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*OUTDATED* - Teleport Any Sim

by scumbumbo Posted 23rd Feb 2016 at 3:09 PM - Updated 8th Nov 2017 at 11:22 AM by scumbumbo : Added "Just Go Away" to teleport Sims away
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This mod is outdated and I do not (currently) have plans to update it further.

Andrew at Sims 4 Studio has written an updated version of this mod including some additional bug fixes. I don't know if he will continue to update it, but hopefully that will be the case!

Andrew's version can be found in Andrew's Studio on the Sims 4 Studio website.


**** OLD INFO FOLLOWS ****

March 9 Mod Update - I've added a "Just Go Away!" interaction which will appear on NPC Sims on the lot. If you update your mod be sure to remove the original version of both the package and ts4script files!
  • Telling a Sim to Just Go Away does not require your Sim to drop everything to ask them to leave, the requested Sim will simply cancel all of their running and queued actions and then teleport off the lot.
  • They will not wave bye-bye, and they will not inform you that they "have to run".
  • Works on Grim (if he's not currently busy reaping), employees, customers, bar visitors -- just about any NPC Sim that is on the same lot.
  • Sim's that are already leaving will not have the option to Just Go Away, or if they do it will not work and they will continue to walk to a spawn point and leave normally.

Description

This is based on an idea I got in a recent forum post, and it seems to work fairly well. This is a statue object, which can be purchased for free from the Decorations/Miscellaneous, that has two teleport commands available from it.
  • The basic "Teleport Sim" command will bring a sim to the location of that statue. The Sim will be reset to cancel whatever they may be doing (or else they would ignore the teleport) and be instantly moved to the destination replacing the statue.
  • The "Summon" version of teleportation will bring a sim from another lot, or a household member who is off lot. The Sim will be spawned and given an appropriate "visitor" role so they don't just try to leave. If the Sim was a member of the household and off to work or school, they will simply get their work-day cancelled normally and be pulled out of the rabbit hole.
The statue has had it's footprint removed so that you can place it with a lot of flexibility, even without the move objects cheat on. This is primarily so you can put two statues very close to each other for a posed situation, but can be abused in all sorts of ways if you wish.



Notice that you can summon G. Reaper using this mod. He showed up in the list of all Sims not on the lot, so I figured why not make him work? I've given him a custom role for the duration of his stay which is a combination of his normal job role and the guest role, which will allow him to get right back to work if he must but does mean you cannot ask him to leave (other summoned Sims will stick around for the normal guest duration or until you ask them to leave). This seems to be quite safe, it's just a temporary role for him and he drops it right away if needed, even if someone dies on the lot while he's "just visiting" he'll get right to work with the reaping.

Of course, if this ruins Grim in your save game (and I'm pretty sure it WON'T), you've been warned, "Mess with the supernatural and you may just end up with some unnatural results." I have tested Grim pretty thoroughly and I don't have any qualms about saving the game after summoning him.

One oddity was that, despite setting their guest role, Sims tended to arrive needing to use the toilet pretty often.



In fact, when first playing around with Grim he would head right off to the can and sit down for the duration (he'd been holding it in for all eternity after all). I tried setting the Sims' needs to a normal range (75-100) after summoning them but that would not seem to help (I think they must not have been completely "there" yet). So I've added a simple timer to fix their needs commodities one sim minute after they are summoned, and that seems to work well.

Installation and Compatibility

This mod was written and tested on Windows for The Sims 4 version 1.15.55.1020 (February 4, 2016), but should be compatible with most earlier game versions if you aren't fully patched. It is reported as working on version 1.13.104.1010 (December 4, 2015).

To install, extract both the package and ts4script file from the download into your mods folder. The script and package do not need to be in the same folder (but it's always easier later if you keep them together) but the script file cannot be placed more than one subfolder deep.

Script mods must be enabled in your game options for this mod to work properly.

This mod does not modify or change any of the game's XML or scripts, it's entirely an addon.

