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Post by gauntlet101010 on Jun 7, 2018 23:16:11 GMT -5
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Post by gauntlet101010 on May 21, 2018 18:54:31 GMT -5
themechanicalmaniacs.com/temp/door-problem.jpgdrive.google.com/file/d/1RocgDTofKgy_jkMVYB8aWFqg4K2otLaO/view?usp=sharingI'm having an issue with this door I'm trying to convert from Sims Freeplay. It seems like this should be a quick fix, but I can't, for the life of me, figure it out. I'm using a door with a window to handle the transparent part of the texture (which is the part that has the problem). It seems like the ambient light is affecting half of the mesh (which is just a square). I've tried several different shaders which don't fix anything. I've also tried merging that part to a single square and adjusting the texture to work with that, but the single square retains the lighting problem and just covers the entire piece with it. Does anyone have any idea what could solve this issue? Edit: I fixed the issue, but never really figured out what was wrong with it. Basically I took the version where I merged the area to be one flat square. After that I just flipped the normals. Since it's double sided it showed even though it didn't in Studio. That seemed to work. Why it did so is anyone's guess.
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Post by gauntlet101010 on May 5, 2018 21:55:41 GMT -5
drive.google.com/file/d/1CeJCr5eEwQa_-mszYE6us0iAnNwnrDSS/view?usp=sharingI'm working on a few of the haunted / spooky items from the Sims Freeplay and another I can't get to work is the Eerie Door. The problem is that it just doesn't open! The Sim just loses his way when I direct him to go through it. I've adjusted the mesh to be the right width and height, all the vertex groups have been made, I've adjusted the cutout .... but nothing I've done has succeeded in making this work. I've followed the cutout tutorial, but it doesn't seem to be doing anything. Anyone have an idea on what could be going wrong? Edit: I think it might be the way I've been testing it. I'm editing a lot without any residents attached to it. But doors just don't seem to work when attached in this way. When done on a house it works. Geez, all this time trying to solve this and it turns out to be nothing...
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Post by gauntlet101010 on May 5, 2018 15:35:43 GMT -5
I figured out that I really just cloned from the wrong object. I used a lamp with alpha enabled and it emitted light just fine. So that's nice.
Somehow the clicking worked itself out. I can't remember what I did to get that working at all.
The candle flames are still a problem, though. I just don't know why they're so high up when they're in exactly the right place in studio.
edit: I think I've solved the effect problem. Namely, I chose the wrong effect. The lesson is: don't choose an effect with "obj" in front of it. I guess it has it's own offset. The best effect to choose in this case was "candle_flameinter".
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Post by gauntlet101010 on May 4, 2018 20:50:52 GMT -5
Ninja Ripper doesn't always preserve the UVs. Sometimes the only thing you can do is take a lot of pictures and take your time rebuilding UVs.
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Post by gauntlet101010 on May 4, 2018 20:48:21 GMT -5
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Post by gauntlet101010 on May 3, 2018 18:45:30 GMT -5
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Post by gauntlet101010 on Apr 20, 2018 20:34:44 GMT -5
Well ... After a bit of trial and error I did manage to rip out the taxi and it's meshes using Ninja Ripper. Except that it's UVs are VERY destroyed. It's based off the muscle car mesh, so I think I can reconstruct it with that mesh. Thankfully the only unique part is the sign at the top. But I'd rather get the proper mesh, though.
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Post by gauntlet101010 on Apr 20, 2018 15:43:07 GMT -5
A quick search yeilds this: world_obj_vehicletaxi_01 as well as the VFX version.
But the VFX cars are all accessible using SIms4 studio, although I haven't tried ripping them. Maybe there's another train, but I could find the train and all the carriages easily.
Maybe I'll try using Ninjaripper on Sims 4 when I get home. It just seems odd that this world object isn't accessible.
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Post by gauntlet101010 on Apr 19, 2018 23:20:03 GMT -5
For some reason I want to liberate a few cars from the game. Many have already been, but there's a couple that haven't. And one is the taxi cab. sims.wikia.com/wiki/TaxicabBut, despite seeing it in the game and looking around it just isn't there. Even when I turn debug items on, even if I pour through the items. Has anyone seen this thing? Is it possible that it just hasn't been found properly by Sims4Studio?
