|
Post by SACRIFICIAL on May 2, 2017 2:37:08 GMT -5
I'm going to create video tutorials on how to create custom interactions & other things that I use to create My mods. the tutorial above might be a little complicated if this is Your first time doing this. I'll post the link once I upload it
|
|
|
Post by SACRIFICIAL on May 2, 2017 2:31:14 GMT -5
You're welcome try finding the name of the wheel and then look up what "effect" is used for it. I'll try to find it for You when I'm home
|
|
|
Post by SACRIFICIAL on May 1, 2017 12:46:21 GMT -5
Hello, first of all beautiful work, I really like it. You can add effects to Your object by creating a "Client State" to Your object and then adding the effect name to Your object tuning recourse
<V n="state" t="enabled"> <U n="enabled"> <L n="states"> <U> <L n="client_states"> <U> <T n="key">118016<!--waterfallColor_White--></T> <U n="value"> <V n="vfx_state" t="apply_new_value"> <V n="apply_new_value" t="start_vfx"> <V n="start_vfx" t="single_effect"> <U n="single_effect"> <T n="effect_name">gp02_waterfall_wall_clear_1x3</T> <V t="Slot" n="joint_name"> <T n="Slot">_FX_2_water</T> </V> </U> </V> </V> </V> </U> </U> </L> <V t="reference" n="default_value"> <T n="reference">118016<!--waterfallColor_White--></T> </V> </U> </L> </U> </V>
I'm not sure how to add sounds to object though, sometimes the sound is linked to the effect it self so it plays whenever the effect is playing. I've never tried this out but it should work. good luck.
|
|
|
Post by SACRIFICIAL on Apr 30, 2017 9:46:50 GMT -5
|
|
|
Post by SACRIFICIAL on Apr 30, 2017 9:28:55 GMT -5
Interesting list I love the concept so far. I've never worked with "Object Animations" before so I'll have to learn that first, as an alternative we can create a custom book that increases the "Spell" skill when Your sim reads from it. PS: I'll be fully active starting from june. that's when I finish this university's semester. Some spell ideas:
- Fire & Ice Blasts from Ts3
- Make Fat/Thin/Muscular
- Deprive/Fill Needs
- Turn sim into a frog? *this will transform the sim into a frog object in a tank*
- Turn Sim into a doll *this will transform the sim into one of the "My Sims" action figures
|
|
|
Post by SACRIFICIAL on Apr 29, 2017 14:21:03 GMT -5
SIMS HAVE GONE VIOLENT Stab,Shot,Steal,Punch or Twerk? A set of violent interactions that will unleash Your sims inner rage!
Note: Video contains cartoonish blood & violent animations from " The Sims 4 "
Mod Info
- This is a custom script mod so it shouldn't conflict with any other mods or override in-game Interactions/Animation
- Interactions are 0% autonomous and Your sims will never perform them without user direction "However You can turn on autonomous killing from the mod's option menu"
- This Mod has it's own cusom category & has sub-categories inside "Extreme Violence"
- Extreme Violence "Beta" mod adds more than 20 interactions
- The mod has an option menu to alter some settings of the mod
- This mod adds A LOT of new "Buffs" linked to each interaction
- This mod contains new custom animations
- Custom animations include sounds/voices/effects/lip syncing
- Blood will come out of the sims when Punched/Shot/Stabbed & will have a wounds
- You can kill whoever You want whenever You want "NOW YOU CAN KILL THE GRIMREAPER *Not Recocmended though" & sims who were immune to death like street performers.
- Your sim will enjoy witnessing death once they kill their target
- Sims who performed a violent interaction will occasionally Point Gun Around/Threaten With Knife/Intimidate until the assigned buff is over or if You used the "Calm Self Down" Interaction
- This Mod doesn't require any additional packs & works with "BASE GAME" except for "Slay Vampire & Selfies"
- Sims will react to the events in different ways according to the situation & will run away from the deadly Sims after performing any deadly interaction
SCREENSHOTS
postimg.org/gallery/glxogiww/
*UPDATES*
V 1.7.2 "Gangs"
Updated for StrangeVille Pack
UPDATE: 2/21/2019
- PC 1.50.67.1020
- Mac 1.50.67.1220
Populate the town with brutal gangs or join one yourself! The Thotties & The HardWood, fight against them or alley with them in their brutal crimes.
:Full release notes here www.sacrificialmods.com/extreme-violence-news.html
V 1.6 "Locked Up"
Commit murder in new brutal ways, but be careful from someone calling the cops on you because you will get arrested!
