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Post by gauntlet101010 on Mar 15, 2023 13:12:39 GMT -5
The update was only yesterday. Just wait a bit.
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Post by gauntlet101010 on Feb 16, 2023 0:28:35 GMT -5
Well, I have an update.
Good news: I figured out how to add this in! Bad news: I have to add it to every single death super interactions! It seems like they don't share a master list of affordances; they have them duplicated endlessly.
So I guess I have to figure out how to use the XML Injector. Fun ...
Edit: Didn't manage to get XML Injector to work. Reading up on it leads me to believe that it doesn't work with provided affordances. Oh well, tons of overwriting it is.
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Post by gauntlet101010 on Feb 8, 2023 22:59:54 GMT -5
www.simfileshare.net/download/3676043/What I have so far is in Gauntlet101010_FPt4_Book_Reaping_Skill_2; the rest relate to making the skill happen and the career work for playable Sims. So a while back I made a playable Grim Reaper career and I've been modifying it ever since. One thing that's always been on my to do list was to allow the player to spare a fallen Sim instead of reaping them. When I look at the grimReaper_DeathFinalize interaction it seems easy enough. There's a chance of success for sparing a Sim. So I figure I could clone the interaction and have both success or failure lead to sparing. In practice, however, the interaction just never comes up. I've added it to affordanceList_GrimReaper, but nothing happens. I'm at a total loss. I don't suppose anyone here cares to take a look at it and lend me a hand?
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Post by gauntlet101010 on Jun 15, 2022 19:19:23 GMT -5
I'm not sure if it's quite the same, but I did make an unused mailbox functional once.
If you wanted to just override the debug trash can you have to add tuning and tags to it as well as export and import slots from a similar trash can. Basically copy them over one by one. It will lack the geostates found in actual trash cans, so you may want to just export the mesh and turn the barrel trash can into the wetlands one.
If you just want to copy over the mesh to a new CC item then you need to copy it over every geostate. They probably have different cut numbers, so it's not enough just to export from the debug one and import into the new one; you have to change those.
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Post by gauntlet101010 on Mar 24, 2022 14:05:07 GMT -5
For override mods - how about a batch find/replace for all tuning?
For instance, I've made an unlocker for the Grim Reaper to do things like swim and have romances. Right now I have to go into every single tuning part I've imported and change what I want one at a time. It would be a lot more efficient if I could just find an replace a string instead.
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Post by gauntlet101010 on Nov 2, 2021 20:07:08 GMT -5
Alright, I think I got it working. On your advice I copied a different career mod that had those resources. I also remade the interaction with a hi bit hash which I think was the key to it.
Now I just have to do the same for my other careers and add overmax pay, which I think I see how to do.
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Post by gauntlet101010 on Oct 29, 2021 18:08:52 GMT -5
I guess nobody has any ideas?
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Post by gauntlet101010 on Oct 26, 2021 19:15:58 GMT -5
www.simfileshare.net/download/2792787/This is what I have so far. I'm taking another look at some NPC careers I've opened up and this one is the Pollinator one. I thought it'd be easy enough to look at someone else's career and just figure out how it's done, but that hasn't worked out. I don't suppose anyone can take a look at this and see what I'm doing wrong?
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Post by gauntlet101010 on Jun 24, 2021 6:13:51 GMT -5
Well, they'll be Murphy Bed and Anger since that's what Guidry and Temprence seem to be. Even if Murphy Bed is pack-specific I want this to make sense with what we know of them.
To do this I definitely have to change my Reaper mod since it changes tuning to allow Reapers, but I neglected to remove the blacklist for ghosts. I think your mod would conflict; I may as well be consistent with myself.
Right now babies with ghosts seem to be 100% chance for ghosts, even though the XML is structured to be 50/50 ... gotta look into it more.
Edit: I think I get what's going on. As opposed to Mermaids and other traits, ghosts (and Plantsims and other custom lifestates), are hybrids. So you'll have a ghost / Alien combo while Alien / Vampire (say) just won't happen normally. The XML just might not know how to handle this and it gives you a 100% chance of having a "ghost baby" (that looks exactly like a normal baby since babies are objects with different states).
Edit: I finally had a non-ghost baby born with a ghost parent. Seems as if negative weights are effective.
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Post by gauntlet101010 on Jun 23, 2021 12:38:56 GMT -5
So, the ghost traits themselves have a line about aging, just like the Reaper does. I think a separate mod to allow aging until young adult is the best option (like a Vampire).
I need to update my Reaper Actions Unlocker to allow try for baby on ghosts; right now you can't.
Normally traits are passed down with a 50/50 shot. So I think this is how to handle ghosts. I think I need to write in something specific for Guidry and Temperence since they aren't, technically, ghosts. I read that Sims3 had a 50/50 shot, so there's that.
Setting up a less than 50/50 shot might be possible, but it's tricky since aliens and part aliens all have weight conditionals too.
I haven't tested it yet, but it should work. The XML I've generated seems to be set up right.
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Post by gauntlet101010 on Jun 21, 2021 19:29:29 GMT -5
gauntlet101010 it doesn't seem to be abandoned, it was updated this month by the creator. Sounds like they're not updating the inheritance piece anymore though. I'm not sure what you mean in terms of adding ghosts... are you asking if being a ghost should be an inherited trait? Yes, the inheritance portion is what I mean. And I'm wondering if making ghost traits inheritable is a good idea. He abandoned the inherited ghosts idea a while ago since there were so many combinations. But I solved that problem and now I'm wondering what else I can add to the overall idea and if ghosts are a solid idea.
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Post by gauntlet101010 on Jun 21, 2021 17:24:55 GMT -5
I want to update this mod since the original coder has abandoned it modthesims.info/d/594519/trait-custom-life-state-inheritance-amp-club-filters.htmlBasically to make some traits inheritable. I'm looking at Plantsims and the custom traits the modder has already added. I've already created a script that makes any number of combinations possible and the XML to go with it, so that's not a problem. But I'm thinking about adding ghosts. The problem with adding ghosts is that they don't grow up. So ... is it better to make it so that ghosts can grow up in addition to this (by overriding the traits in the game)? Or is it a bad idea? I also want to know if there are any custom lifestates worth adding that isn't already covered.
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Post by gauntlet101010 on May 28, 2021 7:18:38 GMT -5
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Post by gauntlet101010 on May 27, 2021 18:34:23 GMT -5
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Post by gauntlet101010 on May 27, 2021 17:21:15 GMT -5
Yep, it has a uv_1. The base item - Noctis - has a specular.
Usually I want at least a bit of shine, but this time I don't. I dunno why it's so shiny in CAS. But it isn't so much in game, so .... I dunno, I don't get it.
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