Sorcerer Tweaks - Teleport Autonomously (Patreon)
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Hello, I've made some tweaks to the Sorcerer mod.
They are as follows:
- With the help of some more recent scripting knowledge, I've redesigned teleports, so that they can be done autonomously. To accomplish this, I had to do some fiddling with the animations and effects, so because of that, they will look a little different (but the spirit of the look is more or less the same).
Note also that due to them being changed to the kind of teleport that can be done autonomously when toggled on, you can no longer use them to go anywhere; only places the sim could path to with Go Here. (Example: If there are stairs to an upstairs floor, they can teleport to upstairs; if there are no stairs, they can't. This is the same as the vampire and spellcaster teleports).
Since this is somewhat of a trade in functionality, I've added an additional teleport called Teleport Here (using an existing base game string to avoid the need for new translations) and a custom animation/effect setup that retains the capability of the old teleports to go virtually anywhere, but can't be done autonomously. This way, you can still go anywhere, using the new Teleport Here interaction and you can teleport autonomously with the redesigned old teleports.
My aim here is to add something, without taking away. I don't want to mess up something people enjoy. :) You will find the ability to make it autonomous in a toggle under Spells > Movement.
- And speaking of "taking things away," I've removed the script that excluded Minions from most roles. The reason I'm doing this is that upon further examination, it seemed that excluding them from most roles was not helping keep them on the lot you have them on while you're away and was causing unforeseen problems, like excluding them from choosing to travel with; rather than trying to examine all such roles like that and make exceptions for them, I decided to revert the change. I hope that the previous change did not cause anyone issues and that reverting this change will be better overall for Minion gameplay.
- I removed the need for two of the overrides used in the mod by using scripts. In the process, I made it so that in the case of being immune to fire spreading to them, now both sims who have the Aura of Nature active will be immune and so will sims who have the Reaper Garb (from Destruction level 5) active. I felt this was a nice little touch fitting for a destructive sim going on a firey rampage.
I hope you are enjoying the holiday season and will enjoy these changes. As always, they can be found here: https://triplis.github.io/mods/sorcerer.html
P. S. I've also placed the version prior to this that I did for the legacy patch - version 3-5-1 - in its own download tab, along with the optional downloads, so that it will remain as an option for legacy players, regardless of future updates to the mod, such as this one. This particular update's changes are minor enough that it probably still works in the legacy version of the game, but since I'm not sure, I'm putting 3-5-1 as the standard legacy version.