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Post by SpinningPlumbobs on Apr 25, 2020 18:19:23 GMT -5
Isn't IsStackable right above the Key in the Object Catalog what controls it? Yes, I've checked into that, but I do still want the objects to stack. I just don't want them to all be consumed at once.
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Post by SpinningPlumbobs on Apr 25, 2020 17:50:37 GMT -5
A bug in the Expanded Mermaids mod has bothered me for a while and it's that both of the kelp objects are stackable and when a sim eats them, the entire stack is consumed, rather than individually. I've looked at all the "consume harvestable" interactions, the game object files, the catalogs, and everything else I can think of and I cannot figure out the reason for this. Does anyone know what I can do to fix it?
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Post by SpinningPlumbobs on Sept 21, 2019 17:36:45 GMT -5
try pasting this code inside your interaction XML, it should force sims to get up to interact <L n="test_globals"> <V t="posture"> <U n="posture"> <L n="prohibited_postures"> <T>15535<!--posture_Sit--></T> </L> <E n="subject">TargetSim</E> </U> </V> </L>
Unfortunately, this just prevents the interaction from showing up while the sim is sitting. :/ It doesn't prevent them from sitting down while the interaction is queued and executing anyway. Typically, you would need to add a constraint so the sim has to use the standing posture, but for some reason socialmixer interactions don't allow you to designate constraints.
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Post by SpinningPlumbobs on Sept 19, 2019 18:28:56 GMT -5
I'm currently having the most frustrating time trying to figure out how to get sims to stand and face each other for social mixer interactions. Even when using a "touching" animation, if the sims are sitting down, the interaction will simply auto-complete and trigger the loot actions. I have no idea how to change the required jig. I've tried assigning a custom SocialSuperInteraction for the actor_mixers on my custom trait, but that just results in the interaction not showing up at all. Does anyone have any advice?
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Post by SpinningPlumbobs on Sept 7, 2019 16:28:36 GMT -5
Looks cool! What else are you adding? How did you add the magic energy bar? Thanks! My plan is to add some magic interactions like healing, fixing objects, and reviving sims before the Grim Reaper can take them. Whitelighters are like guardian angels, so they’ll be able to “Offer to Protect” other sims and become their personal protector. I plan to incorporate it into the Realm of Magic pack by giving them interactions to mentor in spellcasting and hopefully, you’ll be able to designate them as a familiar. The Magic Energy bar was pretty easy. I just created a motive statistic and added it to the needs list in the Whitelighter trait tuning file. It works more like a mana bar, where certain interactions will greatly reduce Magic Energy and then you’ll have to wait for it to recharge before using magic again.
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Post by SpinningPlumbobs on Sept 2, 2019 4:48:01 GMT -5
Most sims modding sites won't allow you to post a mod that has a copy of a DLC asset, with that in mind it should be as easy as just including the animation inside the package, you will need to include: the clip, the animation tuning, and the Animation state machine I see. Would it be more acceptable if I alter it in some way? Similar to a creator posting a retexture?
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Post by SpinningPlumbobs on Sept 2, 2019 3:27:39 GMT -5
Hello!
I was wondering if it's possible to create a duplicate of an animation from a DLC pack and make it base game compatible? I've never been an animator, but I'm willing to try. There are several animations from various packs that are crucial for certain interactions in my mods, but I hesitate to use them because I don't want to have massive pack requirements. Anyone have advice?
-Trey
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Post by SpinningPlumbobs on Aug 30, 2019 0:53:57 GMT -5
Hello! I'm currently working on something special for the release of the "Realm of Magic" game pack and I thought I'd try to get some feedback/ideas and just see if people are generally interested in it. I intend to incorporate aspects of the new pack after it's released, but this is a little sneak peak at what I've done so far. What do you guys think of this?
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Post by SpinningPlumbobs on Aug 6, 2019 0:20:36 GMT -5
CoffinFit So far, so good! I added the mermaid CAS transition fx to a few interactions in my mermaid mod and it looks AMAZING, thanks to you!
