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Post by MightbeMagic on Aug 5, 2023 14:30:36 GMT -5
Hello! I'm trying to figure out how to add custom items to Simsonian Library's Mine Crafting mod (https://www.patreon.com/posts/mine-crafting-84057120) using XML Injector
The most I've done so far is tweak an existing EA tuning and add it to a different object, so bear with me.
To my understanding so far, I could add this object by using "add_to_random_loot_actions". This requires a loot action for this object, and the loot table I want to add it to.
Simsonian directed me to the tuning files that determine loot, but I'm a bit lost on how to continue from here. I don't really see an id persay to reference for a loot table, and I can't find a tutorial on creating a loot action
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Post by MightbeMagic on Jul 9, 2022 20:45:05 GMT -5
Any sort of override that makes it invisible?
its so annoying to cover it with objects and plants!
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Post by MightbeMagic on Feb 14, 2021 17:02:52 GMT -5
I'm mostly just curious if anyone's managed to replace all roads (at the very least in Willow Creek would be nice!). ideally to dirt roads or completely removed
I can't see to find where the textures are myself for most roads; I know there are some that are categorized as debug objects, but those aren't the only roads I want to replace. I couldn't find anything in the world files either on my own
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Post by MightbeMagic on Jan 27, 2021 18:53:21 GMT -5
MizoreYukiiSuccess!! Thank you so much for your help! It was indeed I hadn't saved properly; and thank you for the tip about making backups of the edits! I made sure to keep a backup of the original world files but didn't think about the case of if they got overwritten 'v'
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Post by MightbeMagic on Jan 27, 2021 16:13:42 GMT -5
Unfortunately there's not much. Even though editing them is easy enough, almost no one has made tutorials on them/made discoveries with them until recently, other than a lot size increaser and the skybox tutorial from years ago. I plan to make my own tutorials when I get the chance, specifically the lights first since I was researching this last year non-stop until I figured out the answer was the world files. xD That's the correct location for the BG worlds, Newcrest is BG_Engagement. The blobs on the floor can be removed via Unknown World 4, but you need to leave at least one Item and blank it to avoid S4S errors. The light orbs I think are these in the World Visual Effects Info, you have to identify them by the hash so it's a bit tedious to scroll through: s40_world_lighting_lampglow - E106B9495E213B02 s40_obj_outdoorfloormlow - 53C6F1D4C2BF95C6 for Unknown World 4, are all of the items the light blobs? I was able to find the things you've listed in World Visual Effects Info for all but one of the neighboorhoods, though I'm not noticing a difference quite yet in any of them (I'll be double checking jic, I may have saved incorrectly as sims4studio didn't like saving directly in the game files) I would definitely be interested in those tutorials when you have the chance to work on them! There's other objects that I feel like would be nice to remove without just deleting the mesh since I like using livedit objects in builds Thank you for also telling me which one was Newcrest; that was definitely going to be one of my next questions lol
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Post by MightbeMagic on Jan 27, 2021 11:31:03 GMT -5
You have to edit world files to remove the floor glows, and to remove the floating orbs you need to edit the VFX itself or edit the world VFX file (also in the world files). Thank you for the reply! I am unfamiliar with editing world files - I think I found them at least? (\Origin Games\The Sims 4\Data\Shared\Worlds\Areas ?) Do you know of any tutorial for digging into them, or any existing resources for editing world files? My own quick google search is turning up nothing but that world edit mod, people talking about downloading lots off the gallery, and sims 3 - though I do plan on continuing to look on my own of course, any known resources would be super helpful!
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Post by MightbeMagic on Jan 26, 2021 22:15:35 GMT -5
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Post by MightbeMagic on Jan 22, 2021 23:40:35 GMT -5
Current download: www.dropbox.com/s/dacpt2zccz9gpf2/%5BMerlin%5D%20Portal%20test%203.package?dl=0In this file, I have multiple unused tunings because I was switching between a few different solutions and referencing them, so I apologize for the slight mess! I was trying to use the realm of magic portal as the object tuning, and then I added the interactions from the Mysterious Tree. To actually get all those interactions to function, I added the states of the Tree and object relationship, and using the mod I found that makes the tree automatically unlocked as a reference, I made it default to explored. The "View", "Talk", and "Water" interactions work perfectly! Unfortunately, "Explore" and "Travel to Sylvan Glades", despite being unlockable, end with the sim being stuck with the unable to reach animation. This happens even if the portal object has plenty of space around it Right now, I'm still thinking that the best solution here is to use the Realm of Magic portal tuning as a base, and use the portal entry interaction tuning to actually enter. My previous attempt at this ended with the portal just spitting my sim back out without even trying to travel but I'm starting to understand tuning files a bit better now so I plan to start there tomorrow. It's possible I simply did something wrong with that attempt. If this has been done before, or if someone's even vaguely familiar with trying this, that would be a huge help! Otherwise, if someone wants to tinker with this version too it would be appreciated 'v'
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Post by MightbeMagic on Jan 22, 2021 13:41:12 GMT -5
