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Post by phyre on Jul 21, 2016 0:15:08 GMT -5
Editing a file with S4PE is not something I would recommend unless it is a string table. Instead, you can just as easily export, edit, and replace the files like I showed in the 2nd post.
S4S can edit your files, I always edit simdata files with S4S. However, you still have to export them when you are done and compile them with S4PE. Moreover, you have to make sure that none of your instances (file names in hex numbers) change, because otherwise your entire file referencing breaks. This could be why edits made with S4S do not show up in the game for you perhaps? Group, Type and Instance numbers have to stay the same, and since the B&T factory created those for you, you have to copy/paste them.
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Post by brittpinkiesims on Jul 21, 2016 2:03:30 GMT -5
OMG I FIGURED OUT THE ICON! Haha, I can't believe I figured it out finally. The thing I was doing wrong was using a different type than the one recognized by the game/instanced by BAT Factory (it was supposed to be "dst image", I was importing it in my file as a "png" image). And yes, I sorta figured what you said above out on my own...I used S4S to make the image file, then imported into my trait using S4PE.
So happy right now :D Again, it's super easy to do, once you know what you're doing, haha. Now the next step, haha. Gonna have a look at the bro trait and see what I can do...it'll probably take me another two days and a bunch of dumb mistakes to figure it out yet again.
BTW, Phyre, just want to say you've been a Godsend! Thank you for all the advice and help...just talking it through with another person and knowing it's possible to do the things I want to do has been extremely encouraging and helpful :D Do you have a Tumblr account? I really want to add you to the credits list once I finish this mod :D
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Post by phyre on Jul 21, 2016 8:30:21 GMT -5
Grats on being able to add your own custom icon! I am sorry I could not be of much help on that front, when I checked the B&T file it referenced a .png image so I assumed that was the correct format. Perhaps it only is for the original in-game icons. At least it works now!
If you run into problems/hiccups making your proximity buff just leave a message here and I can take a look at it for you. It is really nice to make headway on an actual buff that someone is planning to use vs. my own "just-for-learning" exercises. You can also send me a PM or a message on Tumblr (phyresimblr.tumblr.com). Whatever you prefer.
And about credits, it is very nice of you to offer but this is 100% your buff and thus not necessary at all! Good luck building your proximity buff, remember that you can also take a look at the .tdesc files supplied by EA to look up what a specific tuple does and whether or not it has to be mirrored in the .simdata file.
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Post by brittpinkiesims on Jul 21, 2016 19:05:42 GMT -5
I may write a tiny tutorial on the icons. They're so easy to do, but if you've never done it or don't know how it can take a bit of time to figure out, as I learned, haha. I haven't done anything with the proximity buff yet, but I'll have a lot more time today to look at it and experiment. I did have luck exporting .xml files from S4PE yesterday and importing them like we discussed I do have another question now, though...do you know if there's a way/how to make several different buffs with varying chances of appearing? At the moment, my trait has about 8 possible buffs (ugh, I know this sounds crazy, but hopefully it'll be cool in the end, lol), and some of them I want to have, for example, a 20% chance of appearing, while one of them I want to be permanent. I experimented with editing the .xml files for the chances and time-outs last night but the main thing is when using BAT Factory, it exports all my buffs into one .xml and I don't know how to single them out. I'm guessing that I need to create seperate instances for each buff, as well as seperate loot action instance (sorry, not at the computer, can't remember the actual name, haha), right? What about making a permanent buff? I tried and failed last night...somehow I did something which effected ALL the buffs in my game, making all them permanent (and my Sims were just standing around, doing nothing) not just my custom one. Whoops!
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Post by phyre on Jul 22, 2016 0:42:16 GMT -5
Before I answer your question, I want to reiterate that I never worked with the B&T Factory so I am unsure why it does some of the things you are describing. However, the basic structure of a trait with adjoining effects/buffs works like this: In your main trait.xml you define your trait (which age group can have this trait, what is it called, what is its icon, etc). In this trait.xml you also define the buffs that are associated with this trait (the trait.xml itself points to these buff.xml). These buffs are the permanent trait buffs (or semi-permanent such as the proximity buff because it is not permanently present but is permanently testing for the proximity condition). You can add more than one permanent buff but for clarity's sake I would not put more than one in the same buff.xml. Not only does that make it hard to edit them but it can mess up the .simdata structure, which is in its native form not set up to receive input more than n=1 times (as also confirmed by a guru on the official forums though I have trouble finding the post atm). If the B&T Factory does this, I am sure Zerbu found a way around this. However, I am not a software programmer so I am just sticking to what I know and can control/edit myself. Temporary buffs work a little differently. Rather than being tied to your main trait.xml they are tied to a lootlist.xml. This lootlist described loot sims will/can receive after performing a specific interaction in the game (here you make a whitelist of your trait, so the loot only occurs for sims what that trait). In the lootlist you can define what the chances are a sim will receive "loot" (aka your buff) when performing an interaction (success chance). You can even point it to another buff when the interaction fails (fail chance). In the buff.xml tied to the lootaction you can then define the buff, such as what it does, what its icon is, and how long it lasts. This works with both existing interactions (though you would have to make overrides for those files) or create custom ones, which you can then define as only being available for sims with that trait (then you do not need a whitelist in the lootlist either). Each lootlist (so 1 per interaction) and each buff normally have their own .xml file and each buff also has a corresponding .simdate file. I hope this made a little bit of sense. I would highly recommend downloading this Custom Content Guide by simgurumodsquad. It discusses how to make a trait and even though it is not that extensive it teaches you file structures and how they are linked, and from there it is easy to figure out the rest with the .tdesc files as a reference and extracted game files as examples.
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Post by blackpiano on Jul 31, 2017 10:29:32 GMT -5
You guys are TOTALLY working on the same idea lines I am re: Harry Potter. But I am am so very lost reading through your posted instruction. lol I am trying to create a DeathEater trait and I want them to be Uncomfortable/confident around all Hogwarts house traits and angry/confident when around Muggles. I created a trait and it loaded buff icons but I have 3 Slytherins and DeathEaters living in the same townhouse complex but instead of being comfortable or neutral around each other they are endlessly angry. There is no one else there that should be causing such agitation. I don't have the slightest idea what I'm doing wrong. Please help. Is there a video tutorial I can refer to or would either of you be willing to make a brief one? I am using Zerbu's MOD Constructor but any help would be greatly appreciated.
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