A downloadable mod

thank you all so so much for your support and I'm sorry for my silence - I'm unlikely to ever go back to sims 4 for anything other than CAS and my job has taken all my programming energy. please consider this broken

riv_rel - last updated 22 sep 2021 (gen 7)

This mod in one long sentence: riv_rel calculates and puts the exact bio/in-law relation between two sims into words, adds a friendly interaction to ask a sim exactly what their relation to your sim is, adds a bunch of console commands (enter riv_help to list this in game), adds options for additional incest prevention, and you can create external .json and .gedcom files to keep genealogical information even if sims are culled.

For beginners:

  • get the relation between two sims by
    • using the friendly interaction "Ask if Sim is related", or
    • using the cheat console and entering, e.g., "riv_rel Bob Pancakes Iggy Pancakes"
  • back up relations by opening the cheat console and entering "riv_auto xyz" - replace xyz by a keyword you want to use for this save, and it'll handle everything for you
    • if your save number changes, just re-enter this command
  • by default, romance will be prevented between
    • sims that are second cousins (share a pair of great-grandparents), or at least as closely related
    • sims that are directly related (great-...-great-grandparents/children)
  • traits (optional addon): tutorial is here, it can be skipped
  • getting help ingame
    • riv_help for the summarised version
    • computer add-on for the "Research on riv-rel.sim..." help menu, which lets you choose a particular command / feature and get a notification with an explanation

It won't mess up your save (it's sizeable, but most of it works with its own framework, though there are some injections), but there are a couple of known conflicts:

  •  WW - you can't remove romance restrictions with WW while adding them with my mod (it won't crash the game if you do this accidentally dw)
    • add restrictions - ensure global incest is switched off in WW (this is the default option) and that no sims have the incest trait
    • remove restrictions - edit "riv_rel - overall settings.cfg" (generated when you play) to set consanguinity_limit = 1 and direct_rels_are_incestuous = False
  • LMS First Love - my mod currently prevents any first love interactions from appearing (due to me taking a shortcut for performance in checking for eligible couples). Hopefully I've made it efficient enough since that I can fix it for gen 7 should now be compatible!

Packs: You only need Sims 4 base game, though there is a little extra addon to use my family traits with EP02 (Get Together).

Disclaimer + contact: While I am making all efforts to test, some bugs are going to get through, since it's a few thousand lines of code and this kind of thing hasn't been done for TS4 before, as far as I know. If you find bugs or have suggestions, I made a discord: https://discord.gg/C8XHFVB7y3 (no pressure to join, I'll still look at comments here!).

_____________________________________________________

Patch notes: Gen 7 patch notes can be found here - overall the focus was efficiency, less spammy notifications, fixing critical errors (if your trans sims broke the mod, that's now been fixed!), and compatibility with First Love. There's also a new command to export gedcom files!

_____________________________________________________

(big description below; refer back to this if you have questions, and if you can't find what you need, ask me in comments / the #help channel on my discord)

How to use console commands

Open the console with CTRL+SHIFT+C, and then enter one of the console commands listed below, where sim_x and sim_y can be written using the sims' full names or their sim ID. If the sims aren't found then you'll get an error, probably that _connection has too many arguments. If your sim has a space in their first/last name, you need to put quotes around this name (for example, J Huntington III has to be written as J "Huntington III" or "J" "Huntington III").

Console commands for finding relations

Main ones

  • riv_help - lists all commands
  • riv_rel sim_x sim_y - finds biological, inlaw, and (if you edit the .cfg file) step relationships
  • riv_rel_more_info sim_x sim_y - finds relationships line by line with the connecting sims (usually siblings), and shows their consanguinity
  • riv_get_parents sim_x - lists parents
  • riv_get_children sim_x - lists children
  • riv_consang sim_x sim_y - shows the consanguinity between sim_x and sim_y
  • riv_is_eligible_couple sim_x sim_y - tells you whether these two sims count as an eligible couple within my mod, as well as whether the game counts this as incest

