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monocodoll 2 days
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Hi! I'm very excited to try your mod out, been looking forward to it for a while.
I'm currently reading the installation guide and you have an arms dealing mod listed in the section about other mods needed for yours to work. Is the arms dealing mod an absolute must have for you mod to function correctly? While I'm very hyped to try your drug mod out, I'm not that interested in the Arms dealing one.
Thanks =D
As long as you don鈥檛 use the intimidate function as a drug dealer after a sim attempts to call the cops. Then you should be fine.
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monocodoll 8 days
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So far I love the mod! I have experienced multiple crashes when trying to assign a drug dealer though. I don't know if that has become a known issue since you've released but just wanted to see if you knew of a solution!
The solution to this can be found in the installation guide 馃檪. If you have already read it and followed the instructions, then please feel free to dm me or place another ask.
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monocodoll 14 days
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Hello again. I sent you an ask yesterday about the game crashing, so I tried to play with your mod again today, and the more I play, the more often it crashes.
The first try today lasted 18 min and the second lasted 3 min. It crashes at completely random moments, my sim didn't even do anything related to the mechanics of your mod. Again, removing the mod solves the issue. Please, do you know anything about this issue and possible reasons for it? Did other people reach out to you talking about it?
I was really excited for this mod and couldn't wait to play it :(
Hello,
I had reached out to my friend who tested alongside me and her play sessions lasted longer than an hour without crashing. Additionally during my play testing, I have had sessions also lasting longer than an hour without crashing. I would suggest checking the installation guide to ensure that you are not missing anything. If the issue persists, feel free to DM me and we can see what is going on.
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monocodoll 14 days
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Hi, So I recently downloaded the mod and made a backup save for my saves, but I had to delete it to make room on my computer and when I opened my game again to play I wasn't able to click on my sims. All I can do is interact with things, is there a way of fixing this?
Did you delete the backup save? The mod?
Scenario #1
You deleted the backup save. That save might be unplayable if you ever uninstall the mod if you don鈥檛 have a save prior to adding the mod into the game.
Scenario #2
You deleted the mod. Simply go back to your backup save before you played with the mod.
My only experience with sims being not clickable is if you happen to have Brando130 DrugLord mod installed and you happen to gain a moodlet which temporarily changes traits. Such as the vanilla moodlets provided by some drinks or a custom moodlet by my drugs. The sim will be clickable again after the moodlet expires and changes the sims traits back to normal. This is an issue with Brando130 DrugLord mod. I would also urge you to read the installation guide in case you happen to be missing something.
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monocodoll 20 days
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Hi so I鈥檝e been playing with the mod and I haven鈥檛 been able to buy drugs yet I鈥檝e assigned dealers and my sim had the highest relationship with the sim but they can鈥檛 buy any. Is it that teens cannot buy them? Or am I doing something wrong 馃槥馃槥
Hello, Teens are able to purchase drugs from a dealer. What is it that is not popping up? The Drug Selection menu? The Interaction option to purchase drugs? Make sure you locate the purchase drugs interaction inside the MonocoDoll's Vile Ventures menu. I would recommend taking a look at the installation guide as well. The mod requires the sims 3 Expansion pack DLC's and 4 Third party mods to get full functionality. Without everything, it is an expiremental build and some things may not work.
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monocodoll 21 days
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MonocoDoll's Vile Ventures
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It's been so long since I released a mod. For the last 10 months I have been working on my MonocoDoll's Vile Ventures Mod Project. Glad to say I finally have a first version that is available to the public. You can locate the mod in either Simblr.CC or LoversLab.
Mod Description Why: Everything MonocoDoll's Vile Ventures offers, aims to provide players with the ability to roleplay lucrative, shady, and consequential criminal activities.
How: The way MonocoDoll's Vile Ventures provides players with the ability to roleplay lucrative, shady, and consequential criminal activies is by first providing sims the ability to become Street Drug Dealers, Craft Drugs, Smuggle Drugs, Launder Dirty Money, Acquire Rackets, and consume Illegal Substances.
What: MonocoDoll's Vile Ventures is a mod project which will continously add more criminal activity that focuses on making money.
Disclaimer Before installing MonocoDoll's Vile Ventures into your game, please download and read the MonocoDoll's Vile Ventures Installation Guide. This guide will state what DLC and Third Party Mods you will need to receive full functionality of the mod.
Additionally, because the mod does add custom traits and custom skills. It is recommended to make a backup save if you are planning on using an already existing playthrough. That way if you decide to uninstall the mod, you will still have a version of your playthrough before you had installed the mod.
Overview Drug Consumption Focus
- 19 Consumable Drugs
- Drug Consumption Animation For All Drugs
- Drug Effects
- Drug Addiction
- Drug Withdrawal System
- Fatal and non fatal Overdoses
- Rehab
- Drug Consumption Reactions
- Doctor Visits
- Hidden Rolling Skill
- Drug Research Computer Interactions
Drug Dealing Focus
- Drug Dealing Skill
- 16 Sellable Drugs
- 9 Growable Drug Plants
- 12 Craftable Drugs
- 2 Drug Production Rackets
- Money Laundering Racket
- Smuggling Racket
- Heat System
- Jailing System
- Police Raid System
Misc
- 74 Custom Objects
- 112 New Moodlets
MonocoDoll's Vile Ventures Mod Guide The MonocoDoll's Vile Ventures Mod will have downloadable PDF mod guides. Please read the guides before asking questions.
