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  • Waffle_&_Lumpinou_Traditional_Pie_Menu_With_Icons.ts4script
  • Waffle_&_Lumpinou_Traditional_Pie_Menu_With_Icons.ts4script

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Lumpinou has saved the day! 

After my first version of this mod started causing Last Exceptions, I had to take it down. But Lumpinou managed to recondoodle it to work, and better than before!


This mod returns social pie menu interactions to the traditional Friendly, Funny, Mean, Mischief, and Romantic categories! And now it adds the new category icons to them, making navigating a breeze! 


The Sims 4 Social Menu update added a large number of specialized categories for social interactions. I found this really cluttered and nearly impossible to navigate. Alphabetical order under 5 categories is astonishingly easier to figure out than alphabetical order under 25+ categories. Now with the addition of Lovestruck dates and hangouts, we need to know what category an interaction is specified as. That's where the icons come in!

If you read the linked post above you'll get insight on why my method didn't quite work, and the only way I personally could've fixed it would've been a huge undertaking and pain. Lumpinou had an idea to make it easier for me, but with caveats like leaving out things that can't have these custom icons added, which I was fine with instead of not having anything at all. But then, unbeknownst to me, she...

REWROTE THE ENTIRE THING AS A SCRIPT FILE SO THAT EVERYTHING CAN HAVE THE NEW ICONS...AND ALSO HAVE THEIR EXISTING NAME-OR-ICON CHANGING FUNCTIONALITY!!!!

Not only will every interaction be in the main categories, not only will they have their relevant icons, but they'll even work with EA functionality for changed names for holidays, traits, etc!


No longer will we wonder which interactions that start with "Complain" count as "Complaints"! Ok, bad example.

But check this out- in my game, it's currently "Crime Is Legal Day!", and one of the traditions is Mischief Spirit. So these Mean interactions all have the hand buzzer icon, because the Holiday is defining which icons theinteractions have! Once the holiday ends, they go back to normal! Wow!




This was the EA functionality that broke my version of this mod, and Lumpinou has completely circumvented it! HOORAY!

Additionally, I put together a cheat sheet to help you remember which icon means what, or find interactions easily based on type when having a normal conversation and trying to appeal to another Sim's preferences!



If you don't want the icons, you can use the existing version without icons instead of this one. If you do want icons, remove that one and install this one! They cannot be used together, for obivous reasons!

EVERYBODY SAY "THANK YOU LUMPINOU!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!"

Files

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Comments

MuffinsDaAlien

Woohoo, Lumpinou is a pillar in the mod community! Of course, you rock for coming up with this awesome idea. Thanks so much for your hard work!

Kiwi

THANK YOU BOTH

ChekieAngel

thank you soo much wanted to try it before you had taken it down now i can use it!!!

amethystlilac

I love both of you for trying to make this. Also for succeeding, but even if you hadn't, I'd still love you for trying That being said, I've been dealing with the menus inside menus almost since the pack came out and dates changed, and I was about to throw in the towel and start clicking randomly using the first version of this, without the icons, so THANK YOU!

Ash Swag

WHAT AN INCREDIBLE EMOTIONAL ROLLERCOASTER I HAD SCROLLING THROUGH MY NOTIFICATIOSN LMAO i legitimately got really excited seeing that the original pie menu w icons went up then actually so sad reading the whole post about how it got taken down and i was gonna write a big long comment trying to be comforting but decided to check the rest of notifs first and now hyped again that it has been fixed by th power of friendship????????!!!! :0

Charleigh Cooper

Love you both, so ya insanity restored thank you :)

babygal

thank you!!! one question tho... can this be used with Better Pie Menu by Andirz?

waffle_mix_ins

I don't know what that mod actually does, so I have no idea. The way this mod works shouldn't necessarily conflict with any mod, it just may behave differently since the pie menu categories are different. The way this mod works, it basically tells the game "Now wait just a minute- don't actually show that in this category, show it in THIS category!". If Andirz' mod has overridden how the interactions are sorted, it won't do that. If Andirz' mod uses the same method, one or the other will take over. It's definitely safe to try, though! Worst case scenario things get organized oddly and you can remove it.

babygal

i tried to use both and they work together perfectly, thank you for the reply! 💗💗💗

