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Post by haya194 on May 18, 2017 0:29:41 GMT -5
Okay, so when I make a cc by cloning the same object or cas part it only shows one. It doesn't recognize them as two different objects. Should I change the Id of the item or something? What exactly should I change so that the game would treat them like two separate files. I mean after a few meshes you run out of cc to clone. Especially that I try to clone cc with specific settings like opacity and stuff. Oh, and what if I made an edit of an already existing mesh? For example edited a reflective tile to make it a triangle and not a full square and I wanted to keep both files because obviously I want to sue them together. I even cloned a different object and started all over but the game would still only recognize one of them so I want to know how to do that for already existing packages as well. Its all for personal use of course. Thanks in advance
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Post by MisterS on May 18, 2017 0:43:37 GMT -5
You need to put your package in documents/sims4studio/mods then shut off s4s, reopen it and click on the content drop down and select custom
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Post by haya194 on May 18, 2017 5:45:07 GMT -5
You need to put your package in documents/sims4studio/mods then shut off s4s, reopen it and click on the content drop down and select custom I think you misunderstood my question. I already know how to do that. My question is how can you make the game itself show both items. It only shows 1.
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Post by MisterS on May 18, 2017 6:35:14 GMT -5
I dont follow what you mean, if you that it will show both items
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Post by orangemittens on May 18, 2017 7:20:54 GMT -5
Hi haya194, if the game is only showing one of your items, this means the items share internal numbers. How are you cloning them? That is, how are you making the first item and what is your process of copying the first to make the second? Studio is perfectly capable of making fully renumbered copies automatically so the issue is that you are somehow missing a step here.
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Post by haya194 on May 19, 2017 4:59:39 GMT -5
Hi haya194, if the game is only showing one of your items, this means the items share internal numbers. How are you cloning them? That is, how are you making the first item and what is your process of copying the first to make the second? Studio is perfectly capable of making fully renumbered copies automatically so the issue is that you are somehow missing a step here. No, I don't copy them and I tried cloning them in many ways. I even used other programs to see if the way I clone them is the problem but it didn't work. Can I change the internal numbers manually? Or are they generated in a certain way?
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Post by orangemittens on May 19, 2017 7:52:47 GMT -5
There is only one recommended way to do this using Sims 4 Studio. Please describe the many ways you've tried doing it so someone can identify where things are going wrong. We don't support other tools here so we cannot help with those. When cloning something as a non-default package, Studio automatically renumbers the package internally. Technically speaking, you could manually renumber a package. However, I am not going to go through and write down the many, many fields that need to be precisely changed to end up with a unique item that functions properly in the game. Suffice it to say, just to do this for a single item is a very large and painstaking task. If you miss one field or put in one number incorrectly, the item will be broken and you would have to go through each field until you found your error(s). That's why it's automated
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Post by haya194 on May 19, 2017 23:05:30 GMT -5
There is only one recommended way to do this using Sims 4 Studio. Please describe the many ways you've tried doing it so someone can identify where things are going wrong. We don't support other tools here so we cannot help with those. When cloning something as a non-default package, Studio automatically renumbers the package internally. Technically speaking, you could manually renumber a package. However, I am not going to go through and write down the many, many fields that need to be precisely changed to end up with a unique item that functions properly in the game. Suffice it to say, just to do this for a single item is a very large and painstaking task. If you miss one field or put in one number incorrectly, the item will be broken and you would have to go through each field until you found your error(s). That's why it's automated Oh, I see. Thanks for explaining that. Maybe I'll just try again and see what happens. I think I havent tried cloning the same items since the harmony update. Maybe it will finally work.
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Post by orangemittens on May 20, 2017 8:07:35 GMT -5
Again, if it isn't working, there is something you're doing incorrectly. Describing your process would help others identify what that something is. Nothing was changed in the current version's ability to clone custom content compared to previous versions of Harmony or others so simply updating the tool isn't going to result in a different outcome if you use the same incorrect process.
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Post by haya194 on May 21, 2017 5:19:41 GMT -5
Again, if it isn't working, there is something you're doing incorrectly. Describing your process would help others identify what that something is. Nothing was changed in the current version's ability to clone custom content compared to previous versions of Harmony or others so simply updating the tool isn't going to result in a different outcome if you use the same incorrect process. I used many different ways that's why I didn't think it's about the method. I mostly use the create new mesh option.
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Post by Deleted on May 21, 2017 6:46:57 GMT -5
i am assuming....(Make an ass of me/u...can happen with this.)...You want 2 items to mend into 1, while retaining the 2 Object classification. That would be so Cool! (Yes, we have Tried to do this in the past.). Maybe it can be done with some sort of Python Coding, (?). Have not witnessed it yet. °With CAS Clothing - Top/Bottom...ect. You could combine the Clothing into a, "Full Body" - Swap out. °With Objects - You can Join Several Meshes from the Game into 1 Object, it's only a matter of a Custom UV Map and a slight Trick on importing.
To make Objects, or Clothing retain their' Seperate Classification in the Game after combigning them into a Swap-Out File is not possible, as far as i know...yet?
To make Objects do several things with Python Coding is Possible.
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Post by haya194 on May 21, 2017 7:32:33 GMT -5
i am assuming....(Make an ass of me/u...can happen with this.)...You want 2 items to mend into 1, while retaining the 2 Object classification. That would be so Cool! (Yes, we have Tried to do this in the past.). Maybe it can be done with some sort of Python Coding, (?). Have not witnessed it yet. °With CAS Clothing - Top/Bottom...ect. You could combine the Clothing into a, "Full Body" - Swap out. °With Objects - You can Join Several Meshes from the Game into 1 Object, it's only a matter of a Custom UV Map and a slight Trick on importing. To make Objects, or Clothing retain their' Seperate Classification in the Game after combigning them into a Swap-Out File is not possible, as far as i know...yet? To make Objects do several things with Python Coding is Possible. That wasn't really my question I already know how to do thta but thanks for suggesting it. Anyway I tried doing it again since a long time and it worked for some reason. Although I used the same method... Idk Thanks for all your help
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