MonocoDoll's Vile Ventures (Installation Guide)
-Will go over DLC and Third Party Mods Needed
MonocoDoll's Vile Ventures (Drug Tunable Guide)
- Will go over how to make tunable edits and explain the current tunables
MonocoDoll's Vile Ventures (Consumable Drug Consumption Guide)
- Obtaining Drugs W/Out Drug Dealing Skill
- Methods To Consume Drugs
- Effects Of Drugs
- Addiction
- Withdrawals
- Overdoses
- Quitting Addiction
- Steroid Mechanics
MonocoDoll's Vile Ventures (Drug Dealing Guide)
- Assigning Drug Dealer NPC
- Getting Permission to Deal Drugs
- How To Get Inventory
- How To Gain Clients
- Sales & Transactions
- Smuggling Drugs
- Methods Of Making Dirty Simoleans Usable
- Inheritance
- Jailing System
- Heat Level System
- Tips For Effective Drug Dealing From Twinsimming
Polycounts Drug Items
-White Widow Baggy - 294
- Purple Haze Baggy - 294
- Skunk Baggy - 294
- OG Kush Baggy - 294
- AK47 Baggy - 294
- Amnesia Baggy - 294
- Shroom Baggy - 294
- LSD Sheet - 14
- MDMA Baggy - 294
- MDMA Pill Bottle - 412
- Adderall Pill Bottle - 412
- Xanax Pill Bottle - 412
- PainKillers Pill Bottle - 412
- Cocaine Baggy - 294
- Meth Baggy - 294
- Heroin Baggy - 294
- Lean - 108
- Testosterone Enanthate - 476
- Trenbolone - 476
- Estrogen Blockers - 476
- Cold Medicine - 764
Drug Animatio Prop Items
- Bong - 830
- Vaporizer - 412
- Blunt - 192
- White Widow Joint - 176
- Purple Haze Joint - 176
- Skunk Joint - 176
- OG Kush Joint - 176
- AK47 Joint - 176
- Amnesia Joint - 176
- LSD Blotter - 12
- Shroom - 362
- MDMA Pill - 124
- Xanax Pill - 124
- Adderall Pill - 124
- PainKiller Pill - 124
- Rolled Simolean - 80
- Pizzo Pipe - 592
- Syringe - 916
- Lean - 108
- Cold Medicine - 764
Drug Ingredient Items
- Empty Baggy - 294
- Empty Jar - 446
- Jar With White Widow - 634
- Jar With Purple Haze - 634
- Jar With Skunk - 634
- Jar With OG Kush - 634
- Jar With AK47 - 634
- Jar With Amnesia - 634
- RAW Rolling Paper - 14
- Swisher Sweets - 22
- Baking Soda - 36
- Powdered Milk - 36
- Empty Bowl - 182
- Coke Bowl - 206
- Brick Press Container - 148
- Brick Press Container With Cocaine Powder - 150
- Hydrogen Peroxide - 318
- Sodium Benzoate - 210
- Toluene - 706
- Empty Bin Tray - 38
- Meth Tray - 38
- Empty Meth Bin - 70
- Meth Bin - 70
- Empty Pill Bottle - 412
- Sprite - 1752
- Jolly Ranchers - 94
- Styrofoam Cup - 96
Custom Seeds
- White Widow Bud - 82
- Purple Haze Bud - 82
- Skunk Bud - 82
- OG Kush Bud - 82
- AK47 Bud - 82
- Amnesia Bud - 82
- Shroom - 362
- Coca Leaf - 68
- Opium - 960
Custom Plants
- White Widow Cannabis Plant - 280
- Purple Haze Cannabis Plant - 280
- Skunk Cannabis Plant - 280
- OG Kush Cannabis Plant - 280
- AK47 Cannabis Plant - 280
- Amnesia Cannabis Plant - 280
- Shroom Plant Mycelium - 68
- Shroom Plant Sprout - 730
- Shroom Plant Growing - 730
- Shroom Plant Mature - 1094
- Shroom Plant Dead - 260
- Coca Plant - 1258
- Opium Plant Sprout- 210
- Opium Plant Growing - 28
- Opium Plant Mature - 974
Misc
- Dirty Simoleans - 22
- Meth Package - 182
- Cocaine Brick - 514
- Racket Package - 14
- Lighter - 191
- Stay Safe Test Kit - 30
- Baby Laxatives - 14
Tuning Please Download the MonocoDoll's Vile Ventures (Drug Tunable Guide). As this will give instructions on how to make a tunable edit and explain each current tunable.
Conflicts Since this is a Script mod, there should not be any conflicts. However, it is recommended not to have The DrugLord mod by brando130 installed with this mod. As it seems to make your sim unclickable if your sim were to receive any moodlet which would temporarily replace a sims trait. This can happen with any of my custom moodlets that changes traits temporarily or any of the non modded moodlets which temporarily change traits.
Inspiration Basemental Drugs Mod For The Sims 4 MonocoDoll's Vile Ventures was very much inspired by Basemental's Drug Mod. It should be noted, that I actually never played Basemental Drugs, but I loved reading their great guides. And would have most likely enjoyed it had I decided to continue playing TS4 after I moved to PC gaming.
Credits Third Party Apps Used
-VS 2019
-s3pe
-PhotoShop 2022
-MilkShape
-Blender 2.79
-Blender 2.67b
-ILSpy
-Script Mod Template Creator by Battery
Third Party Mods Used
-Arsil's Custom Trait Manager
-Battery's C# Script utility
-douglasveiga CCLoader
-MonocoDoll's Arms Dealing Mod
MonocoDoll's Vile Ventures Mod Script
-MonocoDoll
Provided Assistance With Functions For The Script聽- Battery
-Gamefreak130
-zoeoe
-Twinsimming
-Lyralei
Custom Objects included With MonocoDoll's Vile Ventures Mod
-MonocoDoll
Provided Assistance With Learning To Create Custom Plants and Ingredients
-Bietjie
Custom Drug Consumption Animations From MonocoDoll's Ventures Mod
-MonocoDoll
Provided Assistance With Learning How To Create Object Animations
-TheSweetSimmer
-olomaya
Title Cover Art For MonocoDoll's Vile Ventures Mod
-TODNOK
Beta Testing
-Twinsimming
-MonocoDoll
For more information, the MonocoDoll's Vile Ventures mod is available on Simblr.CC or LoversLab
MonocoDoll's Vile Ventures - The Sims 3 - LoversLab
Simblr.cc - MonocoDoll's Vile Ventures
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monocodoll 22 days
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MonocoDoll's Vile Ventures Mod Report (Play Testing, Bug Fixes, Life Improvements, Guides, Cover Piece Art, and Poll)
Another month has passed. During the month I have been testing alongside a friend that assisted with the testing of the mod. We found a couple of bugs and they were quickly fixed. Additionally, some life improvements were made for the mod as well. Which is what this mod report will go over.