Daniella

Hi. I'm getting an LE whenever I place lots. Rezoning puts the default lot back. 2413ef4e2d0457ef566d391cedesyncea.maxis.sims4_64.15.pc2024-08-31 18:02:26Local.Unknown.Unknown.1.108.335.1020-1.300.000.188.ReleaseInjectionForWafflePieOverhaul.py:89413ef4e2d0457ef566d391ce[manus] Error during initialization of service tuning_instance_manager. This will likely cause additional errors in the future. (Exception: Likely False Positive error for WP.) Traceback (most recent call last): File "T:\InGame\Gameplay\Scripts\Core\sims4\tuning\instance_manager.py", line 634, in invoke_registered_callbacks_gen File "T:\InGame\Gameplay\Scripts\Core\sims4\callback_utils.py", line 158, in __call__ File "C:\Users\Sims 4 Python Script Workspace (3.7)\My Script Mods\ScriptsToRun\Scripts\InjectionForWafflePieOverhaul.py", line 89, in on_int_manager_load_complete Exception: Likely False Positive error for WP.rtim=0 File "T:\InGame\Gameplay\Scripts\Server\areaserver.py", line 130, in wrapped File "T:\InGame\Gameplay\Scripts\Server\areaserver.py", line 126, in finally_wrap File "T:\InGame\Gameplay\Scripts\Core\sims4\utils.py", line 157, in wrapper File "T:\InGame\Gameplay\Scripts\Core\sims4\utils.py", line 175, in wrapper File "T:\InGame\Gameplay\Scripts\Server\areaserver.py", line 357, in c_api_client_connect File "T:\InGame\Gameplay\Scripts\Server\services\__init__.py", line 989, in on_client_connect File "T:\InGame\Gameplay\Scripts\Core\sims4\service_manager.py", line 407, in on_client_connect File "T:\InGame\Gameplay\Scripts\Server\venues\venue_service.py", line 548, in on_client_connect File "T:\InGame\Gameplay\Scripts\Server\venues\venue_service.py", line 174, in get_variable_venue_source_venue AttributeError: type object 'venue_residential' has no attribute 'sub_venue_types'rtim=0 2413ef4e2d0457ef566d391cedesyncea.maxis.sims4_64.15.pc2024-08-31 18:02:59Local.Unknown.Unknown.1.108.335.1020-1.300.000.188.Releasevenue_service.py:174413ef4e2d0457ef566d391ceException in , args: (268829512877095982,), kwargs: {} AttributeError("type object 'venue_residential' has no attribute 'sub_venue_types'") (AttributeError: type object 'venue_residential' has no attribute 'sub_venue_types') Traceback (most recent call last): File "T:\InGame\Gameplay\Scripts\Server\routing\__init__.py", line 1151, in c_api_navmesh_fence_callback File "T:\InGame\Gameplay\Scripts\Core\sims4\utils.py", line 183, in wrapper File "T:\InGame\Gameplay\Scripts\Server\build_buy.py", line 1102, in buildbuy_session_end File "T:\InGame\Gameplay\Scripts\Server\build_buy.py", line 1068, in _sync_venue_service_to_zone_venue_type File "T:\InGame\Gameplay\Scripts\Server\venues\venue_service.py", line 174, in get_variable_venue_source_venue AttributeError: type object 'venue_residential' has no attribute 'sub_venue_types'rtim=0

waffle_mix_ins

It says "likely false positive" right under it, I have no idea why it would be there but it says right there it's probably unrelated. This wouldn't have anything to do with placing lots

Herbert Figglewinkle

Tack to you both, this is a perfect substitute for both the old and new system!

hikari

do you have a version of this for pre lovestruck? my game version is on 1.107.112.1030

waffle_mix_ins

No, I don't make outdated versions of mods for people with outdated versions of the game. No modder does. And even if they did, how on earth would you expect them to make a mod for a version of the game that was months outdated before they even made the mod? Why is your game version 9 months out of date?

hikari

Jeez, I'm not sure what I did to warrant the attitude. My apologies for asking, it was suppose to be a harmless question.... I wasn't sure how long this mod had been in production for, if this has been receiving updates since March-July of 2024 there'd be a chance I'd be still able to use it. It's really not that absurd to try asking on the off chance you did have any older versions. Also as a modder yourself why are you criticizing me for using using an outdated version? You should know how difficult and tedious the process of updating and going through your mod folder is, especially when it's a hefty size. I'm a working adult with a job, I don't have countless hours to waste each time EA puts out a mod breaking patch (which happens constantly, I just want to stay on a stable game version)

waffle_mix_ins

Well, first off, the question was "Hey, do you keep old versions of your mods around and/or make new versions of them for old versions of the game?" which is a ridiculous question. Second, the post states when it was made, and it was August 2024, which is after May of 2024, which is what your game version is from. Third, it is, in fact, absurd to ask a modder to upload outdated versions of mods AT ALL, let alone for a specific person to use, because they personally chose to keep their game at an older patch level. Fourthly, I am cricitizng you for using an outdated version as a modder because that FLIES IN THE FUCKING FACE of updating mods. How are you gonna weaponize "Surely you know how hard it is to keep up with mod updates!" to a MODDER, who UPDATES mods? You think we update them for fun? You think we want people on older versions needing extra handholding, support, and versions of mods available so they can use them when their game isn't up to date ALONGSIDE the mods we painstakingly keep updated? I'M a working adult with a job, and *I* don't have countless hours to answer asinine dumbass questions like "Hey, happen to have a version of this mod available from before it was created that I can use because I'm so special that my version of the game needs its own copy of the mod?", or to keep old mods around just in case someone has the sheer AUDACITY to ask such a stupid thing. You know what stable version of the game is? THE CURRENT ONE. Modders will NEVER tell you to keep your game on an old version, modders DO NOT support old versions, and it's beyond clear when you're ON an old version like this, especailly one this old, that you're almost certainly pirating the game, and not very good at it either, as it's not difficult to keep it updated when pirated anyway. IDGAF if you pirate the game but if you do it and then use that as an excuse to play with unsupported outdated mods and clog support channels, you're a problem. Figure it out. Update your damn game.

hikari

Jesus, you seem very unhinged. I genuinely hope you get help for whatever you're dealing with, outlashing like this over a simple question isn't healthy. And just because I asked doesn't mean you're obligated to answer. Instead of freaking out over ''stupid'' questions, just ignore them instead of throwing an adult temper tantrum. Have some basic compassion towards the people you interact with, there's no reason to behave like that. Also, I don't pirate the game, I play in offline mode to avoid EA updates. What a weird and unnecessary assumption to make.

Sky

Hi! I was wondering if this mod is still compatible with the latest version I am sorry if it's a dumb question :))

Adriane Lainson

Love this mod! But there's like a new hud on my screen that tells me how to build/move around/ect. Is there a way to remove that??

NotTheBadGuy

that's from a sims update! u need to disable "controls legend" in settings - tips (could be somewhere else)