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Post by andrew on Mar 4, 2019 1:47:24 GMT -5
menaceman44, are you looking for info on how to turn a Sim from a HouseholdBinary into a SimInfo? Or how to spawn a sim through a script?
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Post by menaceman44 on Mar 4, 2019 18:27:02 GMT -5
Well I was wanting to create a type of template for the Tragic Clown. I've been fiddling with the files because I don't like that the game essentially just randomly grabs a Sim to pull into the scenario. The only thing I have managed to do is alter is so that any Sim created for the role will always have the name Sunny. I was basing all of my work off of the Grim Reaper files and noticed that he has a simInfo file to define what the character should look like which made me wonder if it was possible to create my own or not.
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Post by andrew on Mar 4, 2019 18:35:51 GMT -5
menaceman44 SACRIFICIAL Basemental There is an alpha feature in the current version Studio that can generate the .siminfo from a saved sim. Enter the cheat code "tray", select the saved household and then right-click the sim and there is an option to save as .siminfo. I tested this with a grim reaper replacement and it worked.
Edit: Thanks to brujah, we now know that saved rooms will cause this option to fail. In order to use it, remove any saved rooms from your tray folder before starting Studio.
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Post by Basemental on Mar 5, 2019 5:27:26 GMT -5
Oh, that is amazing. Thanks for the heads up andrew - Will definitely play around with this feature later
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Post by menaceman44 on Mar 5, 2019 13:57:55 GMT -5
It looks like it's worked! I've managed to get the game to spawn the Tragic Clown looking exactly as I made the original in CAS! I'll do some more testing but all is looking great so far.
Now if I could only figure out why the game is using the wrong facepaint even though all of the relevant situation tags are correct.
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Post by Lychee on Dec 13, 2020 20:24:26 GMT -5
menaceman44 SACRIFICIAL Basemental There is an alpha feature in the current version Studio that can generate the .siminfo from a saved sim. Enter the cheat code "tray", select the saved household and then right-click the sim and there is an option to save as .siminfo. I tested this with a grim reaper replacement and it worked.
Edit: Thanks to brujah, we now know that saved rooms will cause this option to fail. In order to use it, remove any saved rooms from your tray folder before starting Studio.
Is there a way to make a .siminfo file on a Mac? Sims 4 Studio is telling me that "tray" is not a cheat code. Or does someone at least know where those files are hidden because I can't find them.
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Post by digivix on Dec 25, 2020 12:30:17 GMT -5
menaceman44 SACRIFICIAL Basemental There is an alpha feature in the current version Studio that can generate the .siminfo from a saved sim. Enter the cheat code "tray", select the saved household and then right-click the sim and there is an option to save as .siminfo. I tested this with a grim reaper replacement and it worked.
Edit: Thanks to brujah, we now know that saved rooms will cause this option to fail. In order to use it, remove any saved rooms from your tray folder before starting Studio.
Ah this is ALMOST what I'm looking for lol. I'm developing a mod and I need to access and extract the data from the .tray files. I see it is semi being done here, as I don't see the objects related to the tray. Does anyone know what format or how to extract/read the data? Thanks for any tips or guidance.
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Post by andrew on Dec 25, 2020 17:09:08 GMT -5
Lychee the cheat code (and menu option) was added to the latest Mac version. digivix when you say a mod, do you mean like an in-game script mod that accesses the tray files?
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Post by digivix on Dec 25, 2020 17:46:44 GMT -5
Lychee the cheat code (and menu option) was added to the latest Mac version. digivix when you say a mod, do you mean like an in-game script mod that accesses the tray files? andrew initially I was thinking a mod, but with what I've been seeing while trying to find some clues, it may not be. Maybe I need to create a standalone app. What I'm trying to do is get a list of mods that are currently in use in game, vs those that are not. It's easy to do a dir listing and loop through to get the names of all CC objects and scripts in my mods dir and I even wrote an in game mod where I can obtain a list of script mods in use per zone but I haven't been able to get a list of tuning mods or objects in use. I use the S4 Tray Importer app and I see that it provides all the details I'm trying to obtain. So I feel like being able to read/extract/convert a .trayitem, .blueprint and/or .sgi files will lead me to the right place
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Post by andrew on Dec 31, 2020 19:50:00 GMT -5
digivix it sounds like you may want the save game files instead of the tray files since it would have that info for objects and CAS actually used by your game rather than things saved to the tray. Either way, it is probably simpler to keep it as an in-game script mod since Python has access to that and it will always be up-to-date with the game version running. Studio can open the save files if you want to look at the structure. If you go with this, basically you would want to loop through the save files (they use the same package format as everything else but with a different extension) and load the SaveGameData in Python with EA's protocol buffer message format. Once you have that open, you can loop through all sims in the save and their CAS parts, and all objects used on the lots and compare them to your list from the mods folder.
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Post by digivix on Jan 2, 2021 1:30:49 GMT -5
digivix it sounds like you may want the save game files instead of the tray files since it would have that info for objects and CAS actually used by your game rather than things saved to the tray. Either way, it is probably simpler to keep it as an in-game script mod since Python has access to that and it will always be up-to-date with the game version running. Studio can open the save files if you want to look at the structure. If you go with this, basically you would want to loop through the save files (they use the same package format as everything else but with a different extension) and load the SaveGameData in Python with EA's protocol buffer message format. Once you have that open, you can loop through all sims in the save and their CAS parts, and all objects used on the lots and compare them to your list from the mods folder. Thank you so much! I was I able to work through it, after doing a little research of protocol buffers, as I wasn't aware of that type of serialization.
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