That's weird because I extracted the scripts yesterday and my game is up-to-date. But after I changed "class Door(Portal)" to "class WideSlidingDoor(Portal)" and changed the value to 0.875, it finally worked! I guess the problem was that I hadn't changed "class Door(Portal)". I still got that same error when compiling, but in-game it worked anyway. Thanks for the help!
I did what you said and created my .py file. But when I tried to compile it I got this error:
Traceback (most recent call last): File "<stdin>", line 1, in <module> File "C:\Python33\wideslidingdoor.py", line 1, in <module> from protocolbuffers import Routing_pb2 as routing_protocols ImportError: No module named 'protocolbuffers'
However that part where the error occurred was already in the original door.py, I didn't change anything on that part. I tried using the generated .pyo file anyway to see if it would work, so I renamed it to "__init__.pyo" just like yours (I'm not sure if the name makes any difference but I did it anyway), placed it inside a folder named "TS40_WideSlidingDoor" and compressed the folder into a .zip file with the same name. Then I changed the extension from .zip to .ts4script and placed it into my /Mods/Scripts folder. I also changed the header of the Object Tuning in the .package file to:
In the "c" I put the same name as the __qualname__ and in the "m" I put the same name as the folder/ts4script, but in game I cannot place the door as I get a "Script Call Failed" message. Could this be because of the error I got when compiling (if yes how can I fix it since that part is the same as the original door.py) or did I do something else wrong?
The package, .py and .ts4script files are here (the animation package is there too but it's the same as the previous one I had posted, I didn't change anything in it).
About the routing, I'm not really sure what I need to put in the script. I don't know much about scripting, I've only done it once to add an interaction to terrain in a previous mod I made. I tried to give a look on how you did your script for the sliding doors you made but there was only a .pyo file and no .py file so I couldn't open it.
Hi! I did that but the food now clips into the shelf. I tried raising the Z coordinate a bit but it made no difference. Also it seems like the food is now rotated 90° compared to before.
I also changed the door back to the default values and that previous door issue didn't happen luckily, but I noticed that the rotation axis is not alligned with the black metal piece above the door. I tried changing the X value but it didn't make any difference either.
Last Edit: Jan 11, 2018 16:19:41 GMT -5 by lexus20
I'm creating a water bowl for pets (for now it's just decor but I might make it functional in the future using the lick puddle animation) so I cloned the base game bird bath, which already has a water layer, and replaced the fountain mesh with the pet bowl, keeping the water layer (I just moved it down and cut it to fit inside the pet bowl), and imported it back into the bird bath package. In S4S it looks fine:
But in-game, the water layer does not appear at all (compare with the bird bath, which has the water layer):
Why isn't the water layer showing up? This is (currently) a decor object with the same tuning and mesh layers as the bird bath (layer 0 = shadow, layer 1 = bowl/bird bath, layer 2 = water), and I also imported the mesh into the bird bath package, not the pet bowl package (which only has layers 0 and 1), so the water layer should appear, I think.
I'm creating 4-tile sliding doors that match the large base game windows, but the sim routes through the center when they should route through the left where the door opens. I tried changing the rig position to X = -1 instead of X = 0 both in blender and S4S but it didn't change anything. How can I force the sim to pass through the left not through the center of the door?
Another thing is: how can I extend the footprint squares when placing the object in Buy Mode to 4 tiles instead of 2 (the original door I cloned was a 2-tile door)? The footprint itself is already correct (if you try to place other doors/windows in the square most to the right or most to the left they will intersect) but the squares that show up when placing it in Buy Mode is not.