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Post by gauntlet101010 on Jan 27, 2018 1:02:54 GMT -5
So I've done a few mods now, but never one involving a change to animation. I was hoping it'd be obvious, but I guess it isn't. At least for me. I was hoping it'd be as simple as just swapping out the original ID for my custom one.
I can't seem to find what I'm looking for in regards to a tutorial on the subject and was hoping someone could point me in the right direction.
So I'm working on a book that can be read and written in. This levels up a skill and, ultimately, gets you into the Soul Reaper career and all that works just fine! But, when writing, I want them to write using a Quill just for this object. And I just can't figure out how to do that.
So, are there any tutorials for replacing a prop the Sim uses without changing the animation?
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Post by gauntlet101010 on Jan 23, 2018 8:58:36 GMT -5
Well, I didn't get any replies, but I did manage to find a solution and I'll share it here. Although the item I was using before was a thin book and my new test is on a thick book (gonna have to test it out on a thin one later today).
Basically, inspired by notes made by the guy who made a notebook mod, instead of using the Journal interaction as a base I used the Homework (teen) interaction. I don't know why that worked when the journal one didn't. I tried using his journal mod as a base and that didn't work. But, hey. A win is a win, amirite?
Now I just have to replace the pencil in that animation with a quill and I'll be good.
Edit: Yep, the thin book works just fine using the teen homework interaction as a base with various values changed to do whatever it is you wanna do.
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Post by gauntlet101010 on Jan 18, 2018 1:49:28 GMT -5
drive.google.com/file/d/1uSbjjbPIGTRQeBx7_dhD2zbIWVFrPue3/view?usp=sharingNo screenshot since this is more about what this ISN'T doing. Which is writing in a book. Still! So I've narrowed it down to a problem with the constraints. Without the constraints the Sim picks up the book and flips through it and learns the skill I want them to learn ... but no writing! I'm Frankensteining tuning from an old journal by a guy named Plasticbox who, evidently, has disappeared, and the journal from the Parenthood pack. And neither does the trick. What's infuriating is that I can add the "<T>160098<!--book_Journal_Write--></T>" option in super affordances as it appears in "journal_standard" to this mesh and it works perfectly! But just adding that directly here breaks the animation somehow. I have tried changing absolutely nothing but the name and instance ID and it still doens't work. I just don't get it. I'm really hoping someone has some idea what the problem could be. My XML <?xml version="1.0" encoding="UTF-8"?>
<I c="SuperInteraction" i="interaction" m="interactions.base.super_interaction" n="book_Reaping_Write" s="336899357849213900">
<V t="enabled" n="_carry_transfer_animation">
<U n="enabled">
<U n="begin">
<T n="factory">11321<!--Book_Teen_Homework_Start_Set-->
</T>
</U>
<U n="end">
<T n="factory">77044<!--Book_Teen_Homework_Stop_Set-->
</T>
</U>
</U>
</V>
<L n="_constraints">
<U>
<L n="constraints">
<U>
