Sorcery Mod Sims 4
. Any personal alterations you may make to our mod on your own should NOT be shared publicly. We will submit to have it taken down.
Hello, I have put out another update for the Sorcerer mod, primarily to remove its remaining dependency on scripts (which wasn't much). You can download it and see the full patch notes here (there are a few fixes as well):I heard about the upcoming changes being made to the on Maxis's end.
Xbox 360 dying light release date. I'm confident that the experienced script modders for this game can work out how to handle this change going forward. For my own part, I've mainly modded with XML tuning, so my knowledge is limited in that area.As a way to 'get ahead of the problem,' so to speak, knowing the Sorcerer mod is used by a lot of people and wanting to avoid possibly having to perform needed script changes right before a patch, I've removed the remaining dependencies on scripts that the Sorcerer mod had (which wasn't much).
Mostly, I needed the Investigate Object interaction to show up on something, so I created a duplicate of the Lump of Clay called 'Suspicious Lump of Clay' and it will now be where you get the trait from (the Lump of Clay has been retired and is now back to being just a normal Lump of Clay). Unlike the normal Lump of Clay, the Suspicious Lump of Clay cannot be played with. It's just for obtaining or removing the Sorcerer trait. I figured this makes sense, since I can do that with a custom object and having sims autonomously run off playing with a magical artifact wasn't always the most fun thing in the world, if you're trying to get one to investigate it.Some other mods of mine have heavy dependency on scripts (such as the Skill Lock one, for enabling you to just click on the sim and lock/unlock stuff) and all I can say is, I will try to keep you updated on what happens there. I'm going to do my best to stay on top of what's going on and get my script-heavy mods fixed when the time comes, as I can.- Triplis.