V1.5.4 Seasons Updated for seasons patch
UPDATE: 06/19/2018 - PC 1.44.77.1020 / Mac 1.44.77.1220
V1.5.4 Jungles Edition
Sims will no longer stop aging upon using an interaction from the extreme violence Sims will no longer do an evil laugh every 6 seconds
V1.5.3 Jungles Edition
Updated For "Jungle Adventures" Patch Update: 2/22/2018 - PC 1.40.61.1020 / Mac 1.40.61.1220
Sims will no longer occasionally tap their phones when they have a bad reputation Sims will now do an evil laugh occasionally when they've killed someone Sims can now "Mourn" dead sims from their "Grave stones" Sims can now die naked & will no longer switch to another outfit once killed Sims with "Serial Killer" Buff will no longer be scared of a deadly toddler
Important note about using "Extreme Violence" with "Deadly Toddlers" + "Haunted Mirror"
The extreme violence package includes files that's been used in both of these mods.
"IT'S NOT A CONFLICT"
I have to include these files in case You don't have DT Or HM installed Whatever program/mod You use WILL tell You that it's a conflict because both of these mods uses the same files.
I can't remove these files from the "Extreme Violence" because I don't want to force players to install "deadly toddlers" with the extreme violence
"IT IS SAFE" to use Extreme violence with Deadly toddlers + The haunted mirror.
if You got a last exception from using both mods together "IGNORE IT" it will not harm Your game.
It will only say that "This file" exists in both "EV" and "DT" which is intentional .
V1.5.2
Fixed issue where sims didn't die after getting killed in some games
Bully interaction is now hidden for kids and pets
Kids will now properly get their kill count
V1.5 Woof Woof Edition
Updated for "Cats And Dogs" Patch Update: 11/7/2017 – PC 1.36.99.1020 / Mac 1.36.99.1220
Added a new interaction "Chainsaw Guts" from the "Haunted Mirror" Mod
Fixed "Drain All Blood" Interaction not working on all targets "don't forget to enable the interaction from the mod's options menu" "Requires Vampires Gamepack"
Sims can now shoot each other from a small distance and no longer require a large space to do the interaction
Increased the chance of a sim to die when getting chocked instead of breaking free
V1.4
{V 1.4 Release notes} Fixed issue with "Enable Drain All Blood" option that resulted the UI to get corrupted
- Introducing a new complex reputation system that will give violent sims & killers
- consequences upon their violent actions and murders.
- The Mod's menu is now separated into 3 different sub-menus
- -Deadly With A Chance Of Survival Interactions
- Added a new interaction "Choke To Death"
- Added a new interaction "Check Kill Count"
Added a new interaction "Check Reputation"
The "Grim Reaper" will now get mad at a killer if they kill
- Sad music will now play when a sim "Commits A Suicide" and stab wound will appear at the right time, also the sim will keep holding to the knife after death
Changes Made to "Mess Up" Interaction: -"Mess Up" Interaction is now called "Beat Up" -Added blood effects when a sim is being beat up -Added 2 new animations to the "Beat up" interaction" -Changed the bruises on the sim that got "Beat Up" -Sims will now react to the sim being beaten up and will feel bad for them afterwards for the bruises
- Added 2 new animations to the "Twerk" Interaction
The "Serial killer" buff will now last for 3 hours instead of 17 and sims will be less scared from the killer
{V 1.3}V1.3
Fixed errors generated in the last exception file
Added a new club activity "Use Extreme Violence" for get together : this way You can split killers into teams and ask them to kill eachother
Added "Disable Reactions For" interaction to make Disabling and Enabling reactions for group sims easier
Added a new interaction "Mess Up" Available on the target Sim : The Selected Sim will start punching the target sim in 2 looping violent animations and leave effects
like the punch interaction
Sims will now tip more for "twerking for money interaction" and money might fall on the sim's booty if it was a 500$ tip
Twerking will now increase the dancing skill and will solve "Needs to dance" buff for "Dance Machine" trait if You have get together.
- Added a new interaction "Clean Up Wounds" to clean wounds of a killed sim if they were brought back to life
Fixed a bug were sims instantly died without playing an animation if they were sitting down and were about to get shot.
</div>
{Installation Instructions}
Remove My "Serial Killer" MOD files as this mod includes the "Stab Guts" interaction Install this mod just like You install other mods, extract the files "TS4_ExtremeViolence''MOD''_Beta v1.5.3" & "TS4_ExtremeViolence''MOD''_Beta v1.5.3.ts4script" from the ZIP archive & put them in Your mods folder Note: Don't put the script file into many sub folders because it will not be readable by the game "Won't Work" Make sure to enable script mods in Your game
installing script mods method has changed "You now have to extract the ZIP file" as I mentioned earlier.