[Bug Fixes]
-Fixed Origins for the Stoner moodlet and Feeling Anxious. They should now appear.
-Replaced Start Sweating moodlet with a custom Start Sweating moodlet. As previously it would automatically be removed when sim was not hot. Even though the moodlet was added due to a drug withdrawal.
-Alarm Notifications were still present for Drug Withdrawals. These have now been removed. They were initially in there for testing when implementing them.
-Fixed Issue with Pizzo Pipe and Lighter getting stuck on hands if the Smoking Meth Interaction was cancelled early.
-Fixed issue with Drug Consumption reactions that was causing error scripts when you smoked in public in front of sims that were not in your relationship panel. Now only sims that you have met(Are in your relationship panel) will react to your sim consuming drugs.
-Added missing origin to the Has Quit Xanax moodlet
-Fixed spelling error on the succesful bribe notification. Previously stated the word crops instead of cops.
-Fixed pathing for the "Research Psychedelics" interaction on the computer. Previously was not nested inside the Vile Ventures pie menu with the other research drug interactions
-Added missing Greyed Out Message when you do not have a Baggy for collecting Cured Cannabis.
-When using the Chemistry Table the Process Drugs interaction no longer appears if a sim is already using the Chemistry Table.
-The Lay Low interaction is now greyed out when the sim already has the laying low moodlet.
-The option to sell drugs to infants, toddlers, and children no longer appear.
-Changed Wording of consuming Meth interaction from "Snorting Meth" to "Smoking Meth"
-Fixed bug where greyed out message "Already Laundering Money"appeared on other rabbitholes that your sim did not own.
-Added Inventory Interaction "Check Purple Haze Quality" to Purple Haze Baggy.
-Fixed Bug where cops would not be called when failing to bribe an individual who is calling the cops. This would occur when your sim had Charisma skill between 6-8
-Fixed Bug in which money would not be received from laundering money, if you had saved and left the game before the laundering moodlet expired.
-Fixed error in which your sims name would not appear on a notification pop up when your sim lost all their rehab progress after starting to reuse the drugs they are addicted to.
-Fixed gamebreaking bug in which if you sold drugs in University and got the cops called, Your sim would be deleted. This would happen because the University world had no Police Station, therefore the scenario would fail and delete the cop car. Which at the time of deletion, your sim would be on it. Now however, if your sim is in University, they will spend their sentence in the Administrative Center. Therefore, Dealing Drugs is compatible with the normal worlds and University. Since vacation worlds have no rabbitholes. Dealing Drugs in vacation worlds will not be possible to avoid the deletion of your sims.
-Fixed gamebreaking bug in which if you sold drugs Into The Future and got the cops called, your sim would be deleted. This would happen because Into The Future world had no Police Station, therefore the scenario would fail and delete the cop car. Which at the time of deletion, your sim would be on it. Now however, if your sim is in The Future world, they will spend their sentence in City Hall. Therefore Dealing Drugs is compatible with Into The Future world. Since vacation worlds have no rabbitholes. Dealing Drugs in vacation worlds will not be possible to avoid the deletion of your sims.
-In University, Into The Future, and Vacation worlds, you may be able to call in supply from your rackets. However, if you don't own any production rackets in that world, then when you open the box that will contain your supply, you will not receive any product. It is best to only open the packages in worlds that you own your production rackets. For example, lets say you own three Cocaine Production Rackets with no upgrades. You are currently in the normal world, and call in supply. A packaged box is delivered to your residency, you open the box and you gain 60 Cocaine Bricks. Now had you opened the box outside of the normal world you would have received nothing when opening the package, because you own no production rackets in either of the University, Vacation, or In The Future worlds.
-Fixed Bug, in which a heir that you selected did not inherit your rackets when you died.
[Life Improvements]
-Using a Substance for the first time will never cause addiction. Only when you then start using it after your first time.
-Decreased Autonomy for taking drugs. Instead of 60 it is now -20. Friend reported that their sim kept using the product they wanted to sell.
-You are now able to select up to 4 drugs during the sell menu interactions. Previously you would have had to select Seal The Deal interaction 4 times. But now you only have to select it once. Great thanks to my friend who motivated me to add this life improvement.
-Decreased the time it takes for the "On The Run" moodlet to expire to around 20 minutes instead of an hour. Now there is urgency to leave the area if the cops are being called.
-If you obtain the Drug Dealing skill, the Chemistry Table will have a greyed out message displaying the necessary skill level to produce drugs if you do not already meet the skill level thresholds.
-Added Tunable's for duration of smoking animations. Such as with a Pizzo Pipe, Joints, Blunts, Bongs, And Vaporizers. By Default all are 30 minutes.
-Minor edit, Extended availability hours for Smuggling drugs from 8:00PM-12:00AM to 8:00PM-4:00AM
[Guides For MonocoDoll's Vile Ventures Mod]
-MonocoDoll's Vile Ventures (Drug Consumption Guide)
This guide will go over how to obtain drugs W/out Drug Dealing skill, Methods to Consume Drugs, Effects of Drugs, Addiction, Withdrawals, Overdoses, Quitting Addiction, and Steroid Mechanics.
-MonocoDoll's Vile Ventures (Drug Dealing Guide)
This guide will go over how to assign A Drug Dealer NPC, Getting Permission to Deal Drugs, How To Get Inventory, How To Gain Clients, Sales & Transactions, Smuggling Drugs, Methods Of Making Dirty Simoleans Usable, Racket Inheritance, Jailing System, Heat Level System, and Tips For Effective Drug Dealing from the friend that assisted me in testing the mod.
- MonocoDoll's Vile Ventures (Drug Tunable Guide)
This guide will simply go over the tunables and explain what they effect.
[Cover Piece Art]
Another nice detail that will go alongside the release of the mod is an art piece for the mod. This cover piece is finished and will be used when releasing the mod.
[Poll]
The playtesting phase is over, as I cannot think of anything else I need to test for the mod for the first release. So with that being said, I believe I am ready to release the first version of the mod. All that I need to do now is find a place to put it up for download and fill in all the details which come with uploading a mod.
