of graphics cards.
  6. Rebooted my machine, to see whether that would fix the issue, which knocked out my internet connection for 20 minutes.
  7. Rebooting did nothing, so I uninstalled the game, and redownloaded it again (yet another 30 minutes wasted)
  8. A miracle happened, and the game worked.
  9. Ended up being an absolutely glorious evening, until the demo ended and they kicked us all off.

The chief bit for you all is my gaming machine is kaput for the interim.
  • I will be off to the store on the weekend to pick up the parts I need.
  • Until then I am limited to translation releases only.

Not too concerned though, I should be back up and running for next week's release.

Over and out. :)


In a truly ironic fashion, I removed the EA "Can Be Romantic" check from every interaction except my own.
  • Version 103 of Woohooer should properly remove EA interference in your sim's love life

Cheers. :)


Woohooer has now been updated, which means the last of the really broken mods has been updated.

PortraitPanel was spitting out an error regarding the new Patch as well, so it also received an update today.

I will see about updating the minor ones over the next week or so.
  • Since you can use them as-is, at least until University itself is released, I don't feel a big rush is required.

Have Fun. :)


Busy day, as expected.

The list below is considered to be complete.
  • You can use the ones noted as having Code Compatibility problems with the latest Patch. They won't crash your game.
  • They are simply hiding coding required for University itself, but will work fine for non-University users (namely, all of us at the moment).

Updates for the really broken ones will commence tomorrow.
  • Since a number of those mods also require some fixes, I will be attending to that while I'm updating, so this process will be a bit longer than in the past.
  • My apologies for the delay

For those of you interested in how the University system works :
  • University Courses are handled as a Career.
  • Namely, while on "vacation" your sim's occupation is an experience based career called "AcademicCareer", based on the Ambitions career coding
  • This means, that while it should be possible to use this career to unlock University for homeworlds, your sim will be unable to work a normal job while they are attending courses
    • It is better than I expected though. I was concerned EA would attach the university system directly to the travel system. They did not, so its all good.
  • No guarantee yet on whether it can be done, but I will certainly be looking into unlocking the functionality.


Yes, the order is a little peculiar.
  • Since StoryProgression was the most recently worked on mod, it had the fewest non-Patch related problems to attend to.
  • The further back we go in the update cycle, the longer it takes to bring the mod back up to release level.

Okay, that only leaves Woohooer of the major breaks to update. Always the tardy one, since testing it is such a pain.
  • I will see to it tomorrow.

Cheers. :)


Commence Fun Now!

  1. Downloading and installing patch. Check.
  2. Decompiling Core files. Check
  3. The following mods fail Link Compatibility and should be removed immediately:
  4. Initiating the more thorough Code Compatibility testing phase now. Check.
    • Note this list will be updated as mods are found to be incompatible
    • Needs an update, but so far only relates to unreleased University..changes
      1. DebugEnabler - Requires update to include new console commands
      2. Dreamer - Requires update to handle new "Happily Ever After" moodlet
      3. Hybrid - Requires update to handle plant sims.
      4. PortraitPanel - Requires update to handle new University-style celebrity tooltips.
      5. All dream catcher mods will need to be updated to properly handle room mates (Selector being the only one not already listed I believe)
      6. All mods containing sim recovery mechanisms will need to be updated to properly handle room mates (though I'm pretty sure all of those are already listed)
      7. GoHere - Requires update for changes to the "Visit Community Lot" interaction
      8. Shooless - Requires update for plant sims
  5. Updating of broken mods will begin tomorrow night.

Some non-University related changes that do not appear to be listed in EA's patch notes:
  • Sims carrying children will no longer choose bicycles to use during routing
  • Fixed a problem where sims who gained a sufficiently large amount of celebrity in one hit could exceed Level 5
  • The Photobooth will no longer partner up sims when used
  • Harvesting an ingredient without Supernatural installed will no longer bounce the sim (the "CollectedFromHarvest" error)
  • The Mushroom and Harvest data for Collecting skill is now exported andimported when a sim travels or is saved to the library. Shocker!
    • The importing of Rock data for Collecting skill has also been fixed. Pretty sure this one has been broken since Collecting skill was added to the game, so very impressive.

And some half-ass news:
  • The Roommate system EA implemented is uninspired, and will not extend beyond its intended use during university travel
    • The system creates random sims, and then unceremoniously dumps them to the homeless bin once it is done with them.
    • The system is not specific to household, meaning if you switch households all roommates are lost (so don't do that)
    • Sad, but I'm calling that one a wash modding-wise, at least for the foreseeable future
  • EA fixed the Attraction gift issue, yea! But did not fix the Love Letter issue, boo!
    • I shall replace my gift workaround in Overwatch with a proper fix for the love letters and be done with that.
  • With all the fixes regarding the import and export of Collecting skill, the Glowbug Data is still not fixed. Maybe EA is holding off to fill up the next patch notes? :P

As always, remove all Core-Mods you have installed (mine being ErrorTrap and UntranslatedKey) as they will always be improper with this type of Patch.

*La la la* I can't hear you.


Some of you noticed my absence over the weekend.
  • Normally I only bother reading the forum while at the office, or when I'm updating something.
  • Since I'm not updating anything until after I see whether EA drops the bomb on Tuesday, that was out.
  • And since it is a long-weekend for me, I wasn't in the office.

In case you were wondering : I played in the second "beta" (aka EA publicity stunt) of SimCity on Saturday, and that got me nostalgic about the previous editions, so was playing those on Sunday.

So, back to Sims business :
  • What are the odds in the betting pool as to whether EA patches tomorrow ?
  • If they do, please remember : You can update if you want, but don't try "testing" my mods and then complain about them not working.
  • If EA has done their job, I fully expect a number of my mods will be hosed, and only nut-jobs should consider using them.

No odds on Traveler being bust though.
  • I mean, come on, a mod that replaces the transition system with a custom copy NOT being broken by a Patch that adds a new world to visit ?
  • If it is not bust, I'm eating my hat (and then heading to the Emergency room for a stomach pump). :P

Out. :)


A note to all StoryProgression translators :
  • While I tried to ensure the untranslated bits ended up at the bottom of the files, when I split up the modules, the translated and untranslated portions may have been mixed in together.
  • When checking the pages, please ensure that you verify that all text is actually in your language.

I will updating the pages alphabetically. The following have been updated:

I will update the remainder tomorrow tonight.


The remainder of the translations have been posted.

Note that StoryProgression Lovers Localization and StoryProgression Meanies Localization received no updates this Phase.

Thanks. :)


It occurred to me tonight, that if I release StoryProgression without the consignment system corrections it contains someone is bound to notice.

So Consigner is now available, since it is taking over that duty in my suite.
  • It is not advised to use this version of the mod with Phase Fourteen of StoryProgression.
  • It probably won't cause too many issues, but having two consignment systems running simultaneously may produce undefined results.

Please remember to remove Expanded StoryProgression when updating to Phase Fifteen of StoryProgression.
  • The module is now obsolete, and no longer works with the latest phase.

Also it is advised that you remove MasterController Progression.
  • I don't know whether it is compatible with the latest Phase, so I would suggest simply removing it until MasterController is updated with the next Patch.

Cheers. :)


Step one to releasing StoryProgression : Write the mod. Check

Step two : Update Documentation. Check ((StoryProgression Interactions was updated last night)

Step three : Release translations. I did final run through of the translations last night, they will be heading out the door in the next couple of days.

Since Phase Fifteen has been getting some coverage on the Official Forums, due to its apparent performance improvements, I will be moving updates of the mod back to the Update History page.

I'd like to take this time to thank all the testers who suffered through the initial test versions, and those who added their comments about the new caste options and how to improve upon it.
  • As always, further comments and bug reports are appreciated. However all requests for new functionality will be held-over to a future update Phase.