UPDATE: 06/19/2018 - PC 1.44.77.1020 / Mac 1.44.77.1220 sims 4 studio Zerbu's Mod Constructor Ya'll amazing people for supporting My mods < Python Blender Kijiko's Pose Helper Scumbumbo Python Script Used for Sims
scripthoge for the Python injector script
Support Me On Patreon
|
|
|
Post by SACRIFICIAL on Apr 28, 2017 4:47:28 GMT -5
Count Me in ! as I mentioned in the PM I'd be happy to help once I'm done with My "Extreme Violence" beta mod & I'm really excited for this since You & Mathcope are in this project
|
|
|
Post by SACRIFICIAL on Apr 26, 2017 7:59:28 GMT -5
Thanks! That's good to know. I didn't even realize offset_time exists. I might try offset_time for the heck of it, though I'm not sure if it will work in this particular case, unless there's a way to hook offset_time to the animation itself. The deal is (and I forget what all I described in the OP, so I'll just lay it out) for the main use, I'm imitating how the vampire "mind control" powers work, where it goes like this: Pusher > Continuation into main interaction | Continuation that stops the target sim > End Result The "main interaction" has a constraint in it that forces the sim to be in a particular range of the target before starting the "mind control" animation. The catch is, the VFX that is supposed to play when the animation does is not constrained in the way that the animation is. For the mind control interactions, they worked around this by having a xevt_timing in the "mind control" animation, so that the VFX would only be allowed to play once the animation has started playing. Because the sim could be any distance from the target, it's impossible to predict with manual timing how long it will be before the animation starts (that's why I'm not sure offset would work). For the time being, I found an ok workaround by using the guitar animation, which funnily enough can be played without carrying an actual guitar (air guitar anyone? XD) and which has a base xevt_timing set in it where it can do something immediately when the animation starts (it's there to trigger a state change, but can be used for other stuff too). Also, for those curious about xevt, SimGuruModSquad posted a reply today (well, more like yesterday now) in reply to my question on the official sims about it. I'll quote the full post here: So from the look of it with not the most thorough read-through at 2 in the morning, it looks like what I'm asking about is possible, but not the simplest thing ever to do. Also, here's the resource he linked to in that post: forums.thesims.com/en_US/discussion/872672I see why "at_beginning" method won't work for You, & thanks for the information that You provided Maybe try adding the VFX in the "Clip Resource" for the animation? it works for sims or objects even if the VFX are not meant for them.
|
|
|
Post by SACRIFICIAL on Apr 25, 2017 10:13:48 GMT -5
I never understood how Xevt ID worked so I stayed away from it. Have You tried adding an "Offset time" to Your "at_Beginning" part? Here's an example of how it should look like
<V n="timing" t="at_beginning"> <U n="at_beginning"> <V t="enabled" n="offset_time"> <T n="enabled">3</T> </V> </U> </V> In this case the effect will play 3 seconds after the interaction has started, You can try tinkering with the time until You get the perfect results. Good luck.
|
|
|
Post by SACRIFICIAL on Apr 21, 2017 7:24:12 GMT -5
Wow, thanks a lot for a very extensive and elaborate answer. Actually I think you hit the mark on your second example, I apologise for being terrible at trying to explain myself. Glad to see that I almost managed to sort it out with that third approach as well, I only missed the <T n="run_test_first">True</T> I had a feeling that it did not work due to the buffs being triggered simultaneously. I tried out your second example now, and it works like a charm! Thanks a million!! You're welcome! & glad to hear that it worked. You explained it nicely but I was sleepy when I read it lol. Nice to hear that You almost got it to work by Yourself, sometimes a single line can do a dramatic change in a code. I always keep exploring any tuning that I can think of that can help Me achieve My results but sometimes no matter how hard I look I get stuck somewhere so I totally understand what You went through.
|
|
|
Post by SACRIFICIAL on Apr 20, 2017 20:35:46 GMT -5
I just read Your reply again & it seems that I've missed the point lol. so If You don't want to get either of the secondary buffs if You already have the main buff You should put the main buff in the blacklist area of the "2" buffs action loots. so it should look like this.