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monocodoll 2 months
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MonocoDoll's Vile Ventures Mod Report (Rolling Skill, Additional Consequences to Drug Use, Drug Animation Props, Drug Consumption Animations, and Drug Reactions)
Another month has passed. Which means another mod report. This month, I have been working on features involving a Rolling Skill, Additional Consequences to Drug Use, Drug Animation Props, Drug Consumption Animations, and Drug Reactions. Which is what this report will go over.
[Rolling Skill]
-How To Roll Blunts and Joints
In order to Roll a Blunt, you will need Swisher Sweets and a baggy of any Cannabis strain.
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Select the Swisher Sweets and select the interaction Roll Blunt
From there choose which Cannabis Strain Baggy you would like to roll
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You will then receive a blunt of the Strain you rolled.
In order to Roll a Joint, you will need RAW Rolling Paper and a baggy of any Cannabis strain.
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Select the RAW Rolling Paper and select the interaction Roll Joint
From there choose which Cannabis Strain Baggy you would like to roll
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You will then receive a joint of the Strain you rolled.
-Bonuses
The Rolling Skill is used to Roll Blunts and Joints. This skill is a hidden skill with a maximum level of 5. You will receive bonuses with a higher Rolling Skill. with level 5, you will receive 3 joints or blunts when rolling once. with level 3-4, you will receive 2 joints or blunts when rolling once, and at level 1-2 you will receive 1 joint or blunt when rolling once.
[Additional Consequences Of Drug Use]
-Lowers Career Performance meter if you show up to work High
All careers, but Criminal will lower work performance when showing up high on a substance. Value of hit to work performance for each drug is tunable.
[Drug Animation Props]
While I was working on the animations, I had decided to work on some new animation props to showcase during the consumption animations.
-LSD Blotter
-MDMA Pill
-Xanax Pill
-Adderall Pill
-PainKillers Pill
-Syringe
-Rolled Simolean
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-Pizzo Pipe
-White Widow Joint, Purple Haze Joint, Skunk Joint, OG Kush Joint, AK47 Joint, Amnesia Joint
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[Drug Reactions]
Drug reactions have also been worked on. You are able to enable and disable Drug Reactions via the tunable xml for each individual drug. If Enabled the reactions...
-Teen sim getting caught by an Adult doing Drugs
Witness Sim will get an Angry moodlet
Witness Sim will punish/scold teen sim
A Punishment will be applied to teen Sim
When the Angry moodlet expires, a sad moodlet will be applied to the witness sim.
-Children in family witnessing Drug Use
Child Sim will receive an uncomfortable moodlet
Child Sim may Cry
Drug User will get an embarrased moodlet
-Parent Witnessing Adult Children Using Drugs
(Parent Against Illegal Drugs)
Parent will get angry
Parent will yell at adult child
Drug User will get an embarrased moodlet
Parent will get a sad moodlet when angry moodlet expires
(Parent For Illegal Drugs)
Parent will cheer
(Neutral)
Parent will get an uncomfortable Moodlet
Parent will get a Startled reaction
-Teen or above children witnessing parent using drugs
(Against Illegal Drugs)
Witness will get an uncomfortable moodlet
Witness will cry
Witness will yell at parent using drugs
Drug User will obtain an embarrased moodlet
(For Illegal Drugs)
Witness will cheer
(Neutral)
Sim will get uncomfortable moodlet
-Family Members witnessing Drug Use
(Against Illegal Drugs)
Witness will get an uncomfortable moodlet
Witness will cry
Witness will yell at family member using drugs -
Drug User will obtain an embarrased moodlet
(For Illegal Drugs)
Witness will cheer
(Neutral)
Sim will get uncomfortable moodlet
-Romantic Partners witnessing Drug use
(Against Illegal Drugs)
Witness will get an uncomfortable moodlet
Witness may cry
Witness will argue with drug user
Drug User will obtain an embarrased moodlet
(For Illegal Drugs)
Witness will cheer
(Neutral)
Sim will get uncomfortable moodlet
-Stranger witnesses Drug Use
(Against Illegal Drugs)
Witness will get an uncomfortable moodlet
Witness will cry
Witness will argue with drug user
Drug User will obtain an embarrased moodlet
(For Illegal Drugs)
Witness will cheer
(Neutral)
Sim will get uncomfortable moodlet
[Drug Consumption Animations]
All of the Drugs officially have Drug Consumption animations. This month we added Animations for MDMA, Xanax, Adderall, PainKillers, LSD, Trenbolone, testestorone Enanthate, Estrogen Blockers, Heroin, Cocaine, Meth, and all 6 Cannabis Strains. The sim I used to showcase these animations uses a height slider. So the animations are a bit off. However, if you don't use sliders like me, the animations will appear normal.
-MDMA Animations
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For MDMA you can consume it while standing, sitting, or sitting in a barstool.
-Xanax Animations
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For Xanax you can consume it while standing, sitting, or sitting in a barstool.
-Adderall Animations
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For Adderall you can consume it while standing, sitting, or sitting in a barstool.
-PainKillers Animations
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For PainKillers you can consume it while standing, sitting, or sitting in a barstool.
-LSD Animations
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For LSD you can consume it while standing, sitting, or sitting in a barstool.
-Trenbolone, Testestorone Enanthate, and Estrogen Blockers Animation
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For Trenbolone, Testestorone Enanthate, and Estrogen Blockers you can consume it while standing
-Heroin Animations
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For Heroin you can consume it while standing, sitting, or sitting in a barstool.
-Cocaine Animations
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For Cocaine you can consume with a Sink, Counter, or Dining Table.
-Meth Animations
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For Meth you can consume it while standing, sitting, or sitting in a barstool.
-All 6 Cannabis Strains Animations
For Cannabis you can consume it while standing, sitting, or sitting in a barstool. With all 4 methods. Which are Bong, Vaporizer, Blunt, and Joint.
Bong
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Vaporizer
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Blunt
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Joint
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And that is all I have to report on for this month. We went over the Rolling Skill, Additional Consequence of Drug Use, The Drug Animation Props we made this month, The Drug Reactions, and the Drug Consumption animations.
