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
2019-09-03 23:28:24 +0000 UTCKeekee53
2019-09-02 00:49:11 +0000 UTCBasemental
2019-09-01 16:59:08 +0000 UTCGiaduzza
2019-09-01 15:40:51 +0000 UTCRobert Butterfield
2019-09-01 14:14:05 +0000 UTCBasemental
2019-09-01 07:22:57 +0000 UTCBasemental
2019-09-01 07:22:51 +0000 UTCGiaduzza
2019-09-01 03:38:32 +0000 UTCM
2019-09-01 01:43:30 +0000 UTCBasemental
2019-08-31 21:28:13 +0000 UTCFreyya_
2019-08-31 10:51:21 +0000 UTCBasemental
2019-08-30 18:34:30 +0000 UTCSweetsimmer30
2019-08-30 17:52:26 +0000 UTCBasemental
2019-08-29 22:03:58 +0000 UTCSam_GoOd_Burger
2019-08-29 19:03:05 +0000 UTCBasemental
2019-08-29 09:26:00 +0000 UTCDamien Trust
2019-08-28 12:51:27 +0000 UTCDamien Trust
2019-08-28 12:50:32 +0000 UTCBasemental
2019-08-28 11:32:36 +0000 UTCwimpwomp
2019-08-28 10:45:35 +0000 UTCBasemental
2019-08-28 08:03:08 +0000 UTCCbreezy1123
2019-08-28 00:18:14 +0000 UTCBasemental
2019-08-26 19:54:13 +0000 UTCAmanda Sowards
2019-08-26 17:48:37 +0000 UTCBasemental
2019-08-26 16:17:51 +0000 UTCBasemental
2019-08-26 16:17:35 +0000 UTCBasemental
2019-08-26 16:17:28 +0000 UTCKathryn Grace
2019-08-26 15:49:47 +0000 UTCSim_Baebyy
2019-08-26 15:46:59 +0000 UTCMorenoSims - Marshall
2019-08-26 15:39:57 +0000 UTCBasemental
2019-08-26 15:15:28 +0000 UTCMorenoSims - Marshall
2019-08-26 14:11:51 +0000 UTCBasemental
2019-08-26 13:00:58 +0000 UTCEastwick
2019-08-26 12:39:44 +0000 UTCBasemental
2019-08-26 08:36:23 +0000 UTCwimpwomp
2019-08-26 08:29:51 +0000 UTCFunkyJ
2019-08-26 08:22:04 +0000 UTCSakura
2019-08-26 08:09:46 +0000 UTC