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Post by SACRIFICIAL on Feb 26, 2018 23:55:44 GMT -5
I've been trying to locate the ".SimInfo" files for the sims that I've created in CAS but didn't have any luck. If someone can guide Me that will be much appreciated. Thanks!
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Post by Basemental on Feb 27, 2018 5:25:52 GMT -5
I have actually been trying to figure out the exact same thing these last couple of days. No luck here either, unfortunately
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Post by Basemental on Feb 27, 2018 6:17:51 GMT -5
By the way, what do you need it for?
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Post by SACRIFICIAL on Feb 27, 2018 8:18:57 GMT -5
By the way, what do you need it for? Dam, it looks like You need a special tool to extract a certain file. I want to create real life celebrity sims for My road to fame mod & I want to make it that the player can see them in their game when they start a certain situation.
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Post by Basemental on Feb 27, 2018 8:36:09 GMT -5
Would this work though?
Create your Sim, and go to the Tray so you make sure to copy the needed files over to the folder where you work on your Mod (just look at the date on when they were created and make sure you get all of them). Load up your game, type in the cheat console sims.get_sim_id_by_name Celebfirstname Celeblastname
Or do you need anything else than the ID to spawn the specific Sim for a situation?
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Post by SACRIFICIAL on Feb 27, 2018 8:40:54 GMT -5
Thanks for the info. I need the .SimInfo file to place it in the "Template" for the situation. This way the premade sim that I created will get spawned into the situation just like I created them in CAS.
Look at "Penny Pizzazz" template.
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Post by Basemental on Feb 27, 2018 9:05:25 GMT -5
Alright. Now I follow. Tried out with your example and I can't really find a correlation between the Penny Pizzazz ID and resource_key.
Hope you figure it out, as it would be super helpful.
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Post by SACRIFICIAL on Feb 27, 2018 9:10:25 GMT -5
Alright. Now I follow. Tried out with your example and I can't really find a correlation between the Penny Pizzazz ID and resource_key. Hope you figure it out, as it would be super helpful. Thanks for looking at it. A sim guru once said this in the "Sims Forums" You should be able to access all of the CAS modifiers via facial_attributes and genetic_data. "Those are stored on SimInfo as binary strings. You'll have to deserialize them, perform any modifications, and then reserialize them before setting them."
The .SimInfo file could be stored in the "HouseholdBinary" file... but there's not program that can extract or read such a file I believe.
What do You need it for by the way?
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Post by Basemental on Feb 27, 2018 9:16:55 GMT -5
For starters it was the same as you, to spawn a specific made Sim for a specific situation. Then I stumbled across the get_sim_id stuff, so I thought I'd throw it out there, that it could perhaps be a workaround to the issue.
For me this is something I want to implement a bit further down the road in something I am working on right now, so I haven't really explored the options on how to achieve the desired result yet.
Would it work to put the household.binary in the Sims4Studio > Mods folder and open it with the Game File Cruiser or does that only read the EA game files?
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Post by Basemental on Feb 27, 2018 9:40:01 GMT -5
I guess one possible workaround could be to create your Sim, level up their skills and all you need for them, assign them a hidden trait, and get their ID number. And to spawn them you could do a Command in the tuning for sims.summon_sim_to_zone [Sim's ID number], would obviously had to be done differently than a situation and it's not ideal, but it is a possible workaround to the issue if nothing else works.
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Post by SACRIFICIAL on Feb 27, 2018 10:21:45 GMT -5
This might work! I've never worked with this kind of commands before. Is this an action tuning? or is it a script in the "Basic Extras" You don't have to explain by the way, I understand that You are developing Your mod and You might not have free time.
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Post by Basemental on Feb 27, 2018 11:46:01 GMT -5
I am more than happy to help, especially considering how many times you have helped me out in the past!
Try this in the basic extras and see if that works:
<V t="do_command"> <U n="do_command"> <L n="arguments"> <V t="participant" /> </L> <T n="command">sims.summon_sim_to_zone [Sim's ID number]</T> <V n="timing" t="at_beginning"> <U n="at_beginning"> <V n="offset_time" t="enabled"> <T n="enabled">0.1</T> </V> </U> </V> </U> </V>
I have not tried it out, but I reckon it should work.
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Post by SACRIFICIAL on Feb 27, 2018 13:28:47 GMT -5
I much appreciate it (Y) Thanks for the help, unfortunately that didn't work "The Sim didn't show up" but I really appreciate Your help.
I've posted in the sims forums about this and tagged the mod gurus, hopefully they will give me an answer soon.
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Post by Basemental on Feb 27, 2018 13:30:07 GMT -5
Fingers crossed, bud! Let us know how it goes
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Post by menaceman44 on Mar 3, 2019 17:01:00 GMT -5
Sorry to resurrect an old thread but did anything ever come of this?
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