<V n="value" t="posture">
<U n="posture">
<L n="posture_manifest_tuning">
<U>
<V n="surface" t="actor">
<E n="actor">BASE_OBJECT</E>
</V>
</U>
</L>
</U>
</V>
</U>
</L>
</U>
</L>
<V t="participant" n="_icon">
<U n="participant">
<L n="participant_type">
<E>Object</E>
</L>
</U>
</V>
<V t="enabled" n="_saveable"/>
<T n="allow_from_object_inventory">True</T>
<T n="allow_from_sim_inventory">True</T>
<T n="attention_cost">1</T>
<V t="flexible_length" n="basic_content">
<U n="flexible_length">
<L n="conditional_actions">
<V t="list_reference">
<T n="list_reference">40705<!--ExitConditionList_MotivesNearFail--></T>
</V>
<V t="literal">
<U n="literal">
<L n="conditions">
<V t="time_based">
<U n="time_based">
<T n="max_time">20</T>
<T n="min_time">20</T>
</U>
</V>
</L>
<E n="interaction_action">NO_ACTION</E>
<L n="loot_actions">
<T>160166<!--journal_Loot_WroteInJournal--></T>
</L>
</U>
</V>
</L>
<V n="content" t="staging_content">
<U n="staging_content">
<U n="content_set">
<L n="affordance_links">
<T>160182<!--Journal_Write_Active--></T>
<T>160183<!--Journal_Write_Passive--></T>
</L>
</U>
</U>
</V>
<V n="periodic_stat_change" t="enabled">
<U n="enabled">
<U n="operation_actions">
<L n="actions">
<T>36987<!--loot_Statistic_WritersBlockChance-->
</T>
<T>104297</T>
</L>
</U>
<L n="operations">
<V t="dynamic_skill">
<U n="dynamic_skill">
<U n="skill_loot_data_override">
<E n="effectiveness">StandardPeriodic</E>
<T n="stat">16977944432372526953<!--statistic_Skill_AdultMajor_Reaping--></T>
</U>
</U>
</V>
<V t="statistic_change">
<U n="statistic_change">
<T n="amount">10</T>
<T n="stat">38437<!--Commodity_Age_Elder-->
</T>
</U>
</V>
<V t="statistic_change">
<U n="statistic_change">
<T n="amount">-10</T>
<T n="stat">38440<!--Commodity_Age_Teen-->
</T>
</U>
</V>
<V t="statistic_set_max">
<U n="statistic_set_max">
<T n="stat">28597<!--commodity_Trait_Autonomy_Bookworm-->
</T>
</U>
</V>
<V t="statistic_set_max">
<U n="statistic_set_max">
<T n="stat">29109<!--commodity_Trait_Autonomy_Genius-->
</T>
</U>
</V>
<V t="statistic_set_max">
<U n="statistic_set_max">
<T n="stat">29107<!--commodity_Trait_Autonomy_Geek-->
</T>
</U>
</V>
<V t="statistic_set_max">
<U n="statistic_set_max">
<T n="stat">16465<!--commodity_Emotion_Autonomy_Focused-->
</T>
</U>
</V>
<V t="statistic_set_max">
<U n="statistic_set_max">
<T n="stat">29109<!--commodity_Trait_Autonomy_Genius-->
</T>
</U>
</V>
<V t="statistic_change">
<U n="statistic_change">
<T n="amount">1</T>
<T n="stat">342485212311947200<!--commodity_CareerBenefit_NPC_GrimReaper-->
</T>
<L n="tests">
<L>
<V t="career_test">
<U n="career_test">
<V n="test_type" t="career_track">
<U n="career_track">
<T n="career_track">110327<!--careerTrack_NPC_GrimReaper-->
</T>
</U>
</V>
</U>
</V>
</L>
</L>
</U>
</V>
</L>
</U>
</V>
<T n="start_autonomous_inertial">False</T>
</U>
</V>
<L n="cancel_replacement_affordances">
<U>
<E n="key">BODY</E>
<U n="value">
<T n="affordance">131317<!--cancelReplacements_ReadtoCarry_fromSurface--></T>
<V n="target" t="enabled" />
</U>
</U>
<U>
<E n="key">CARRY</E>
<U n="value">
<T n="affordance">122714<!--cancelReplacements_ReadtoCarry--></T>
<V n="target" t="enabled" />
</U>
</U>
</L>
<V n="canonical_animation" t="enabled">
<U n="enabled">
<T n="factory">11319<!--Book_Teen_Homework_Active_Set--></T>
</U>