Others

  • riv_get_sib_strength sim_x sim_y - tells you if two sims are full/half/not siblings (if it is unclear due to parents not existing, it'll assume they are full siblings)
  • riv_rel_rand sim_x - gives the relation between sim_x and a random sim
  • riv_rel_rand_rand - gives the relation between two random sims
  • riv_get_direct_rel sim_x sim_y - finds direct relationships only
  • riv_get_indirect_rel sim_x sim_y - finds indirect relationships only
  • riv_gen_diff sim_x sim_y - finds the ("average", not well defined) generational difference between two sims
  • riv_show_relbits sim_x sim_y - lists all relationship bits (not nicely formatted)
  • riv_get_ancestors sim_x - lists all ancestors (not nicely formatted)
  • riv_get_descendants sim_x - lists all descendants (not nicely formatted)
  • riv_rel_all sim_x - lists all relations for sim_x in the current save
  • riv_rel_all_all - lists all relations in the current save (huge performance warning)

Social interaction

Added with gen 2, now your sim can ask another sim what their relationship is and a notification will come up! The social interaction is under friendly (available after an introduction) and is no longer autonomous because it got annoying. Sims will react like it's just a casual question, so there's no relationship loss even if they're asking their parent how they're related!

Console commands for using .json files

(here, a 'sim mini-info' is a copy of a little bit of your sim's info - it's one entry in the riv_rel_xyz.json file)

How I use this in my own game (with the Pine family) is entering riv_auto pine, and then it's all sorted unless the save number changes (in which case, just redo the command):

  • riv_auto yourwordhere - this command will set up automatic .json updates for the current save ID with whatever keyword you like

The other functions are left in in case you still want to do it manually - riv_load at start of session, riv_update during session, riv_save at end of session - or merge sims/rels from a previous version in the save, which can be done with riv_save.

  • riv_save yourwordhere - creates or updates the files riv_rel_yourwordhere.json (which contains a list of sims with their ID, full name, gender, and whether they still exist in your game) and riv_relparents_yourwordhere.json (which contains a list of sim IDs paired with their parents)
  • riv_load yourwordhere - imports the sims/rels from .json files, shows you how many sims are in riv_rel_yourwordhere.json, and gives a random entry in the list
  • riv_update yourwordhere - runs save, clear, then load (used to update the list both in the .json file and in memory, for when sims are born/culled while you're playing)

And a few debug commands:

  • riv_clean yourwordhere - in case i messed something up, this will remove duplicates from riv_rel_yourwordhere.json and keeps only the most recent version of each sim. it can take a while if you have a lot of sims in this list!
  • riv_mem - shows how many sim mini-infos are in memory, and gives a random one
  • riv_clear - removes sim mini-infos from memory

This feature is completely optional and using it might seem a little daunting at first, so I'm happy to answer any questions in the comments.

Consanguinity + Incest Prevention

Added in gen 6, consanguinity is relatedness as a percentage, and is used within the mod to prevent incest and to display lists of relations better (putting direct rels before indirect rels, and then ordering from closeness within each). My restrictions are added on top of EA's restrictions, so sims with a family relbit (siblings, parents, grandparents, first cousins, ...) will have romance prevented no matter what.

You'll see three new options in "riv_rel - overall settings.cfg" (will be created/updated when you load up the game), which you can edit in Notepad++ or leave as default:

  • consanguinity_limit (any value from 0 to 1)
    • if two sims are at or above this consanguinity, they won't count as an eligible couple within the mod, and romance will be prevented between them
    • default is 0.03125 (prevents second cousins or closer)
    • EA default is 1 (no additional restrictions), zero tolerance for incest is 0, and use 2^-(2n+1) for the limit to be n^th cousins, e.g. third cousins are 0.0078125
  • show_consanguinity_in_notifs (True or False)
    • toggles whether consanguinity percentage will show up in notifications
    • default is False
  • direct_rels_are_incestuous (True or False)
    • toggles whether direct relations will always count as incest, so my mod will always count a sim and their great-...-great-grandparent/child as an ineligible couple
    • default is True

Computer research addon

(riv_rel_addon_computer.package - requires XML injector)

Click on a computer and select "Research on riv-rel.sim...". This pie menu will give you a mod overview, and three more sections:

  • .json files - quick tutorials, and definitions for each command relating to .json files
  • console commands - definitions for each command relating to finding relations
  • relation definitions - a quick overview of definitions such as what an 'nth' cousin is, what 'k times removed' means, and who your in-laws are.
  • traits - how to get started and what the commands do

Traits addon

(riv_rel_addon_traits.package and riv_rel_addon_traits.ts4script)

(optionally riv_rel_addon_GT.package - requires EP02 / Get Together)

For designating various members of your family - at the moment, they are very light on actual additional gameplay, but they help a lot to easily keep track of which sims are in your legacy. I hope my system is clear enough!