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Post by SpinningPlumbobs on Aug 5, 2019 23:17:01 GMT -5
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Post by SpinningPlumbobs on Aug 5, 2019 3:12:30 GMT -5
I've been trying to figure this out. The file that contains the vfx is in ClientDeltaBuild0, and the resource instance is 0x6F6664543F71A573. The only problem is that it's an SWB file and I don't know how to open it in a readable format. I've managed to get a glimpse of a few lines of text, but most of it is utter gibberish and random symbols. :(
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Post by SpinningPlumbobs on Jul 26, 2019 1:19:00 GMT -5
This is great! So much more aesthetically pleasing. It makes more sense to have the game and stuff packs monochromatic, while keeping the expansion packs unique. I've been having the hardest time finding EVERYTHING because I now have to look closer at the icons to make sure I'm searching in the right place. Also, I LOVE the loading screens. Way less migraine-inducing. Lol
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Post by SpinningPlumbobs on Jul 7, 2019 20:34:49 GMT -5
I'm REALLY struggling to figure out what is causing these Last Exception errors. I'm still very new to modding and can't find anything useful to help me update this anywhere, so I'm not sure how to go about fixing this mod. If someone could be generous enough to offer their help, I'd be very thankful, but I'm afraid until then this mod will have to be abandoned.
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Post by SpinningPlumbobs on Jun 29, 2019 16:53:20 GMT -5
Hello! As far as I've come with learning XML coding, I still consider myself a beginner and I'm struggling to update my Mermaid Mod. It looks like several interactions are throwing last exception errors and I'm not sure where to start fixing them. If anyone could lend their help, I would really appreciate it! This is one of the LE's I had when testing, but I'm sure there is more to be fixed: ~ <?xml version="1.0" ?><root> <report><version>2</version><sessionid>27e8052d52cd4e765d17d7ab</sessionid><type>desync</type><sku>ea.maxis.sims4_64.15.pc</sku><createtime>2019-06-29 14:32:11</createtime><buildsignature>Local.Unknown.Unknown.1.52.100.1020-1.200.000.397.Release</buildsignature><categoryid>bucks_tracker.py:193</categoryid><desyncid>27e8052d52cd4e765d17d7ab</desyncid><systemconfig/><screenshot/><desyncdata>Exception raised while processing zone spin up sequence: 'NoneType' object has no attribute 'rewards' (AttributeError: 'NoneType' object has no attribute 'rewards') Traceback (most recent call last): File "T:\InGame\Gameplay\Scripts\Server\areaserver.py", line 114, in wrapped File "T:\InGame\Gameplay\Scripts\Server\areaserver.py", line 110, in finally_wrap File "T:\InGame\Gameplay\Scripts\Core\sims4\utils.py", line 157, in wrapper File "T:\InGame\Gameplay\Scripts\Core\sims4\utils.py", line 175, in wrapper File "T:\InGame\Gameplay\Scripts\Server\areaserver.py", line 356, in c_api_client_connect File "T:\InGame\Gameplay\Scripts\Server\zone.py", line 550, in do_zone_spin_up File "T:\InGame\Gameplay\Scripts\Server\zone_spin_up_service.py", line 1379, in update File "E:\Builds\MCCC_6_3_1\mc_cmd_center\mc_utils.py", line 127, in _wrapper_function File "T:\InGame\Gameplay\Scripts\Server\zone_spin_up_service.py", line 1363, in update File "T:\InGame\Gameplay\Scripts\Server\zone_spin_up_service.py", line 287, in on_enter File "T:\InGame\Gameplay\Scripts\Server\world\premade_sim_fixup_helper.py", line 54, in fix_up_premade_sims File "T:\InGame\Gameplay\Scripts\Server\world\premade_sim_fixup_helper.py", line 190, in _apply_template_data