Post by SACRIFICIAL on Mar 17, 2018 15:14:01 GMT -5
I'm assuming that You rotated the sim laying on the left side using the "b__ROOT__" Bone. As far as I remember this bone doesn't move Your sim inside the game, only in blender. I suggest removing the keyframes of the "b__ROOT__" & using the "b__ROOT_bind__" instead.
Post by SACRIFICIAL on Mar 10, 2018 6:19:06 GMT -5
Hello, I'm not sure if career rewards can go into the "Sim" inventory, I think it's always set to be sent to the household inventory. I'm going to put the code used for the camera on tripod reward so You can try it out, maybe it will work.
Also You need to make the "reward object" valid to be put in a sim's inventory. to do that go to the object tuning and paste this under the components. <V n="inventory_item" t="enabled"> <U n="enabled"> <T n="skip_carry_pose">True</T> <L n="valid_inventory_types"> <E>SIM</E> </L> </U> </V>
Post by SACRIFICIAL on Feb 27, 2018 10:21:45 GMT -5
This might work! I've never worked with this kind of commands before. Is this an action tuning? or is it a script in the "Basic Extras" You don't have to explain by the way, I understand that You are developing Your mod and You might not have free time.
Alright. Now I follow. Tried out with your example and I can't really find a correlation between the Penny Pizzazz ID and resource_key.
Hope you figure it out, as it would be super helpful.
Thanks for looking at it. A sim guru once said this in the "Sims Forums"
You should be able to access all of the CAS modifiers via facial_attributes and genetic_data. "Those are stored on SimInfo as binary strings. You'll have to deserialize them, perform any modifications, and then reserialize them before setting them."
The .SimInfo file could be stored in the "HouseholdBinary" file... but there's not program that can extract or read such a file I believe.
Post by SACRIFICIAL on Feb 27, 2018 8:40:54 GMT -5
Thanks for the info. I need the .SimInfo file to place it in the "Template" for the situation. This way the premade sim that I created will get spawned into the situation just like I created them in CAS.
Post by SACRIFICIAL on Feb 25, 2018 11:21:37 GMT -5
You had 3 issues with Your package. 1- You have used a capital letter "hypno-D-isc" in the animation tuning recourse BUT a small letter in the animation state machine ""hypno-d-isc" 2- You have used the "Animation -Instance-" Instead of the tuningID in Your interaction. 3- You have called the "hypnodisc" "hypno" in Your object's clips id.
I've tested it in game after the changed & the sim's animation worked but the position of the sim was wrong because You haven't place the sim back to the original place in blender when saving.
but the object didn't do anything. I've never worked with objects animations so I'm not sure what else You've done wrong, maybe necrodog can help You with this.
Post by SACRIFICIAL on Feb 25, 2018 10:55:18 GMT -5
Hello, I've been trying to figure out a way to create custom walkstyles but it's highly complicated if even possible at this point. I suggest creating a custom "Carry" object & putting Your posture to that "Carry Animation/Pose" that way Your sim will be doing a certain pose with their appear top but uses the walkstyle animation for the legs. I haven't created such a thing yet but I think it's the best route to take
Post by SACRIFICIAL on Feb 25, 2018 10:52:02 GMT -5
You can create custom social events using "Sims4studio" Yes I suggest that You extract a pre existing social event from the "Extract Tuning" tab & then modify it to the new version that You'd like.
Looking at the game's tunings is the best way You can teach Yourself how to create mods, it might be a little complicated at the beginning but it all makes sense once You know what each code does. Trial error is Your bestfriend.
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