The site has been updated to 1.5.1 (I just fixed all the jambs of my own patch).. Therefore, I constantly restarted the site. Now everything seems to be working. Update logs: 1. The most important thing is the auto-update system for mods, it checks mods every 2 days for updates. So far this is done for Project Zomboid, Kenshi, Rimworld (anything from steam) 2. Template fixes 3. Improved the comment system. 4. Improved the notification system. 5. Legacy code fixes. 6. Changing the structure of site models. 7. Many future plans)
|Go to download||75 KB||Multi||2022-01-10||0||11/01/2022 в 12:04||Razilator|
I emphasize this mod will not enable you to have children with NPCs that can’t have children in the basegame (like Grim etc.). You’ll need other mods or cheats or general creativity to make the actual kids happen
So, we all know NPCs. Things like the Grim Reaper and Father Winter, and those randoms you sometimes let into your house to clean or fix stuff for you. They're useful, sure, but they don't really get much love. Seriously, only Father Winter has perks for his children in-game. Wouldn't it be joyous if that weren't the case?
Without further preamble, let's get to it. As has become a trend with my trait mods at this point, you will need MAL22's Trait Tracker Injector for this mod to work. These are inheritable gameplay traits. This mod is also BaseGame-Compatible, but one version of a trait has additional options if Discover University is at play.
With this, a few select NPCs will now grant their offspring a bonus trait! Note that the NPC traits are no longer valid if you add them to household (unless you use some NPC manager to prevent that), so if you want your children to get the respective trait from their NPC parent, you have to make sure the parent has the relevant NPC trait (IsGrimReaper, IsGardener, etc.). That tends to be relatively easy to check by the red letters from their situation job above their name, though you could also use something like MC CAS to check their hidden traits.
TL;DR: I tested the inheritability of all of them and it works, so make sure your NPCs don't lose their NPC status if you aim for their children being the children of NPC being a relevant thing. "but I moved in with the firefighter and the kid didn't get the trait" Yeah, that's the sort of headache I'm trying to save you here, most of the NPC traits are straight-up NPC-only, so if you make them playable at all they will no longer count for this. So like. Please keep that in mind so that your Sims can actually get the traits.
So after that explanation, that may or may not come from my paranoia of people not being able to get it to work if they make their NPCs no longer be counted as NPCs, I'll explain the traits tied to the offspring of NPCs. It was originally 5, but now 6 since I added Grim Reaper as per a suggestion on Tumblr. Actually, if you want me to add any more NPCs, by all accounts ask. I tried to keep it as BaseGame-Compatible as possible, but I'm not opposed to adding any NPCs people might have interest in, since I'm keeping them as separate packages anyway.
Wow, that was longer than I thought it would be. If you ask me, I absolutely love the Pizza Master trait (was a wild ride to make but still), and the most boring one is Superior Cleaner, but hey, I said more NPCs needed inheritable traits, so now more NPCs can have inheritable traits.
Like I said before, if you want me to add any, just let me know. I wanted to make Nanny's offspring with a Parenting skill bonus but I only got Parenthood recently, and it wouldn't be basegame compatible that way, unless I made a version with Cooking or something. Bah. For now, I'll leave those 6 since I think for now they're as basegame-compatible as it can be.
Any future plans?
Definitely. I'll add more NPCs to this if requested or as I figure out ways to make them compatible, but in the meantime, I'll probably be working on my other mods as well as potential fixes to Nyx's still-broken mods.
Zerbu's Mod Constructor, Sims4Studio, and MAL22's Trait Tracker Injector.