Another update will be forthcoming tonight.

Later. :)


This time for real! (yeah right, why do I even bother :P )

Another full set of test StoryProgression packages.
  • While cleaning out the remains of my email issues list, I found the request to rename all the sim options so they sort better, hence the full update.

I'm going to see about writing up the final stories for my Werewolves and Fairies personality package, and that will be it for this phase.

I will also start writing up a replacement for the Interactions page, which should be gloriously fun, considering the number of changes this time around. :P

Cheers. :)


So, provided EA keeps to the anticipated release schedule, there is now two weeks (less a day) before the Patch arrives.

That SimCity thread got me on a nostalgia kick over the weekend. That coupled with a bad headache due to weather changes over the past couple days, I did not do any Sims work.
  • Played "Martian Dreams" instead. Fun story, but man, how did I ever survive using that interface back in the day ?
  • Pretty sure I've got that out of my system though, so back to Sims this week.

There will be one final large update of StoryProgression to clean up the issues reported over the last week.
  • I intend to keep new changes to a minimum to avoid adding any new bugs in the final hours.

If I have some time I'll do a quick cycle through the other mods and see about fixing any glaring errors, just in case they need to be released for compatibility reasons.

Cheers. :)


Issue with the "Romance" interactions missing was on StoryProgression's end of the hook, not Woohooer.
  • So, if you are running the test version, update to Version 243, they should all be back now.
  • Of course, I was doing other stuff last night, so a couple of the modules also require updating (not all of this time though).

Out. :)


Note on Version 242 :
  • Ensure to enable the "Allow Move: Solo" on for all age castes you want to be able to move out on their own.
  • By the default the option is disabled, and existing caste sets will not be automatically updated.

Regarding Woohooer
  • There was a nasty bust regarding father genetics in the mod, which necessitated an immediate correction.
  • Please ensure you update all the modules as well

Later. :)


Another full set of downloads for the StoryProgression test, again my apologies to your downloading click fingers.
  • I have been simplifying the way affairs work in the mod, to sift out any bugs I believe were roosting in that system, and to do so I changed the personality tuning again.

Have at it, I'll get back to work on new additions to the mod now.

Cheers. :)


Where is the mod you ask ? Well, some darn fool gave me their SimCity Beta key on the weekend, so ate into my schedule a bit.
  • Be glad that EA wisely decided to limit the duration of the key, or things would be a lot worse.

I actually already had SimCity pre-ordered prior to this, however, now that I have seen it in action, there may be more scheduling issues in the future.
  • I'll ensure that University gets the higher priority (since EA is releasing them both at the same time, blast them)
  • But expect my response time to be reduced for a while after the release of the game in March.

Cheerio. :)


Posting rules updated to include a note about not asking questions about my schedule : home
  • If I am interested in sharing I will do so, otherwise sit back and enjoy the ride.

My time is my own, and I will do as I please with it.

Thanks. :)


So the whole "Pregnancy" issue felt like something I should fix now.
  • Unfortunately to do so now, I needed to release every module of StoryProgression (to prevent another mislink issue, and update the personality tuning)

Sorry about that, and have fun downloading.

For your viewing pleasure, there is a new elder-game Personality in the "Others" modules called The Baron.
  • I say elder-game, because without a lot of free money built up, the personality probably won't do very much.

Yes, I am working through some new supernatural personalities, and the existing personalities will be receiving updates to compensate.



In case you are all wondering about the Patch, I'm currently in a holding pattern regarding it.
  • The incremental patch appears to have failed on my setup (unless EA made absolutely no changes to the game, which would be odd considering SimAd mentioned changes earlier)

So I'm waiting on the cumulative patch to download, which is unfortunately excruciatingly slow for whatever reason.
  • I'll see about getting under way with this as soon as EA servers permit.

Tally ho.


Okay, after updating my setup using the cumulative patch, I can honestly say : I still don't see any changes.
  • I don't even see any changes in GameplayData.package (it has not be updated since Nov. 29 on my setup)

EA did not even bother changing the Build Version on the Core files, so for all intents and purposes the current release of ErrorTrap is also compatible.
  • The changes must have been solely game-engine related. Doesn't appear to impact scripting what-so-ever.

Everything is fine from my end by the looks of it. I'll update the version numbers to Patch 1.48 when I'm feeling sufficiently bored.

Go forth and sim.


Going to start slowing down the pace of updates for StoryProgression now, since the current pace is a little maddening.
  • I'll fix up some reported issues tonight, and then take a little break to recuperate.

Cheers. :)


It Lives!

There is a new page available for tracking updates for StoryProgression here : Update History Testing.



Testing for the framework that holds StoryProgression together is coming along smoother than I had anticipated.
  • So, since there is no way I could test all the various options myself, my intention is to release a test version of the mod to get more hands on deck.
  • And then continue right on adding more functionality during this phase of testing.

DO NOT PARTICIPATE in this phase of testing if you are of weak-heart or fear the dreaded "Script Error"

Ensure that you back up any saves you intend to play using this version of the mod.
  • If anything does go wrong, I don't want anyone left without the ability to return to the earlier phase.
  • My testing so far has been on new towns only, so testing regarding existing saves would be appreciated.

"Several" (aka a crap-load) of the existing options in the mod have been replaced with Caste functionality.
  • This means if you had changed them off the default values, those changes will be lost.
  • A list of such options will be provided in the revision notes.

Expanded StoryProgression has been discontinued.
  • The functionality in that mod has been split into several modules to allow for greater flexibility.
  • If you have this module installed, please remember to remove it since it will no longer link properly with the base-mod.

Extra StoryProgression is now the repository of any scenarios that did not fit the scope of the new modules.
  • It still contains the Map Tag system for instance, but many of the scenarios that previously existed in this module have been migrated to new modules.

Expect the downloads to appear some time tonight.
  • Translations will be withheld until functionality stabilizes sometime after University.
  • Documentation will be updated at a similar time in the future.

Cheers. :)


Okay, Tempest is now officially released. So the next in line is StoryProgression.

As noted in an earlier post, delving into Castes took longer than expected over the holidays, so I did not get as much done as I had intended.
  • Throw in the fact that EA has decided to release a new Expansion in a couple of months, and things get hairy.

What this means is the schedule for that mod is now rather vague, so let's clear it up right now.

The previous two Patches have been released two weeks in advance of the Pack release, so following that logic, we should expect the next Patch to arrive February 19th.
  • There is no guarantee on that, but it is a contingency that must be considered.

What does this mean for development purposes ?
  • It means that there is give-or-take five weeks of time to ensure that StoryProgressionis stable enough for everyone to use with the next Patch.
    • During testing, those who don't want to participate can use the older version. Once the Patch is released, that will no longer be possible.
  • We have tried active development of the mod over a Patch before, and I have no intention of incurring that debacle again
    • ie: "Is the error from the Patch? Or is it from the new Phase of the mod?" The end result was chaos from my perspective.

So, what I intend to do is the following:
  1. I will work to add as much functionality as I can into the next two weeks, while working out the major bugs making it stable enough for general consumption.
  2. The mod will be released for public testing after that period.
  3. Testing will proceed up until the University Patch.
  4. After which the mod will be updated to the latest Patch, and testing will continue in order to knock out any bugs concerning the Patch.
    • During this time updates to the other mods will most likely eat into my time, so getting the majority of the mod bugs out of the way early would be a benefit.
  5. That will continue until University itself is unlocked, and the bugs worked out of that product.
  6. Finally, I will take StoryProgression down again to add any remaining functionality for this cycle of development.

So there is the time-line for the next couple of months.
  • My apologies if your issues regarding any of the other mods are side-lined during this time, however StoryProgression requires some badly needed love.
  • Perhaps the mod you are interested in will be broken by the University Patch and require an update at that point. Here's hoping. :)



So, moving right along : The first version of Tempest is now available.
  • The mod is almost fully implemented. The options that are available should work, however the tuning files are missing (namely because I haven't written the importer yet).