Additional Credits
  • Kuree and all the others at Sims4Group who have put together the S4PE tool
  • Sims 4 Studio group for The Sims 4 Studio to clone and retexture the statue
  • And as always, thanks to those who provide the translations:
    • Traditional Chinese translation by wuccwzt
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
TeleportAnySim.zip | Description: A statue object which can be used to teleport any sim 198.6 KB 260,891 10th Mar 2016
Basic Download and Install Instructions:
1. Download: Click the File tab to see the download link. Click the link to save the .rar or .zip file(s) to your computer.
Read the upload description for installation instructions. If nothing else is specified, do the following:
No Extraction Required (Script Mods):
1. Cut and paste the .zip file(s) into your Mods folder
  • Windows XP: Documents and Settings\(Current User Account)\My Documents\Electronic Arts\The Sims 4\Mods\
  • Windows Vista/7/8/8.1: Users\(Current User Account)\Documents\Electronic Arts\The Sims 4\Mods\
Script mods need to be placed directly in \Mods or one level below that (e.g. \Mods\Scripts) – sub-folders nested any deeper won’t work.
Extraction Required (Everything Else):
1. Use WinRAR (Windows) to extract the .package file(s) from the .rar or .zip file(s).
2. Cut and paste the .package file(s) into your Mods folder
  • Windows XP: Documents and Settings\(Current User Account)\My Documents\Electronic Arts\The Sims 4\Mods\
  • Windows Vista/7/8/8.1: Users\(Current User Account)\Documents\Electronic Arts\The Sims 4\Mods\


Need more information?
  • Anyone can use both .rar and .zip files easily! On Windows, use WinRAR.
  • If you don't have a Mods folder, just make one.
  • Mod still not working? Make sure you have script mods enabled
 
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177 Comments / Replies (Who?) - 113 Feedback Posts, 55 Thanks Posts
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Theorist
Original Poster
#26 Old 25th Feb 2016 at 5:08 PM
Quote:
Originally Posted by azoresman
I'm patched to 1.15.55 but the reason for the statue not show up in early versions is the catalog version. It's a simple fix but then it won't show for game ver. 1.14 and up.
So the solution would be to make 2 versions or people could just patch their games to latest version on Origin.
I can provide a 1.13 compatible mod If you allow @scumbumbo

I don't think that's needed - if it's just the catalog version. I took a copy of the COBJ from my packing crates which worked back in August (and still work now) and modified it. Works with the current game, so all that's left to see is if it now works for 1.13 or earlier versions.

@colasblues - can you download the updated mod and try that out? None of the other version numbers for resources have changed so I have high hopes this may work out for ya!
Theorist
Original Poster
#27 Old 25th Feb 2016 at 5:18 PM
Quote:
Originally Posted by 9b8ll
Hey Scrumb, I downloaded your latest Ts4Script file and still ........ My Teleported sims gets singed randomly but, I still can use "Modify on CAS Cheat" to to rid of it.

I am running the Latest patch 1.15.55.1020 if you would like to know

Not sure why that's happening for you. Maybe the lot those Sims are from was in a saved state where it was actively on fire and the Sim still had an "on fire" buff when they are summoned, and so after desingifying they just get resinged? In any event, it is odd, but definitely rare (I have yet to see a single summoned singed Sim out of hundreds of summons) so probably not worth too much more research. If I get really bored one day I'll try and duplicate it again, I doubt I can fix it if I can't duplicate the issue.

Hmmm, do you have any other mods that modify anything to do with fire?
Instructor
THANKS POST
#28 Old 25th Feb 2016 at 5:45 PM
Great Job :)
Test Subject
#29 Old 25th Feb 2016 at 6:24 PM
Hello to you,
I just tested the version you edit (for me)
and it works wonderfully!
Thank you so much for that!
It touches me very much that someone is listen
and modify an establishment for me (and others)!
Again, congratulations and thank you!
Theorist
Original Poster
#30 Old 25th Feb 2016 at 7:08 PM
Quote:
Originally Posted by colasblues
Hello to you,
I just tested the version you edit (for me)
and it works wonderfully!

Awesome, that's great it's working now with the older game version and I can state that definitively in the compatibility now.

azoresman - Thanks again for pointing out that catalog version change!
Instructor
#31 Old 25th Feb 2016 at 9:50 PM
Quote:
Originally Posted by scumbumbo
Awesome, that's great it's working now with the older game version and I can state that definitively in the compatibility now.

azoresman - Thanks again for pointing out that catalog version change!

