5 new Weed Dealing Skills and a bunch of other things...
Changelog
Weed Dealing
Dealing
Phone Interactions
Share MDMA
Headshop
Other
Aside the new Weed Dealing Skill levels, and that, I have spent _a lot_ of time overhauling both the visual representation of the buffs and how the selling interactions work. The latter worked as it was but a lot of it was old code, and seeing how EA/Maxis does a lot of changes to their code for every patch it needed a lot of fixing up for it to be able to perform more fluently. It has been a time consuming task, but definitely worth it!
How it works
Weed Dealing Skill
At last right? Finally done with the last 5 levels of the last Dealing Skill, all the current Dealing Skills got a max level of 10 now, and all of them come with accompanying Dealing Skill books.
Here is a rundown of the five new levels:
I think all of these are rather self-explanatory. You'll notice that the Weed Dealing menu looks a bit different now, this is to keep things more organized. For starters, if you don't have a ziplock bag of any kind in your inventory it won't show up as a selling option. This should keep things less cluttered when selling.
I have also divided the selling options for Weed into two different sub-menus. "One Bag" and "Two Bags".
In terms of the level 7 reward. The way it works right now is that you can only sell one mushroom at the time (this is most likely subject to change when I get around to finishing up on the shrooms). The time constraint for selling to a customer is not as high as for Weed and is on a separate timer, so you can still sell shrooms to a customer who has recently bought weed.
The Dealing Skill Books can be found and purchased by clicking on any bookcase. It works like any Skill Book in game.
Phone Interactions
I wanted a quicker way to sell to your High Level Clients, instead of the regular "Invite Over" phone interaction. Now you can invite just those 2 clients over and you don't have to scroll through a list of a bunch of Sims to find them any time you want to get rid of some bricks.
Dealing
I spent a ridiculous amount of time to fix the selling interactions as they were slightly glitchy. Now they work more like a regular conversation would. After the drug is sold the conversation flows naturally onwards.
As mentioned with the Weed Dealing these interactions are also fixed so the selling options won't show up unless you have the drug you are looking to sell in your Sims inventory.
I have also changed all the pie menu icons for dealing so whenever you sell cocaine it will be listed with the cocaine icon instead of the Basemental "B".
Buffs and Icons
This right here was time consumption task #2.
For some reason it never crossed my mind that the in-game buff icons are more or less colour-less, and my were not. Once I noticed this it started to annoy me to no end. So much so that I went ahead and made new versions of all the buff icons so they look more like the TS4 icons. It took me a bunch of hours, but it was aesthetically very much worth it.
(If you for some reason encounter a buff icon that is coloured - except for with Ayahuasca, I wanted to keep those coloured due to the trippy nature of that drug - Please let me know about it)
Last but not least, I have changed the Weed Curing buff from happy to fine. It was a bit ridiculous if you had 6 strains that was done curing and you suddenly had a +6 happy moodlet that boosts other moods.
Installation Instructions
sharon rosen
2018-09-23 03:38:31 +0000 UTCAlyse Stevens
2018-09-19 02:11:03 +0000 UTCBasemental
2018-09-18 11:58:44 +0000 UTCMortiferus
2018-09-18 11:57:43 +0000 UTCAlyse Stevens
2018-09-18 00:55:20 +0000 UTCBasemental
2018-09-17 19:56:44 +0000 UTCRowe J
2018-09-17 19:43:49 +0000 UTCPanamanian Coco
2018-09-17 19:09:00 +0000 UTCcdski120
2018-09-17 16:14:44 +0000 UTCBasemental
2018-09-17 10:50:54 +0000 UTCRon Gillis
2018-09-17 10:47:23 +0000 UTCBreBGamin
2018-09-17 07:19:06 +0000 UTCLilac Lover13
2018-09-17 05:26:04 +0000 UTCpoisonivy
2018-09-16 23:41:57 +0000 UTCLarraine pratt
2018-09-16 22:55:36 +0000 UTC