Once I have the tuning code in place, I will officially release the mod to the public. For the moment though, you blog readers can have a play with it.
  • The translation for the mod is also available.

Have Fun. :)


With the release of an update for ErrorTrap, all mods in the suite are deemed compatible.
  • The only new coding hidden is the "OnMarried" correction hidden by Mover.
    • However since Mover contains its own correction to the issue already, I consider an update to be low priority.
  • The other changes to telescopes and rock gathering are not overridden by any of my mods, Overwatch's corrections to those errors does not conflict, though it is no longer necessary (I'll remove it in the next update).

Cheers. :)


All non-Core mods in the suite are deemed link-compatible with Patch 1.47 . They won't crash your game when installed.

As for new EA scripting changes, I'll be looking into those in more detail soonish to see whether any of the mods need to be updated to handle them.

Bottom line: You can use the existing non-Core mods with the new Patch.

Cheers. :)

  • The obvious changes to the Core were exactly as the release notes specified : Fixes specifically related to issues regarding the Alien Abduction Helper which bounced the Marriage, Telescope, and Rock gathering interactions
  • All the other changes appear to be related to SP8 (three new music favorites, a change regarding interconnected seating, and new base classes for the new objects in the stuff pack)


Phase Two of Retuner is now available.
  • Translations for the mod have been updated with new text.

I have a pile of translations for the other mods to update, so I'm holding off updating the Update History page until I have them all ready.

Have at it. :)


Hope everyone had a merry holiday.

I'm working my way through real-life work stuff for the next couple of days, so for all intents and purposes, I'm not yet back to pre-holiday output regarding the website.

Hopefully everything will be back to normal next week.

Happy New Year. :)


The schedule for the near future:
  1. Retuner
    • This is the simpler of the three mods I have been working on, so will be the first out of the block.
    • Expect it some time next week once I have run through the new changes
  2. Tempest
    • This one will require a lot more testing (as noted earlier), since it is an unknown quantity.
    • Expect it near the end of January if all goes well
  3. StoryProgression
    • I bit off way more than I could chew when I decided to implement Caste features over the holidays
    • Though the new functionality makes for some very exciting flexibility (and eliminated a pile of older options), it took me longer to implement it than I had intended
    • What this means is I have virtually none of that mod actually rebuilt at the moment. It starts in the game, but spits out thousands of errors in the process (not exactly release worthy obviously).
    • Once the other two mods are out the door, this one will be my primary focus for the next couple of months.

Hopefully EA's next Stuff Pack Patch will not seriously impact StoryProgression.
  • If it does, we are in a wee bit of trouble.




Happy End-of-the-World to you all! Or Unhappy tidings, depending on which side you were betting on. ;)

The central coding for Tempest has now been completed, and awaits testing in-game once the holidays are complete.

Found some potential performance gains to be made in the scoring system that most notably StoryProgression relies on, so hopefully those changes will result in some improvements in-game once testing begins.

I have also decided to implement the Caste system which has been sitting on the wish list for a while now.
  • We'll see how well that works out. I'm hoping that the changes I have made will mitigate any performance loss due to the new level of options being added.

Now back to the regularly scheduled slothing.



Greetings from the dark side of the moon folks.
  • Just dropped in to review the past week's posts. Looks like everything is well in-hand, which I'm glad to see.
  • I have answered the threads I intend to answer this time around. If you did not receive an answer, I apologize for the inconvenience.

I have completed all the changes for the next phase of Retuner.
  • Though it will be a week after I get back into town before release, since it probably needs to be be tested in-game (go figure).

Still mulling over what to do regarding StoryProgression.
  • I have made a couple of changes to alleviate several lag bottlenecks, by allowing the rest of the game to progress while the mod is processing. This change does not make the mod faster, it simply spreads the work over a longer period in the background.
  • Will continue plugging away and see whether I can actually find any legitimate performance improvements I can make.

Cheers. :)


Since I am apparently incapable of remembering my wife's schedule, we will be leaving tomorrow.

So, I'll take this time to wish you all a happy holiday season.

See you all in the new year. :)


I'll be heading off to the mountains for the company Christmas Party in a little bit, so I'll be absent for the rest of the weekend.

A followup to the Christmas holiday plans:
  • It really hasn't died down around here as much as I would have hoped, and add to that my extended furlough this year, I will probably pop in over the holidays to keep on top of things (rather than let three weeks of posts pile up on me)
  • However I will only be posting in a limited fashion, since the satellite connection I'll be using is pretty slow.

Keep it real y'all.


In the spirit of the season, a new mod for you all.

Retuner has actually been part of MasterController for a number of Phases now, and has been the means by which I tune my own game.
  • However without a proper in-game interface it would have been difficult for an end-user to use the functionality.

This ends the releases for this year.
  • I will keep Retuner available for update in case a serious issue is located.
  • All other mods are now in lockdown until the new year, so I can rip them apart, update, and transfer functionality to more appropriate locations.

Happy Holidays.


Fix for the endlessly doubling interactions in Woohooer.
  • I'm not certain what effect it would have on autonomy, so I decided to fix it now rather than leave it until the new year.

Later. :)


One week left before I close down the factory floor for the year.

After the fail regarding MasterController a couple of days ago, I am a little leery about releasing any new versions so close to the cut-off.
  • So unless something massively bad is located, the current versions are probably the final ones until 2013.

Holiday season starts early this year, and ends later, to better fit into my driver's schedule.
  • I will beginning holiday status on or around December 12th, and returning to reality on or around January 3rd.
  • During this time, I will be online checking my lists (obviously twice, gonna find out what's naughty and nice)
  • I probably will not be participating in any discussions though.
    • As always SimAd has carte blanche to lay the beat-down on anyone who gets out-of-line, so behave.

If you have not made your StoryProgression requests clear by the 12th, they will be relegated to a later Phase.


  • Couple of fixes for GoHere, adding some new EA coding that was missed during the Patch Update. Should resolve some issues regarding that mod.

Cheerio. :)


Note to self : Must avoid making extensive changes to core mod suite systems during busy release time.

Sorry about that folks, MasterController's interactions should be up and running again.

I'll be holding off on further changes of that nature until after the December cutoff.

Cheers. :)


I would like to take this moment, and reiterate : Please use care when applying multiple costume makeup, or you could scare people to death.

(On a more serious note, please don't apply too many layers, or you may crash CAS)


That is all.


So... Some serious craziness when the release of Seasons unlocked all that new coding.
  • Appears to have settled for the moment, so I've been taking a moment to play my Founder's save. May even send them home to update my town with the new goodies from the past couple of Expansions.

As I noted a month ago, you have until December to find and report any serious issues with my mods or the game in general, before I call a moratorium on releases in anticipation of the Christmas holidays.

Good stuff. :)



France sure is pretty in the fall, though it would be nicer if it did not rain so much.
  • Oh wait, I can turn that off, even better.

Traveler has been updated.
  • Kudos to EA for making enabling seasons in vacation worlds so simple, not sure why they did not do it themselves.


Update your ErrorTrap if you have festival lots in your town, as the previous version was merciless against the invisible seasonal objects on those lots.
  • If you have already saved and reloaded a game containing a festival lot, it has most likely been irreversibly corrupted
    • I would suggest manually replacing the lot with a new copy.
  • If you have been playing without reloading all day (like my wife has), you should be fine (it is during the reload when the mod kicks in and does its business).

Okay, I will be strictly enforcing the "No Post, No Reply" portion of the Upload policy for the next little while.
  • It's a tad busy, and I don't have time to create new threads for everyone.
  • Remember to create a new thread when you upload a file, thanks.