I'm happy that all of the drugs that will be included in the first release all have animations now. For the following month, there isn't anything else on my list to add for the first release. So I am officially on the Alpha testing phase of the mod. Which during the test I will aim to fix any bugs I happen to find and may implement new features if I believe it will be convenient during testing.
Additionally, regarding the Beta Testing phase. I decided to cancel it. I learned of a story regarding a CC Doll that was released long ago for TS3 and it somehow caused corruption on peoples games. My concern is that if the testing version leaks. Whoever puts it for download may add a virus to it to mess peoples games. Therefore I would rather not risk it. Apologies to all that volunteered. I will be testing it privately and with some friends at my side.
Since all that is left, is testing, writing a guide for the mod and waiting for the mods art piece I commissioned to finish. I estimate that the mod will be ready late spring. Unless I happen to find a huge gamebreaking bug that needs to be fixed.
Now I'm going to go back into hiding.
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monocodoll 3 months
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MonocoDoll's Vile Ventures Potential for Beta Testing Version
Hello, Hope everyone is doing well. I wanted to try something that one of my fellow collegues does in terms of their development cycle. One of the individuals that inspire me is an individual who makes adult games. Which is something I would like to try to do once in the further future at the minimum.
The thing I would like to implement into my development plan for this project is a Beta Testing Version of the mod for people to test before the public release. This is an extra layer that would help ensure that when the public release is out, there should be very few problems if any. This does not mean that I will drop all testing. Before I release a Beta Version of the mod. I will perform Alpha Testing of the mod for a duration. Which during that time I will test the mod myself looking for bugs, spelling errors, etc. And then after that phase is finished (All errors/bugs that were found have been fixed), I will release a Beta Version of the mod, in which people who are interested can test it. After a duration if no issues are found, then a public release will be available.
At this moment, I am interested in knowing if anyone is interested in testing the Beta version when it is released. I will aim to keep the file private, therefore I aim to limit the amount of beta testers to 5 at most. So please feel free to leave a comment or DM me if you are interested in testing a beta version of the mod. When the time comes for me to pass them I will ensure I have a written guide on how everything works.
At this moment, I am still implementing the animations. However, I have made great progress so far. So I might finish all animations by the end of this month. And then I would simply need to work on reactions to a sim witnessing others do drugs. So Finishing the first version of this mod isn't too far off.
I'm not too sure how a modder who asks for Beta Testers are viewed in the community here. But incase it isn't a popular thing, I will leave a poll which the end result should let me know.
All the best,
MonocoDoll
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monocodoll 3 months
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MonocoDoll's Vile Ventures (Drug Dealing) Mod Report (Additional Objects Made, Animations for Three Drugs, and House Raid Function Fix)
Just another monthly Mod Report regarding My Vile Ventures mod. This month I worked on creating a few more objects, consumption animations for three drugs, and fixing a bug found during my playthrough. Which I will go over these on the report.
[Additional Objects Made]
-Rolling Paper
The Raw Rolling Paper object will be utilized to create joints of weed. The joint created will depend on the strain that you have.
-Swisher Sweets
The Swisher Sweets object will be utilized to create blunts of weed. The blunt created will depend on the strain that you have.
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-Bong
The bong will be utilized as one of the options to consume Cannabis.
-Lighter
The lighter will be utilized during some consumption animations. In particular, while lighting a bong.
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[Consumptions Animations For Three Drugs]
This month, after finally being able to figure out how to properly set up animations into the game I was able to set up Animations for three drugs during the month. Lean, Cold Medicine, and Shrooms. I have two individuals to thank greatly. As they have answered my many questions regarding setting up object animations. Both Savanita and Olomaya were a huge help.
-Drink Lean
You can drink lean while standing or sitting down.
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-Cold Medicine
You may drink cold medicine while standing or sitting down.
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-Eat Shroom
You may eat shrooms while standing or sitting down.
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[Fixes Made During Testing]
-House Raid Fixed
During my playthrough, I found that my house raid function did not work properly. I went back into the code and completely rewrote how my raid function works. I tested it many times and it has been succesful each time after the rewrite. I'll go over how it works, now that I have in game screenshots of the scenario.
Your sim is sound asleep after a full day of dealing. Getting rest to start doing it again the next day.
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You have a Cocaine Brick to cut tomorrow morning...
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Some Cured Cannabis to collect tomorrow too...
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And some Drug plants to take care of tomorrow morning...
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However, before tomorrow can hit. You hear sirens outside late at night.
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Your door gets rung...
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Only to find out that your residency is being raided...
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Once the Raid begins, the suspect sim will remain still while the officer conducts the search. The officer will confiscate every drug, drug plants, dirty money, guns, etc.
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If illegal product is found in the residency, then the Suspect sim will be arrested.
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Once arrested, the suspect sim will be taken to the police station and be sentenced.
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And that is all I have to report on for this month. We went over creating a few objects that will be used in the future, creating animations for three of our drugs, and fixing our House Raid Function.
I am so happy that I finally figured out how to put an animation in the game. As well as having a functional House Raid Function. It's a cool scenario in my opinion. For the following month, I'd like to create animations for all my pill varients of the drugs. Such as MDMA, Xanax, Adderall, and PainKillers. I'm rather slow with animations, so finishing animations for all drugs included with this mod may take a bit. LSD, Cocaine, Meth, Heroin, All 6 Cannabis Strains, Trenbolone, Testosterone Enanthate, and Estrogen blockers are the other drugs that need animations as well. So a total of 3/20 drugs have their animations completed. Some drugs will have more methods of consumption. For example Cannabis will have several options such as using a bong, Joints, Blunts, or a vaporizer.
Progress was slow this month as I was learning how to set up animations into the game and I am completely new to animations, so progress won't be as speedy as when I was focused on the coding aspect of the mod.
Now I'm going to go back into hiding as every cow should.
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monocodoll 4 months
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MonocoDoll's Vile Ventures (Drug Dealing) Mod Report (Small Additions, Additional Tunables, Animation Bloopers, Testing/Bug Fixes)
Another Month has passed. Which means another Mod Report for my Vile Ventures mod. This month I have been focusing on adding small additions, creating more tunables, attempt at first consuming animation, and testing the mod on a playthrough to find any bugs that may have been missed. Which I will go over these on the report.