File "T:\InGame\Gameplay\Scripts\Server\filters\sim_template.py", line 779, in add_perks File "T:\InGame\Gameplay\Scripts\Server\bucks\sim_info_bucks_tracker.py", line 97, in unlock_perk File "T:\InGame\Gameplay\Scripts\Server\bucks\bucks_tracker.py", line 160, in unlock_perk File "T:\InGame\Gameplay\Scripts\Server\bucks\bucks_tracker.py", line 193, in _award_rewards AttributeError: 'NoneType' object has no attribute 'rewards' rtim=0</desyncdata></report> <report><version>2</version><sessionid>27e8052d52cd4e765d17d7ab</sessionid><type>desync</type><sku>ea.maxis.sims4_64.15.pc</sku><createtime>2019-06-29 14:38:28</createtime><buildsignature>Local.Unknown.Unknown.1.52.100.1020-1.200.000.397.Release</buildsignature><categoryid>loot.py:101</categoryid><desyncid>27e8052d52cd4e765d17d7ab</desyncid><systemconfig/><screenshot/><desyncdata>Exception in Sim Timeline: Exception running Element (AttributeError: 'NoneType' object has no attribute 'apply_to_resolver') Traceback (most recent call last): File "T:\InGame\Gameplay\Scripts\Server\scheduling.py", line 212, in simulate File "T:\InGame\Gameplay\Scripts\Server\elements.py", line 335, in _run File "T:\InGame\Gameplay\Scripts\Server\interactions\utils\outcome.py", line 152, in on_loot File "T:\InGame\Gameplay\Scripts\Server\interactions\utils\loot.py", line 101, in apply_operations AttributeError: 'NoneType' object has no attribute 'apply_to_resolver' rtim=0</desyncdata></report> <report><version>2</version><sessionid>27e8052d52cd4e765d17d7ab</sessionid><type>desync</type><sku>ea.maxis.sims4_64.15.pc</sku><createtime>2019-06-29 14:41:04</createtime><buildsignature>Local.Unknown.Unknown.1.52.100.1020-1.200.000.397.Release</buildsignature><categoryid>resolver.py:103</categoryid><desyncid>27e8052d52cd4e765d17d7ab</desyncid><systemconfig/><screenshot/><desyncdata>Exception during call to test method on <class 'sims4.tuning.instances.SpinningPlumbobs_Mermaid_Interaction_OvercomeMoonstruckAttempt'> (AttributeError: 'NoneType' object has no attribute 'expected_kwargs') Traceback (most recent call last): File "T:\InGame\Gameplay\Scripts\Core\sims4\commands.py", line 369, in invoke_command File "T:\InGame\Gameplay\Scripts\Server\server_commands\interaction_commands.py", line 550, in generate_choices File "T:\InGame\Gameplay\Scripts\Server\interactions\choices.py", line 113, in add_potential_aops File "T:\InGame\Gameplay\Scripts\Server\interactions\choices.py", line 200, in add_aop File "T:\InGame\Gameplay\Scripts\Server\interactions\choices.py", line 170, in is_valid_aop File "T:\InGame\Gameplay\Scripts\Server\interactions\aop.py", line 166, in test File "T:\InGame\Gameplay\Scripts\Server\interactions\base\interaction.py", line 2393, in test File "E:\Builds\MCCC_6_3_1\mc_cmd_center\mc_utils.py", line 127, in _wrapper_function File "T:\InGame\Gameplay\Scripts\Server\interactions\base\interaction.py", line 2306, in test File "T:\InGame\Gameplay\Scripts\Server\event_testing\tests.py", line 537, in run_tests File "T:\InGame\Gameplay\Scripts\Server\event_testing\resolver.py", line 103, in __call__ AttributeError: 'NoneType' object has no attribute 'expected_kwargs' rtim=0</desyncdata></report> <report><version>2</version><sessionid>27e8052d52cd4e765d17d7ab</sessionid><type>desync</type><sku>ea.maxis.sims4_64.15.pc</sku><createtime>2019-06-29 14:41:04</createtime><buildsignature>Local.Unknown.Unknown.1.52.100.1020-1.200.000.397.Release</buildsignature><categoryid>resolver.py:103</categoryid><desyncid>27e8052d52cd4e765d17d7ab</desyncid><systemconfig/><screenshot/><desyncdata>Exception during call to test method on <class 'sims4.tuning.instances.SpinningPlumbobs_Mermaid_Interaction_DisperseStorm'> (AttributeError: 