Cheers. :)


From the reports so far Relativity appears to be as stable as a mod can be under Patch 1.42 .
  • No reports of any unintended "Boom!" effects.
  • Most of the recent updates have been new functionality being added, or new translations.

I'll be running through the other Patch 1.42 reports, and seeing whether I can reproduce any of the crash issues.
  • Unfortunately, after correcting the notice crash with StoryProgression and Relativity my setup has been surprisingly stable.
  • This means that unless a miracle occurs, it is unlikely I will be able to correct any further crash issues incurred by the latest patch.

Here's hoping for a miracle and my game starts crashing again. (Wait, that's not right).



First run at Relativity is up.
  • It should not break your game, but there are some new components that require some stress testing by the community, so be aware.
  • I'll post the translations later tonight, and update the documentation when time permits.



So, Relativity's overhaul is currently well under way, with the mod receiving its enhancements in a mostly accepting manner.
  • One poster already tried requesting something I dropped into the mod just last night.
  • If you have something you want added, now is the time, since I don't tend to update this mod very often.

I started testing it last night, namely the new functionality.
  • Will run through the Issues page later and check whether I can reproduce any of those problems.
  • Should be available at least by Seasons release (or earlier if the planets align... Right, that's gonna happen).

That is all. :)


Can't really go any further with Vector until Seasons unlocks the "Germy" moodlet that controls EA's health system.
  • Looks like it will provide "Sick Day" functionality, so that is looking hopeful.
  • The rest of the system appears to be essentially a single disease, a transmittable flu variation with vaccination capability via the Hospital and such.
    • Essentially it is a extremely "Lite" version of Vector itself, unfortunately without any moddable capability.
    • It looks like I'll need to replace the entire system to implement the mod properly, which is what I have done.
    • However those who want a very simple contagious disease now have it available via EA Standard.
  • Vector is now available. It should work as it did previously, since Seasons has not yet unlocked any of the new functionality.

Onwards to Relativity. :)


Fixed the "Reset Everything" operation in MasterController so it no longer deletes the Ocean object.
  • That should resolve the issue of why the ocean was disappearing in the first place.
  • However, as to fixing existing corrupt saves : I'll have a look tomorrow, but so far it's not looking very likely, sorry about that.

  • I'm putting the forum side of the wiki into lockdown for the night.
  • One of the newbies has been posting incessantly, and flooding the recent changes page with pointless posts.
  • I'll consider unlocking it tomorrow.

My apologies for the inconvenience.

  • Yes, I released a number of Woohooer versions one after the other. A couple of user posts prompted a more immediate release than usual.
  • I'm done for the night though, I'm sure you are all tired of the email notifications.
  • Back to reading up on the Health system for Vector.

  • Okay, I spoke too soon. Found an massive error in StoryProgression. A new version is available.
  • NOW back to reading.

Later. :)


As some of you have already noticed, Woohooer is back up.

Now then, Patch 1.42 appears to have broken the options window for a number of users.

  • Decision made regarding Hybrid. Simply too much going on regarding this Patch, and real-life to have two mods under construction.
    • I have reverted out any translation-required changes, and have made the remainder available.
  • The translations for Woohooer and KamaSimtra have been updated with Seasons changes.

Cheers. :)


Okay, so I have tracked down the StoryProgression crash to a problem with the notification system (yes, can anyone else say karmic?)
  • It is possible the same issue is incurring problems with other mods that produce notices on load up.
  • So I'm investigating further to see whether I can isolate the actual problem (currently I just turned off the notices for the mod to make it stop crashing)

That is where we are at.

  • "Who knows what evil lurks in the hearts of men?"
  • Weird weird workings this game-engine.
    • I don't know why, but simply storing notification for later use is now a no-no.
    • Fixed it by simply making my own storage system.
  • Appears the crash issue with Relativity was actually the same issue, so that one is back up and running on my setup.
  • Oh yeah, by the way, StoryProgression is available again.

I will roll out some of the other mods that may be encountering similar issues, and see whether that can make any dent in the "It Crashed!" reports.



The suite has been torn asunder, as some of you may have noticed from the fail last day.

I tracked down my travel crash issues to a problem with PortraitPanel, Relativity, and StoryProgression.

I have uploaded Overwatch again, this time with delayed interaction injection.
  • The delay means you will notice a slight freeze after loadup as the interactions are applied for the mod (in past versions this was performed during the loading window)
  • This appears to stabilize the mod a bit while traveling, so it may help with issues during the regular loadup.

During the testing process, I was forced to update all my mods, so I don't really know which of the existing ones work or not.
  • This means all the mods in the suite will be receiving an update this Patch (exception being NoCD which still works, regardless of popular opinion to the contrary).

We'll try rebooting the rest of the suite tomorrow night.

  • New version Overwatch..with "Stuck Check" completely removed.
    • A crash in the routing system would definitely explain the sheer randomness of the issue everyone has been experiencing.
    • I'll see about adding the code back in once I have some time to track down the reason for the crash
  • And again. :P
    • At least one positive review for the latest version, so I'm satisfied at the moment.
    • "Stuck Check" was re-added to the mod, it was the "Clean up Vehicles" giving everyone a bad name
  • I am now rolling out the suite alphabetically.
  • Now for a quick break from releasing to run through the outstanding dereferencing prior to releasing ErrorTrap
  • On to testing CAS changes in MasterController
  • Okay, that leaves what left ?
    1. StoryProgressionis out of whack at the moment, due to a crash issue noted earlier.
      • It is first on the list, however there is no timeline on release.
    2. The situation with Woohooer and Vector are noted below.
    3. Relativity. Not really sure what's going on with it.
      • The mod was incurring a nasty crash prior to me simply removing it so I could test the other mods.
      • Hopefully it can be recovered.
    4. currently in pieces, because I was updating it when this Patch arrived.
      • Haven't decided whether to revert the changes out or continue ahead. Depends on how much time I have after looking at the other mods

Cheers. :)


The list below is now complete. All other mods not listed are deemed compatible with this Patch.
  • I'll start plugging through the updates after work tonight.

So what's the plan ?
  1. going into a full update.
    • EA forced my hand by requiring it be updated, so I might as well add some new features since the mod has not been updated in a while.
  2. going into hiatus for the moment.
    • The new attraction system EA added requires some pondering, and I need to do some digging to find out where the Haystack Woohoo interaction wandered off to.
  3. Vector..will be held over as well.
    • EA added a health manager system, some new moodlets, and a new LTR. I have to test them out and see how they can best be integrated into the mod.
  4. The remainder will be updated tonight.

Overwatch has been updated and released. It contains a fix for the issue with the Telescope when you do not have Seasons installed.

  • While testing Traveler I have encountered "random" crashes during the loadup process for my other mods.
  • This process may take longer than expected.

  • I'm pulling all the releases for this Patch until I can track down this crash issue.
  • Remove all copies of the mods you have downloaded and chuck them in the trash bin

Cheers. :)


Oh... My... Gawd. Let the insanity begin early I guess.

I'll have a look at the Patch tonight.

Until then, please keep all Patch related comments confined to a single thread :

If EA could have chosen a busier time in my real-life to release a Patch, they could not have chosen better than now.

Oy. :P

  1. Downloading Patch
  2. Decompiling Core
  3. Link Testing
  4. Reviewing Core changes
  5. Slumber
  6. Code Changes

The following mods no longer link properly to the Core and will crash your game if used:

Core-Mods that must always be updated:

Note that further mods may be added to the list once I have fully reviewed EA's changes.

It is an encouraging sight to see so many of my mods blown out of the water. It means EA actually made some substantial changes to the Core, rather than just phoning it in.
  • EA has optimized some of their classes to reduce their memory usage, and unfortunately moved several fields a lot of my mods were using

Have Fun. :)


Uh oh. I just read a review for the latest X-COM game.

