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Post by gauntlet101010 on Sept 7, 2020 16:05:06 GMT -5
In another thread.. andrew said he was close to having a batch fix. he has almost figured out a fix for the curved type windows. he got a fix for normal ones. Great news! Hopefully there's a way to make cutouts easier to make as a side effect.
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Post by gauntlet101010 on Sept 7, 2020 9:03:25 GMT -5
I'm don't see how a batch fix could be done. I think existing CC doors and windows are just screwed unless their creators update. I tend to think that EA probably won't care enough to fix how their new system works or their fix won't involve going back to the old method.
Hopefully someone can make a way to make cutouts easier to do.
I'm glad this tutorial was made. It's a bit annoying, but I was able to fix my own CC. So, thanks simguy80!
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Post by gauntlet101010 on Aug 8, 2020 21:19:04 GMT -5
The tag for Spellcasters was never added to the options after RoM was released.
It would also be helpful if that part was labelled "allowed for random" since I went a long time without realizing that's what it did.
Drag and drop to open packages would be nice too.
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Post by gauntlet101010 on Jul 30, 2020 8:02:18 GMT -5
The entire object is in frame ... couldn't you just nudge it and make a custom thumb?
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Post by gauntlet101010 on Jul 29, 2020 22:00:03 GMT -5
I don't want to make a whole tutorial, but I'll give you some general guidance.
I find that converting Sims 2 clothing is a lot like converting Sims Medieval clothing.
1) Download SimPE. 2) Use SimPE to open packages found in any given pack's \TSData\Res\3D files. Example: Sims07.package. I never remember which pack contains what, so you have to open them until you find both the geometry data and the textures. 3) Extracting Geometry for this is the same as extracting it for objects. It's just a LOT more annoying to find anything.
From there you can import it into Blender and make whatever adjustments you need to.
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Post by gauntlet101010 on Mar 20, 2020 19:49:55 GMT -5
I'm afraid it's not an accessory like that. It's it's own item. Just changing them thumbnail in Studio isn't affecting the thumbnail the icon displays when you choose a new umbrella.
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Post by gauntlet101010 on Mar 20, 2020 19:38:48 GMT -5
That won't do anything but reset the cache.
I mean, there is one way. Brute force. Deleting the cache, then opening the game and finding your custom umbrella. Then closing the game and opening the cache in Studio. Then "batch exporting" the thumbnail to get you the right instance. Then "Batch importing" it into the warehouse. Then you can replace the thumbnail with whatever you wish.
And all that is ... really onerous. I really wanna know if there's an easier way.
Edit: I'm trying to set a thumbnail for an umbrella, though. Not a CAS item.
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Post by gauntlet101010 on Mar 20, 2020 18:50:50 GMT -5
Yeah, it's the right size. I just used a thumb from a previous project.
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Post by gauntlet101010 on Mar 20, 2020 15:53:11 GMT -5
I'm trying to make a scythe as an Umbrella. It works pretty well, but it really has to have one for right-handers and one for left-handers otherwise it just doesn't look right. Also it's kind of hard to see which scythe you're choosing. But just replacing the thumbnail in Studio isn't doing the trick.
Does anyone have a clue on how to do this?
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Post by gauntlet101010 on Dec 14, 2019 14:11:22 GMT -5
I've noticed that new skills like (especially) Robotics and Acting can't be added to objects under the ObjectTooltipTags in Object Catalog. Maybe it's time to update that list a bit?
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Post by gauntlet101010 on Dec 7, 2019 7:03:47 GMT -5
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Post by gauntlet101010 on Sept 24, 2019 9:22:28 GMT -5
I was disappointed to find this was deco only.
Well ...you COULD take it into Blender and separate the walls, floor, and roof from each other and piece them together in the game proper. The floor could be something like a rug. Make the roof have no footprint at all. Basically it has to be made into a big puzzle. It might take a few tries to get placement right, but that would make it into something that's useable. Sort of like the ruins in the game.
