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Post by BrazenLotus on Mar 21, 2017 13:45:31 GMT -5
I've been messing around with the tuning for the retail fridge from Get to Work. When I create my own tuning for the 'si_Retail_Browse_Freezer' it seems to break the object. The doors start opening and closing by themselves and no one will browse or buy anything from it. I'm not sure what I'm doing wrong. All I do is add my name under the data section as usual, then sub out all the original instances of that tuning for the new name and number, I didn't change anything else. Any ideas? HERE is the file.
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Post by Bakie on Mar 22, 2017 3:42:17 GMT -5
Hi BrazenLotus, What is it you want to accomplish? I saw you also made a new interaction tuning, but didn't change anything about it compared with the original browse tuning.
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Post by BrazenLotus on Mar 22, 2017 9:29:43 GMT -5
I was trying to remove the open and close door animation. I want to use this particular tuning because it allows objects to be purchased from inventory. The new tuning was to access the animations so I can change them. I can't get that far because once I add the interaction tuning, the object gets all borked. I didn't change anything because I was troubleshooting the problem with the doors. That's when I noticed that just adding the new tuning seemed to break it or something...does it do that in your game too?
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Post by BrazenLotus on Mar 24, 2017 8:30:07 GMT -5
The more I play around with this the more I think this might be a bug.
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Post by brujah on Mar 24, 2017 10:20:09 GMT -5
This is not a bug. The animation is defined in the AnimationStateMachine resource. If you change the tuning without re-referencing the AnimationStateMachine it will break. Take a look at andrew's animated grandfather clock or drinking bird to get an idea of what needs to be done to override the animation.
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Post by BrazenLotus on Mar 24, 2017 14:13:07 GMT -5
I didn't clearly state earlier that this is a new object, I'm not trying to override anything in game. I see that the asm portion is what controls the animation. I was looking at it and I'm hoping to sub that out with the plain shopping animation, but I wasn't able to get that far. Since the asm portion is referenced by the si_Retail_Browse_Freezer, I re-created the following tuning files:
- object_RetailFridge
- si_Retail_Browse_Freezer
...and left all the original tuning. I just created new resources with my creator name. I then tested it in game and it no longer works. It happened specifically when I added and reference the si_Retail_Browse_Freezer tuning. I haven't actually changed anything yet and the doors break. Since the object still references all the original tuning, shouldn't it still function like the original? Or am I missing something? Thanks for all the help and hopefully I explained all that good enough
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Post by orangemittens on Mar 26, 2017 3:45:57 GMT -5
This is either an issue with how you're working with the item or an item with atypical code that we aren't aware of. If you identify a specific bug that can be reproduced following steps you list and provide packages demonstrating the issue then we can take a look. If there is an error message we can deal with that also. Sims 4 Studio is able to make any item detailed in our tutorial section. Projects that aren't detailed there are not guaranteed but we're happy to fix any clearly identified bugs. Also, the place to report bugs is the bug thread, not the Creator Help section.
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Post by BrazenLotus on Mar 28, 2017 13:38:19 GMT -5
Okay...let me try it one more time from scratch and if it doesn't work I'll post the file and steps I took in the bug thread. Thanks!
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Post by orangemittens on Mar 29, 2017 10:19:50 GMT -5
Hi BrazenLotus, I answered your post in the bug thread, but I also wanted to explain a bit more here. A bug with Studio is when a creator makes an edit to a package and Studio fails to save that edit, saves the edit incorrectly, makes additional changes that the creator did not specify, or crashes while the creator is trying to save the changes. These are issues that can be identified specifically by taking the "before" package, making the identical change, and seeing the improperly saved data that results from the bug or having the same crash occur. Identifying this bug would not require testing the item in the game. It would only require seeing that Studio didn't save the creator's designated edit or crashed while attempting to save.
The situation you're describing is one where you have made changes to a package that caused the package to not work in the game. The question is, did Studio save the changes you made as you made them? If the answer to that question is yes, then the problem is not Studio. If Studio is correctly saving edits that you made then the problem is that you're not editing something correctly. If the answer to that question is no, please point out which edit you made that was either not saved, saved incorrectly, associated with changes to the package that you did not make yourself, or caused Studio to crash. Simply saying I made changes and now my item doesn't work in the game is not a bug report nor is the issue necessarily indicative of a bug.
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Post by BrazenLotus on Mar 29, 2017 12:51:43 GMT -5
I'm sorry for all the trouble then...I obviously have no idea what I'm doing...thanks anyway.
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Post by orangemittens on Mar 29, 2017 14:41:30 GMT -5
Hi BrazenLotus, it's no trouble. If there is a bug, it needs to be fixed. All that I'm saying is that what you're describing so far isn't necessarily a bug. Did the changes you made to the package "stick?" Were there any changes made to parts of the package that you did not make yourself? Also, it occurs to me that one other possibility would be if Studio is somehow pulling a wrong tuning into the package when you add it. If you think that's a possibility you could check it by making an override of that tuning with no changes. If you put that in your Mods folder and all the relevant fridges go wonky, that would mean the wrong tuning is getting pulled and that could be investigated. This isn't something that I can easily test myself because I have absolutely zero familiarity with the retail fridges.
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Post by BrazenLotus on Mar 29, 2017 18:47:15 GMT -5
They did stick. I didn't use anything besides all the base game tuning. I really don't understand what could be wrong I'm doing everything step by step like the tuning tutorial shows. I literally only changed the tuning name and it screws it up...I have to be missing something then.
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Post by orangemittens on Mar 29, 2017 22:03:20 GMT -5
Hi BrazenLotus, I think the issue you're having is related to the fact that many things reference the tuning you're renaming. Once you rename it, these can no longer find that tuning. I'm not sure which tutorial you're following. The tutorials posted at Studio so far are basic tutorials. I think this project is at least one step up from basic and will require more steps to make it work. This item is tied into EA's retail system which appears to be somewhat involved.
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Post by BrazenLotus on Mar 30, 2017 7:30:09 GMT -5
Yes, I was just following the basic tutorial. I thought just re-creating the tunings I needed to change and linking them back to the new object would be enough. I did play around with subbing out the animations as an override and it worked (I'm assuming now because I didn't change the names)...but I'm not sure I want an override.
So essentially if I wanted this to work I'd have to clone all those tuning files for the retail system, rename them, and link them back to the original file? Do you know how I could find all the tunings that reference that particular tuning file?
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Post by orangemittens on Mar 30, 2017 8:07:46 GMT -5
If you're making this item following the steps of the tutorials here (meant for fairly straightforward items) then, yes, that would be what you have to do. A possible alternative would be to clone the object and add interaction tuning to that instead. The drink_tea_chamomile object tuning shows an example of modifying the interaction when your item (specifically your item) is used. The retail fridge is already partially set up for the same kind of modification of interactions (so the tea tuning is a reference to look at, not something you need in your package. The redirect starts in the affordance tuning. There is a list of interactions paired with the part that should replace it when the object is used. Basically, you'd be sticking a chunk of the interaction tuning you want into the object tuning of your item so you avoid the issue you've run into using the other method. There is no tutorial showing how to do this because, like so many tuning projects past the basic level, it is sort of its own project. A lot of getting the hang of this involves blundering around, reading existing tuning resources, and trial and error. A sometimes helpful resource is the EA TDESCS.
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