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Post by lexus20 on Nov 17, 2017 17:22:05 GMT -5
I'm already translating it to Portuguese too. I've translated all Cats & Dogs strings but there are still some blank ones that are actually base game strings. I have this problem too. Do you have double options too? Yep, but I think that also happens in the English version.
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Post by lexus20 on Nov 17, 2017 15:54:37 GMT -5
Hello for all. Firstly I would like to thank you for bringing this incredible mod. I would like to help with the translation of the mod for my language. I am initiating the translation of texts for PT-BR. I'm already translating it to Portuguese too. I've translated all Cats & Dogs strings but there are still some blank ones that are actually base game strings.
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Post by lexus20 on Nov 15, 2017 19:34:52 GMT -5
Hi everyone, The playable pets mod doesn't have any text added to it that isn't already in the English version of the game. Since it unlocks so many things that are already part of the game and most of it is already in the English version of the game, it is difficult for us to get a list of which text needs translations and which does not. The easiest way that we could identify the translatable parts that are missing in non-English games would be for you to send us your string files from the Cats & Dogs expansion pack so that we can compare them to the English one and create a package for the missing translations out of the ones that are missing. If any of you could send me the following package (just message me with a dropbox/onedrive/etc. link), we should be able to make a translatable package with the text that is missing from your version of the game. In my game it is this: C:\Program Files (x86)\Origin Games\The Sims 4\EP04\Strings_ENG_US.package It should be different for your game, for example Strings_GER_DE.package for German, Strings_POR_BR.package for Portuguese, or Strings_POL_PL.package for Polish. If all non-English versions are missing the same strings, we will only need one of them. If EA has partially translated some languages and not others, we may need more to get full coverage of the missing text. I've sent you a PM with the Portuguese string file.
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Post by lexus20 on Nov 15, 2017 11:39:01 GMT -5
Same for Portuguese! I would love to help translating it.
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Post by lexus20 on Nov 15, 2017 11:25:03 GMT -5
Same for Portuguese, most bubbles are blank too, except for the ones which are the same as for sims (such as "Go Here" or "Eat") and also the motive names are already translated too (Bowel, Affection, etc). I would love to help translating the ones which appear blank to Portuguese.
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Post by lexus20 on Nov 13, 2017 14:31:58 GMT -5
I removed "_part_data" and "idle_component", changed the ASM from 8000000 to 0000000, removed the animation tunings and added "discouragement_portal_flags" and the animation is now playing when a sim passes through the door, but it immediately closes afterwards like a regular door would. Video: But what I'm trying to do (not sure if it's possible) is to make the door open immediately when I click the "Open" interaction and remain open, and then close when I click the "Close" interaction, instead of opening when a sim passes through it and then close afterwards. That's also why I removed all the other "_super_affordances", because the sim is not supposed to open it by themselves, only through the "Open" interaction. I think that would require geometry states like you said, so I tried to manually add them in the Model/ModelLOD, but I'm not sure how can I add a mesh for the open geometry state. Also, I tried to test it without adding another mesh but the garage door then becomes invisible in-game, with just the wall cutout appearing when placed: The files for both versions (before and after I added geometry states) are here.
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Post by lexus20 on Nov 12, 2017 20:11:21 GMT -5
Here it is. I posted two versions, the one with "_part_data" added to the object tuning and the one without, and also the file containing the clips. The .blend animation files are the same as the previous link I posted, I haven't changed them.
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Post by lexus20 on Nov 12, 2017 9:20:25 GMT -5
The same problem that was happening with couches/beds still happens too with CC 6-seat round tables (for example, with these from Veranka, but it also happens with all of them from other creators too), it causes a script call failure when I place them.
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Post by lexus20 on Nov 12, 2017 9:14:05 GMT -5
I took a look at your updated garage door, but I'm still not getting mine to play the animation. I noticed that yours has a "_part_data" in the object tuning, I'm not sure what that is for but whenever I put that on the object tuning of my garage door the object becomes invisible immediately after I place it. I also added "_statemachine" in the object tuning (previously it was referenced only in the animation tunings) but it didn't seem to make any difference (with "_part_data" it becomes invisible, without it, it just doesn't play the animation). Also, I noticed that your garage door doesn't have animation tunings, where did you link "ToClose" and "ToOpen" from the ASM to the closing/opening interactions/object states, or does the game automatically does this for doors when you add "_statemachine" to the object tuning?
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Post by lexus20 on Nov 10, 2017 13:54:21 GMT -5
I'm looking for a batch fix for CC 6-seat round tables.
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Post by lexus20 on Nov 9, 2017 13:46:37 GMT -5
I decided to try to make the City Living ones functional based on your garage door and also my table fan (which was my previous animated object that I made) but the problem is, even though the interactions are working as I expected (when open, sims can pass through it and when closed, it behaves just like a locked door), the animation is not playing neither for closing nor opening, and visually it appears as always closed (when I click "Open", sims are able to go through the door, but without visually opening it, it remains visually closed), even though I followed the same steps as the table fan I had done. Also, I noticed that your garage door has a script. What is the script for (animation, routing,...)? I tried to do mine without scripting as the fan I made didn't require one, but I'm not sure if doors work the same way as other objects or if they can be done without scripting. If I need scripting, what needs to be in it? Files here. Also, if you're wondering about the bone "_bind_rotatebase", I originally created it to be the base for the "_bind_rotate" bone but later I saw that I wouldn't need it for the animation, so I used it for the up/down animation instead, along with "_bind_updown", since I noticed that I would need two bones for it, as I didn't want the door to go higher than the medium wall height in-game, so after frame 8 only "_bind_updown" goes up and "_bind_rotatebase" doesn't. The bone "_bind_rotate" is for the cylinder/hexagonal thing on the back side to look like the door is folding around it when it's opening.
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Post by lexus20 on Nov 9, 2017 10:41:20 GMT -5
The 6-seat round tables using the Backyard Stuff table tuning have broken in the C&D patch, apparently because they changed the tuning name from "object_tableDiningBackyard_SP08" to "object_tableDiningBackyard". I'm not sure if this is the right place to ask, but would it be possible for S4S to add a batch fix for that, because I have lots of CC 6-seat round tables, all of which have lots of recolors, so it would take a lot of time to manually fix all of them.
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Post by lexus20 on Oct 22, 2017 12:35:31 GMT -5
I'm thinking about creating a functional garage door using the mesh of the mural-painting ones from City Living, but I haven't found out how to replace the regular swinging door animation by a custom up/down animation. Another thing is: is it possible to make the garage door behave like in The Sims 3, where you could leave them always open (the door won't close after sims pass through it, you close it using an interaction) or always closed (behaves like a locked door, you open/unlock it with an interaction too)?
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Post by lexus20 on Sept 19, 2017 19:30:36 GMT -5
Thank you! I followed necrodog's steps and it worked! Just some extra things: How can I add the orange target symbol in the interaction bubble like other interactions that don't require the sim to go near the object? Also, how can I add a sound effect to it when it's on and make it stop when the fan is turned off? I tried to use the Sound event in the turned on animation but the sound never stops when I turn it off.
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Post by lexus20 on Sept 18, 2017 12:02:46 GMT -5
It's still not working, nothing happened :( I changed the position, but I'm not sure about the Orientation field in the package file (rig). Is that what you meant by rotation? I'm not sure how do I see the coordinates for that in Blender. For the position I placed the cursor in the spherical part of the bone and got the x, y, and z coordinates, I'm not sure if that's the right way. Also the additional bone was just so the rotate bone would rotate around the y-axis without changing its spacial position. Files here.
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