My pleasure And good to know it still works on newer game versions as well.
I'm glad to see you around and doing such great mods
Scholar
#32 Old 26th Feb 2016 at 1:33 AM
Quote:
Originally Posted by scumbumbo
Not sure why that's happening for you. Maybe the lot those Sims are from was in a saved state where it was actively on fire and the Sim still had an "on fire" buff when they are summoned, and so after desingifying they just get resinged? In any event, it is odd, but definitely rare (I have yet to see a single summoned singed Sim out of hundreds of summons) so probably not worth too much more research. If I get really bored one day I'll try and duplicate it again, I doubt I can fix it if I can't duplicate the issue.

Hmmm, do you have any other mods that modify anything to do with fire?
sorry for the late response. I was seeing your new upload will get rid of the Singed problem. And no, I have no mods that don't have anything to do with fire nor any conflicts. The singed problem still happens it but though. when desingifying they do just get resinged sometimes but, once a Temp "Modify In CAS" Fix; it's gone it's a little odd but, other than that it still works Scrumb!!
Test Subject
#33 Old 26th Feb 2016 at 6:03 AM
How about Version 1.14.44.1020 and 1.15.55.1020?
Instructor
#34 Old 26th Feb 2016 at 1:37 PM
@scumbumbo Still singed :/
Add "buff_appropriateness_bathing" so they can have a bath.

It seems to happen when they have woohoo after being summoned and and later change outfits to bathing. The condition singed outfit is there but no singed_buff on them.
I only tried it today more intensively, summoned about 120 sims (not at the same time) and did various things till I reach to this conclusion.
But as far as canceling career, resetting stats is all OK, they still jog however, just before leaving. I've been working on roles none of the game's originals exists, they'r all tweaked to my taste, and didn't yet see your latest ones for this mod, i will later, and see what i can do .
Instructor
#35 Old 26th Feb 2016 at 1:39 PM
Quote:
Originally Posted by roansims4
How about Version 1.14.44.1020 and 1.15.55.1020?

It should work with ver 1.13 and up so 1.14 and 1.15 are ok.
Test Subject
#36 Old 27th Feb 2016 at 8:46 AM
Quote:
Originally Posted by azoresman
It works with MC Commander here. You must have something else.

not sure why,but now it works perfectly,still one question do,every time use,we have to get a new one?
Instructor
#37 Old 28th Feb 2016 at 3:34 AM
Quote:
Originally Posted by larsV
not sure why,but now it works perfectly,still one question do,every time use,we have to get a new one?

Yes, The statue disappears when the sim is summoned , you can buy many statues and place them somewhere in the lot. They are free.
Theorist
Original Poster
#38 Old 28th Feb 2016 at 9:10 AM
Quote:
Originally Posted by larsV
not sure why,but now it works perfectly,still one question do,every time use,we have to get a new one?
Yes, as azoresman stated the object will be deleted on use, but just following up with the reason why that is done. It's primarily designed to use to precisely place a summoned or teleported Sim for setting up staged screenshots/video/etc. (for example, the Sim pyramid screenshot in the mod description) since the move objects cheat won't allow players to pick up and move Sims as they could in previous versions - so it's important the Sims arrives at the right location and angle. That works fine if I don't delete the object, the Sim appears in the center of the statue, but after summoning as soon as you go into build/buy to remove the statue the Sim gets moved, even with move objects on.
Test Subject
THANKS POST
#39 Old 28th Feb 2016 at 1:31 PM
okay thank you for answering the question
Lab Assistant
THANKS POST
#40 Old 29th Feb 2016 at 7:57 PM
So far I'm loving this mod, but is there any way I can place sims on each other without having 1 of them reset automatically?
Theorist
Original Poster
#41 Old 1st Mar 2016 at 5:09 AM
Quote:
Originally Posted by Vertigo
So far I'm loving this mod, but is there any way I can place sims on each other without having 1 of them reset automatically?

If you try placing a statue where there is already a Sim then that Sim will get displaced. But if you pause and place two statues first, then summon both Sims they should overlap and should not reset when unpaused (although if autonomy is on they may go off and do something else). See the attached screenshots.
Screenshots
Test Subject
#42 Old 3rd Mar 2016 at 4:13 AM
i am not sure if it is already mentioned but when i teleport sims with the statue some of the sims after teleported ended up like if they were hit by lightning or struck by electricity if it happens again i will make a screen shot
Field Researcher
THANKS POST
#43 Old 3rd Mar 2016 at 7:24 PM
It is not working for me. That is, I found the statue, and when I click on it, it gives me the options to summon or teleport, but when I choose one and click on it, the sim doesn't do it, and it does not show up in the sim's cue. Does it matter whether or not it is 64 bit? If not, then I must have some other mod that is conflicting, and will have to look for it.
Instructor
#44 Old 4th Mar 2016 at 3:08 AM
Quote:
Originally Posted by Celia
It is not working for me. That is, I found the statue, and when I click on it, it gives me the options to summon or teleport, but when I choose one and click on it, the sim doesn't do it, and it does not show up in the sim's cue. Does it matter whether or not it is 64 bit? If not, then I must have some other mod that is conflicting, and will have to look for it.