<L n="loot_actions"> <V t="buff"> <U n="buff"> <U n="buff"> <T n="buff_type">2222222222222<!--30% Buff--></T> </U> <L n="tests"> <L> <V t="buff"> <U n="buff"> <L n="blacklist"> <T>1111111111<!--100% buff--></T> </L> </U> </V> </L> </L> </U> </V> </L> <T n="run_test_first">True</T>
and the same goes for the 70% buff's action loot I've never tested this out but I think that it should work. this way Your sim should not obtain either of the buffs if they already got the 100% buff
|
|
|
Post by SACRIFICIAL on Apr 20, 2017 20:24:11 GMT -5
I'm not sure if I totally understood You here, do You want to have an interaction that gives You a 100% buff when it starts and then a 70/30 when it ends? if that's the case then You need to add the loot list to that buff in the "Basic Extras" field. if You're interaction doesn't have one you can simply add by pasting this code "Above" the "Interaction Category" box. so it should look like this.
<L n="basic_extras"> <V t="loot"> <U n="loot"> <L n="loot_list"> <T>1111111111111111111<!--The 100% buff that You will get once You start the interaction"Action Loot"--></T> </L> <V t="at_beginning" n="timing" /> </U> </V> </L> <L n="interaction_category_tags"> <E>Interaction_Super</E> <E>Interaction_All</E> <V t="dual" n="outcome">
<U n="dual">
<U n="failure_actions">
<L n="loot_list">
<T>22222222222222<!--Loot Buff 30%"Action Loot"--></T>
</L>
</U>
<U n="success_actions">
<L n="loot_list">
<T>3333333333333333<!--Loot Buff 70%"Action Loot"--></T>
</L>
</U>
<U n="success_chance">
<T n="base_chance">70</T>
</U>
</U>
</V> </L>
If You want to get that buff "After" the interaction is over but still have the other two it has to be like this
<V t="dual" n="outcome">
<U n="dual">
<U n="failure_actions">
<L n="loot_list"> <T>11111111111111<!--Loot Buff 100%"Action Loot"--></T> <T>22222222222222<!--Loot Buff 30%"Action Loot"--></T>
</L>
</U>
<U n="success_actions">
<L n="loot_list"> <T>11111111111111<!--Loot Buff 100%"Action Loot"--></T> <T>3333333333333333<!--Loot Buff 70%"Action Loot"--></T>
</L>
</U>
<U n="success_chance">
<T n="base_chance">70</T>
</U>
</U>
</V> </L>
The first code will give You the 100% buff once You start the interaction & then a 70% chance that You will get the positive buff & a 30 % that You'll get the negative buff The second code will give You the 100% buff once the interaction is over & then a 70% chance that You will get the positive buff & a 30 % that You'll get the negative buff
I hope this helps and sorry if I totally misunderstood what You wanted. if You need further help I'd be happy to provide it.
|
|
|
Post by SACRIFICIAL on Apr 20, 2017 10:30:46 GMT -5
It is possible to add new custom non overriding or overriding poses to the "CAS Portraits" There's no tutorial for this yet but it should be simple if You have a background experience with creating custom poses.
|
|
|
Post by SACRIFICIAL on Apr 20, 2017 10:23:50 GMT -5
Would this work for buffs as well inside an Action Loot tuning? Actually, I am trying to make a tuning that doesn't split the chance of having 2 buffs 50/50 but rather 70/30. The code I have come up with does not guarantee that either off the buffs will be applied, but rather that it is a 70% chance that one will be applied, and a 30% chance that the other will be applied separately, so the outcome can turn out to be both of the buffs are applied or none of them are, which is not at all what I am aiming for. Let me know if you want me to make a separate post about this, by the way. You use the same method used here but with a few changes. this is what it should look like: <V t="dual" n="outcome">
<U n="dual">
<U n="failure_actions">
<L n="loot_list">
<T>0000000000000000000<!--Loot Buff 1"Action Loot"--></T>
</L>
</U>
<U n="success_actions">
<L n="loot_list">
<T>11111111111111111<!--Loot Buff 2"Action Loot"--></T>
</L>
</U>
<U n="success_chance">
<T n="base_chance">70</T>
</U>
</U>
</V> This code will have to be inside an interaction below the "Interaction Tags" once the interaction is over Your sim might get buff #1 or buff #2
|
|
|
Post by SACRIFICIAL on Apr 14, 2017 21:07:34 GMT -5
Hello, some sims are immune to death like "Pregnant Sims, Grim reaper, city living's street performers & weirdos" have You tried killing normal sims? try creating a new sim and add it to Your household then kill them, it should work. note: In the next update of "Serial Killer" mod You'll be able to kill all sims listed.
|
|