Hi there! You are currently browsing as a guest. Why not create an account? Then you get less ads, can thank creators, post feedback, keep a list of your favourites, and more!
MTS has all free content, all the time. Find out how YOU can help to keep it running. Tell me how...

Larger Interaction Queue

by morgade Posted 28th Sep 2014 at 3:01 PM
 
74 Comments / Replies (Who?) - 45 Feedback Posts, 28 Thanks Posts
Hide Thanks Posts for this thread (Show only feedback)
Page 1 of 3
Test Subject
THANKS POST
#2 Old 28th Sep 2014 at 3:43 PM
Thanks! I tried tweak my copy up to 15 but 10 queued actions seems to be maximum, for now. :D
Sir Not Appearing In This Film
THANKS POST
#3 Old 28th Sep 2014 at 3:54 PM
Awesome, I should'a thought of this, good job!
Lab Assistant
THANKS POST
#4 Old 28th Sep 2014 at 4:45 PM
Thanks for this, do you have a mod that will increase the interaction queue wait time?
Lab Assistant
THANKS POST
#5 Old 28th Sep 2014 at 10:30 PM
I've been waiting for this. Thank you! :)
Test Subject
THANKS POST
#6 Old 28th Sep 2014 at 10:47 PM
Amazing job! So glad someone thought of this! There was a ton of space left and I wonder why the original game developers didn't implement it. Oh well, that's what talented modders are for!
Top Secret Researcher
THANKS POST
#7 Old 28th Sep 2014 at 11:30 PM
That's awesome!
Test Subject
THANKS POST
#8 Old 29th Sep 2014 at 9:35 AM
Thank you.
Test Subject
THANKS POST
#9 Old 29th Sep 2014 at 4:31 PM
Thanks! Really needed something like this. Always bothered me that you could only enqueue 6 interactions at a time.
Test Subject
#10 Old 30th Sep 2014 at 1:24 PM
It does not work...i can put up to six activities...what to do??
Test Subject
THANKS POST
#11 Old 30th Sep 2014 at 5:44 PM
Nice... Thank you.
Test Subject
#12 Old 1st Oct 2014 at 6:09 PM
Thanks :3
Test Subject
THANKS POST
#13 Old 5th Oct 2014 at 3:16 AM
YAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAS
Test Subject
#14 Old 10th Oct 2014 at 8:02 PM
Is this mod okay after the October patch?
Test Subject
#15 Old 15th Oct 2014 at 6:15 PM
Quote: Originally posted by OP
...10 (the maximum allowed according to the tunable tag description)


I was reading that tuner description in the py scripts... says they hard-capped the limit in the flash object which displays the queue as well as soft-capped in script, and says that to increase that limit, it needs to be changed in that .swf as well as in tuning.
Probably for screen economy, but who knows? (EA does...).
I'm currently working on cracking the flash parts of the display, there's lots of it. Being a Flash junkie, I see LOTS of possibilities once I can get the resources to "cooperate" (read "bruteforce" with Sothink). How about TWO action queues? Dunno what that could be good for, but hey... possibilities.

Nice work, and thanks for sharing it, I learn a lot more of what's going on under the hood from examining others' mods than from a (usually wacky or lacking) tutorial or description.

Afterthought...
Have you looked deeper at how actions are queued and de-queued? It's kinda convoluted, but there seems to be a number of causes for an action to be dropped, or at least a number of inputs to that tuner - I'm wondering if having more than 10 stacked was found to lead to an upset in the game's "logical balance".
I guess we can't know until we can actually go past 10?
I feel like that guy in Spinal Tap whose amp went up to 11... :p
Test Subject
THANKS POST
#16 Old 17th Oct 2014 at 7:38 PM
Good job! I was thinking about this...
Instructor
#17 Old 18th Oct 2014 at 4:53 PM
I'm getting crashing in my game if I try to save while a sim has above 6 actions queued up with this mod running. I tested it and it is repeatable. If I save where every sim has 6 or less actions in the queue I don't get crashes, if I save where one or more sims has above 6 interactions then I do get a crash on save (and the save doesn't take).

It's not a huge deal because now that I know what the cause is I can just always make sure I don't have anyone with above 6 interactions in the queue before I save, but for a while there it was driving me crazy trying to figure out what was causing the game to only sometimes crash on saving.
Field Researcher
THANKS POST
#18 Old 26th Oct 2014 at 5:25 PM
Thank you!! Just a quick question. Does this mod need to be updated for the 10/21/14 patch?
Test Subject
THANKS POST
#19 Old 7th Nov 2014 at 6:28 PM
thanks
Test Subject
#20 Old 8th Nov 2014 at 7:13 PM Last edited by Nightwyl : 9th Nov 2014 at 8:44 AM.
Hello! I'm sorry to tell you, but it seems that your mod conflicts with the last EA patch which brings swimming pools to the game :/ I spesifically checked it several times, and with this mod installed my sims cannot "splash" in the pool. This option simply won't pop up in the menu. Hope something can be done about it, as I loved using your mod!
Thank you!
Lab Assistant
#21 Old 12th Nov 2014 at 11:15 PM
Default Yep
Quote: Originally posted by Nightwyl
Hello! I'm sorry to tell you, but it seems that your mod conflicts with the last EA patch which brings swimming pools to the game :/ I spesifically checked it several times, and with this mod installed my sims cannot "splash" in the pool. This option simply won't pop up in the menu. Hope something can be done about it, as I loved using your mod!
Thank you!


I came here to post the same thing. I just narrowed it down to this mod. I never get the "pee in pool" interaction either.
Test Subject
THANKS POST
#22 Old 18th Nov 2014 at 12:29 AM
thanks!!
Lab Assistant
#23 Old 21st Nov 2014 at 7:46 AM
Quote: Originally posted by janyses
I came here to post the same thing. I just narrowed it down to this mod. I never get the "pee in pool" interaction either.


lol I also came here to post the exact same thing. You guys beat me to it lol. It doesn't allow my sims to splash or pee in the pool. I have neither of those interactions with this mod installed. I hope the creator sees this and can figure something out. I really got so use to queing up 10 interactions, now to go back to 6 is going to take some getting use to. I also took all my mods out and narrowed it down to this mod as well. 3 ppl tested it out and this mod needs to be fixed. If it will, is the question.
Test Subject
#24 Old 4th Dec 2014 at 11:36 PM
The same problem as janyses and get-tish : your mod conflicts with the last EA patch!
Instructor
#25 Old 15th Dec 2014 at 1:53 PM
Does this conflict with Darker Progress Circle mod by scumbumbo? Thanks for this mod!

22 I will give him the key to the house of David. When he opens doors, no one will be able to close them; when he closes doors, no one will be able to open them.
Page 1 of 3