  • Gameplay traits for eight families (A is your main family and has a tiny bit of additional gameplay, and families B to H are just for tracking some others):
    • fam, inc, exc, heir, founder gameplay traits for eight families (main family A, extra families B-H)
    • fam is for your founder and their descendants
    • inc is for included family members not related to your founder (e.g. spouses)
    • exc is for excluded sims, and prevents the sim from gaining any of the other traits (e.g. disowned)
    • heir [of family A] gets interactions to add inc, exc, or heir traits to eligible sims
  • commands to add each of the above traits (where sim_x is a sim name/ID, and X is a letter from A to H - leave out the family letter to default to A)
    • riv_include_in_family sim_x X
    • riv_add_to_family sim_x X
    • riv_exclude_from_family sim_x X
    • riv_make_heir sim_x X
    • riv_add_founder sim_x X
  • commands to list sims with these traits
    • riv_traits_by_fam X
    • riv_traits_by_name sim_x
    • riv_traits (all sims, all families)
    • riv_show_family X (lists all sims in family X by generation; please note that this command requires your founder to still be ingame)
  • commands to remove family traits (this has no effect on the relations, it just removes the extra gameplay traits)
    • riv_clear_fam X (removes traits for family X from all sims)
    • riv_clear_fam_all (does the above for all families)
    • riv_clear_fam_sim sim_x (removes all fam traits from one sim, and gives you the needed commands to re-add any)
  • options to automatically add family members / include sims in family
    • default true: child of fam gets fam, spouse/parent of heir gets inc
    • default false: spouse/parent of any fam gets inc
    • this goes to a new .cfg, "riv_rel - overall settings.cfg", which applies to all your saves and can be edited directly; settings will apply next time you load up the game
  • non-autonomous social interactions for heir A (the base interactions were made in mod constructor; the commands to add traits are mine)
    • "Invite Sim to be the heir of family A" adds heirA trait to the other sim ( + happy moodlet)
    • "Exclude Sim from family A" adds excA trait to the other sim ( + one of four moodlets: angry if they were an heir, tense if they were fam, embarrassed if they were inc, and bored id they weren't even in the family)
    • "Include Sim in family A" adds incA trait to the other sim ( + happy moodlet)
  • I'd recommend getting started by running "riv_add_founder sim_x A" for your founder, as this will add them and their descendants to family A, or run "riv_add_to_family sim_x A" for any of their descendants if the founder has since been culled. then set a sim in your household (that is in family A) as the heir so that you can use the social interactions! please note there can only be one founder for each family, but you can have as many heirs as you want
  • club requirements addon to this addon
    • you can set fam/inc traits as club requirements! very useful if you combine with MCCC's auto-fill clubs feature and/or anything increasing the size of clubs
    • an important note: this is scumbumbo's code from https://modthesims.info/showthread.php?t=616866, which I am incredibly grateful for; as per his warning, you'll need to delete any clubs using family traits before you remove the traits addon from the game

Gedcom addon

(riv_rel_addon_gedcom.ts4script)

Added in gen 7, this addon will give you a basic gedcom output, for everyone who wants to put their legacy in an external family tree program but some of the sims are culled. Right now it will do every sim in the file, so you might want/need to edit it afterwards to remove sims you don't care about.

  • riv_gedcom yourwordhere (pulls from the json files with that keyword)
  • riv_gedcom (pulls from sims+rels loaded into the current save)

Note: if you only want to generate a gedcom file for sims in your save, MCCC's existing functionality is much better!

_____________________________________________________

Direct relations

  • great(x[number])-grandparent
  • great-grandparent
  • grandparent
  • parent (mother/father)
  • self
  • child (son/daughter)
  • grandchild
  • great-grandchild
  • great(x[number])-grandchild

Indirect relations

  • great(x[number])-grandpibling
  • great-grandpibling
  • grandpibling (parent's pibling / grandparent's sibling)
  • pibling (aunt/uncle)
  • sibling (sister/brother)
  • nibling (niece/nephew)
  • grandnibling (nibling's child / sibling's grandchild)
  • great-grandnibling
  • great(x[number])-grandnibling
  • (k-tuple) (nth) cousin (m times removed)
  • half (any indirect rel) - e.g. half siblings share only one parent, half first cousins share only one grandparent...