[Small Additions]
-Shroom Harvestable
A new Shroom Harvestable has been created. As I honestly forgot to create one when I had previously made my other custom plants. The shroom seeds are obtainable through your NPC drug dealer after aquiring Drug Dealing Skill level 4.
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You are also able to craft your own baggies of Shrooms through obtaining 6 Shroom ingredients and one baggy.
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The Shroom Baggies are also obtainable through your Drug Dealer NPC, and there are no skill requirements needed to obtain the consumable shroom baggies.
-Illegally aquiring Drug Seeds
You are now able to obtain Drug Seeds Illegally via your NPC Drug Dealer. However, you must meet a certain threshold within your Drug Dealing Skill level. The prices for each seed is tunable.
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-Drug Dealing Skill Level 3: Unlocks White Widow and Purple Haze Buds
-Drug Dealing Skill Level 4: Unlocks Skunk and OG Kush Buds. As Well as Shrooms seed.
-Drug Dealing Skill Level 5: Unlocks AK47 and Amnesia Buds. As well as Coca Seeds.
-Drug Dealing Skill Level 7: Unlocks Opium Seed.
-Racket Inheritance
Any Rackets that your Drug Dealer Sim owns can now be passed down to someone in the case of your sim dying. You are able to ask any Teen or above sim to take over your operations when you pass. The sim being asked must not be against Illegal drugs and need to have at least a friendship relationship established. Otherwise they will not accept your offer.
In the case that your sim who owns the Illegal racket does not assign anyone to inheret the rackets. The Rackets will first be handed to a child of the sim. If no children are present, then a sibling. If No siblings are present, then a parent. Otherwise, the racket will be lost upon death.
-Added Extra Benefits For Completing Drug Dealing Challenges.
Completing the Cannabis Dealer Expert, Psychedelic Dealer Expert, Pill Dealer Expert, and Powder Dealer Expert challenges now provides an additional bonus on top of just increasing sale earnings for the category of the drug. Completing these category challenges will now net you high quality product when you are crafting your own supply. So collecting your cured weed while having the Cannabis Dealing Expert challenge completed will provide you with high quality cannabis baggy instead of normal quality cannabis baggy.
-Lean Is Craftable
Lean is now craftable. Select a Styfoam Cup. You will need Jolly Ranchers, Sprite, Styrofoam Cup, and Cold Medicine. The cold medicine has up to 4 uses. So with one cold medicine, you can create up to 4 Lean.
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-Using Baby Laxatives to Cut High Quality Cocaine
Baby Laxatives will be obtainable at the grocery store. On Drug Dealing Skill level 2, you will be able to utilize them to cut High Quality Cocaine Baggies into normal quality Cocaine Baggies. Which will either net you two or three Normal Quality Cocaine Baggies.
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-Finished Making Moodlet Images For each Custom Moodlet
At this moment, the total amount of custom moodlets provides by this mod will be 106. The images for these moodlets have been completed.
[Additional Tunables]
I also added some notable tunable's to certain features. There are many more, but I will notate the ones that were introduced during this month.
-Overdose Chances
Chance of overdosing on drugs are tunable. By default the values for each drug.
Lean: 60%
Adderall: 40%
PainKillers: 50%
Xanax: 45%
MDMA: 55%
Cocaine: 70%
Meth: 80%
Heroin: 90%
Overdosing can only occurs if your sim takes more than one dose of the substance when they are already under the effects of that substance.
-Fatal Overdose Chances
You can also determine the chances of an overdose being fatal. If the overdose is fatal, the sim will die. If it is not fatal the sim will be knocked out and fall asleep. By default the values for a fatal overdose are...
Lean: 40%
Adderall: 30%
PainKillers: 40%
Xanax: 20%
MDMA: 30%
Cocaine: 50%
Meth: 70%
Heroin: 80%
-Time it takes to Cure Weed
Previously, the time it took to cure weed in a jar was not a tunable. While I was playing a playthrough with my mod, I figured that some would appreciate this as a tunable. By default it is 24 hours.
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-Time It Takes for Cocaine Brick and Meth Package to finish
Previously, the time it took for Cocaine Brick and Meth Package to be completed in their respective containers was not a tunable. The time it takes is now tunable. By default, it takes 48 hours for a Cocaine Brick and Meth Package to be collected in their respective containers after filling it up.
-Drug Dealing Skill Points earned per Sale
You will be able to dictate just how much skill points your sim earns per type of drug sold. By Default selling Cannabis, Psychedelic, Pill, and Powdered type drugs net you 100 skillpoints. Which is a bit of a grind. For example at the moment during my playthrough I sold 139 drugs and I just got to Drug Dealing Skill level 5.
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[Animation Attempt]
There was an attempt during the month to at least produce one consumption animation for this month. However, the prop refused to appear in the correct location. I'm still unsure what went wrong, but I will continue to look into it. The attempt was made for the drink Lean animation.
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[Changes/Fixes Made During Testing]
I decided to perform a playthrough with my mod. To determine if I should make any changes or if there are any bugs that need fixing. Which there were a few I found.
-Fixed Bug Preventing my custom plants from growing overtime.
-Fixed a Bug Preventing the heat system from saving after reloading a save:
Example, my sim had a heat level of 15. Making him eligible to potentially have his residence raided. However, when I reloaded my save after saving. My sims heat level went back down to 0. This is resolved and heat level will be retained even after reloading a save.
-Fixed Empty Jars having a black substance inside of them:
This was a problem I had in the past, but didn't decide to expirement to try to fix it until it started to bother me in my playthrough. The black substance only appeared after you collected your cured cannabis. However, the empty jars are now truly empty.
