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Basemental Drugs 3.10.10.19.107

IMPORTANT: Version 3.10.10.19.106 missed all the MDMA items. If you downloaded that update, please delete it and download .107 instead.

Changelog

Hotfix

Tobacco

Parental Reactions

Autonomy

Wicked Whims

Other

How it works

Tobacco

The tobacco update this time around has been mostly fixes. It's not necessary to explain in detail what all of these does, as the changelog is more than sufficient in explaining that. One thing that needs to be mentioned though: There was a bug where, if you had multiple cigarette or cigar packs in your inventory and had a smoke, all of the packs in the stack had one cigarette/cigar deducted. This is fixed now, but in order to fix it I had to make the packs unstackable. In case you wonder why you have multiple packs in your inventory not being in a stack. 

Parental Reactions

The parental reactions for smoking works quite similar to the drugs/alcohol parental reactions, but separately from the main parental reactions system. Parents of Teens who are not set by the Settings to be cool with drug use will yell at them and get angry, and subsequently sad if they catch their teens smelling like cigarette, but it will not end up with sending the teens to rehab. Just cause a dent in the relationship between the parents and teens, unless they talk it out afterwards.

I have had a bunch of complaints about the New Years holiday where teen Sims will drink autonomously and get yelled at by their parents. I have now added in a free pass to drinking on New Years. Your teens can drink as much as they want this particular holiday without their parents being upset or angry.

I also tuned down the length of the shocked animation for parents whenever they realize their teen is high/wasted/have smoked. I also made the social interactions where they catch them being more of a direct conversation and not yelling across the room. This whole bit is, imo. a lot more low key and not so over the top now.

Autonomy

I have worked quite a bit on this, as the autonomy has been insane for most drugs. Let me just run you through quite quickly how the autonomy works for the drugs that has been fixed now.

Tobacco

Less intense autonomy, if your Sim is assigned to be a smoker but aren't addicted to cigarettes yet, they might have a smoke autonomously depending on their mood, but it's not something that will happen very frequently.

If your Sim is addicted to cigarettes on the other hand, they will smoke frequently, and especially when experiencing addiction debuffs.

NPC's that are assigned to be smokers will still smoke quite frequently autonomously, but this is also tuned down a fair amount.

Xanax

The annoying bug where Sims with a Xanax bottle in their inventory just started popping 20 in a row that you couldn't cancel out and passed out on the floor is finally sorted out.

The autonomy for popping Xanax is also tuned way down, non-addicts might eat some Xanax if they are feeling stressed out, embarrassed, or experience similar negative emotions. Addicts will pop them way more frequently.

MDMA

 The annoying bug where Sims with multiple MDMA pills in their inventory just started popping 20 in a row that you couldn't cancel out and passed out on the floor or had a fatal OD is finally sorted out.

The autonomy for MDMA now only works for Sims with the Clubber trait or the Party Animal buff (a buff you can get if you do a bunch of MDMA), and it only works on weekends. It was way too unrealistic with the 24/7 Molly popping. 

If your Clubbers or Party Animals have pills in their inventory when they wake up on Friday morning, though, they will most likely party hard all weekend. The autonomy for these two differ in some ways. Clubbers will for instance not pop pills autonomously when they get their Sad hangovers, whereas Party Animals will keep the party going when hungover. 

Cocaine/Amphetamine

These two hard drugs autonomy is now reserved for Clubbers and addicts. If your Sim is a non-addict and not a clubber they won't ever do lines of cocaine or amphetamine autonomously.

The autonomy in general for these drugs are also tuned a fair amount, and depends on the general moods of the addicts or clubbers. There are also differences in terms of which moods that makes a Clubber snort lines autonomously compared to which moods that makes addicts  snort lines autonomously.

Installation Instructions

FOR SUPPORT WITH THIS MOD - HEAD OVER TO MY DISCORD SERVER

Basemental Drugs 3.10.10.19.107

Comments

Solved on Discord. Issue was apparently the plants being outside off-season

Basemental

It turn to state planted when i come back home when its already in mature state when i left itm

Hye hello firstly thanks for the wonderful mod but Can ia ask u something about this update?? Why my cannabis plant become the state of planted after i go travel to other place?? Did i need to do something?

I can confirm they will dance and smoke. I was getting a kick out of Judith Ward smoking and bopping to the music...LOL

Keekee53

Yeah, alcoholism is supposed to suck. Glad you like the mod in general, btw :)

Basemental

Do they will be able to talk and smoke at the same time? Or they're supposed to do it already?

Giaduzza

Just wanted to say, I've been using your mod for awhile now, it is one of the best out there. Great Job! The only thing I have a problem with is, I avoid alcoholism. It seems a bit, well, clunky to me. Gotta drink all day just to keep the slightly inebriated buff on and when you finally do get them to a drunk status, it lasts like 2 seconds. I understand the realism thing, but just seems a little too realistic. Leaves little time for anything but alcoholism.

Robert Butterfield

I've been itching for you to do tobacco in your content! thanks so much !

I am new to your content, just want to say thank you for this!