</V>
<T n="display_name">0x2965F201<!--Write--></T>
<U n="display_name_text_tokens">
<L n="tokens">
<V t="participant_type">
<U n="participant_type">
<E n="participant">Actor</E>
</U>
</V>
<V t="participant_type">
<U n="participant_type">
<E n="participant">Object</E>
</U>
</V>
</L>
</U>
<T n="ignore_autonomous_targeted_socials">True</T>
<T n="force_exit_on_inertia">False</T>
<L n="interaction_category_tags">
<E>Interaction_Computer</E>
<E>Interaction_PracticeWriting</E>
<E>Interaction_Super</E>
<E>Interaction_All</E>
</L>
<L n="mood_list">
<T>14641<!--Mood_Inspired-->
</T>
</L>
<V n="outcome" t="none" />
<T n="pie_menu_priority">10</T>
<U n="progress_bar_enabled">
<T n="bar_enabled">False</T>
</U>
<U n="posture_preferences">
<T n="apply_penalties">True</T>
<L n="posture_cost_overrides">
<U>
<T n="key">134340<!--posture_SitOnGround--></T>
<T n="value">100</T>
</U>
<U>
<T n="key">15527<!--posture_Kneel--></T>
<T n="value">30</T>
</U>
<U>
<T n="key">15537<!--posture_Stand--></T>
<T n="value">40</T>
</U>
</L>
<T n="prefer_surface">True</T>
</U>
<V n="posture_target_preference" t="enabled">
<L n="enabled">
<U>
<E n="key">DINING_TABLE</E>
<T n="value">80</T>
</U>
<U>
<E n="key">SEATING_BARSTOOL</E>
<T n="value">80</T>
</U>
<U>
<E n="key">SEATING_BED</E>
<T n="value">5</T>
</U>
<U>
<E n="key">SEATING_DESK</E>
<T n="value">80</T>
</U>
<U>
<E n="key">SEATING_DINING</E>
<T n="value">80</T>
</U>
<U>
<E n="key">SEATING_LIVING</E>
<T n="value">0</T>
</U>
<U>
<E n="key">SEATING_LOVESEAT</E>
<T n="value">0</T>
</U>
<U>
<E n="key">SEATING_SOFA</E>
<T n="value">0</T>
</U>
<U>
<E n="key">SURFACE_COUNTER</E>
<T n="value">80</T>
</U>
<U>
<E n="key">SURFACE_DESK</E>
<T n="value">80</T>
</U>
</L>
</V>
<V t="enabled" n="route_start_balloon">
<U n="enabled">
<U n="balloon">
<L n="balloon_choices">
<U>
<V n="item" t="balloon_icon">
<U n="balloon_icon">
<V n="icon" t="participant">
<U n="participant">
<L n="participant_type">
<E>Object</E>
</L>
</U>
</V>
</U>
</V>
</U>
</L>
<L n="balloon_target">
<E>Actor</E>
</L>
</U>
</U>
</V>
<E n="scoring_priority">NORMAL</E>
<U n="skill_loot_data">
<E n="effectiveness">StandardPeriodic</E>
<V t="enabled" n="level_range">
<U n="enabled">
<T n="lower_bound">1</T>
<T n="upper_bound">4</T>
</U>
</V>
<T n="stat">16977944432372526953<!--statistic_Skill_AdultMajor_Reaping--></T>
</U>
<V t="enabled" n="sim_affinity_posture_scoring_data">
<U n="enabled">
<L n="my_scoring">
<U>
<V n="affinity_strategy" t="avoid"/>
<E n="running_interaction_tag">Loud</E>
</U>
<U>
<V n="affinity_strategy" t="relationship_based"/>
<T n="negate_tag">True</T>
<E n="running_interaction_tag">Loud</E>
</U>
</L>
<L n="my_tags">
<E>Quiet</E>
</L>
</U>
</V>
<E n="scoring_priority">NORMAL</E>
<V n="sim_affinity_posture_scoring_data" t="disabled" />
<T n="subaction_selection_weight">6</T>
<V n="super_affordance_compatibility" t="literal">
<U n="literal">
<V n="default_inclusion" t="exclude_all">
<U n="exclude_all">
<L n="include_affordances">
<T>14410<!--terrain-gohere--></T>
<T>102930<!--terrain-sitHere--></T>
<T>102930<!--terrain-sitHere--></T>
<T>31564<!--seating_Sit--></T>
</L>
<L n="include_lists">
<T>33624<!--AffordanceList_Stereo_Listens--></T>
</L>
</U>
</V>
</U>
</V>
<E n="target_type">OBJECT</E>
<L n="test_globals">
<V t="buff">
<U n="buff">