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-Made a adjustment to crafting drugs via the Chemistry Table:
Previously when processing Coke Powder, Meth Tray, Heroin, and MDMA there were no Drug Dealing Skill Requirements. I decided to go back and add a Drug Dealing Skill requirement in order to produce these drugs via the Chemistry Table. Especially for Meth. Since all the ingredients to produce meth is obtainable through the grocery store. Which will make it too easy I thought. So now on top of the logic skills required to produce these substances. MDMA production will require a Drug Dealing Skill of 4, Cocaine/Meth Production will require a Drug Dealing Skill of 5 Heroin production will require a Drug Dealing Skill of 7. Cannabis and Shrooms still do not require a drug dealing skill. Just the necessary ingredients for now.
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And that is all I have to report on for this month. We went over creating a Shroom harvestable, Racket Inheritance, Crafting Lean, Obtaining Drug Seeds Illegally, Cutting High Quality Cocaine with baby laxatives, Adding more tunables, and making adjustments and fixing bugs found during my playthrough.
I had fun testing the early game of my mod. I managed to make it to drug dealing skill level 5 and was satisfied with the early game of the mod. I will continue to test my playthrough and attempt to make it to the late game of my mod. Where I will be attempting to own my own rackets and ensure that they work just perfectly. If all is well during my playthrough then everything is complete regarding my Drug Dealing side of the mod. And all that would be left are the final touches of the consumption of these substances. Which will include consumption Animations, reactions of nearby sims when smoking, and a rolling skill for joints and blunts, and possibly anything else that I may think of later on.
Now I'm going to go back to being a ghost. However, again thank you for all those that are patient.
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monocodoll 4 months
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Government Benefits & Services Mod Patch Update (12/15/2023)1.8V
A patch update to fix some minor errors in my code.
-Custodial parent should now receive the correct amount of Child Support.
I was previously testing my method with the Non Custodial parents, so I never realized that the Custodial parent was receiving the incorrect amount of child support. I simply forgot to add parenthesis to the equation for which the equation was being used to calculate the funds that the custodial parent would receive. Correct Method: (NonCustodialFamilyFunds + NonCustodialHomeLotValue) * kPercentOfWealthGivenPerChild(0.01) . Incorrect Method: NonCustodialFamilyFunds + NonCustodialHomeLotValue * kPercentOfWealthGivenPerChild(0.01). The Custodial Parent should now receive the correct amount of child support.
-Newly Placed Computers Should now receive the Apply/Opt out of interactions.
Previously, newly placed computers were not receiving the Apply/Opt out of interactions. I had the code written to add them to newly placed computers, but they were never utilized because I never had them load in. My bad...
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monocodoll 5 months
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Government Benefits & Services Mod Minor Update (12/15/2023) 1.7V
I feel bad for all the updates lol. I simply added the ability to apply/opt out of Welfare, SNAP, and Childsupport via the computer. Just a small request. I won't touch this now I promise. Unless a bug is found.
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monocodoll 5 months
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Government Benefits & Services Mod Patch Update (12/13/2023) 1.6V
While I was testing my Vile Ventures mod (Drug Dealing Mod). I found a bug with my Government Benefits & Services Mod. Which was present even before the last update. I hate that there was a bug that was undiscovered for so long. Either way, I'll explain the bug in the notes. As well as notate any small adjustments made. I also want to thank @twinsimmingmain for very quickly replicating the issue after I found it and had asked if someone else had the same issue.
-Fixed a Bug which caused other sims to be unselectable
If your sim had a Food Stamp Coupon in their inventory and has not met the sim(Not in the relationship panel) that was being selected, the target sim would be unselectable. This has been fixed.
-Very Minor Adjustment to Child Support Payments.
Child Support payments still work the same as the previous update. However, they now take into account the non custodian parent's Home Lot Value. Therefore if the non custodian parent has a home lot value of 200k and has 100k in their household funds. And the percentage of wealth owed to the custodian parent per child is 1%. Then the total amount of child support due is 3k per child for that week.
If there are any bugs that anyone else finds. Please let me know, and I would be happy to take care of the bug.
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monocodoll 5 months
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Hi. I just downloaded your arms dealing mod and I鈥檓 having some problems with it. It鈥檚 not showing up in my game and there are no options to assign a dealer npc or any of the sorts. I鈥檝e downloaded the mod and the traits and the recent battery mod but still nothing. I鈥檇 like your help. Thank you
Hello, Hope you are doing well. The Arms Dealer mod requires the addition of the "Arsil's Custom Trait Manager" and "Battery's C# Script Utility" mods. You mentioned that you already have those in place. I would first make sure you don't have duplicates of those mods in your mods folder. If you are certain that no duplicates are present in your mod folder, then something that helped an individual out who was testing for me was placing the "Arsil's Custom Trait Manager" mod in their overrides folder. However, for myself I have all three mods under the same folder and it works. Additionally, The package containing the script is the MonocoDoll_Glock17, so ensure that the package is in there. The option to assign a Arms Dealer should show up when selecting a sim, and then you go to Guns.../Settings.../Assign Arms Dealer. If it still does not work, please let me know.
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monocodoll 5 months
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Government Benefits & Services Mod Update (12/10/2023) 1.5V
Just wanted to give an update on some changes and additions made to my Government Benefits & Services Mod. The following additions are down below...
-Changed how Child Support payments work:
instead of a flat price. It is now a percentage of what the non custodial parent has in their household funds. So for example, if the non custodial parent has 500,000 Simoleans in their household funds. Then by default they will provide 1% of their household funds to the custodial parent per child. Meaning if the Custodial parent has two children with the non custodial parent. Their child support payment will be 5,000 per child. You can change the percentage amount in the Tunable XML. But, if you are playing as the non custodial parent I would keep it between 1%-5% as it can be brutal. Especially if you have many unsupported children.
-Can Determine Amount of items received from Food Bank:
In the Tunable XML, you can decide how many items your sim will receive from the Food Bank. By default it is 10.
-Can determine the amount of Simoleans gained from selling Food Stamp Coupons.
In the Tunable XML, you can decide on the sale price of these Food Stamp Coupons. By default minimum is 100 and maximum is 300.
-Added the ability to adjust the residential Lot value qualification.
In the Tunable XML, you can decide how much a sims residential Lot value can be before they are no longer considered a Low Household Lot. By default, it is 30,000. So any sim with a lower residential lot value of 30,000 would qualify.
