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Post by minimonster on Dec 13, 2020 14:18:44 GMT -5
Hi manichewells. Not to butt into the conversation, when I made my own personal faster fame gain mod, I concentrated solely on the 'social media' aspect of it, and simply increased the loots from such things as streaming by drone and any of the computer/phone loots for posting/browsing by 10x (I simply put an extra zero onto the end of all loot amounts). While there are many actions that boost Fame, the ones tied to social media give the strongest rewards I found... Cheers
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Post by minimonster on Dec 4, 2020 11:33:53 GMT -5
Hi verbatimsims, It may be me, however I do not understand where exactly in the process you are getting stuck from what you wrote in your post. Looking at the linked image, the one to our left in about 90% of the way to perfect, the other does need a bit more work... It seems as if there are UV mapping issues, however there is not really a choice of 'techniques' with UV mapping per se with Sims 4 CC. The other processes mentioned come under the 'Shader' category of the object. I find it mildly interesting that you chose to route that you did by cloning that wall light as a base when there are 'neon lights' to use as clones, which would show you how Maxis makes their neon. The first linked one (a-simple-neon-) is rather 'advanced' in terms of using Blender. In your testing in-game image, what one first notices is the ghost of the original light's shadow mesh that has not yet been replaced. Please make a bit more clear exactly where you are getting 'stuck'. Cheers
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Post by minimonster on Dec 4, 2020 11:09:27 GMT -5
Hi Dave Rawels, Sadly, no. There is actually a post by none other than Inge Jones requesting the binary template for the FX data file HERE, and my post on the Official Forums asking for the devs to re-enable the resizing of the FX as it was before C & D HERE. Both post threads are on the third page of the rather slow-moving Mods & CC Technical Discussions section, so I do not think that it is an issue for the devs at all. Meaning that they do not care one whit about whatever we would like to create with re-sized FX, and are probably 100% A-OK with us not having that ability, as we would then be able to create things that they have no interest in seeing realized, for whatever reason... MizoreYukii knows of a tool that can edit (my understanding is overwrite) the actual FX themselves, but for my needs it is too much to delve into, as I simply with to play with individual instances of any given FX with whichever object I please... Darn, some of my saltiness has leeched into my morning coffee. o_0
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Post by minimonster on Jun 23, 2020 12:19:20 GMT -5
Hi AmiCurl, While I am unable to give you any solid instructions about coordinates and how to achieve any desired angle, what I can tell you is that the thumbnail camera position data is stored within the Cutout Info Table in Warehouse, under the 'Bounds' data found by opening the 'Edit Items' of 'Entries'. If you look at the CutoutInfo of various items (such as size and angle) by browsing items in Studio, you should be able to find entries that you can transfer manually to your project. I hope this helps. Cheers.
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Post by minimonster on Jun 9, 2020 10:28:05 GMT -5
Hi yagwit. Please understand that I am in NO way trying to condescend to you or suggest 'silly' things that you may have already tried... As long as you are running 100% Vanilla, have you also unchecked 'Allow Mods' in the menu, tried placing the lots, and then re-saving them to your Gallery? Whenever I have made an 'Oops' of placing an altered (CC) file in one of my retentively 'NoCC' builds, that always works for me. Cheers.
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Post by minimonster on Jun 8, 2020 12:08:25 GMT -5
Ah, that helps quite a lot!
You do not necessarily need to be looking at the min/max height in the footprint, although it can help with a lot of items. Where you need to go is in Warehouse, for each Object Catalog entry, there is a checkbox for 'AdjustHeightOnWall', which is needed to be checked to allow for what you desire. Mirrors, for example, do not have that checked by default so that a Sim can always admire themselves at the expected height for the animation...
Cheers.
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Post by minimonster on Jun 8, 2020 1:30:10 GMT -5
neinahpets, Have you tried asking your question on the TSR forums? They might be able to assist you with your issue before you publish your files there... Otherwise, when you delete a cut/mesh completely from a cut, Studio tends to not recognize the change (by design), and will keep the original. Your solution would be to shrink the shadow mesh (say, from 1 to 0.1 in the X & Y axis, Z can be left at 1), thereby keeping a mesh within the shadow cut and allowing Studio & the game engine to have what it is expecting for said cut. You could look at my release of such items HERE [tumblr] for examples...
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Post by minimonster on Jun 7, 2020 22:55:31 GMT -5
Hey Mr. adamular ! Not knowing exactly what kind of object you want to constrain, I am not aware of any particular tutorials related to the footprint's Min./Max height data... I always keep copies of cloned & exported 'general' items for the three different heights - the base game 'plain' windows that come in three heights, as well as the three wall mirrors from Vint. Glam. Note: the mirror objects themselves 'clip' slightly into the ceiling above. There are a few select debug rocks that are actually designed to be half (or more) underground, if that is the sort of thing that you need... If those suggestions do not meet your needs, Please give a bit of detail about what your need is. Cheers.
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Post by minimonster on Jun 7, 2020 22:46:17 GMT -5
Hi xialuca, Looking at your first tuning, I noticed two things:
- You didn't include the periodic stat change for the Fitness skill, which is needed for the Sim to be able to gain the Fitness skill as you desire
- You included Interaction_Skill_Fitness and others it seems to 'force' the game to add the skill. That will force the game to look for that tag on the gaming rig itself, a method which I would personally not recommend using as it will trigger the gaming rigs to be marked as 'CC' when you add the tag to the item, even if it is a Default Replacement.