The Summon command is only for sims outside the lot you are in.
The Teleport only for sims currently on that lot.
Try teleporting a sim of you household when present in the lot.
Fat Obstreperous Jerk
#45 Old 7th Mar 2016 at 8:08 PM
All of these things seem fixated on making sims APPEAR. I don't suppose you know of the technical method for making them go the fuck away?

Grant me the serenity to accept the things I cannot change, the courage to change the things I cannot accept, and the wisdom to hide the bodies of those I had to kill because they pissed me off.
Lab Assistant
#46 Old 10th Mar 2016 at 12:14 AM
Quote:
Originally Posted by scumbumbo
If you try placing a statue where there is already a Sim then that Sim will get displaced. But if you pause and place two statues first, then summon both Sims they should overlap and should not reset when unpaused (although if autonomy is on they may go off and do something else). See the attached screenshots.

Thanks for the reply

But the sims won't be on each other in the exact location. Is there anyway to disable the auto resetting? I'm trying to use this mod to do poses for couples, but the 2 sims don't correlate well to the poses.
Theorist
Original Poster
#47 Old 10th Mar 2016 at 4:33 AM
Quote:
Originally Posted by Vertigo
Thanks for the reply

But the sims won't be on each other in the exact location. Is there anyway to disable the auto resetting? I'm trying to use this mod to do poses for couples, but the 2 sims don't correlate well to the poses.

Not sure why you're having problems - if you put two statues in precisely the same place first and then use each statue once after they're both in place the Sims should be in exactly the same positions. Here's a screenshot of five Sims in one location (including Grim) and a second screenshot where I summoned two Sim's overlapping not only each other but the kitchen cabinets.

There is no real way to disable that auto-reseting in build/buy as that's in the EXE and not moddable.
Screenshots
Theorist
Original Poster
#48 Old 10th Mar 2016 at 4:46 AM
Quote:
Originally Posted by J. M. Pescado
All of these things seem fixated on making sims APPEAR. I don't suppose you know of the technical method for making them go the fuck away?

Was hoping no one would ask for this, lol, but I had some ideas in mind. Took a bit of work doing it right and safely, but I've updated the mod to add a "Just Go Away" interaction.
Lab Assistant
#49 Old 10th Mar 2016 at 8:59 AM
Quote:
Originally Posted by scumbumbo
Not sure why you're having problems - if you put two statues in precisely the same place first and then use each statue once after they're both in place the Sims should be in exactly the same positions. Here's a screenshot of five Sims in one location (including Grim) and a second screenshot where I summoned two Sim's overlapping not only each other but the kitchen cabinets.

There is no real way to disable that auto-reseting in build/buy as that's in the EXE and not moddable.


Oh, so I should put 2 status on each other FIRST and THEN teleport the sims? I summon the sim and then I add a statue on top of the sim which causes the sim to automatically reset. I'll try that
Test Subject
#50 Old 19th Mar 2016 at 10:28 PM
Hi, first of all thanks so much for this mod, I use it all the time now! Secondly, is it at all possible to make the statue portable? For example, putting the statue in a sim's inventory, taking it elsewhere, pulling it back out and placing it so that we can use it there? I'd really like to be able to use these on parts of the world that aren't lots and therefore can't be accessed through build mode. I've been trying to do it myself using a tutorial on Sims 4 Studio so that I wouldn't have to bother you but it doesn't seem to be working! Then again I'm very very new to messing with mods so it's probably just something I'm doing wrong.
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Expansion/Stuff packs required:
Sims 4

Built with Game Version: 1.15.55.10

177 Comments / replies (Who?)

21 Feedback Posts
4 Thanks Posts

337 Favourited

260,609 Downloads

148,325 Views

Type: Additional Functionality

Tags: #teleport, #summon, #statue, #go away, #leave