I'm creating a mini-fridge that can be placed under counters or on its own but I'm having some issues. The first one is that when I place it, it creates a weird shadow on the counter and above it (this doesn't happen before I place it, when I'm moving the object in Buy Mode) and I don't know how I can remove it:
The second thing is: when the sim opens the fridge to get the ingredients/food, the door comes to the front a bit before it opens, and after it closes it goes back a bit. Also, the ingredients/food spawn in the same spot as the original fridge (it's floating since I've made the fridge smaller), not on the shelf below, inside the mini fridge, even though I changed the _ctnm_food slot both in Rig/Slots in S4S and also the bone position in Blender. Here is a video showing these issues:
I've made a functional version of the table fan that came with Get to Work. I've actually made this some months ago but there were still some things I wanted to add (such as sound when the fan is on) and now I've done it! There are just two interactions: Turn On and Turn Off. I've also made it turn off automatically when the power is shut off (due to unpaid bills/broken utility box) just like other electronics.
Here is a video showing off the animation:
It can be found in Electronics > Miscellaneous(sort by function) or Bedroom > Clocks (sort by room), and it costs §200 just like the original one. I've also made it available straight away, so you don't need to level up in the Detective career to unlock it. You need to have Get to Work installed, though.
Credits to brujah and necrodog, who helped me to make it functional.
#fan #functional #table fan #electronics #get to work #GTW
Last Edit: Dec 16, 2017 18:54:20 GMT -5 by lexus20
If you decide to release it i'd love to check it out! this is very cool :D (creator studio)
There is a location to suggest ideas for s4s, here.
You read my mind, because I was actually planning of creating a studio on this forum and release it today!
I wanted to release it yesterday since I finished it yesterday but I didn't have time, so I released it today instead. It's here on my Studio! And I have seen the suggestions thread but sadly I cannot post there yet since I need to have 50 posts to be able to post there, but I'm getting there!
I really liked the garage doors from City Living that are used for mural painting, but I really wanted them to be functional as actual garage doors, so that's what I did! They have two operation modes: manual and automatic. By default when you first place it, it will be set as manual (and closed). The manual mode is similar to how The Sims 3 garage doors behaved, you control them to be open or closed, not the sim, which means that if it is closed, no sims can pass through it (just like a locked door), and if you open them, they will remain open forever until you close it or switch it to automatic mode.The automatic mode is just like a regular door, sims will open it when they route to go through it and then it will close immediately afterwards, and you also have lock options such as Lock for Everyone, Everyone But Household, Everyone But Employees, etc. Due to the way that doors behave in The Sims 4, they will have an opening/closing animation only in automatic mode. In manual mode they will switch immediately to the open/closed state with no animation. Also, during the animation in automatic mode, the top of the garage door goes up a little bit above the wall in medium wall height. I tried to avoid this when animating but it didn't work 100% as expected in-game, but since the animation plays for just a short time and only in automatic mode I thought it wasn't much of a big deal. This doesn't happen though in tall wall height or in the manual mode open state, since in manual mode I actually edited the mesh and removed the top part. These doors cannot be placed in the lowest wall height because the door is actually taller than the wall, just like the original objects.
The interactions are available in English, Portuguese, and Spanish. If your game is installed in any other language, they will appear in English.
Here is a video showing off how they work:
(My game is in Portuguese, so that's why some base game options are in Portuguese. For the purpose of this video, I put the untranslated version of the mod in my game, so more people could understand what those interactions are, but if you play in Portuguese, all the interactions will actually be in Portuguese, not English.)
The garage door can be found in Build Mode > Doors(Medium Wall Height) at the end, along with the arches, since I originally cloned it as an archway, and it costs §750 just like the original ones from City Living. It's not base game compatible, it requires City Living to work.
Credits to brujah, who helped me to get the door to work the way I expected.
Thank you! Even though it doesn't have animation, it now switches properly between the open and closed states! I didn't know you could link different objects in the tuning. What I'm thinking of doing next is have two operating modes: automatic and manual. Manual would be this one (without animation, just open/closed, and the player controls it not the sim) and automatic would be just like a regular door, just like it was before (along with all the lock options, such as Lock for Everyone, Everyone but Active Sim, Everyone But Butler, etc.), because I actually quite liked that way too and at least this one would have the animation. I'll try to do this or something similar in the next few days.
By the way, is there any plan to add the possibility of adding/editing geostates in Sims 4 Studio in the future? That would be very handy.
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