|
Post by Zelrish on Mar 18, 2020 4:22:05 GMT -5
No it's permanent. As it is a slider.
What you describe is what I tried to originally do and didn't manage to accomplish.
But as I use my slider through a command I can remove it whenever I want. I just have to type in the command for it in the console.
|
|
|
Post by Zelrish on Mar 6, 2020 5:56:08 GMT -5
Hey there,
Would you mind sharing your package as well as a screenshot illustrating the issue as it is not very clear atm.
Thanks.
|
|
|
Post by Zelrish on Feb 7, 2020 4:25:51 GMT -5
thyagom No, I couldn't do it the same way as in the sims 3 (not proficient enough for that) But I managed a workaround at the time that I am still using today by editing the sliders that are being used by the height slider mod from Simmythesim. That way I transformed the neck slider into a lift slider. That means I need to use a command to alter how high the sim is lifted. Quite far from equipping the heels and automatically gaining the height :s Works for me though ^^ I prefer that to the slider solution for sure (not precise enough imo and I don't need to enter CAS to modify it (but I need the sim as active...)). Never published it though as I could make it into a stand alone of it's own (it fully uses the height mod from Simmythesim). EDIT: just realised I wrote most of my answer in my original post here... Well, I fixed the interactions buy combining the lift slider with the height slider though. I basically lift the sim from the ground and then shrink him back to a normal size. That way, the hands, and heads are at the same level as non modified sims. And interactions with objects are mostly accurate.
|
|
|
Post by Zelrish on Oct 28, 2019 8:00:40 GMT -5
Hi there xemmyqIt is probably due to some inverted normals on your mesh. You will need to share the package for us to be able to help you really on this.
|
|
|
Post by Zelrish on Oct 28, 2019 7:29:39 GMT -5
Hi sugarbunny11485 I had a look at the blend and first of all you have 3 different uv maps with different parts mapped on all of them. the first one "psk" is not usable as everything is grouped as a single dot the second one "psk1" regroups the whole dress without the gloves (well, the gloves are actually there too, but regrouped as a single dot in the bottom left corner) The third one "psk2" regroups the gloves (and all the rest regrouped again as a dot) So what you need to do is: On psk1 you select everything but the dot regrouping the gloves at the bottom. and then press the "p" key on your keyboard to split the selected mesh. Then on this newly created object let's call it: dress. You delete the uv maps psk and psk2 and you rename the uvmap psk1 into uv_0 Then you go back the the former object containing only the gloves. There you delete the uvmaps: psk and psk1 and you rename psk 2 into uv_0 The renaming is so that it regroups both uvmaps on the same one when merging the objects together after. IMPORTANT : Before merging the 2 objects back into one (by selecting both and pressing "Ctrl+J") I would advise you to MOVE one of the two uv map of either the dress or the gloves out of the grid in order to be able to select them without overlapping after the merge. Otherwise they will be piled on unto another and that will be impossible to properly adjust. Too lazy to add screenshots so I hope the description will be enough :p
|
|
|
Post by Zelrish on Apr 15, 2019 2:08:44 GMT -5
Hi Galaxsim, I don't see anything wrong either here. It could be due to the base mesh you used as a clone. You could try cloning something different and see if the issue is still there. But generally this kind of issue is due to not having the same number of weight groups on the cloned mesh and on what you import back in.
|
|
|
Post by Zelrish on Apr 15, 2019 1:51:15 GMT -5
If I remember correctly this is a shadow issue. Not sure what exactly would be wrong with the shadow as last time I got the issue, I "blanked" the shadow as I didn't need it very much.
You can try the same to see if it that as well.
|
|
|
Post by Zelrish on Mar 18, 2019 10:04:36 GMT -5
Hi there sarahlorraineeeCan you please share your .blend and .package please? Hard to say what would be wrong simply from the picture.
|
|
|
Post by Zelrish on Mar 14, 2019 6:37:45 GMT -5
Hi peachdango You get more legs because your shirt is a full body outfit assigned to the shirt category. You need to remove the whole leg part to adjust it as any other top. you can export a random top to see how long the torso should be. Then your uv_1 is wrong so the shirt doesn't deform to adapt to the sliders. You need to separate the shirt "object" from the body parts and then do the data transfer for the uv_1. It is described hereAlso you can delete a lot of the torso geometry as it is anyway not visible under the shirt. Obviously you need only delete what is hidden. That should be about it. EDIT : btw the reason why I say to separate the body from the piece of clothes you are making i because you usually don't wanna mess up the uv_1 (or weights) of the original EA parts. Although it can sometimes help solving specific issues.
|
|
|
Post by Zelrish on Mar 13, 2019 4:12:26 GMT -5
Hi lainageminiI know it is a very late answer and it will not help you much but If you didn't do so yet and you still encounter this issue, I advise you to contact EA support regarding this issue. It is unlikely mod related as they are disabled after updating. Updating windows if possible might also help clear what's blocking the start of the game.
|
|
|
Post by Zelrish on Mar 13, 2019 4:06:27 GMT -5
Could be related to a recent update of your graphic card's drivers.
You could still have a go at removing mods from your mods folder but it looks really more like an issue with the computer/game than a mod problem.
You can also try loading a new save game and see if the lots are fine.
|
|
|
Post by Zelrish on Mar 13, 2019 4:01:45 GMT -5
I am still using the 2.70a version of blender as my default blender for the game and I am running on High Sierra (10.13) I have no issue with the pathing of blender there and the program works fine.
I would also suggest to give it a go after doing what Andrew suggested in case it doesn't help. But it sounds like a version issue here. You still haven't told us which version of blender you use.
|
|
|
Post by Zelrish on Mar 13, 2019 3:30:48 GMT -5
Hi zzwtnspI am not sure you would end up with correct results here, but You need to extract a cloned helmet mesh and replace it with the hairstyle you want in blender and reimport in your package. Of course you will need to adjust the haircut so as to use the same number of cuts. Depending on the base hat you use you might have to edit the region map to keep the game from hiding certain pieces of the head (such as earrings, hair A, hair C parts etc) But yeah, that is the gist of it.
|
|
|
Post by Zelrish on Mar 12, 2019 5:47:10 GMT -5
This is probably an issue with the skirt bones. It might be that your original mesh didn't have them so the fact that there are some now is messing the mesh up. I mean those: Deleting those 2 groups might solve your issue. But cannot say for sure as you don't know which base was used. It is still worth giving it a shot.
|
|
|
Post by Zelrish on Jan 14, 2019 6:24:40 GMT -5
That could be a mipmap issue on the texture file. (I cannot open your file, my S4S crashes, probably an issue on my side).
You can try to re-import your texture after directly creating it in dds (dtx5) with mipmap format with your 2D editing program (in case you are using png atm).
|
|