<L n="blacklist">
<T>26171<!--buff_Sim_IsDying-->
</T>
</L>
</U>
</V>
<V t="sim_info">
<U n="sim_info">
<V n="ages" t="specified"/>
<E n="who">Actor</E>
</U>
</V>
<V t="test_set_reference">
<T n="test_set_reference">28305<!--testSet_EmotionNotMiserable-->
</T>
</V>
<V t="test_set_reference">
<T n="test_set_reference">28176<!--testSet_EmotionNotStressed-->
</T>
</V>
<V t="test_set_reference">
<T n="test_set_reference">34146<!--testSet_WritersBlock-->
</T>
</V>
</L>
<T n="time_overhead">60</T>
</I>
Journal XML <?xml version="1.0" encoding="utf-8"?>
<I c="SuperInteraction" i="interaction" m="interactions.base.super_interaction" n="book_Journal_Write" s="160098">
<V n="_animation_actor_map" t="reference">
<T n="reference">104045<!--PickupInteractionTarget--></T>
</V>
<V n="_carry_transfer_animation" t="enabled">
<U n="enabled">
<U n="begin">
<T n="factory">11321<!--Book_Teen_Homework_Start_Set--></T>
</U>
<V n="end" t="enabled">
<U n="enabled">
<T n="factory">77044<!--Book_Teen_Homework_Stop_Set--></T>
</U>
</V>
</U>
</V>
<L n="_constraints">
<U>
<L n="constraints">
<U>
<V n="value" t="posture">
<U n="posture">
<L n="posture_manifest_tuning">
<U>
<V n="surface" t="actor">
<E n="actor">BASE_OBJECT</E>
</V>
</U>
</L>
</U>
</V>
</U>
</L>
</U>
</L>
<V n="_icon" t="participant">
<U n="participant">
<L n="participant_type">
<E>Object</E>
</L>
</U>
</V>
<V n="_saveable" t="enabled" />
<T n="allow_autonomous">True</T>
<T n="allow_from_object_inventory">True</T>
<T n="allow_from_sim_inventory">True</T>
<L n="appropriateness_tags">
<E>Appropriateness_ReadBooks</E>
</L>
<T n="attention_cost">1</T>
<V n="basic_content" t="flexible_length">
<U n="flexible_length">
<L n="conditional_actions">
<V t="list_reference">
<T n="list_reference">40705<!--ExitConditionList_MotivesNearFail--></T>
</V>
<V t="literal">
<U n="literal">
<L n="conditions">
<V t="time_based">
<U n="time_based">
<T n="max_time">60</T>
<T n="min_time">45</T>
</U>
</V>
</L>
<E n="interaction_action">EXIT_NATURALLY</E>
</U>
</V>
<V t="literal">
<U n="literal">
<L n="conditions">
<V t="time_based">
<U n="time_based">
<T n="max_time">20</T>
<T n="min_time">20</T>
</U>
</V>
</L>
<E n="interaction_action">NO_ACTION</E>
<L n="loot_actions">
<T>160166<!--journal_Loot_WroteInJournal--></T>
</L>
</U>
</V>
</L>
<V n="content" t="staging_content">
<U n="staging_content">
<U n="content_set">
<L n="affordance_links">
<T>160182<!--Journal_Write_Active--></T>
<T>160183<!--Journal_Write_Passive--></T>
</L>
</U>
</U>
</V>
<V n="periodic_stat_change" t="enabled">
<U n="enabled">
<L n="operations">
<V t="dynamic_skill">
<U n="dynamic_skill">
<U n="skill_loot_data_override">
<E n="effectiveness">StandardPeriodic</E>
<T n="stat">16718<!--statistic_Skill_Child_Creativity--></T>
</U>
<L n="tests">
<L>
<V t="sim_info">
<U n="sim_info">
<V n="ages" t="specified">
<L n="specified">
<E>CHILD</E>
</L>
</V>
</U>
</V>
</L>
</L>
</U>
</V>
<V t="dynamic_skill">
<U n="dynamic_skill">
<U n="skill_loot_data_override">
<E n="effectiveness">StandardPeriodic</E>
<T n="stat">16714<!--statistic_Skill_AdultMajor_Writing--></T>
</U>
<L n="tests">
<L>
<V t="sim_info">
<U n="sim_info">
<V n="ages" t="specified">
<L n="specified">
<E>TEEN</E>
<E>YOUNGADULT</E>
<E>ADULT</E>
<E>ELDER</E>
</L>
</V>
</U>
</V>
</L>
</L>
</U>
</V>
