|
Post by ansett747 on Oct 10, 2018 4:39:14 GMT -5
I have McDonald's Menu played with "What's Happening Sign" with City Living EP but whenever a festival occurs. The ads stop and special effects plays over. Is there a way to disable standalone without interfering entire signs?
|
|
|
Post by minimonster on Oct 10, 2018 17:18:48 GMT -5
Hi ansett747 , Having played with this object a lot myself, I suspected what your issue might be. I even cloned the object just to be sure. I am pretty Impressed at your concept idea! So cool to have the signs dynamic, just like at a real McDonald's! So, there is one file that you will need to look at/change if you want to keep the signs tuned they way that they are and not lose the 'dynamic' aspect of them - 5B02819E!00000018!00000000000208DB.dynamicSign_FestivalOccuring.ObjectStateTuning. This is the exact file that defines what effect plays during a festival. The only (relatively) 'easy' way to do it is to create a default override for this tuning file and change the FX, found in with the object tunings. Of course, I am sure that you already know that changing that will affect all of the dynamic signs the same (as you said without interfering with the others). Of course, the 'hard' way would be to re-create the tuning suite with all of its components, changed to fit your clone (ugh, I cannot imagine the headaches that would mean...) Cheers.
|
|
|
Post by ansett747 on Oct 13, 2018 0:11:54 GMT -5
Hi ansett747 , Having played with this object a lot myself, I suspected what your issue might be. I even cloned the object just to be sure. I am pretty Impressed at your concept idea! So cool to have the signs dynamic, just like at a real McDonald's! So, there is one file that you will need to look at/change if you want to keep the signs tuned they way that they are and not lose the 'dynamic' aspect of them - 5B02819E!00000018!00000000000208DB.dynamicSign_FestivalOccuring.ObjectStateTuning. This is the exact file that defines what effect plays during a festival. The only (relatively) 'easy' way to do it is to create a default override for this tuning file and change the FX, found in with the object tunings. Of course, I am sure that you already know that changing that will affect all of the dynamic signs the same (as you said without interfering with the others). Of course, the 'hard' way would be to re-create the tuning suite with all of its components, changed to fit your clone (ugh, I cannot imagine the headaches that would mean...) Cheers. Hey there minimonster , I followed your steps and look for the file... I played around it and it finally stopped special effects and freezing the advert. But it confict "What's Happening Sign" and error logged. Oh well, at least I finally have a good, not so perfect mod with no sim changing channels.
|
|
|
Post by minimonster on Oct 27, 2018 11:12:54 GMT -5
Hi again ansett747. I may have accidentally discovered a replacement line for the tuning FX that would not throw a LE, but have NOT tested the method. I was trying to think of a replacement effect that would be completely unnoticeable, but this may just work even better... Assuming that you are familiar with the structure of XML, you could try to replace the part after <V n="vfx_state" t="apply_new_value"> with <V n="apply_new_value" t="no_vfx" />. It seems as if it would be a superior solution than replacing the actual effect with any other (or simply removing it). I came across that while trying to help someone else, and of course thought of your sign when I saw it. Again, it is untested, but I do not see why it wouldn't work without making a LE. Cheers.
|
|
|
Post by ansett747 on Oct 30, 2018 6:40:10 GMT -5
Hi again ansett747 . I may have accidentally discovered a replacement line for the tuning FX that would not throw a LE, but have NOT tested the method. I was trying to think of a replacement effect that would be completely unnoticeable, but this may just work even better... Assuming that you are familiar with the structure of XML, you could try to replace the part after <V n="vfx_state" t="apply_new_value"> with <V n="apply_new_value" t="no_vfx" />. It seems as if it would be a superior solution than replacing the actual effect with any other (or simply removing it). I came across that while trying to help someone else, and of course thought of your sign when I saw it. Again, it is untested, but I do not see why it wouldn't work without making a LE. Cheers. Hey there minimonster, I've received some feedbacks about my mod is popping up mod errors with MDD Commander. I'll check this out what you have posted to me. IS it possible you can take a screenshot where to edit? Thanks! :D
|
|
|
Post by minimonster on Oct 30, 2018 11:53:28 GMT -5
Hi ansett747 . I am going to try to paste the code for that particular tuning in this post - my first time trying to post code - we'll see how it goes... <?xml version="1.0" encoding="utf-8"?> <I c="ObjectStateValue" i="object_state" m="objects.components.state" n="dynamicSign_FestivalOccuring" s="133339"> <U n="new_client_state"> <V n="vfx_state" t="apply_new_value"> <V n="apply_new_value" t="no_vfx" /> </V> </U> </I> I have NOT tried this in-game, but it appears logical to me in that it should give the game some sort of FX or code 'answer' for this particular object state (I also have been unable to think of any nearly 'invisible' object FX that could have been substituted - butterflies or such simply would NOT do as a replacement...). As I said, when I came across this being used in other tuning, I immediately thought of you, your project, and that dreaded LE, which we all try to avoid if at all possible... o_0 [keeping fingers crossed] Cheers. Yea! It worked to post it!!!
|
|