If you want the door functional and part of the mesh I'd make the entire wall a part of it. So when placing the door on a wall you're also placing the side of the building on the wall. Maybe find an invisible wall mod or invisible fence. I converted the Sims3's Door of Life and Death and it has two large statues next to it. When I made it into a door these statues are basically phantoms sims can walk through. Adjusting the footprint on a door like that makes it impossible for Sims to walk through, so that's something you have to live with. With this I'd make the awning part of the door and use cheats to shrink stones and place those inside the mesh to prevent Sims from walking through them. You could try to make that a separate part - it'd work, but it depends on how much work you wanna put into this.
Getting the door to be functional will mean the entire mesh has to align with where a real wall is. So you may want to start this project there. You may want to track down a Blender plugin called Mesh Align Plus - it can align one mesh to a point in another and is invaluable for things like this.
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Post by gauntlet101010 on Sept 24, 2019 6:11:45 GMT -5
One workaround I've tried is enabling the tail in regular CAS. I was able to, but the game immediately takes it away when I exit :-S.
I think the key here is in the posture tuning. posture_Swim 39398 (and the bathtub postures as well)
<U> <E n="key">HUMAN</E> <U n="value"> <T n="_asm_key" p="InGame\Sage\Swim_Posture.postureasm">02d5df13:00000000:3586504521bf4db0</T> <T n="_enter_state_name">GetIn</T> <U n="_idle_animation"> <T n="factory">102430<!--PostureIdle_Swim--></T> </U> <L n="_idle_animation_occult_overrides"> <U> <E n="key">MERMAID</E> <U n="value"> <T n="factory">201978<!--postureIdle_MermaidSwim--></T> </U> </U> </L> <T n="_state_name">Swim_Posture</T> <T n="_target_name">portalObject</T> </U> </U>
<T n="supports_outfit_change">True</T> <L n="surface_types"> <E>SURFACETYPE_POOL</E> </L> <V n="switch_occult" t="enabled"> <U n="enabled"> <U n="entry"> <E n="entry_occult">MERMAID</E> <T n="entry_xevt">200</T> </U> <U n="exit"> <E n="exit_occult">HUMAN</E> <T n="exit_xevt">201</T> </U> </U> </V> <T n="unconstrained">True</T> <T n="use_containment_slot_for_exit">False</T>
I have no idea what an XML restriction on Vampires and aliens would look like, however. I wish I knew what stopped the Skeleton form from swimming like a Mermaid, but I can't figure that one out either.
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Post by gauntlet101010 on Sept 23, 2019 21:52:35 GMT -5
www.simfileshare.net/download/581802/So I've made this in an attempt to stabilize hybrids in the game. It works decently. There are a couple areas of polish I'd like to have ... but I've hit a wall. Hopefully someone here can help. 1) I'd really like to stop Mermaids from having tails if they're also Aliens or Vampires. I've tried blacklisting the traits on the Mermaid form trait - no dice, that just forcibly removes them. I've tried adding blacklists to the mermaid InstanceCheck like the Skeleton buff is blacklisted - again no dice. It just seems to ignore it. Does anyone have any idea on what I should do here? 2) I'd like to add the Spellcaster and Vampire perks menu to the Sim pie menu as an alternative way of accessing them. But I can't find the command that brings up the menu. Does anyone have a bead on that? Or a utility that would show which command is prompted? When it comes to mods I'm purely an XML guy. I don't know where to start at all with scripting. I'm hoping there's an XML solution here. Can anyone help me out?
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Post by gauntlet101010 on Mar 31, 2019 12:05:35 GMT -5
I'm not sure if it's even possible, but how about a placeholder effect for things like running water, breakage points, or vines (from stragerville)? The triangles are nice, but they don't help much with fine tuning.
Even just an orange cone for running water would save a lot of time since you wouldn't need to constantly reboot the game to make sinks and such.
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