This is a picked upload! It showcases some of the best talent and creativity available on MTS and in the community.
The Self-Configurable Autonomy Mod allows players to alter the autonomy for actions in the game, while it is running. Changes take effect immediately, there is no need to exit and reload the game!
You will be able to configure the "No Autonomy" settings in your game with precise control, turning off only those autonomous actions that you want disabled and leaving the rest to work normally. For instance, you can click on a stereo and disable just "Listen Deeply" if you want. Or click a baby and turn off bounce, shoosh and coo at, while leaving everything else the same.
Your configuration is saved to a text file in the same folder the mod is installed in and reloaded each time you run the game. If needed, the configuration can be removed to restore all default autonomy settings in the game. The file can also be edited with a standard text editor to remove specific entries (handy if you have a lot of things disabled you want to re-enable).
- Click an open terrain area in the game (the ground, a floor, etc.) and choose "Enable Control Autonomy".
- This enables the ability to edit autonomy, it doesn't switch the whole mod on or off - the mod is always on while installed.
- The control autonomy menu item is only turned on for the current sim (controlled by a hidden trait that is not saved in your game). If you change to another sim you will need to re-enable the menu by clicking the terrain.
- Now click on an object and choose "Control Autonomy". This will pop-up a dialog with buttons for all autonomous actions that are attached to that object.
- Click a button to enable or disable autonomy for the described action.
- If there are more than one page of autonomous actions for that object, you will have a Next Page and Previous Page button available.
- Click Cancel if you change your mind, no changes are made until you click the Save Changes button.
- You don't need to click Save Changes on each page if there's more than one change you want to make.
- Once you click Save Changes, all the autonomous actions you chose will be turned off immediately in the game. The configuration will also be saved to a text file.
- To re-enable an autonomous action, just click that object again and the disabled actions will appear without an asterisk
- next to them. Click the button to turn it back on and click Save Changes.
- There are many autonomy settings that are attached to a sim, for instance to configure phone autonomy click on the sim and look through the many settings to find what you want to turn off.
- Click on the terrain again and choose "Disable Control Autonomy" to remove the control autonomy button from all the objects in the game. The mod is still running, it just turns off the clutter in your action picker menu.
- Like most "No Autonomy" mods, you can still choose to have a sim perform the action. This only removes the autonomy from it.
- Also, again like most autonomy mods, this disables the autonomy for an action. That action may be associated with multiple objects and it will turn off the autonomy for ALL items in the game that allow that action. For instance, turning off "Ghost_Possess" on a table will disable ghosts possessing any other item in the game.
- Changes are made in memory only and written to a configuration file. You can remove the configuration file to restore all autonomy settings back to default.
- If you have other No Autonomy mods installed, they will take precedence over this one - you will not be able to configure autonomy for actions that have been removed by another mod.
- Removing the mod will also restore all autonomy to default. You can retain the configuration file to use later if you wish.
- You can break some game functionality in ways that are not intended by the developer if you turn off the wrong things. If you aren't sure what an action does, you can disable it and re-enable it later if you like. Most choices are pretty clear what they do, but some not so much.
For instance, I'm not sure what would happen if you disable the autonomy for "mailbox_MailmanDeliverMail". Maybe bills will never be delivered, or maybe you just won't get a bill and then have the power turned off anyway, or maybe the mailman will get stuck on your lot wandering around like a zombie.
Typically it would be perfectly safe to try turning something off, then re-enabling it if things don't seem to work right afterwards. Nothing you disable should prevent you from being able to load the game and perform autonomy configuration, but in the worst case you can always delete the configuration file, or edit it with a text editor to remove the action you feel you shouldn't have turned off.
Installation Instructions and Compatibility
To install, unzip the two files contained in the download file into your game's mod folder. It can be placed in a sub-folder if desired. It uses a script, so the mod cannot be installed more than one sub-folder deep.
This mod was written and tested on Windows for The Sims 4 version 188.8.131.520 (Nov 7, 2017). It should be compatible with any stuff or game packs and other mods (even other No Autonomy mods).
The script uses features of the game that have been stable for years and are not likely to break in future patches. I wrote the core bits of this mod over a year and a half ago, and when I recently started working on finishing it the mod loaded without any issues.
This mod uses the ts4script file format for the script portion of the mod and cannot be installed automatically with a mod manager (until a mod manager is updated to support these files). To install the mod manually, extract both the package and ts4script files from the download into your mods folder.
Script mods must be enabled in your game options for this mod to work properly.
Nobody's bought me a Mac yet, so until I hear from someone who tries it out, I can only assume it will work on a Mac. I don't know of any reason why it wouldn't work.
- Kuree and all the others at Sims4Group who have put together the S4PE tool
- Deaderpool for figuring out how to modify tuning at game load
- Maybecats for figuring out how to use button dialogs in script mods
- As always, Scripthoge for writing the script "injector" routines
- And of course big thanks to the translators:
- Egureh for the Chinese translation