Yes

Basemental

They do. It´s a conflict with outdated mike24s animation packages. Update those to his latest versions and you´ll be all set

Basemental

the animation has improved a lot, it's just a shame that when they smoke the sims don't even put a cigarette on their lips . Btw very very cool!

Giaduzza

Can sims vomit if they drink too much alcohol?

M

They are in fact not getting any packs, but they will smoke autonomously as if they had packs. This is only true for NPC's that are outside of your currently played household.

Basemental

I would like to see a "smoke together" option for 2-4 sims to smoke together :D Also, I'm wondering what happens when the npc's run out of cigarettes? They are getting one pack, but then what?

Freyya_

Glad you like the mod, definitely don't need any inspiration in terms of that. But it's way down on any to-do list. As it is not really a new feature, but still something that requires an abundance of work

Basemental

Thank you so much for this mod!! As a Fellow pot head I cant play my game without it and I was wondering if you can add different strains of weed to the mod please? I can give you some inspo frfr haha

Sweetsimmer30

I might. The previous iteration was so buggy and weird, but I definitely might.

Basemental

Will you be bringing back the "standing share weed" option anytime soon?? That would be so useful..

Sam_GoOd_Burger

Yes :)

Basemental

Also, idea i had for the cigarettes: if a sim could bum a cigarette from another that had a pack.

Damien Trust

are you thinking of adding like nicotine vapes?

Damien Trust

Good idea, thanks!

Basemental

I had another idea for the cigarette thing. Maybe for a certain period of time after smoking, if you kiss another sim they'll be grossed out. Brushing your teeth would prevent that. Maybe only if the other sim is not a smoker themselves.

wimpwomp

Read up on the tutorials here https://basementalcc.com/cannabis/

Basemental

How can you share a blunt? I can't seem to find the interaction anymore.

Cbreezy1123

Addiction has always been a game of percentage chances. However, the way it works now is more like this: If your Sim does a drug in a prolonged period of time and keeps doing it all day every day there's an increased chance of getting addicted. If your Sim does a metric shit-ton of drugs in a short period of time they will only risk getting a non-fatal or fatal OD. In the past that latter option was a bigger factor for addiction than it is now. Rehab was never removed either, btw(?)

Basemental

Is anyone else having addiction problems? As in, my Sims no longer get the addiction trait on their own. I'm trying to figure out when that started between all the updates and cc mods and new packs and such. Maybe there's a setting I'm missing? I loved that they got addicted than got to go to rehab. I miss rehab. I have WickedWhims and MC Command mods. Is it just me?

Amanda Sowards

Download .107 it's hotfixed

Basemental

Yes

Basemental

I get where your coming from, and I appreciate the feedback, all in all, under the correct circumstances the autonomy is still quite high. More NPC autonomy will be added shortly though

Basemental

Where'dja hide the MDMA Pill Bottle. They all disappeared from my dispensary, and, I'll be dipped if I can find them in the catalog. hahahaha

Kathryn Grace

is there gonna be an bug update for gangs soon??

Sim_Baebyy

Like I said I still enjoy the mod, I just didn’t want to lose the indication that an NPC sims is engaging in their drug of choice based on my previous play with them or my selling to them. My aim isn’t to argue about the realism of the mod, trust me I enjoy realism.

MorenoSims - Marshall

The direction I’m moving in is that of realism. Autonomy in the mod as it was didn’t work in that you had to disable autonomous drug use if you had a bunch of drugs in your inventory otherwise your Sim ended up dead. Also not particularly realistic that every Sim regardless of traits from teens to elders would jump at the first opportunity to do hard drugs. My aim is to make this mod less comical and more realistic. There are however more NPC autonomy to be added to the hard drugs based on whether or not those Sims are clients of those drugs or not among other things

Basemental

Thank you! But I agree with the previous comment. I feel as if I don’t witness my NPC sims engaging in drug activities that much so to lessen the autonomy isn’t the direction I thought you were moving in. I love the mod and will continue supporting you however

MorenoSims - Marshall

Fame and dealing is already incorporated into the mod. Read this tutorial to see how it works https://basementalcc.com/get-famous/

Basemental

Is it possible to incorporate fame,l into being a drug dealer? Like higher levels of fame NPCs and even clients walk up to you autonomously? with maybe a Neighborhood Drug dealer trait where people notice you and walk up to you autonomously and ask for certain drugs?

Eastwick

Kinda forgot about adding celebrities into that autonomy mix. Thanks for pointing that out. When I am done with overhauling and tuning down the autonomy for all the drugs I am thinking I should add some more options to the Autonomous Drug Use Settings, kinda like how the "Assign Smokers" bit works now, where you can assign various drug doers, if only to watch NPC's do drugs autonomusly.

Basemental

I'm always so excited when you update. Looking forward to playing with the updated tobacco.

wimpwomp

Kinda don't want to download this update. I loved how all my sims were using coke / speed all the time - especially the celebrities :D (But seriously, love your work!)

FunkyJ

Not all heroes wear capes! You're the best! <3

Sakura


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