simle
New Member
Posts: 5
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Post by simle on Jul 21, 2020 14:27:20 GMT -5
Hey, I was thinking what if there were items that had active effects/buffs while they were in a sims' inventory, but I haven't seen mods like that around...
I'm guessing there needs to be scripting done for this, but to be sure I wanted to ask here first if there were any existing items/CC that already does this to be used as examples/base for new items. If not does anyone have any tips on getting started with script mods? Or if a mod like this isn't actually possible please let me know.
One of my ideas for an item to be used like this is have items that affect only kids moods, kinda like having a favorite toy or a blanket that gives them confidence.
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Post by MizoreYukii on Jul 21, 2020 23:19:35 GMT -5
I don't know of any mods off the top of my head, other than possibly the glimmerstone overhaul mod (I don't remember any details), but it more than likely won't require scripts. Scripts are only for injecting stuff into the game to avoid overrides, changing EA's scripts, or adding stuff that normally isn't possible with tuning or is tedious with tuning (and there are some people who just prefer to do everything with scripts, not that it was necessary). I've seen tests to check for inventory items before, and I know that objects can directly give buffs through broadcasters , but I'm not sure if broadcasters work from the inventory. I can't think of any EA items either, maybe one of the rocks that involve aliens? Earbuds maybe, since they play music while they are in the inventory. I went ahead and took a look, I don't see any objects with just buffs directly in the files, but there are several objects that have broadcasters (that have loots, which give buffs) and can go into the inventory, the Earbuds being one. So if you are making a new object, or overriding objects, you can take a look at the earbuds on how to build your object's tuning so that the broadcaster applies the buff to children when in their inventory. If you don't want to change the tuning or make new objects there are several ways I can think of doing this but I wouldn't know what to suggest that fits into whatever your idea is. One idea is that you could do a "this is my favorite toy" interaction that could have a hidden trait with a buff that tests for that specific object. Or if you truly want to script, you can of course look into injecting the broadcaster or use a script to look for a toy in a child's inventory and applying the buff if present (last one probably be more difficult). Or another tuning option is to do it with a commodity but you'd have to apply it to the sims you want, but how you apply it is the question as there are several ways. But those are just a couple of options I can think of. Depending on what you want it to do can change how you make the mod. But here are some modding resources (tuning and scripting) under the spoiler, start with a tuning angle first as it's far easier (unless you have experience in Python/other languages): TuningScarlet's Beginner tutorials (starting on page 2): www.simsvip.com/category/the-sims-4/how-to-create-a-mod/page/2/Zer0's tutorials (for beginners and beginning intermediate): www.patreon.com/posts/tutorials-35031545How to Start a Custom Tuning File: www.patreon.com/posts/how-to-start-38023976And then you need the TDESCs and TDESC Browser as it helps you understand how files are built and what each thing does. TDESCs (make sure to build your folder right, it's TDESC Folder > Subfolder for each patch TDESC): www.forums.thesims.com/en_US/discussion/976578/1-63-133-tdescs#latestTDESC Browser (when referencing the folder in your settings do the main TDESC Folder): www.modthesims.info/download.php?&t=618199XML Extractor if you want to update mods before S4S updates, and XML File Finder to see connections/references between each file without having to manually search for them modthesims.info/d/563256/xml-extractor-for-the-sims-4.htmlTuning Error Notifier is to help you make sure you don’t make mistakes. scumbumbomods.com/tuning-error-notifier/There are tools that handle injecting for you for common areas, so you don’t need to focus on scripting until the time is right. This includes: XML Injector: (interactions, loots, buffs to traits, reward traits, name objects, object relationships, states): scumbumbomods.com/xml-injector/Injection Tools: brainblasted.itch.io/injection-toolsAndrew’s Crafting Enabler: sims4studio.com/post/72754Mod Constructor (not an injector, except where needed, but can be used to make interactions, buffs, traits, careers, aspirations, events, and a few others): zerbu.tumblr.com/post/181782526135/the-sims-4-mod-constructor-v4And a couple of misc others for specific areas, like Trait Tracker Injector. ScriptingWhen you are ready for Sims 4 scripting, know that there are very little tutorials and no documentation, so you have to learn through a lot of trial and error. You will need to learn Python, which is well documented and has plenty of tutorials, but it won’t help too much with Sims 4’s data. Beginner's Guide to Python: wiki.python.org/moin/BeginnersGuideGetting Started with Sims 4 Python Scripting: sims4studio.com/thread/15145/started-python-scriptingTuning Inspector, which helps you figure out injection paths: modthesims.info/d/642704/tuning-inspector.html
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