Sims
1 Better Mystery Box
Better Mystery Box
I've improved the Mystery Box in two ways:
1. The Magic Starter Kit that the Mystery Man delivers lowers
your room score dramatically.
This isn't a problem if you
open the box right away, but if you intend to hold onto the box for
awhile, it is a problem. I've hacked the box so that it has
no
effect on your room score.
Now if you want to play with magic
later, but you're working on more mundane issues -- like getting a job
-- in the beginning, you can hold onto the box without that huge room
score decrease.
MysteryBoxNoRoomScoreHit.zip
2. Every time you cast a spell, you increase the magical aura
of your lot, and once the magical aura gets high enough, your lot
starts to grow magic crystals, which can be used for things and which
are also just cool. This magical growth happens much faster
if you live in Magic Town, but you need a lot of magic coins to buy a
lot in magic town -- either 1000 or 1500, depending on the lot.
The Magic Starter Kit usually gives you 35 magic coins, but
this is just enough to buy a magic ingredient or two, nowhere near
enough to buy a lot in magic town. By the time you've earned
enough magic coins to buy a lot in Magic Town, you'll have wasted all
that casting you did on your lot in the normal neighborhood.
Well, I've hacked the box so the Magic Starter Kit now gives you 1535
magic coins. This is the 35 coins for ingredients you
normally get, plus 1500 to enable you to buy even the most expensive
lot in Magic Town. It also has the "no room score decrease"
hack included, just in case, though if you're moving to Magic Town, you
probably want to open the box right away.
MysteryBoxMoreMagicCoins.zip
If you want the Mystery Man to simply NOT deliver the box at all, Hedda
at SomeSimThings has a mod for that here.
Since
both of these
override an in-game object, you can only use one at
a time. Use one or the other, not both!
Do NOT
put this in
your Downloads folder!
Installation
-- Because this replaces a file the game normally uses, it doesn't go
where new objects go; it goes into the folder that houses the object
it's replacing, which is the Maxis\ExpansionPack7 folder.
If you decide you don't want this hack anymore, simply delete the file,
and the game will go back to using the version that's contained inside
your ExpansionPack7.far
file.
Since this mods a file that came into the game with the Makin' Magic expansion pack, you
obviously have to have that expansion pack -- or The Complete
Collection -- for this file to be of any use.
I
made these mods for my own use, but I went to
the trouble of uploading them in an attempt to make my fellow simmers
happy. So if
you enjoy any of these mods, I'd love to hear about it!
I
don't
get
mail at corylea.com, but you can leave a comment in the thread
announcing these mods at ModTheSims
or Reddit
or send me a PM at either
of those places; I'm Corylea at both.
Have fun!
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