Excuse my absence, while I vanish into another genre for a little while.

See you on the flip side. :)


Woot! Finally got my head wrapped around that Imaginary Friend trait issue that has been plaguing StoryProgression for so long now.

I was actually correct the first time, when I believed it to be an EA error regarding that trait being randomly selectable on age-up, however the corrections I put in place were bogus.
  • There is a now proper fix available in Overwatch to correctly set that trait as NOT randomly selectable.

Generations the Expansion Pack that just keeps on giving (sorry, is my bile for the coding in that pack seeping through ?). :P

I'm done releases for the moment. Back to hybrid.

Later. :)


Was finally able to have a fairly productive day on Wednesday working on MasterController and StoryProgression.
  • To that end, I have released new versions of all the scripting packages for both mods

Please ensure that you update all of the modules that you have installed for either mod, and save the management some headache.

Note that the rule-set regarding occult offspring in StoryProgression has been changed dramatically with this version.

The release is a little earlier than I originally intended, however I have grown weary of bug fixes for the moment, and want to work on some feature content.
  • So, I'll be taking the next couple weeks prior to the release of Seasons to work on Hybrid changes.
  • Thank you all for the ideas regarding occult. I will be sifting through the suggestions and implementing the ones I can.

Note that you have until Seasons to wade through my latest changes to both mods, and report any necessary fixes.
  • After that, it will most likely be two weeks of fixes for Seasons.
  • And after that we will be into December, and only absolutely critical fixes will be released prior to my holidays

Cheers. :)


Busy busy again. Real-life work projects are piling up rather heavily, so I won't have time to work on mods this weekend.

As well, the missus requested a new computer to replace the one she has run into the ground, so that will take up a good chunk of the evening.

I do plan on releasing MasterController and StoryProgression at least once more before Seasons arrives.
  • However, as you can read from the previous entries, schedules can change on a dime around here.

Cheers. :)


Okay bit of a bumpy start for the latest versions of Overwatch and GoHere.
  • My apologies for not giving a heads up earlier that those two mods require testing under real-world conditions.

I'll be running through the reports I receive and see whether I can cut down on the number of false-positives being reported.

Thanks. :)


Some of you may have noticed a dearth of updates recently. This was not intended.

Unfortunately real-life work has been crazy! busy over the last couple of days, and it has been eating into my free time.
  • So as it is, the work that pays for my exorbitant life-style takes precedence.

So, my coding schedule has been pushed off by a week. I'll see whether I can get back on track after the holiday.

Cheers. :)


Just a head's up that I will be incognito all next weekend : Thanksgiving with the family and all.

We now return to your regularly scheduled programming.

Out. :)


Thanks for all the excellent spell ideas, keep them coming.
  • I won't be updating Hybrid for a couple of weeks, so you have plenty of time to provide more suggestions.

Which brings me to what is up on the schedule for the next couple weeks: Bug fixes!
  • Now that most of EA's bugs have been put to rest, I'm going to go through the suite and clear out the issues list

Namely: Some recent changes made to the common code used by all of my mods means in order to release MasterController
  1. I need to release MasterController Progression
  2. Which means I need to release StoryProgression
  3. Which means I need to release all of its scripting modules as well.

So to do that, I might as well correct some of the more irritating issues that have cropped up in those mods.

After that, StoryProgression will be going into hiatus until after Seasons, and probably into the new year, so I can rip it apart and perform a complete overhaul :
  • Moving some non-progression related coding into other mods in the suite.
  • And pondering its numerous performance issues.

Cheers. :)


And let there be Routing LLAMA!
  • After a most excruciating past couple of days feeding data into the routing black-box and testing the results, Ancient Portal objects are now fully routing integrated.
  • The code is part of GoHere, and is tuned using the subway EA tuning in "SimRoutingComponent"

Those of you interested in testing it out, feel free to do so, and get back with any odd results you encounter.



Apparently there is a new Patch out ?
  • I'll have a look at it tonight, however I doubt EA made too many serious changes.

If you do decide to run my mods under the latest Patch, do not post whether they work or not.
  • There is really no way for you to know that or not, and it simply confuses the less knowledgeable users.

As always, remove ErrorTrap and UntranslatedKey. They are Core-Mods will not be compatible with the patch.

  • Well, so far I'm not impressed. The incremental failed on me (first time that has happened).
  • The Cumulative appears to have worked though, so I'm checking out what changes were made right now.
  • I'll be updating ErrorTrap with some new dereferencing once I have it back up and running, but you can expect a new version some time tonight.

  • EA's solution was as expected : The Zombie Spawn alarm is no longer persisted to save-file. Not that any of us care anyways, since Overwatch clears that alarm up already.
  • All other non-Core mods are compatible, since that was essentially EA's only change to the scripting (I cannot tell whether the game-engine was altered in any way)

Remove ErrorTrap, and have at it using the existing mods. I'll update the Patch numbers tomorrow.

Later. :)


A user requested earlier that I increase the number of spells available for witches.
  • I intend to dissect Kolipoki's old mod and extract all the spells within it, and make them available via Hybrid.
  • If you have any further suggestions, make them known now, and I'll consider them.
    • You can make them known later of course, but any that don't make the translation cut-off will be relegated to the next Phase up for the mod.

Cheers. :)


Brand new version of the mod everyone : Dresser
  • Fixed some bugs, added a bunch more functionality
  • There are no changes to the "InvalidParts" tuning, however if you are using a custom version of the options tuning package, you will need to update that.

Note that the new "Store" options use the "Special Outfit" category added with Generations to retain the outfits.
  • Genies do not like that category, so be aware that those occult will not retain outfits properly over the long-term
  • There is also an error in MasterControllerthat will erase those outfits if you change a sim's occult in CAS. I'll see about correcting that in the next release of that mod.
    • Changes to occult from other sources are unaffected (except for Genies)

The Dresser Interactions documentation for the mod has now been updated with the new interactions. Search for NEW to locate them.

Have Fun. :)


Hybrid appears to have been a success. Woot I say.
  • I set my founders up as Witch/Werewolf and Witch/Fairy hybrids, and had them playing tag around the Lucky Palms Casino last night. Good fun. :)

Now that the post-Patch fervor has reduced to a trickle (yes I am aware there are still issues, there always will be unfortunately), I will be returning to my regular update schedule.
  • Namely Dresser will be receiving a long-overdue makeover. That should take about a week give or take.
  • If you have any requests for that mod, that are not on the list already : Now is the time to make them, or risk missing out this cycle.

You like having your tummy rubbed, don't you ? Good boy! :)


What is Hybrid ?
  • I have been reading a lot of posts recently about hybrid occults being created via EA bugs (such as manually assigning the hidden traits).
  • Prior to the latest Patch, EA had no block against hybridization. You could assign a sim both the Imaginary Friend and Vampire occults if you really wanted to.
    • However there was no real enthusiasm in the user community to do so, because it was sort of silly.
  • With the release of Witches though, the interest for hybrids appears to be greatly increased.
  • So I decided to throw a couple together with the unreleased version of MasterController and see what effect it has on the game.
  • The result was the weirdest family of sims I have ever seen.
    • A Genie Imaginary Friend
    • A Fairy Witch Werewolf
    • A Mummy Simbot Vampire

The mod will be released after the next MasterController update, when I correct the hybrid functionality available in "Intermediate \ Occult".
  • That way I don't get a bunch of "How do I create a hybrid?" threads appearing in the interim.

If you already have a hybrid, through an EA glitch, feel free to post any issues you have encountered with them in-game.
  • If it is correctable via a non-Core mod, I will see about doing so.

Cheers. :)


I did say earlier I was going to take a break right ? Well, I'll get right around to that as soon as I'm finished this, that, and the other apparently.

