Paralives

Paralives

146 ratings
Smoke Break
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Mod
LIVE MODE: Live Mode, Animation, Need
Content Descriptors: General Mature Content
File Size
Posted
Updated
82.221 MB
Jun 20 @ 12:52pm
Aug 14 @ 1:38pm
13 Change Notes ( view )

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Smoke Break

Description
Smoke Break introduces a fully functional nicotine need to the game, which your Parafolks will have to manage just like any other motive.

💡 HOW TO USE THE MOD:
  • Click on your active Parafolk to enable their smoking need.
  • Click on the floor or ground anywhere to find the "Smoke here" interaction.

🚬 Tobacco Machine & Cigarette Economy
  • Tobacco Machine: Press Ctrl + F1, enter the cheat TOGGLEEDITTOWN, and place the Tobacco Machine from Build Mode anywhere in the city.
  • Cigarettes Tracker: Track your exact cigarette count via a new tracker to the left of your emotional cards (Max: 7). Refill at the machine, or you won't be able to smoke!
  • Lifetime Supply (Accessibility): Don't want to buy packs? Order a "Lifetime Supply" from your phone or the machine. Keeping this pack in your household inventory completely disables the cigarette counting mechanic. Trash the pack or buy regular cigarettes to turn it back on.

🌟 Features & Town Management:
  • Click on NPC townies (Teens+) to toggle their smoking habits. Some townies can also autonomously decide to start or quit smoking on their own. Use the "Hide/Show smoking settings" button on your active Parafolk to clean up your menus.
  • Adult reactions: Idle NPCs will lecture teenagers caught smoking nearby. Playable adults can catch them too.
  • Turn off the need instantly with no consequences, or choose the realistic route with the "Decide to quit smoking" interaction. Your Parafolk will try to beat the addiction autonomously, but it's up to you whether they hold out or relapse.

🌍 Available Languages:
  • Polish
  • French
  • German
  • Italian
  • Spanish
📌 Note: You can find detailed installation instructions for your language in the pinned discussion thread on the main workshop page.

📌 Also, check out my alcohol mod Happy Hour. It would be awesome if you gave it a try. Both mods are ongoing projects, and I will expand them as the game updates.

⭐ Enjoying the mod? Please drop a Thumbs Up! ⭐
Popular Discussions View All (2)
14
Jul 27 @ 12:22pm
[Bug Reports & Feedback]
shmi
0
Jul 2 @ 6:17am
PINNED: 👉Available Translations & Installation Guide
shmi
73 Comments
Aug 25 @ 7:21pm 
@shmi - sry to hijack your comments! i wish steam had DMs.

I finally was able to implement your feedback about consequences for eating "too much" into my mushroom mod! I had struggled with avoiding duplicative cards, but referenced your happy hour mod and was inspired to try a new approach which finally worked.

it would mean so much to me if you gave it a try and lmk what you think! i recommend trying the ghost cap twice, i'm testing out adding new shrooms to the game while working w/ a cc creator to make them actually look/feel good :)

also, i gave you a little s/o on the description. i hope that isn't... creepy? 😅

cheers!
shmi  [author]
Aug 23 @ 9:39am 
@sick and twisted crow Thank you so much for your kind words and support, it really means a lot to me! 🤍

I always put a lot of effort into making the animations look natural and fit the Paralives style perfectly without breaking the game's original atmosphere. Have a wonderful time playing! 🚬
Aug 23 @ 9:13am 
i dont usually comment on mods but this one is so well made that i have to let you know how much i love it. the animation is great, facial animations great, the needs, the decoration. this is such a well done mod and perfect for my smoker characters.
Aug 17 @ 11:15pm 
Back here to say that the mod works wonderfully! :) the issue with the disable smoking need is gone too. Thank you so much for your work shmi!
shmi  [author]
Aug 17 @ 12:26pm 
@cylloan Yes, translations in the current editor are extremely buggy and unstable. If you go to the Translations section, you will most likely find a bunch of duplicate or completely blank lines there. Once it reaches this state, the localization file breaks permanently and will just keep doing whatever it wants (or at least, I haven't found a way to repair it yet).

My best advice is to open your mod's folder, completely delete the "translation.setting" file, and start over from scratch.

Also, if you have any more technical questions, please post them in the Bug Reports discussion thread just above this comment so we don't clutter the main page with off-topic talk. ✨
Aug 17 @ 12:14pm 
Hey @shmi :) I used that field already, but sometimes it does not save what I typed in there and sometimes it even just takes the content of what I typed somewhere else. Did you ever come across such a bug?
shmi  [author]
Aug 17 @ 10:57am 
@cylloan Haha, a tobacco vending machine across the street sounds perfect for a regular! 😂
If you mean that you can only see the technical key in the game, it's an easy fix. In the mod editor, look at the line where your Display Name is written. Right next to it, there is a translation icon. Click on it, and simply type what you want to actually see in the game inside the "Translated text" field.That should fix the key issue immediately.
Aug 17 @ 10:46am 
Thank you so much for your fast help! I will try that! So far I build a tobacco vending machine right across the street... well my para is a regular xD
Do you maybe also have advice on why translated text appears and what to do about it? It happens to me so often and then it only shows the key
shmi  [author]
Aug 17 @ 10:29am 
@cylloan Thank you so much for your kind words and support! I really hope you find the strength so you won't have to turn the mod off ❤️
As for your question, you need to set up two core logic blocks. You can look at the developers' base code for reference. Something like NeedHygieneDecayOverTime (or any other base need) will show you how to make a need diminish over time. A block like NeedHygieneReplenish will demonstrate how it replenishes when a Parafolk interacts with an object (like taking a shower).
I don't know exactly what kind of custom need you are creating, but you can safely use these blocks as a template. However, I highly recommend opening the developers' base blocks in a separate test/draft mod rather than your main one. When you open them in your main project, they can get saved with empty data strings, which might cause errors in the future. Good luck with your mod! 🦾
Aug 17 @ 10:06am 
This mod is really cool and visually appealing! I may have to turn it off eventually, it reminds me too much on what I don't want to do... but my para looks really cool!

I struggle with modding a need on my own. Can you maybe give me advice what things I need to mod? I managed to create a need, but I dont find a way to let it diminish over time and I have not found a way to replenish it (mod-wise).