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Post by SACRIFICIAL on Jul 4, 2017 17:57:30 GMT -5
fantastic! seems to be working again now, save one thing: the weapons: gun, knife, they do not appear in the sim's hands? again tested with no cc or mods. one of the best mods glad to have it working again Hello, the weapons should appear in the killer's hand when You perform any of the interactions that requires them. possible things that could cause this issue -Your game is not updated to the latest patch -Your game doesn't run smooth enough for the weapons to be loaded on time of the interaction. "This happens if Your game is running extremely slow" Thanks for the feedback.
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Post by SACRIFICIAL on Jul 3, 2017 19:41:46 GMT -5
thanks for the update, I've been awaiting it! However with today's v1.3 update, the mod seems to be far more broken... :( I tried it with no other CC or mods installed and the only interactions available are the new "mess up" and "disable reactions for". None of the other interactions show. When I use "mess up" the sims approach each other but no animation plays, yet their buffs do change and the one gets the blood texture on their face. Perhaps the package file was corrupted? I'm on the latest sims 4 version 1.31 I'm sorry about the issue, I will fix the mod and upload it again. My bad EDIT: v 1.3 is now available it should work properly now
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Post by SACRIFICIAL on Jul 2, 2017 21:17:36 GMT -5
Hello, I was finally able to fix the errors that are caused by the extreme violence mod, I will post an update soon. as I've mentioned before the mod was working correctly as it is BUT there were a couple of errors being generated from the reaction system I believe. however that didn't cause the mod to malfunction, only generated errors in the last exception file that MCCC notified You about. I did confirm before that the mod caused errors that were written in the last exception file & I did say that I will work on update for it but suggested turning off notifications so You don't get bothered with them everytime You want to use the mod since it worked the way it should but with some errors being generated. Thanks for Your patience, update should be up in a couple of days.
EDIT:
V1.3 update is now available
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Post by SACRIFICIAL on Jun 4, 2017 1:45:01 GMT -5
Hello, thanks for using My mod & glad to hear that You're enjoying it. I have tested the mod after the latest update and everything worked the way it should for Me and none of the interactions glitched, however when I installed MC Command Center It kept generating a last exception file like You've mentioned. I recommend turning off notifications for last exception files in MC Command Center so You don't get bothered every time You choose an interaction. I will look into the problem and see what's generating in the last exception file and hopefully will be able to fix and update it soon. Thanks for Your feedback
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Post by SACRIFICIAL on May 23, 2017 0:51:57 GMT -5
Hello, You'll have to look for a clip used by the shower object and see the ActorNameHash for it, copy and then paste it in the ActorNameHash box. if it is a custom shower object then I'm not sure. maybe if You copy the name of the custom shower and pasted it in the hash generator You'll get the hash for it, but I'm not sure. good luck
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Post by SACRIFICIAL on May 5, 2017 4:11:39 GMT -5
You're welcome! glad to hear that it worked :D You must've got overwhelmed by all the tunings for the Yoga :P
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Post by SACRIFICIAL on May 4, 2017 11:03:10 GMT -5
Hello, Thanks for considering me :D I've looked at some of the yoga tunings and it looks like the order to take their foot wear off is inside the : "generic_yoga"Tuning Id: 117359 Instance: 000000000001CA6F __________________________ Inside that tuning look for this line <L n="basic_extras"> <V t="footprint_toggle"> <U n="footprint_toggle"> <L n="toggles"> <U> <T n="footprint_hash">yogaMat_ftp_pathingToggleShape</T> </U> </L> </U> </V> <V t="state_change"> <U n="state_change"> <V n="new_value" t="single_value"> <U n="single_value"> <T n="new_value">117352<!--yogaMat_InUse_InUse--></T> </U> </V> <V t="immediately" n="timing" /> </U> </V> ========================== <V t="buff"> "DELETE" <U n="buff">"DELETE" <U n="buff_type"> "DELETE" <T n="buff_type">119094<!--buff_Hidden_RemoveFootwear_Male--></T>"DELETE" </U>"DELETE" <L n="tests">"DELETE" <L>"DELETE" <V t="sim_info">"DELETE" <U n="sim_info">"DELETE" <V n="gender" t="specified">"DELETE" <E n="specified">MALE</E>"DELETE" </V>"DELETE" </U>"DELETE" </V>"DELETE" </L>"DELETE" </L>"DELETE" </U>"DELETE" </V>"DELETE" <V t="buff">"DELETE" <U n="buff">"DELETE" <U n="buff_type">"DELETE" <T n="buff_type">119095<!--buff_Hidden_RemoveFootwear_Female--></T>"DELETE" </U>"DELETE" <L n="tests">"DELETE" <L>"DELETE" <V t="sim_info">"DELETE" <U n="sim_info">"DELETE" <V n="gender" t="specified">"DELETE" <E n="specified">FEMALE</E>"DELETE" </V>"DELETE" </U>"DELETE" </V>"DELETE" </L>"DELETE" </L>"DELETE" </U>"DELETE" </V>"DELETE" ===================
And delete all the lines inside the equals " ========== " Goodluck
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Post by SACRIFICIAL on May 3, 2017 8:08:13 GMT -5
plazasims good question - Give your thread a descriptive title that provides a general idea of what the issue is. - Fully describe the problem as best as you can Explain a bit more please In cas ears do not stick out, but when I go into the game, my ears are visible and they can not be reduced It looks like You're trying to create a mask? and You want ears to not be visible while wearing the mask, correct? I suggest taking a look at the "In-game" mask and see it's settings until someone with more CAS items experience can help You with this. Good luck
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Post by SACRIFICIAL on May 3, 2017 7:56:09 GMT -5
You're welcome, and as i said if You need anymore help I'll be happy to help You
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Post by SACRIFICIAL on May 3, 2017 1:31:49 GMT -5
You're welcome, glad to see that it worked Your work is beautiful.
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Post by SACRIFICIAL on May 2, 2017 13:14:07 GMT -5
Hahaha thank You so much <3 I can't believe that no one has done this before. I'm going to leave this one to You You seem more interested in makeup and hair than me. This is the package file : Hair Color Changer Package feel free to use it or edit on it, it's not perfect but it's good as a first test <3
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Post by SACRIFICIAL on May 2, 2017 12:29:10 GMT -5
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Post by SACRIFICIAL on May 2, 2017 10:29:57 GMT -5
it's called "gw_waterdrips_holder" You can test it out using Andrew's effect player
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Post by SACRIFICIAL on May 2, 2017 7:52:24 GMT -5
While creating textures and meshes for My mods I noticed that some textures -Blood textures- get applied on hair as well, it was a bug for me that needed to be fixed but it made me think on why haven't anyone created a mod to change any hair color as a makeup or even add highlights to any hair as a makeup.... if this has been done and I'm being totally oblivious then I'm really sorry. but it made me wonder.
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Post by SACRIFICIAL on May 2, 2017 6:40:05 GMT -5
I think that's what it's called, I can't find the object tuning for the water wheel so I'm not sure. I'll look more into it
EDIT: I just tested the effect out in the game and unfortunately the water drips effect is linked to the waterwheel mesh, which means that the waterwheel will also spawn with the water drips. I've found an alternative effect that You can use that might work on Your mesh, it's called "gw_waterdrips_holder" it doesn't look the same but it does the job.
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