New version of AntimagicScroll.
  • Partner noticed that the alchemy recipes needed protection, so the mod finally gets some new functionality after all this time.

New version of Vector.
  • I promised Zombie Apocalypse, and gosh darnit, you get Zombie Apocalypse!
  • Careful with the new Vector Zombie module. I tried it out on Moonlight Falls, and ended up with the entire town going zombie after only two days.

New version of SleepFreedom.
  • This one gets updated whenever EA releases new non-custom content beds, so this is not so much of a surprise.

What's next you ask ?

Well, I plan on updating DebugEnabler with some of the requests that have been made in the past.
  • But more so because there is a persistent script error in the mod that everyone keeps reporting.

After that, oh I don't know, I'll think of something.

Cheers. :)


Woohooer is complete, and ready to roll.
  • New translations are available for the mod for those of you who care to help out.

Note that none of the new Supernatural woohoo interactions have been tested yet.
  • I am actually downloading the game as I type this, so it won't be until tomorrow that I can actually test them all
  • However, they are each based on an existing interaction (Fairy House is based on Treehouse for instance), so I suspect they will work fine.


  • Time for a quick break. Been running on caffeine and junk food over the last couple days, and I feel the crash approaching.
  • I'll be plugging away with whatever issues you find, however it is time to slow the pace back down to a more sustainable level
  • And yes, I am aware that the documentation for Woohooer has not been updated. I'll look into that later in the week.

I Can Fly!


Okay, only one mod left to complete: Woohooer

I am going to take that one directly into a fully update, since I'm going to need to update the translation to add the two new woohoo locations in Supernatural, the location I missed from ShowTime, and the Premium Content Sauna location.

So, that means it will be offline for the rest of the day, and possibly tomorrow.
  • I will ensure that it is up and running for the Expansion release though.

All of the other mods in the suite should now be updated or are already compatible with Supernatural.

Cheers. :)


Congratulations to - kusurusu kusurusu for locating the first new bug of my suite.
  • As a prize, you receive a shiny new version of Overwatch.

Okay, time to start fresh and run through the remainder of the mods.
  • I have a short day today (have a bbq to hit later today, so I'll work through these as quickly as possible.

(Recap from yesterday)
The following mods require new coding, or extended testing before release, so are held-over until some-time this weekend :

All of the other mods in the suite should now be updated or are already compatible with Supernatural.

Cheers. :)


Looks like the U.S. long-weekend has prompted EA to release the Supernatural Patch earlier than usual.
  • Must say, I do appreciate the extra time to get my mods in order, even if it was perhaps coincidental.

I'll have a look at the new code tonight (since I'm still at work).
  • I will keep you apprised as to the state of the suite via this page, as usual.

Don't ask whether the mods are compatible.
  • Please direct any wary traveler to this page if they choose to ask : [[State of the Mod]] (just paste it into your forum reply)
  • Permission granted to lock any threads related to the subject of "Are they done yet?"

If you intend to run the game using the new Patch, please remove all your mods beforehand.

Update Progress
  1. Download Patch - CHECK
  2. Feed Cat so it stops bothering me - CHECK
  3. Decompile Code - CHECK
  4. First Stage Verification: Link Compatibility - CHECK
  5. Second Stage Verification: Comparison - CHECK
  6. Making Code Changes - CHECK
  7. Testing - CHECK
  8. Releasing - CHECK
  9. New Coding - IN PROGRESS

The following mods failed the first stage verification process, and will crash your game if the maligned code is accessed (which may occur at start up, or later in the play-session)

Note that though the rest of the mods will not crash your game, they may have code in them which may not be compatible with the latest Patch.
  • Such will be decided in the second stage of verification

The following additional mods hide new coding from Supernatural and will require an update :

Once more into the breach. :)


So, what's on the agenda ?

For the remainder of the time from here to the next Patch, I will be focusing on the most recent mod releases, and cleaning up the myriad of errors that have been reported for them.

Namely, expect these mods to be updated:

Firstly however, I will begin picking up the translations submitted during my hiatus and start rolling them out.

Coding updates for the other mods will be held-over until after the next Patch.

Cheers. :)


Hello all! Vacation is over, and now its back to the real world once more.

I'll be catching up on real-life work for the next little while, so don't expect any mod updates for awhile.

Will now start sifting through two weeks of posts, which may take the next couple of days.

Cheers. :)


Last day. I will heading up tomorrow to visit with the folks, a bit earlier than planned.

Since they are taking care of my cat, the missus decided it would be a good idea to schmooze them over for a day.

See you all on the flip-side. :)


Those of you who follow this blog may recall I am heading to Ireland in August, here are the details:

  • I will be gone from August 3rd to August 14th.
  • Most likely I will be off-line on August 2nd and the 15th as well, since I need to drop off/pick up my cat from my parents.
  • I will not be online answering questions at any point during this period.

If something catastrophic happens, such as EA releasing a new Patch (heavens forbid), please do not use my mods and then complain about how they do not work, because no one will be listening.
  • I will have enough reading to do when I get back in country, and I don't want any more than necessary.

Cheers. :)


Still rolling on the Vector front. I have uploaded the final module I intend to make at this time.

I plan on working on the inactive sim side of the mod for the next day, and make it so they actually try to cure themselves, rather than walking around like time-bombs just waiting to go off.

If you picked up the first go at Vector Goofy, you should download the latest version instead. It corrects a couple of things regarding Laugh Riot.


Congratulations! It's a Virus!
  • I have officially released Vector.
  • Translations for this phase are now available for those of you interested in localizing the mod.

Cheers. :)


A new version of Vector is available, now with added lethality.
  • I have a couple more diseases in mind, which I will write up on Sunday, after that I will return my focus back to the rest of the suite.

Note that previous module versions are not compatible with this new version. Ensure that you update the modules as well.

What is that burning sensation ?


For those of you paying attention, I am working on a new mod: Vector
  • The majority of the in-game functionality is complete, however I am still working on the diseases themselves.
  • I have a couple more modules to implement, and after that, the documentation on how to tune the mod yourself.

However, the mod does work as is, for those of you who love tormenting your sims.



The latest Phase for Careers is now available.

In this edition is a new Homemaker career.
  • Hopefully the career will not prove to be too difficult to play, I have been play-testing it myself the past couple of days to try to balance the positives and negatives used to grade progress.
  • Note that the larger your family, the more difficult it will be to maintain a positive grade.
  • This career is not meant to be the sole earner for your family, it is written to provide supplemental income for a multiple parent household.

Since this is a phase-up, there are new translations available for those interested in translating to your language.

Have Fun. :)


The latest version of MasterController finally includes all the functionality originally intended for this phase of the mod.
  • Namely the "Multiple Makeup Per Location" is now implemented.
  • A true miracle considering that change has been languishing in limbo for so many months now.

Note that additional obscure changes have been made to the CAS system, they are outlined here : MasterController FAQ CAS
  • Namely the ability to create and select outfits beyond the third index.

Now back to Careers.

Cheers. :)


Regarding Patch 1.36 : I will be looking into mod compatibility tonight, as per normal operation.

There are also a number of mod updates that have been cooking, waiting for after this patch, so be on the lookout for those tonight.
  • Depending on EA's changes, these new versions may still be compatible with older Patches

I doubt that many of the mods will be affected though, since this is not an Expansion update, simply a bug fixing patch.
  • However, do not get complacent : Never install mods that have not been verified for your Patch Level.

  • All non-Core scripting mods are deemed compatible. None of EA's latest changes impact any code referenced by my mods
  • Updates for the Core-Mods will be forthcoming tonight.

  • ErrorTrap and UntranslatedKey are now available, as are a number of mods that have been waiting for release
  • I will update the Patch numbers on the other mods tomorrow.

That is all. :)


So... About that Careers update ? Gonna be a little longer than expected.