'NoneType' object has no attribute 'expected_kwargs') Traceback (most recent call last): File "T:\InGame\Gameplay\Scripts\Core\sims4\commands.py", line 369, in invoke_command File "T:\InGame\Gameplay\Scripts\Server\server_commands\interaction_commands.py", line 550, in generate_choices File "T:\InGame\Gameplay\Scripts\Server\interactions\choices.py", line 113, in add_potential_aops File "T:\InGame\Gameplay\Scripts\Server\interactions\choices.py", line 200, in add_aop File "T:\InGame\Gameplay\Scripts\Server\interactions\choices.py", line 170, in is_valid_aop File "T:\InGame\Gameplay\Scripts\Server\interactions\aop.py", line 166, in test File "T:\InGame\Gameplay\Scripts\Server\interactions\base\interaction.py", line 2393, in test File "E:\Builds\MCCC_6_3_1\mc_cmd_center\mc_utils.py", line 127, in _wrapper_function File "T:\InGame\Gameplay\Scripts\Server\interactions\base\interaction.py", line 2306, in test File "T:\InGame\Gameplay\Scripts\Server\event_testing\tests.py", line 537, in run_tests File "T:\InGame\Gameplay\Scripts\Server\event_testing\resolver.py", line 103, in __call__ AttributeError: 'NoneType' object has no attribute 'expected_kwargs' rtim=0</desyncdata></report> <report><version>2</version><sessionid>27e8052d52cd4e765d17d7ab</sessionid><type>desync</type><sku>ea.maxis.sims4_64.15.pc</sku><createtime>2019-06-29 14:41:04</createtime><buildsignature>Local.Unknown.Unknown.1.52.100.1020-1.200.000.397.Release</buildsignature><categoryid>resolver.py:103</categoryid><desyncid>27e8052d52cd4e765d17d7ab</desyncid><systemconfig/><screenshot/><desyncdata>Exception during call to test method on <class 'sims4.tuning.instances.SpinningPlumbobs_SeaMonster_Interaction_Snarl'> (AttributeError: 'NoneType' object has no attribute 'expected_kwargs') Traceback (most recent call last): File "T:\InGame\Gameplay\Scripts\Core\sims4\commands.py", line 369, in invoke_command File "T:\InGame\Gameplay\Scripts\Server\server_commands\interaction_commands.py", line 550, in generate_choices File "T:\InGame\Gameplay\Scripts\Server\interactions\choices.py", line 113, in add_potential_aops File "T:\InGame\Gameplay\Scripts\Server\interactions\choices.py", line 200, in add_aop File "T:\InGame\Gameplay\Scripts\Server\interactions\choices.py", line 170, in is_valid_aop File "T:\InGame\Gameplay\Scripts\Server\interactions\aop.py", line 166, in test File "T:\InGame\Gameplay\Scripts\Server\interactions\base\interaction.py", line 2393, in test File "E:\Builds\MCCC_6_3_1\mc_cmd_center\mc_utils.py", line 127, in _wrapper_function File "T:\InGame\Gameplay\Scripts\Server\interactions\base\interaction.py", line 2306, in test File "T:\InGame\Gameplay\Scripts\Server\event_testing\tests.py", line 537, in run_tests File "T:\InGame\Gameplay\Scripts\Server\event_testing\resolver.py", line 103, in __call__ AttributeError: 'NoneType' object has no attribute 'expected_kwargs' rtim=0</desyncdata></report> </root> ~
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Post by SpinningPlumbobs on Sept 12, 2018 19:03:25 GMT -5
Hello! Great job on the mod. It's obvious that a lot of time and effort went into it. One thing I'm struggling with that I'm sure was probably mentioned on the other thread, is that I'm constantly getting the same crystals over and over that have already been learned. Is there any way to block the game from calling certain crystals if the active sim has the spell trait associated with it? It's just a bit frustrating to wait three hours before you can try again and you end up getting a crystal you've already studied. Other than that little detail, it's a wonderful addition to the game.
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