If there are any other requests for the mod. Such as adding in additional Tunables or some changes. Please let me know. The additional Tunables were added due to individuals requesting these in the past. I mainly came back to this project because I wanted to adjust how Child Support payments work so I may increase the difficulty of my game if I was playing as a non custodial parent.
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monocodoll 5 months
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Drug Dealing(MonocoDoll's Vile Ventures) Mod Report(Weed Edibles, Marijuana License, Felony Consequences, Smuggling, Cocaine/Meth Rackets, Heat System, Steroids, Doctor Appointments, Lean, Possibility of PMA in MDMA, House Arrest, and small update to Adderall) Part 2
Doctor Appointments
Doctor Appointments are used to get prescribed medication such as Adderall, Xanax, PainKillers, Cold Medicine, and Estrogen blockers. Your sim is limited to one doctor visit a day.
To Visit a Doctor, your sim will need to go to the Hospital Rabbithole. Costing 100 Simoleans
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After selecting the option, your sim will go into the Hospital for around an hour and a half. If the doctor finds that your sim needs any medication, they will provide it to your sim.
[Being Prescribed Adderall]
-Adderall is Prescribed to Sims with the Absent Minded Trait.
-Athletic sims have the chance of being misdiagnosed and therefore may be prescribed Adderall. By Default 10% chance
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[Being Prescribed Xanax]
-Sims with either Stressed, Feeling Anxious, Scared, Strained, Feeling Out Of Sorts, Impending Episode, Delusional, Terrified, Fear, or Upset moodlet will be prescribed Xanax.
-Sims with the Unstable trait will also be prescribed Xanax.
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[Being Prescribed PainKillers]
-Sims with either Bad Landing, PwnedByBull, Lost The Brawl, Ouch My Face, Hurt Hand, Mosquito Bite High, Mosquito Bite Mid, Mosquito Bite Low, Cat Scratch, Shredded dignity, Saddle Sore, Forcibly Dismounted, Kicked, Bitten, Hurt Foot, or Tooth ache will be prescribed Pain Killers.
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[Being Prescribed Cold Medicine]
-Sims with either the Germy, Pestilence Plague, or Sick and Tired Moodlet will be prescribed Cold Medicine.
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[Being Prescribed Estrogen Blockers]
-Sims with an Enzyme level of 60 or above and have not yet received permanent liver damage. Will be prescribed Estrogen Blockers.
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[Being Prescribed Nothing]
If the doctor finds no issues with your sim. The sim will be prescribed nothing and be sent on their way.
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Lean
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I had also mentioned Lean on a previous report. However, they were not fully developed at the time. I decided to go back and work on implementing Lean into the game.
[Effects While Under the influence]
Lean will temporarily remove Sleepy, Tired, Exhausted, BuzzCrashed, OrganicKonaLiftBuzz, OrganicSlappicnoBuzz, an OrganicMidnightMudBuss. As well as provide a small boost to your fun. However, Lean will make Sims feel Dazed.
[Withdrawals]
While the sim craves Lean, they will gain the Feeling Anxious, Stressed, and Strained moodlet. They will also take a 1/5 hit to their energy and a 2/5 hit to their fun meter.
[Overdosing]
If your sim consumes too much of the drug, they have a chance at overdosing. It can be either fatal or non fatal. If fatal sim will die. If non fatal the sim will pass out.
Possibility of PMA in MDMA
Anytime your sim purchases Normal Quality MDMA from a Drug Dealer NPC. There is a 10% that the MDMA Baggy or MDMA Pill Bottle may contain PMA. Purchasing High Quality MDMA however, is excluded from this possibility.
If your MDMA has PMA inside, when your sim goes to consume some of the MDMA, the sim will consume PMA instead. Which will result in the effects of MDMA to take longer to take effect.
To check whether your MDMA has PMA inside, you can now purchase Stay Safe Test Kits at the grocery store. Once you have these in your inventory. You can select any MDMA Baggy or MDMA Pill bottle and check whether PMA is inside. Selecting the option will inform you how much PMA is inside. The kits have up to 5 uses.
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House Arrest
I also decided to go back and implement a house arrest feature. Now if your sim is arrested and have less than $2500 worth of Illegal product, they will be sentenced to House Arrest for a day.
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They will have a total of three hours to get to their home. Otherwise they will be arrested if they are not home by the time the moodlet expires.
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Once they are home, they must stay in their home lot for the duration of the house arrest. Stepping out of their home will immediately notify law enforcement and therefore your sim will be arrested. And they won't be getting House arrest if they are arrested due to a breach in their house arrest sentence.
Small Adderall Update
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I decided to go back to Adderall and have it have an additional function. On top of what was previously mentioned on reports about Adderall. Adderall now temporarily replaces the Absent Minded Trait with the Perceptive Trait. Once the effects of Adderall wear off. The sim will regain their Absent Minded Trait. If the sim does not have the Absent Minded Trait, then one random trait will be temporarily replaced with Perceptive.
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And that is all I have to report on for this month. We went over Weed Edibles, Marijuana License, Felony Consequences. Smuggling, Cocaine/Meth Rackets, Heat System, Steroids, Doctor Appointments, Lean, Possibility of PMA in MDMA, House Arrest, and the small update to Adderall.
I was honestly all over the place this month. A significant amount of progress was made this month. For next month, I'm not too sure what to work on. At the moment, the only major things left are the animations and reactions of the sims that you smoke around. And some minor features to work on next would be to make Lean Craftable, make the overdoses chances tunable, Be able to cut Cocaine Baggies into lesser quality via Baby laxatives, Correcting Spelling errors, Making Images for the moodlets, Make the LSD Sheets into more of a Simlish style, and a Shroom harvestable (I honestly forgot about them when I initionally made all the other drug plants).
Additionally, I also decided on a name for this mod. I have been calling it The Drug Mod for quite a while now. However, during this month I decided on a name. I'll call it MonocoDoll's Vile Ventures. Another nice little detail I want to add to the release for this mod is to have a cover art for the mod upon release. I commissioned my friend. Which is the same individual who made my OC. So I am looking forward to their upcoming sketches.
Now I am going to go back to being a ghost. However, I want to thank everyone again who has been patient.
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