In-law relations

  • any of the above + in law (your spouse's relative, or your relative's spouse)
  • spouse (wife/husband)

_____________________________________________________

Limitations and known issues

Problems I'm currently working on can be found here; problems I'm choosing to just roll with, though I will fix them if I find a way to, are below:

  • this won't add any new relationship bits (would get way too complex with the number of possible relations)
  • clones should technically have 100% consanguinity, but for now the clone relbit isn't used within the mod
  • (riv_auto - lag on update) if you have large .json files or many sims being born at once (e.g. with MCCC), this can cause a bit of lag as the .json files are updated - if it's causing too many issues, go back to manual updates (just use riv_update xyz whenever you notice something needs updating; to turn off automatic updates, edit riv_rel_json.cfg in notepad, and either delete the entry for the save or set auto_update_json = False)
  • (riv_auto - addition of parents) when a sim is born, they are automatically added to riv_rel_xyz.json but sometimes their parents are not automatically added to riv_relparents_xyz.json, and the new sim will show up (within the mod) as having no parents until the file is updated again
  • step relations ended up being unreliable as hell and a performance concern, so I've limited the checks to only the riv_rel_more_info command for now; you can set include_step_rels = True in the .cfg file if you want it to try this on all relation checks, but i'd recommend leaving it as False
  • settings need to be changed by editing the .cfg - I still don't know how to make an ingame options menu rip
  • I tried the new gedcom output on a bunch of free/online gedcom viewers, and one thing I noticed is that some of them will only get people related to the *first* sim in the file, because they're expecting a single, connected family tree. The records can be reordered without any problems, so if you're using a viewer where this is the case, then cut and paste your most important sim (from the start of the line "0 @sim_id@ INDI" to just before the next line starting with a 0) at the top of the list of sims (under the line "1 NAME A. /Simmer/")

Credits

StatusReleased
CategoryGame mod
Rating
Rated 5.0 out of 5 stars
(5 total ratings)
Authorriv

Download

Download
riv_rel - gen 7 - 22 sep.zip 511 kB

Install instructions

Unzip the file, and then move riv_rel.package and riv_rel.ts4script into the Mods folder (or Mods/foldername, but no deeper). I highly recommend putting it into its own subfolder, e.g. Mods/riv-rel/

riv_rel_addon_computer.package is optional, and requires XML injector

riv_rel_addon_traits.package is optional

riv_rel_addon_GT.package is optional, and requires Get Together and the traits addon

riv_rel_addon_gedcom.ts4script is optional

Development log

View all posts

Comments

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(+1)(-1)

Sorry to hear you are no longer unable to maintain this mod any more. I know how that feels, my present job leaves me mentally exhausted every day. Hopefully well both find jobs that leave more time & mental space soon.

Are people who use this mod for just the how-they're-related bits finding it to work?

I myself do. Tho you would have to play with Neighborhood Stories turned off (specifically pregnancy and adoption) in order for this mod to work. Also don't expect that Sims with custom pronouns would be gendered correctly with it. If you're one of those who prefer MCCC's story progression over EA's and can get over your Sims being misgendered, you're good. For now at least, future updates may change it easily.

(+1)

I used to love this Mod so much and hope that you will set it up for adoption, so some equal talented Modder can continue with the work you already have done with riv-rel. Seriously, it was awesome.

Hi! Wanted to let you know that the mod is throwing last exceptions with the addition of the new Neighbourhood Stories patch. Specifically when NPC households are adopting children.

Hey! I don't want to offend you, but will this mod be updated? The thing is that because of this mod, the game began to run endlessly for me. After poking around in the Mods folder, I found that this mod was to blame for such a long launch.

(+1)

Hello! (I posted something here a week ago and then deleted it because it ended up resolving itself,, but I have something new now!)

I believe I may have found a conflict with this mod (or I am somehow not seeing things correctly)? Or, at least, when I play with riv_rel out of the game and try to play, the other mod pops up, unlike when riv_rel is in the game. The mod is First Love by LMS. 

