Changing the sort layer is done through the warehouse on each "CAS part". There is a CAS Part for each swatch and the sort layer will need to be changed for each one so, if at all possible, change the sort layer before adding a lot of swatches. Once you've changed the sort layer on the first swatch each swatch you add after that based on the first swatch will have the sort layer you gave the first. The Warehouse sorts sections within a resource in alphabetical order. Sort layer is down toward the bottom in the right hand panel:
Post by samanthagump on Jul 27, 2015 19:39:15 GMT -5
Excellent list, thank you! I'd like to add that I have assigned some things up to 24000 if I am determined they be way on top. I once played with it and set it at 40000 or so, and that CC was bad and caused issues with my game, so that may be a good thing to note, lol.
Post by orangemittens on Mar 20, 2016 11:20:47 GMT -5
Hi feyona, I've updated the first post with an illustration of where to find the sort layer fields in your .package. Thank you for pointing out that this update was needed
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Post by menaceman44 on Feb 19, 2017 15:28:41 GMT -5
What part of the file determines what other items get hidden? The alien outfits, for example, will hide any footwear the Sim may have on before the outfit is chosen but it still only has a sort layer of 16000 for a full body item.
There is one more thing puzzling me though – I have a lot of content in the 'skin details' category. Some of the CC there is layerable, but some skin details cause all other currently activated skin details to get removed if selected. Why does this happen and how can I prevent it? If the sim was only wearing one skin detail and activating another one would replace that one only, I would guess that they might be occupying exactly the same sorting number, but since this isn't the case, I'm not sure anymore. In the ideal situation, I'd pick one 'skin detail' that is in fact a full body skin, and when required for additional variance, add 1-4 non full body skin details on top of that one. Now certain otherwise wonderful non full body skin details are practically unusable because they reveal the pudding-faced Maxis skin that I don't wish to see in my game. Or, skin details that only cover the sim's body or sim's face – it would be great to mix and match with these but if you can only have one or the other, it's not very useful.
If I understand the info you provided here correctly, should I classify full body skins in the skin detail category as 2100, and then possibly, for the non full body ones, use numbers between 2101-2999? But I still don't understand why one skin detail might result into deactivation of not one but multiple skin details that are active! If possible, please enlighten me.
Checking the various skin details Files I note that the conflict does not depend on the CAS "SortLayer" but, most likely, by the "AdditionalTextureSpace". The skin details that use the same "ATS" sort are in conflict and they are deactivated each other. I tried to change the "ATS" sort (SkinDetailCreaseForehead to SkinDetailFreckles) but I need someone to tell me what the change is about "AdditionalTextureSpace".
I have to wonder if the list of sort layers above is still accurate and working? I've got skin details set at 2100 that layer on top of tattoos and refuse to go under. I've also found that sometimes while making lipsticks or blushes, some recolours will randomly layer under skin details despite there being no changes to the sort layers of each individual recolour. I feel like some CC just has it's own mind about things.
Hi myobi, if I understood you correctly, the solution in your case would be to change composition method from 4 to 0 in each CAS part. Or if you make new lipstick, change composition method in the first swatch and next swatches will inherit the same presets. This way your CC lipsticks and other makeup will be compatible with custom skin details which have composition method set to 0. Check my mini-tut here. This resource controls the way makeup and skin detail textures blended, if composition method is 0 then textures don't blend, they just cover each other depends on sort layer number. Hope it helps.
Hi myobi , if I understood you correctly, the solution in your case would be to change composition method from 4 to 0 in each CAS part. Or if you make new lipstick, change composition method in the first swatch and next swatches will inherit the same presets. This way your CC lipsticks and other makeup will be compatible with custom skin details which have composition method set to 0. Check my mini-tut here. This resource controls the way makeup and skin detail textures blended, if composition method is 0 then textures don't blend, they just cover each other depends on sort layer number. Hope it helps.
Sorry, I forgot to mention that the composition method remains the same between swatches. I've included a download to a package as an example. It is an eyeshadow file. www.dropbox.com/s/644c40tevwt7l46/MYOBI-sugarspice-eyeshadow.zip?dl=0 The composition method is set to 0 and the sort layer is the same for every swatch, and yet only the first swatch layers correctly and the rest hide behind the custom skin details. It doesn't seem to matter on what the custom skin I'm using is either.
But that also shouldn't effect the fact that skin details don't go behind tattoos, like their sort layer would suggest. I've just looked at a bunch of CC skin details from other creators and all of them layer on top of tattoos. I wonder if there is any way to make them layer behind.
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