<V t="statistic_set_max">
<U n="statistic_set_max">
<T n="stat">16455<!--commodity_Emotion_Autonomy_Angry--></T>
<L n="tests">
<L>
<V t="sim_info">
<U n="sim_info">
<V n="ages" t="specified">
<L n="specified">
<E>TEEN</E>
<E>CHILD</E>
</L>
</V>
</U>
</V>
</L>
</L>
</U>
</V>
<V t="statistic_set_max">
<U n="statistic_set_max">
<T n="stat">16462<!--commodity_Emotion_Autonomy_Embarrassed--></T>
<L n="tests">
<L>
<V t="sim_info">
<U n="sim_info">
<V n="ages" t="specified">
<L n="specified">
<E>TEEN</E>
<E>CHILD</E>
</L>
</V>
</U>
</V>
</L>
</L>
</U>
</V>
<V t="statistic_set_max">
<U n="statistic_set_max">
<T n="stat">16469<!--commodity_Emotion_Autonomy_Sad--></T>
<L n="tests">
<L>
<V t="sim_info">
<U n="sim_info">
<V n="ages" t="specified">
<L n="specified">
<E>TEEN</E>
<E>CHILD</E>
</L>
</V>
</U>
</V>
</L>
</L>
</U>
</V>
<V t="statistic_set_max">
<U n="statistic_set_max">
<T n="stat">16471<!--commodity_Emotion_Autonomy_Stressed--></T>
<L n="tests">
<L>
<V t="sim_info">
<U n="sim_info">
<V n="ages" t="specified">
<L n="specified">
<E>TEEN</E>
<E>CHILD</E>
</L>
</V>
</U>
</V>
</L>
</L>
</U>
</V>
<V t="statistic_change">
<U n="statistic_change">
<T n="advertise">False</T>
<T n="amount">0.09047619</T>
<T n="stat">161618<!--lifeSkillStatistic_EmotionalControl--></T>
<L n="tests">
<L>
<V t="sim_info">
<U n="sim_info">
<V n="ages" t="specified">
<L n="specified">
<E>TEEN</E>
<E>CHILD</E>
</L>
</V>
</U>
</V>
</L>
</L>
</U>
</V>
<V t="statistic_set_max">
<U n="statistic_set_max">
<T n="stat">163758<!--commodity_LifeSkills_Autonomy_EmotionalControl_Positive--></T>
</U>
</V>
</L>
</U>
</V>
<V n="statistic_reduction_by_category" t="enabled">
<U n="enabled">
<L n="categories">
<E>Stressed_Buffs</E>
<E>Angry_Buffs</E>
<E>Embarrassed_Buffs</E>
<E>Sad_Buffs</E>
<E>TeenMoodSwing_Buffs</E>
</L>
<T n="rate">3</T>
</U>
</V>
</U>
</V>
<L n="basic_extras">
<V t="loot">
<U n="loot">
<L n="loot_list">
<T>160107<!--Journal_GiveOwnership--></T>
</L>
<V n="timing" t="at_beginning" />
</U>
</V>
</L>
<V n="basic_focus" t="do_not_change_focus" />
<L n="basic_liabilities">
<V t="push_affordance_on_route_fail">
<U n="push_affordance_on_route_fail">
<T n="affordance">166864<!--book_Journal_noSurfaceFail--></T>
<V n="target" t="enabled">
<E n="enabled">Actor</E>
</V>
</U>
</V>
</L>
<L n="cancel_replacement_affordances">
<U>
<E n="key">BODY</E>
<U n="value">
<T n="affordance">131317<!--cancelReplacements_ReadtoCarry_fromSurface--></T>
<V n="target" t="enabled" />
</U>
</U>
<U>
<E n="key">CARRY</E>
<U n="value">
<T n="affordance">122714<!--cancelReplacements_ReadtoCarry--></T>
<V n="target" t="enabled" />
</U>
</U>
</L>
<V n="canonical_animation" t="enabled">
<U n="enabled">
<T n="factory">11319<!--Book_Teen_Homework_Active_Set--></T>
</U>
</V>
<V n="content_score" t="disabled" />
<T n="display_name">0xA661EF04<!--Write in Journal--></T>
<V n="display_name_overrides" t="testable">
<U n="testable">
<L n="overrides">
<U>
<V n="new_display_name" t="enabled">
<T n="enabled">0x3092A02A<!--Express Melancholy Thoughts--></T>
</V>
<L n="test">
<L>
<V t="mood">
<U n="mood">
<T n="mood">14643<!--Mood_Sad--></T>
</U>
</V>
</L>
</L>
</U>
<U>
<V n="new_display_name" t="enabled">
<T n="enabled">0x7C04876A<!--Scribble Furiously--></T>
</V>
<L n="test">
<L>
<V t="mood">
<U n="mood">