Basically, I can see that First Love is in the game when riv_rel is also in by clicking on my household child sim and seeing the new "First Love" category created for it--however, I am unable to see this category on other children when I target them with my original child sim, which is a part of the First Love mod that is needed to use it. When I take riv_rel out, the category pops up on the target sim as it is intended to.

I just wanted to know if this was something that could be fixed, like with the WW conflict mentioned further up? Or should I decide that I have to take out one or the other?

Thank you for your assistance!

(+1)

Hi there! I think I see the problem here - I wanted to save time on the eligible couple check (which runs when two sims interact for the first time in a session, so all of these times add up), so instead of taking the time to calculate their relationship it'll just ban romance if at least one is a child or younger. That wouldn't be possible in the vanilla game, and I didn't consider mods allowing romance between children, so mine will conflict there... if you do want to remove it for the time being, make sure you keep any .cfg (settings) and .json (relation storage) files so you don't lose data and won't need to do any setup to re-add the mod in your game.

I've been working on making the eligible couple check faster, so I'll hopefully be able to remove this limitation in the next update without lagging everyone's game - I can't guarantee when it'll be out sadly, hoping within the next month or when it breaks and I have to fix it, whichever's first

(+1)

Ah, I see you've updated it to include the mod compatibility....! Thank you so much! And yeah, it makes sense why it worked like that. I'm excited to use both now!

(1 edit) (+1)

Hey, I just started testing your mod out and wanted to mention that there is one more thing/known issue that might be worth adding in, so that people are aware  in case they encounter something similar.

I couldn't add one specific sim as a founder (it worked for others).
The messages I got in the console:
Firstname is now the founder of family A!
adding to family...
making heir...
Firstname Lastname is not in, or included in, family A
you need to add either famX or incX before you can add heirX

Of course, adding him to famA as per the suggestion didn't help at all. 

I figured out it was because his name was identical to a sim who passed away and got culled  a few generations back and  it seems the mod attempted to set the culled ghost as the founder instead of the alive sim.
I decided to run the command using sim's id, and learned that sims.get_sim_id_by_name (First Name) (Last Name) cheat also returns only the id of the culled ghost. I got the correct id from mccc logs and then it finally ran successfully :)
edit: On second thought, temporarily renaming the sim might have been much faster xD

(1 edit) (+1)

Just wanted to double check, I've been taking a break from the sims so needed to update my mods. Does this one need updating or is gen 6 still fine? 

I ran a quick check in a fresh save and its seems OK & is not causing anything in the last exception log, but I wanted to be sure before touching my legacy save.  

(+1)

No worries - I haven't had much time to play or mod lately but it is still working!

(+1)

How can I possibility a romance with first cousins? Which number?

Ah so first cousins can't actually be romantic in the vanilla game, and my mod only adds restrictions (it doesn't take any away) - you'll need to get wicked whims for that and then use the incest features in there. First cousins have 12.5% consanguinity so you'll need to set consang_limit to something bigger than 0.125 in addition to using WW.

(+1)

Now I can prevent my vampires going all Lazarus Long, thanks!

(+1)

Hello, can I make a suggestion? The title of the relative in red under the name of the Sim. Like the nannies and butlers... Sometimes it's difficult to identify who is your cousin, aunt, ancestor, descendant...

Hi! I have looked into this, but I'm really not sure if I can implement it... I'd have to figure out how to deal with roles, inject variable text into a role name, and make sure it doesn't override other roles like nanny/butler.

If I manage to wrangle the tuning for that then I'll work on it, but the only step I have towards it so far is being able to limit it to the most relevant relation, which is probably needed for that text (so "mother, 18th cousin, and 19th cousin twice removed" would just show up as "mother").

Just "cousin"...

(+1)

I love this mod so much! I can't wait to see where it goes in the future. Just a question though: is there a way to remove a family trait from a sim without them being removed from the family? I have one sim as my founder, but recently, the mod also made her 16th child (don't ask) a founder for the same family as well? And she's still a toddler too, which makes it even more confusing to me. The toddler founder  already has the famA trait too. Is there a way to delete the founderA? Sorry if this is a dumb question ^^'

Thank you! The easiest way to remove traits is by using MCCC (when you get to searching, just enter riv or founder, either of those will get it to show up) - that's how I've been doing it

Not sure how they got the founder trait though - I have nothing that'd automatically set them as a founder and the interaction doesn't work with toddlers, all I can think of that would've caused it is the riv_make_founder command.