Mostly, I have not had any time to work on it lately. I played Civilization V for a week, and now the missus and I are rolling through Gotham in LEGO Batman 2.

The spare time I do have has been spent trodding through the data in my save-game looking for junk data to purge.

I'll get back to updates again soon.

NOTE In August I am off to Dublin for a ten-day holiday, and to attend a wedding.
  • It does not appear that my absence will coincide with any EA roll-outs, however if it does, you are pretty much hooped until I get back in the country.
  • More details will be provided at the start of August.

Later. :)


What's next on the schedule ?

It is time again to look into updating Careers.
  • Being as that particular mod is large, expansive, and has not been properly updated for a long time, I may be a while.

So, if updates are a little sparse for the next little while, that is why.

Cheers. :)


Before anyone asks, no, the pile of recent updates was not due to the Patch.
  • I decided a couple of weeks ago to give some love to some of the lessor mods in the suite. It just happened to coincide with an EA Patch update.

Next up is Traffic.
  • Previous Phase was very specific in focus. and I'm sure rather limited in use.
  • Phase Two expands the scope to include the infamous Ice Cream Truck, makes the Food Truck more accessible, and gives some in-game control of some EA routing tuning

The Steam version of ErrorTrap is also now available. Thanks go to choagie for the Build Version.

Have Fun. :)


Simple enough Patch this time around, no surprising changes in the Core coding.

ErrorTrap and UntranslatedKey are now available.
  • The Steam version awaits someone to the provide the necessary Build Version.

There is also a new GoHere, completely unrelated to the patch update, the result of some toil over the weekend.
  • Should correct some issues regarding that mod, and provide some new goodies to play with.

Yes, I am aware that most of the mods still say Patch 1.33 on their pages.
  • I'll go through and change them to Patch 1.34 when I have some free time tomorrow.

Cheers. :)


All non-Core Mods in the suite have been verified as Link-level Compatible with Patch 1.34 .
  • I will have a look at the Core changes this evening and verify whether any coding changes need to be made.

Updates for ErrorTrap and UntranslatedKey will be forthcoming.

Have Fun. :)


New phase of Mover is now available.
  • This update contains some error checking around the EA portion of the mod, which hopefully will weed out some of the "endless move" errors that have been reported by users.
  • The translation pages have been updated with the latest interactions.
  • There is also a new tuning file, for those that use such. Ensure that you update your custom copy.

I will be out of town this weekend, visiting the folks, so if the new version is broken, I won't be able to fix it until next week.
  • Feel free to re-install Phase One if you encounter any serious issues.

I am also eying a trip to Hell, Diablo III style, in the near future, so that will cut into my schedule for the next little while.
  • Just waiting to see whether Blizzard can clean up their server woes before I bother diving into the game.

Cheers. :)


Apologies for the absence. I was deep into think over the weekend, playing with Traveler.
  • The recent findings regarding how EA Standard handles sims attached to multiple households led me to a means of vacationing with sims from multiple households

Note that this coding is new, and should be taken with a heaping serving of backup.
  • The sims will mostly likely always transition to vacation properly
  • It is returning home, and then putting them back into their proper households that may need a bit of testing
  • So, make sure you don't overwrite your old homeworld saves while testing this functionality

Have Fun. :)


So, things have been rather slow around here, as you may have noticed.

To add to the real work noted in my previous entry, I fell into reading "Under The Dome" by Stephen King earlier this week (while I was waiting for my partner's hair appointment to complete).
  • That took a couple of days to work through. Great book, just really long.

And to add to all that, my cat has not been feeling well.
  • We have known that she was having kidney problems for quite a while now.
  • Been back and forth from the vet the last couple of days getting her back up to fighting strength.
  • Hasn't really put me in the mood to work on the Sims though, my apologies for that.

Ta. :)


New version of StoryProgression is now available. Should resolve some of the incompatibilities with simport and such.

I have been busy with real-life work over the past couple weeks, so have not had nearly as much free-time to work on updates.
  • Because of this, the released version only contains fixes for a small number of reported bugs
  • The bigger issues, that take longer to set up and reproduce, are still on the books.
    • So don't worry : I will look into them eventually

However, it is entering the busy season for the work that pays for my extravagant life-style, so expect updates to be less frequent.

Oh, and congratulations to 45rpm for being the test subject of my first simport this evening.
  • The latest version of StoryProgression appeared to behave itself, though more testing will be necessary, in case that was simply a fluke.

Cheers. :)


Patch 1.33 follows the same lines as Patch 1.32 and contains no changes to the scripting Core.

Only ErrorTrap and UntranslatedKey require an update, to bring them in line with the latest BuildVersion.

Cheers. :)


For those of you out of the loop, I have been playing Mass Effect 3 for the last three days or so.

Now that I have completed the game, I have this to say : It is the most exquisitely written story telling experience I have ever played.
  • I must give my most heartfelt kudos to my Canadian brethren for a most exhilarating and poignant ending to an amazing trilogy.

However, now that I am done, and finally over the after-game withdrawal, it is back to work on Sims 3.
  • I have read through all the posts during my absence, and have collected the various issues that have been reported.
  • Issues will be addressed on a triage basis with the errors that cannot be bypassed being the first to be corrected.

To make things simpler, please ensure that you are not running any incompatible tuning mods.
  • There have been several reports related to users simply not removing broken mods and wondering why their game does not work.
  • (Mind you, such things occur every Patch, so I'm not really that surprised)
  • Please forgive my curt reply, if your issue is due to having a broken mod installed.

Game on. :)


(edit: whoa, wait it's not the 7th?)

So, I have been deep in the thrall of Mass Effect 3 the last couple of days, when my partner comes in and informs me that a new Patch is available.

Checked the Patch, and it appears to be solely a Game-Engine fix: EA did not change the coding in the scripting Core.

What that means is all the Patch 1.31 mods are also compatible with Patch 1.32, and I will be updating their pages accordingly.

Note that EA, in their infinite wisdom, still decided to change the BuildVersion used by Core-Mods, even though the Core did not actually change.

I now return you to your regularly scheduled programming.

Thanks. :)


Had a look at the Woohooer issues that have been reported since Patch 1.31 , and found that mod needed a rebuild.

Not really sure what the issue was, however having it installed may have been interfering with the other mods that rely on Core event handling as well.
  • Issues such as the menu interactions not reappearing after a hard-reset may have been related to this issue

Same deal with AntiMagicScroll. It links fine to both Patch 1.29 and Patch 1.31 Core files, but did not work regardless.

Keep an eye out for any other oddities regarding the non-updated mods.

Thanks. :)


UPDATE: 17:50
  • All my mods are now compatible with Patch 1.31 .
  • Please ensure that you are running the correct Patch Level when you update a mod, as bizarre phenomena have been reported when running the incorrect version.

Okay, calling it a night here. I will see to the rest tomorrow night.

The following have NOT been updated yet:
  • Careers..(updated)
    • Lots of interactions to check for EA changes.
  • ErrorTrap..(updated)
    • Seems to want to delete everyone's inventory, so I'm going to test it a bit first.
  • MasterController Integration..(updated)
    • It was giving users grief prior to the Patch, so it will get a bit more love.
  • PortraitPanel..(updated)
    • I don't like updating LAYO resources. This one always goes last.

Cheers. :)


  • Yep, it is official. The Patch is available. Yay EA for totally throwing any semblance of routine out the window, yet again. :)
  • The official notice is here :

  • Note that my mods are not verified to run on any new Patch, and will not be until I receive the new Patch myself.

UPDATE 18:30
  • Patch download and deconstruction has begun.

UPDATE 18:50

UPDATE 17:05
  • While updating ErrorTrap I found that EA has since corrected the Interaction Injection error (they did so a number of patches ago apparently).
  • I will therefore be dropping that warning off all applicable mods. How kind of EA to correct that issue.