<T n="mood">14632<!--Mood_Angry--></T>
</U>
</V>
</L>
</L>
</U>
<U>
<V n="new_display_name" t="enabled">
<T n="enabled">0x79DAB813<!--Confess Embarrassing Moments--></T>
</V>
<L n="test">
<L>
<V t="mood">
<U n="mood">
<T n="mood">14635<!--Mood_Embarrassed--></T>
</U>
</V>
</L>
</L>
</U>
<U>
<V n="new_display_name" t="enabled">
<T n="enabled">0x30906354<!--Rant about Stress--></T>
</V>
<L n="test">
<L>
<V t="mood">
<U n="mood">
<T n="mood">14645<!--Mood_Stressed--></T>
</U>
</V>
</L>
</L>
</U>
</L>
</U>
</V>
<U n="display_name_text_tokens">
<L n="tokens">
<V t="participant_type">
<U n="participant_type">
<E n="participant">Actor</E>
</U>
</V>
<V t="participant_type">
<U n="participant_type">
<E n="participant">Object</E>
</U>
</V>
</L>
</U>
<T n="force_exit_on_inertia">False</T>
<L n="interaction_category_tags">
<E>Interaction_Super</E>
<E>Interaction_All</E>
</L>
<L n="mood_list">
<T>14632<!--Mood_Angry--></T>
<T>14635<!--Mood_Embarrassed--></T>
<T>14643<!--Mood_Sad--></T>
<T>14645<!--Mood_Stressed--></T>
</L>
<V n="outcome" t="single">
<U n="single">
<U n="actions">
<L n="continuation">
<U>
<T n="affordance">13855<!--Put_Item_In_My_Inventory--></T>
</U>
</L>
<T n="force_outcome_on_exit">True</T>
</U>
</U>
</V>
<T n="pie_menu_priority">10</T>
<U n="posture_preferences">
<T n="apply_penalties">True</T>
<L n="posture_cost_overrides">
<U>
<T n="key">134340<!--posture_SitOnGround--></T>
<T n="value">100</T>
</U>
<U>
<T n="key">15527<!--posture_Kneel--></T>
<T n="value">30</T>
</U>
<U>
<T n="key">15537<!--posture_Stand--></T>
<T n="value">40</T>
</U>
</L>
<T n="prefer_surface">True</T>
</U>
<V n="posture_target_preference" t="enabled">
<L n="enabled">
<U>
<E n="key">DINING_TABLE</E>
<T n="value">80</T>
</U>
<U>
<E n="key">SEATING_BARSTOOL</E>
<T n="value">80</T>
</U>
<U>
<E n="key">SEATING_BED</E>
<T n="value">5</T>
</U>
<U>
<E n="key">SEATING_DESK</E>
<T n="value">80</T>
</U>
<U>
<E n="key">SEATING_DINING</E>
<T n="value">80</T>
</U>
<U>
<E n="key">SEATING_LIVING</E>
<T n="value">0</T>
</U>
<U>
<E n="key">SEATING_LOVESEAT</E>
<T n="value">0</T>
</U>
<U>
<E n="key">SEATING_SOFA</E>
<T n="value">0</T>
</U>
<U>
<E n="key">SURFACE_COUNTER</E>
<T n="value">80</T>
</U>
<U>
<E n="key">SURFACE_DESK</E>
<T n="value">80</T>
</U>
</L>
</V>
<V n="provided_template_affordances" t="enabled">
<U n="enabled">
<L n="template_affordances">
<V t="discipline">
<U n="discipline">
<T n="display_name_override">0x5E71C1DC<!--Encourage Writing In Journal--></T>
<L n="outcome_basic_extras">
<V t="loot">
<U n="loot">
<L n="loot_list">
<T>167135<!--loot_Statistic_LifeSkill_EmotionalControl_Target_Discipline_EncourageGain--></T>
<T>130279<!--rel_Gain_Small_TargetSim--></T>
<T>163075<!--loot_ParentingSkill_Discipline_Encourage--></T>
</L>
</U>
</V>
</L>
<T n="template_affordance">163026<!--disciplineTemplate_Encourage--></T>
</U>
</V>
</L>
</U>
</V>
<V n="route_start_balloon" t="enabled">
<U n="enabled">
<U n="balloon">
<L n="balloon_choices">
<U>
<V n="item" t="balloon_icon">
<U n="balloon_icon">
<V n="icon" t="participant">
<U n="participant">
<L n="participant_type">
<E>Object</E>
</L>
</U>
</V>
</U>
</V>
</U>
</L>
<L n="balloon_target">
<E>Actor</E>
</L>
</U>
</U>
</V>
<E n="scoring_priority">NORMAL</E>
<V n="sim_affinity_posture_scoring_data" t="disabled" />