It's not a dumb question at all! All I have within the mod itself for removing traits are the commands to clear an entire family / all families / add excA and none of those work in your case

(1 edit)

Ciao, sfortunatamente non posso scaricare la tua mod .. Ho disabilitato l'antivirus ma niente .. hai un altro sito per scaricarlo?

(+1)

L'ho scaricato da MTS

I went to the itch.io download page and it said that downloads are blocked in some regions, and there's an alternative mode for when this happens.

I copied some text from the Italian version of this site in case the above doesn't translate: the text I clicked said "Non parte il download?" and that showed the text "Alcuni paesi hanno bloccato il CDN di itch.io. Se il download non parte, prova ad abilitare il download alternato e poi riprova.", with an option to enable "Abilita modalità di download alternativa". Hope that helps, though I'm happy MTS worked!

(+2)

I play the sims for fun and use the MCCC to really fly through the generations, and lemme tell you this is an amazing mod 

(+1)

..I'm absolutely stunned, I prepared the tuples up to centuple (100) for the hell of it but I didn't think anyone would have a messy enough family tree to actually get past quadruple! I use MCCC too but the most I've managed to get is a double. Glad you like the mod!

Hi! As someone who is the keeper of genealogical records in my RL family, when I learned about your mod for S4 I became excited. Recently--why I don't know--my game culled and released a lot of ghosts in spite of the settings in MCCC to never cull. I suppose it's either because I updated MCCC to the latest 7.5.0.3 patch from Patreon OR I reached the sim max and the game culled for better performance. I ensured to never delete or modify the cfg files to maintain my preferences. Anyway, I digress. My biggest fear has happened: some of my sims have greyed out family members in their trees. I cannot for the life of me recall when it happened but I have been trying to recover that info. Keep in mind that this happened numerous saves ago. My questions are: 1)Would your mod help to recover the missing data (names?  relation? careers? cause of death?) in the trees with the greyed out members anyway? I see possibilities with the "riv_get_parents sim_x" and "riv_get_ancestors sim_x" commands! 2)Will your mod ensure that I don't have greyed out sims in family trees going forward? 3) What happens to the family trees should I delete your mod? Your response would be greatly appreciated. Thank you.

Hello, and thank you for the interest! You probably hit the sim max; there's a point where sims will start getting culled just to make sure the game runs well, and then the sims are effectively deleted from the save. I know that setting some sims to never be culled with MCCC works since I've done that with like.. 100 sims from my legacy? But if you try that for every single sim in the save I think things start going wrong above 800 or so, and they'll get culled anyway. To answer your questions (...might be a little disappointing, sorry):

1) The .json files part of my mod is basically a preventative measure to keep a bit of sim info and parent relations before sims get culled - so the only way to get the information back is by going to a previous save, writing these sims/relations to the .json file, and then loading these in your current save. I had previous versions sitting around from the times that I've backed up my saves+mods before big patches, so I just used those. It only keeps a little bit of info (for sims it keeps their ID, name, gender, whether they have been culled, and the time they were saved; for relations it just keeps parents) since I was just thinking about what would be needed to keep track of relationships. The commands for getting parents/ancestors just get information that is available (iterating up with the parent relbit if using ingame rels or parent lists if using .json files) rather than recovering lost info.

2) Sadly, you will still get greyed out sims if they get culled. I have no idea how to have those sims and connections still show up in the family tree UI if the sims have been deleted. I've been looking into the code and it's fairly confusing - sometimes relations show up that no longer exist in the game?? So I'm guessing it's a completely separate system from relationship bits, and I can't find any documentation for working with it. I'd like to make the backed up family info more visual at some point, but atm connections from the .json files only really work for giving the relation between two sims ingame.

3) You can safely delete the mod with no difference to your family tree in the game - it just means that any family info you've saved outside of the game (using the mod) won't be usable, and you can't find distant family relations without clicking through the family tree and working it out yourself.

I hope that helps! But yeah, that feature is more of a workaround to keep relations even if sims are culled later, rather than preventing culling (which destroys performance) or un-culling sims (which afaik is impossible).

(+1)

I really appreciate your thorough response. Thank you! I look forward to installing your mod...once the dust settles from today's pre-patch and the subsequent patch for snowy escape.