Cheers. :)


Been a production week so far. Lots of good bug reports rolling in for StoryProgression, and hopefully a good number of fixes rolling out.

Still a number of outstanding issues that need to be resolved, however I am reaching my burn-out point.
  • So, after I check on a number of items that arose in the latest version, I will taking a quick break and playing the first two "Mass Effect" games (to get ready for the release of the third next month).

I will ensure that the update of the mods for the Showtime Patch takes precedence, so don't worry.
  • However you should be forewarned that fixes after the initial Patch Update may take a back seat to my other game playing for a week or so.

Cheers. :)


The Phase version of StoryProgression Phase Twelve is ready for... Wait for it... MORE Testing! Yay!
  • Phase Twelve is now the release version for the mod, and will now be included in Update History.

No new features will be added, and all the translations have been finalized.
  • Note that StoryProgression Others is being held over for a couple of days, while I write up a new personality for it.
  • 2012-FEB-22 UPDATE: The Others module is now available for download.

Note though, that the mod still has a number of outstanding issues with it, and not all the new functionality has been thoroughly tested

Thanks. :)


New version of StoryProgression Phase Twelve is now available.
  • As noted in the update below, since I will be out-of-town this weekend, this is not the finalized version of the mod.
  • The schedule change works out anyways, since I have a couple more things to add before I call it for this Phase, and will have some "away from all the distractions" time to work on them.

Note: If you have MasterController Progression installed, you need to update that module as well, or the "Options" interaction will stop working properly.

Hope you all have a nice weekend.



Another week, and another version of BETA StoryProgression Phase Twelve to test out.
  • Big thanks to all the users currently testing the BETA, especially those that have located and reported bugs.
  • Only around three weeks remain before the release of Showtime, so any additional help testing the mod prior to that time would be greatly appreciated.
  • It is expected that Showtime will most likely force a Phase up of StoryProgression, so many of you will probably be forced to update anyways.
    • Every bug that is squashed now, is one less bug you need to worry about in the future (and one less that may be confused with an EA error)

As noted earlier, development of the mod will continue concurrently with testing, until I have added all the new functionality I intend to for this Phase.
  • I expect to finalize the mod next weekend, and set up the proper download pages for all the modules.
  • At that time, the final translations will be released, and all new translation updates will be directed to the new Phase, rather than the old one.
  • I would like to thank all the translators working on StoryProgression translations for their patience during this transition period.

UPDATE (Feb 14):
  • Slight change of plans. Appears that this coming weekend is a statutory holiday (I never bother paying attention to such things, go figure).
  • The partner has informed me that we will be out of town during that weekend, so finalization of the mod will be delayed until I get back.

Cheers. :)


So, to beat the deadline set by the release of Showtime next month, I am going to change up the approach for handling StoryProgression this time around.
  • Development and public testing will proceed concurrently, rather than waiting for me to finalize all the functionality I intend to add.

Namely, for those of you interested in plying the waters of BETA StoryProgression, you can find it here : StoryProgression Phase Twelve

In addition, the latest StoryProgression comes with a module for MasterController called, suprisingly enough: MasterController Progression
  • It allows you to alter several aspects of the StoryProgression system using the MasterController filtering interface.
  • Note that it too is under testing, and is currently only available for use under Phase Twelve

Have Fun.


So, February is almost upon us, and still there is no new StoryProgression update you ask ?
  • Just to allay any fears, yes I have been working on the mod, and yes it is my top priority.
  • However The List has been growing since the last update, back before Generations, so there is a lot that needs adding.
    • Please note that not everything on the list will be added.
    • Some entries are considerably bigger than others and this update is more focused on getting Pets working properly.
  • My intention is to have a workable version prior to Showtime, since releasing a mod of this size at the same time as an EA Patch is a disaster (as has been shown from past experience).

I would also like to give a shout out to all the translators who have been plodding through the mods, and updating them to their language.
  • Thank for you for all the hard work, and finding my typos in the process, it is much appreciated.

For any of you other users out there who can read fluent English, but want to see the mod in their native language, feel free to join in on the updating : How To Translate.



So, lots of posting over the weekend I see. Just got caught up on all the various threads that were created, which pretty much absorbed my entire day.

Thanks to everyone who provided an answer to those looking for such.
  • However, if you want to help out further, and reduce my support workload (so I can work on my mods more), feel free to transcribe your answers into a FAQ entry whenever possible, so I don't have to do it for you.

As for what I have been doing during my absence:

My machines are back up and running after a weekend of hardware upgrading:
  • One brand new Windows 7 gaming machine is now up and running Sims 3. Been a long time since I reinstalled all the packs. Honestly, did not take as long as I had expected it would take.
  • My former gaming machine now takes over for my ailing Vista machine as the development platform. Visual Studio Express and all the mod coding transferred and ready for changes.
  • Only one faulty piece of new hardware will need to be replaced (a brand new 3TB drive reduced itself to 736GB in a fit of burnout), however that should not impact any work this week.

The update to StoryProgression is now back in the works, though I may take some time to fix up some persistent issues with MasterController that have arisen since the latest patch, time permitting.



Welcome all to 2012 ! It has been over four years now since the suite started taking shape, and the hosting has certainly changed over that time (a brief description of the history of this suite is available at home).

With the introduction of the new Wiki hosting, it may be necessary for many of you to stop for a moment and rethink how you are participating in this community.
  • In the past, questions would be posed and answers provided on various individual threads in a bulletin board fashion. In the process, that information would be forgotten or lost as new threads were added and the same questions posed.
  • Now is the future. Questions are still posed on the Discussion, however the answers can now be laid out on permanent FAQ pages, which knowledgeable users can reference to provide the answers.
    • The Organizers fully intend to drag you all into the 21st Century, kicking and screaming if necessary, to ensure that answers are saved for posterity on the Wiki pages, and *not* in the forum.
    • Once any relevant information has been transferred to a wiki page, the discussion thread will be locked, and eventually deleted.
    • So remember : The Discussion forum is fleeting and temporary. The Wiki Page is eternal.

Now on to mod development, which I am sure most of you are interesting in hearing about :
  • Development is currently slower than expected, due to higher than normal support overhead at the moment. I have been spending a lot of time molding the direction of this site into something self-sustaining.
    • You can all help by adding your answers to the Wiki whenever possible, so the Organizers do not have to do it for you.
    • And novice users can try their best to ensure that the question you pose is posted in the best possible location on the site. Choosing a good location will ensure that more eyes read the post and provide the answers that you seek.
  • I had anticipated a lot more free-time over the Christmas Holidays than what actually emerged :
    • My partner's day surgery turned more complicated, and she was waylaid in hospital for a couple of days (unfortunately right over Christmas Day), and the travel back and forth into the city ate a lot of my time.
    • My sister's dog was mauled by what we believe to be a coyote. Sadly the dog perished from its wounds. Thankfully no one was *overly* distraught about the event and everything returned to normally quickly.
    • Finally the move from the old site ate a week or so of pondering what to do, and then the effort of doing so.
  • So, as you may expect finding that zen inner peace (Yes I watched "Kung Fu Panda II" over Christamas) necessary to write mods was difficult during this period.
    • Though I must admit, this holiday was not much different than any other year regarding the level of excitement (at least I did not personally get violently ill this time around).

  • Last night, while screwing around trying to get my Bluray player to work, my gaming machine suffered a critical RAID failure, which will need to be dealt with before I can start in-game testing again.
    • Since two hard drives will need to be replaced, and the game reinstalled, I do not anticipate to be up and running until next week
    • Fortunately my coding machine is still operating properly, so I can continue work on that end.
  • In the end, the new year appears to be shaping up to be pretty much like any other.

Thank you all for making this community the great place it is. And I wish you all a Fabulous New Year.