I’ve created a new clothesline that can be placed indoors (unlike the original one). It has no posts since it’s meant to be placed between two walls, like shown in the picture and it’s also higher up compared to the original one. I’ve removed the footprint so it can still be used in small rooms (sims can pass under it and use the other objects too). Rain will not affect it either (unless you place it outdoors). It costs §200, same as the original, and only has one swatch since in the original only the post changed colors. Laundry Day is required (obviously).
Note: When it breaks, you have to replace it by a new one. The “Repair” interaction won’t work due to animation constraints because of the wall. I’ve tried to make it unbreakable by creating a new tuning but the game would no longer recognize it as a clothesline so I kept the original tuning.
I'll now be posting my CC at my new tumblr TheSimmer40. Some of my previous CC that I have posted on my studio such as the garage door and table fan are not available there yet as I'm thinking about remaking them, but the sliding doors (now updated to Seasons), Jungle Adventure showers and the decorative ironing board are now available there as well as in my studio.
I'm creating a tileable secret bookcase door based off the GTW bookcase, since the secret doors that came with the base game are not really tileable with any of the bookcases. In S4S the bookcase door I created looks fine:
But in game it has some weird shadows on top unlike the actual bookcases. I've tried changing the shader to Cabinet (which was the original bookshelf shader) instead of Phong (from the door I cloned), but the animation stopped playing and it didn't made any difference since the shadow remained, so I reverted it back to Phong.
Another thing, the opening animation is very fast, while the closing one is at normal speed, even though the opening animation is just the reverse of the closing one. Any idea why it's happening faster than it's supposed to be? Or do doors have a fixed duration for the opening animation?
The package files (main file and animation clip pack) are here.
I'm having trouble with the clothesline geostates. I'm trying to create an indoor clothesline without the poles (meant to be placed between walls to look like the lines are hanging from the walls) and I was able to create the mesh for the 3 geostates (empty, full and broken) and I successfully imported the empty mesh, but the problem is that it also affects the other geostates (the full one imports the empty mesh and the broken one disappears) and I cannot import the full and broken meshes (they do not change when I import them).
It is found in NativeBuildBuy. In both Tuning and Sim Data change the "FireCodeMannequin" to the value you want.
Sorry, but how do we get there is it some type of script/file if so please tell me what it is called!
Create an empty package (Tools -> Create Empty Package), name it and save, and then go to Tools -> Extract Tuning. Then type in "NativeBuildBuy" (without quotation marks), select it and click in "Add to current package" at the bottom. After that, you'll have both the Tuning and the Sim Data in your package file, then you just edit them and save.
I really like the new shower that came with Jungle Adventure, but I didn't really like the back walls, so I decided to make some versions without it. There are four versions included, all of them without the back wall. One of them is simply the shower without the back wall but keeping the curb (bottom part), a second one also removes the curb, a third one also removes the side glass but keeps the front one (meant to be placed between two walls), and the fourth version is just the shower head, taps and drain with no glass at all. There are 5 swatches which change the color of the metal parts (white, light silver, gold, dark silver and bronze/copper). The original shower had more swatches, but only the back wall tiles changed, keeping the same metal colors as the previous ones, so I didn't include them. Important:I didn't change the entrance of the shower head version, so sims still enter it from the left, so you must leave at least half a tile to the left of the shower free so sims can enter it. I might make a version in the future where sims enter it from the front, but I'm not sure. Jungle Adventure is required.
Modern Base Game Build Mode Add-ons (including a Sliding Door) - UPDATED to Seasons patch
This set includes 7 new build mode items that match the modern full-height windows and archway that came with the base game. I'm dividing this set into 3 parts: windows, archways and sliding doors.
First, the windows: I decided to create some windows that are shorter than the full-height short wall windows, as I frequently like to place, for example, a short window on a medium wall or a medium window on a tall wall so it leaves a gap of wall above and below it, since it looks cool in my opinion. But I always wished there was an even shorter one so I could do that with short walls too, so that's why I created them. They are 2 squares tall, one square less than the short full-height ones (3 squares), while the medium and tall ones are 4 and 5 squares tall respectivelly. See this image for comparison:
For each width (single and double windows), the first three are the originals and the last one is the new one. They also strech when placed on diagonal walls like the original ones:
The second part is the archways. I really liked the full-height archway for tall walls that came with the base game, but I've always wondered why they didn't include full-height ones for medium and short walls too, so I made them myself. They match the height of their equivalent full-height windows, as you can see in this image:
The first one is the original one (for tall walls) and the other two are the new ones (for medium and short walls).
Last but not least, I made some 4-tile sliding doors that look nice when placed along with the double width windows. They are available for all 3 wall heights and have custom animation and routing as you can see in this GIF:
IMPORTANT: Because of the custom routing, the sliding doors require a script (the default routing is at the center of the door and I needed it to be off-center). The script "TS40_WideSlidingDoor.ts4script" needs to be placed in your /Mods/Scripts folder. If there isn't one already, you need to create the Scripts folder yourself and place the file there, otherwise it won't work! (A script is no longer required)
For some reason, the option to manually set them as the front door does not show up, but I think it's due to the script or to the custom tuning and I'm not sure how to make it appear. (It now shows up)
The sliding doors can be downloaded as separate files (unmerged) for the three heights and the animation (plus the script), or merged in just one package file (plus the script). Only download ONE version, not both. The merged version includes only the sliding doors files, not the windows and archways.
Credits to brujah, who helped me with the sliding door script and footprint.
#build mode #add #window #arch #archway #door #sliding door #modern
When I saw we were getting a wall-hanging folded ironing board in Laundry Day, I knew I would have to make an unfolded version to be placed on the ground, so I did it. It's decor only (no interactions), but it has slots so you can place items on top. The iron and the stack of clothes in the picture are not included, they are separate objects (the iron is from BrazenLotus and the stack of clothes is from the base game). The swatches are the same as the original and it costs §50. It can be found in Surfaces > Miscellaneous (sort by function) or Bathroom > Bathroom Accents (sort by room). Laundry Day is required.
#ironing board #laundry #laundry day #decor #surfaces #LD #LDS
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.
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