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Post by SimmerKate on Feb 8, 2021 16:34:38 GMT -5
Hi ive created this functional graphics tablet but for some reason the lights from the sims 4 base mesh keeps showing, ive gone into blender and tried to figure it out but nothing and ive tried in sims4studio lol could someone help me please <3
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Post by MizoreYukii on Feb 9, 2021 1:21:56 GMT -5
This is a VFX, the only solution is custom tuning or to create an override. Which one are you interested in doing?
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Post by SimmerKate on Feb 9, 2021 6:40:36 GMT -5
Any really lol which ones easiest
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Post by MizoreYukii on Feb 9, 2021 11:42:51 GMT -5
Both are easy to do, but override is easiest. If you plan to release it as an override it will affect all other tablets people may have in their game though. To override simply add this file "loot_Sketchpad_VFX_TurnOn" to your .package and delete the state_change sections, this will block it and limit the files you override. From this: <?xml version="1.0" encoding="utf-8"?> <I c="LootActions" i="action" m="interactions.utils.loot" n="loot_Sketchpad_VFX_TurnOn" s="201283"> <L n="loot_actions"> <V t="state_change"> <U n="state_change"> <T n="state_value">201287<!--ObjectStateValue: sketchpad_VFX_Normal--></T> <V n="subject" t="participant"> <E n="participant">Object</E> </V> <L n="tests"> <L> <V t="state"> <U n="state"> <E n="operator">NOTEQUAL</E> <T n="value">198092<!--CommodityBasedObjectStateValue: upgrade_Sketchpad_HighPerformance_Completed--></T> </U> </V> </L> </L> </U> </V> <V t="state_change"> <U n="state_change"> <T n="state_value">201288<!--ObjectStateValue: sketchpad_VFX_Upgraded--></T> <V n="subject" t="participant"> <E n="participant">Object</E> </V> <L n="tests"> <L> <V t="state"> <U n="state"> <T n="value">198092<!--CommodityBasedObjectStateValue: upgrade_Sketchpad_HighPerformance_Completed--></T> </U> </V> </L> </L> </U> </V> </L> </I>
To this: <?xml version="1.0" encoding="utf-8"?> <I c="LootActions" i="action" m="interactions.utils.loot" n="loot_Sketchpad_VFX_TurnOn" s="201283"> </I> To create custom files follow this tutorial to learn how. Then you need to clone these files to remove the VFX: object_Sketchpad <-- this is the object's main tuning file; add the new tuning name and the tuning ID to each Object Definition in your .package. sketchpad_Staging_Paint_Small <-- these are interactions, they are referenced at the bottom of your Object Tuning file called "_super_affordances". Replace the tuning ID's of the originals here with yours. sketchpad_Staging_Paint_Medium sketchpad_Staging_Paint_Large sketchpad_Freelancer_Make_Edits Inside each interaction are these sections (around line 122), just remove the loots associated with VFX so it goes from this: <V t="loot"> <U n="loot"> <L n="loot_list"> <T>201283<!--LootActions: loot_Sketchpad_VFX_TurnOn--></T> </L> <V n="timing" t="on_xevt"> <U n="on_xevt"> <T n="xevt_id">101</T> </U> </V> </U> </V> <V t="state_change"> <U n="state_change"> <V n="new_value" t="single_value"> <U n="single_value"> <T n="new_value">30905<!--ObjectStateValue: CraftingResumeability_CanResume--></T> </U> </V> <V n="timing" t="immediately" /> </U> </V> <V t="state_change"> <U n="state_change"> <V n="new_value" t="single_value"> <U n="single_value"> <T n="new_value">200417<!--ObjectStateValue: sketchpad_Screen_Off--></T> </U> </V> <V n="timing" t="at_end" /> </U> </V> <V t="loot"> <U n="loot"> <L n="loot_list"> <T>201284<!--LootActions: loot_Sketchpad_VFX_TurnOff--></T> </L> <V n="timing" t="at_end" /> </U> </V>
To this: <V t="state_change"> <U n="state_change"> <V n="new_value" t="single_value"> <U n="single_value"> <T n="new_value">30905<!--ObjectStateValue: CraftingResumeability_CanResume--></T> </U> </V> <V n="timing" t="immediately" /> </U> </V> <V t="state_change"> <U n="state_change"> <V n="new_value" t="single_value"> <U n="single_value"> <T n="new_value">200417<!--ObjectStateValue: sketchpad_Screen_Off--></T> </U> </V> <V n="timing" t="at_end" /> </U> </V>
And that's pretty much it.
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