update for today - by editing a copy of the object rabbitHole_Tree tuning, I've managed to figure out which part created the shadow effect and got it to turn off! I'm not sure what part of the tuning or object requires so much space for all the interactions, but at this point I think that's my only issue. I found an already existing mod that has a version of the tree that's permanently open, and I plan on looking at that for help figuring out how to get my object to always be in the explore state Edit: a image of what I'm trying to achieve as functional + a download for the most recent version of the package file: download: www.dropbox.com/s/qxp87bzwfrt7sf1/%5BMerlin%5D%20Portal%20version%202.package?dl=0Edit: I considered it might be footprint/routing issues, so I changed the base object that I based the entire package off of to use one with a smaller footprint. Despite the footprint not even touching other objects in the area, my sim still plays the can't reach animation instead of doing the interaction. Update: 1. I've been looking at the tuning file related to the specific go to sylvan glades interaction and was curious if I could use the Realm of Magic portal's tuning, just directed to sylvan glades. Currently it plays the animation but doesn't actually teleport my sim anywhere; however, it does let me place the portal object where I'd like to! 2. I managed to add the travel to sylvan glades interaction to the pie menu, and have it show up, but it appears to not even get added to the interaction queue and does not do anything
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Post by MightbeMagic on Jan 21, 2021 1:43:50 GMT -5
turns out the issue was an object with a large footprint in the area the whole time. I cant really explain why some of my attempts wouldn't let me do the interactions when I mixed the tuning of the RoM portal and the mysterious tree, but I have working custom portals so I'm not goign to think about it too hard. I assumed this object was fine previously because I had tested it with making a house and my sim could walk under it just fine at that time. I'm trying to not have a crisis over why it doesn't work with this particular object -- Update: I've changed the title again just because I've gotten past actually adding an interaction and realized that the reason my existing interactions weren't showing up was due to the relationship requirement of the Mysterious Tree and not because I did something incorrectly in regards to adding them! Since my issue is not directly related to an existing interaction having issues in general and more related to the specific interactions I'm trying to work with I felt that the title of the thread was now misleading 'v' Please look at my most recent post in the thread for the current state of my issues with this project! I'll organize this tomorrow a bit better, but I'm currently a bit burnt out trying to work out why Traveling to the Glade is so finicky --- I am trying to edit an object to allow for the ability to travel to Sylvan Glades. From my understand of the basic tuning tutorial, I assumed adding the right lines in the "super affordances" piece of the XML is what I needed to do so I added " <T>98795<!--RabbitHole_Tree_Travel_SlyvanGlade--></T>" which seemed to be the interaction. For some reason though, my object is not showing up in game - I can search for the name and it will come up as an option in auto complete, but I cannot see it in the catalogEdit: While doing some searches today, I've discovered that the reason it wasn't showing up was due to the Better Build/Buy mod! Now that I can actually find the object though, it's not showing the additional interaction. I'd like to avoid changing the entire tuning of the object to the Mysterious tree's tuning as I'm trying to make a direct portal to Sylvan Glades - I'm also not sure how the states of the tree would be affected by it being on a different object. Edit: For testing's sake, I temporarily just switched the tuning to the Mysterious Tree's tuning. While it did give me the interaction I wanted, I ran into the issue of my sim for some reason only being allowed to interact with it in a very open space, as well as the shadows from the opened tree appearing. Part of the reason I wanted to make this object was to be able to put a portal to Sylvan Glades in a more enclosed space .package download : www.dropbox.com/s/2c9jfkv9y79dd76/%5BMerlin%5D%20Portal%20test.package?dl=0
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Post by MightbeMagic on Jan 15, 2021 17:06:24 GMT -5
mauvemorn uv_0 i understand, but uv_1 completely confuses me - I have no idea how to recreate something like this however it appears that's irrelevant because opening up my file today, the uvs were in completely different places than they were yesterday? I'm incredibly confused as uv_0 was aligned correctly then, and uv_1 looked like a horrible case of overlapping uvs and I know I saved several times. I was able to fix the uvs as they both matched each other so realigning them to the texture wasn't an issue, and it appears right in S4S and in game so I'm not going to question it and assume this all was once again a case of blender managing to screw with me OTL I really appreciate you pointing me in the right direction, as while I know a little of 3D modeling, most of it tends to be very confusing for me 'v' thank you!
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Post by MightbeMagic on Jan 15, 2021 10:06:02 GMT -5
mauvemornHere's an alt download through dropbox! Let me know if theres any problems with it, and thanks for letting me know about simfileshare! www.dropbox.com/sh/7l7x61qkxe7qbyp/AAARfk1h85XhI_quIxg4_EZda?dl=0I do have the texture for the hat in the correct location on the texture, and I did move the uvs there. I don't think it would be able to show up correctly in blender if I hadn't!
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Post by MightbeMagic on Jan 14, 2021 23:44:07 GMT -5
Hello~ This is my first time converting something from another game and I've been following a tutorial for it. I did everything as the tutorial stated but unfortunately somewhere down the line, my texture or uvs got messed up and I'm honestly not sure where I went wrong. At some points while still in blender, everything seemed fine, and I definitely lined up my uvs correctly, but the tutorial had some stuff with transferring data between a base game CAS item and the new mesh and I think that's where it went wrong? Hat in blender: Hat in S4S: I've uploaded the .blend file and .package here: simfileshare.net/folder/126852/Edit: Alt download through dropbox here - www.dropbox.com/sh/7l7x61qkxe7qbyp/AAARfk1h85XhI_quIxg4_EZda?dl=0would love some help, and thank you in advance! 'v'
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Post by MightbeMagic on Nov 9, 2019 12:49:44 GMT -5
The post is originally from 2017, so definitely older than that! Thank you so very much!
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Post by MightbeMagic on Nov 8, 2019 16:40:39 GMT -5
oh! i just changed to "solid" view mode? IS this what you're referring to?
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