<T n="subaction_selection_weight">6</T>
<V n="super_affordance_compatibility" t="literal">
<U n="literal">
<V n="default_inclusion" t="exclude_all">
<U n="exclude_all">
<L n="include_affordances">
<T>14410<!--terrain-gohere--></T>
<T>102930<!--terrain-sitHere--></T>
<T>102930<!--terrain-sitHere--></T>
<T>31564<!--seating_Sit--></T>
</L>
<L n="include_lists">
<T>33624<!--AffordanceList_Stereo_Listens--></T>
</L>
</U>
</V>
</U>
</V>
<E n="target_type">OBJECT</E>
<L n="test_autonomous">
<L>
<V t="appropriateness" />
<V t="sim_info">
<U n="sim_info">
<V n="ages" t="specified">
<L n="specified">
<E>TEEN</E>
<E>CHILD</E>
</L>
</V>
</U>
</V>
</L>
</L>
<L n="test_globals">
<V t="sim_info">
<U n="sim_info">
<V n="ages" t="specified">
<L n="specified">
<E>TEEN</E>
<E>YOUNGADULT</E>
<E>ADULT</E>
<E>ELDER</E>
<E>CHILD</E>
</L>
</V>
<V n="species" t="specified">
<U n="specified">
<L n="species">
<E />
</L>
</U>
</V>
<E n="who">Actor</E>
</U>
</V>
</L>
<L n="tests">
<L>
<V t="object_ownership">
<U n="object_ownership">
<T n="consider_renter_as_household_owner">False</T>
<T n="is_not_owner">False</T>
<T n="is_owner">False</T>
<T n="must_be_owned">False</T>
<E n="sim">Actor</E>
<T n="test_household_owner">False</T>
</U>
</V>
</L>
<L>
<V t="object_ownership">
<U n="object_ownership">
<T n="consider_renter_as_household_owner">False</T>
<T n="is_not_owner">False</T>
<T n="is_owner">True</T>
<T n="must_be_owned">True</T>
<E n="sim">Actor</E>
<T n="test_household_owner">False</T>
</U>
</V>
</L>
</L>
<T n="time_overhead">30</T>
</I>
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Post by gauntlet101010 on Jan 10, 2018 23:55:28 GMT -5
Well, after a lot of trial and error I figured it out.
I needed to import the write_passive and _active tunings as well. I don't know why, but whatever. It was necessary.
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Post by gauntlet101010 on Jan 8, 2018 23:13:01 GMT -5
Hey, guys. I could use some help again. No screen shot because the item just isn't appearing! drive.google.com/open?id=1RjkR9K_GTYqKxGBrE4zbjXH5xK46bn19This is the most complex item I have made yet. So, the goal is to put the Reaping skill that does nothing back into the game and have it be legitimately gained and advanced by reading and writing in the Grim Reaper's very own book with the quill from the Sims Freeplay (and, eventually, to use the Freeplay Reaper's book in the same way). I managed to put the useless skill back into the game. I got it to level up with reading. But adding customized writing causes a script error. I figured that starting with the tuning for journal writing and ripping out what I didn't need seemed like a good plan, bu tit isn't quite working out the way I hoped. The item disappears from where I placed it, can't be bought and, when I try to place it in debug, it says it can't because of a script error. If I simply add the interaction tuning for the journal it works just fine, but when I put that tuning into it's own file in the package it breaks. Even if nothing is changed but the ID and name (which is where I stand now). I've tried recreating the tuning by adding a new resource a few times now, but it doesn't seem to want to work. Does anyone have any clue what I'm doing wrong?
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