The last thing is not an indictment of your tuning attempt, but telling you that is generally unnecessary to have been added, unless you intend on making the object into CC. If you avoid doing that, and simply add the recommended periodic stat change from most any fitness-related action to the appropriate place in your tuning, you should be able to succeed. If you also with to add a 'fatigue' variable, that may need to be a separate tuning of itself, as 'Gamed Out' is related directly to gaming itself, and not to the fatigue from working out too much. I hope this will work for you! Cheers.
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Post by minimonster on Jun 6, 2020 11:26:51 GMT -5
You may want to make this post on the official Sims 4 Suggestion forums.
The color tags that Studio has are those that the game itself actually uses. Without any way in-game to filter for colors such as Incarnadine or Periwinkle, there is not much point in Studio having those colors added to its tagging capabilities...
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Post by minimonster on May 18, 2020 7:25:20 GMT -5
Greetings, ravasheen, I have had this happen a couple of times, in different fashions, as I try to make some sort of stacking slotted something. I have found two different 'causes' for such behaviour - 1) The footprint of a top-placed item is greater than the possible space would like to allow (often will work 100% using bb.moo), 2) the upper footprint is too 'close' to the underlying one, so the action that you have to do is needed (slot over here, move all to there...). A recommendation (YRMV, seriously...) would be to ensure the *tiniest* of footprints on the deco objects, as well as, if possible, thickening the tray object's bottom to place a bit of extra distance between the tray's slots and any lying underneath. To actually try to answer your actual question - I have only ever encountered one time an instance of the game actually giving a kind of 'priority' to a set of slots, placing things in a pseudo 'order' according to the slot order, and that is with the blank restaurant sign... Cheers!
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Post by minimonster on May 16, 2020 14:47:58 GMT -5
Hi candybling, Cool idea, *in theory* it *could* be done, however it would be 'optimal' if the food would be 'presented' to the Sim who placed the order in the form of the 'bagged' food that one can do with leftovers. I made a personal mod that allows one to basically click anywhere (I want to narrow it down a bit) and create any of the available craftables such as food plates, videos, and floral arrangements. I am actually re-visiting my Purchasing mod's tuning today, and will update you if I figure out a method to be able to purchase meals. Cheers.
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Post by minimonster on May 16, 2020 14:42:13 GMT -5
Hi PBJelly, Two things about your tuning and the icon that I see: 1) the 'File Type' entry for the icon in your tuning is 00B2D882, like a regular texture file within a .package... It should be 2f7d0004. 2) While there are some kinds of file entries within a .package that use the 'Group Number' of 00000000 (generally indicating an entry from an official game entry, but not exclusively as I mentioned), any add image such as your icon should have a number of 80000000, indicating a 'local' entry in the .package that is definitely not within an official game file. Scanning through all of the tunings available, it appears that the File Type of 00B2D882 * is* used within the SimData files, however I have not encountered it in any of the other tunings, which all use the 2f7d0004 Type. Having scanned through all of the Interaction tunings, I believe that if you were to have had the correct File Type entered, what you should have seen is your choice of cupcake icon on ALL of the 'generic' interactions, as the 'directory' line of code that you wrote for the interaction is shared across most of the standard interactions. I did a couple of complete scans through the tuning trying to find the icon that you chose, but was unable to find that exact one (I think). However, I did find a couple of *possible* alternatives for you to try (sorted by category - they *may* or *may not* work as you wish in the Interaction menu...): Interaction <T n="key" p="InGame\UI\Icons\InteractionQueue\IconQueueCooking.png">2f7d0004:00000000:76661c8242453be1</T> Headline (Balloon) <T n="key" p="InGame\UI\Icons\Headlines\Final\headline_chefhat.png">2f7d0004:00000000:41b5c8b9a16c95bb</T> Holiday Tradition <T n="enabled" p="InEP05\UI\Icons\Events\HolidayTraditions\HolidayTraditions_Bake.png">2f7d0004:00000000:2800f94fae3f032c</T> Whim <T n="enabled" p="InEP01\UI\Icons\Whims\whim_CupcakeMachine.png">2f7d0004:00000000:df9840d17aa435c2</T> <T n="enabled" p="InEP01\UI\Icons\Whims\whim_DecoratePastry.png">2f7d0004:00000000:fbda604feb50e3ef</T> <T n="enabled" p="InEP01\UI\Icons\Whims\whim_BakeSomething.png">2f7d0004:00000000:d557789b967c3fae</T> SKill <T p="InGame\UI\Icons\SkillObjects\SkillObjects_CupcakeMachine.png">2f7d0004:00000000:67c53b678e47f5d0</T> It would have been optimal to have found an instance of the cupcake icon in the University tuning (note the pack numbers within the location code - InGame = base game), as they are sold at the Uni kiosks, but no luck... I hope that I have been of some assistance. Cheers.
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Post by minimonster on May 14, 2020 2:31:58 GMT -5
Hi xcro, I made a quick & dirty 'something' that *may* assist you (somewhat, a little?), if for no other reason than the correct ratio for the different areas, HERE (2nd post in my Studio). The exact spot that you have chosen is a particularly difficult one, as you not only need to find the match between Head & neck, but also (from your screenshot) the from & back of the neck UV. I hope that it may be of some (small) use for you. Cheers.
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Post by minimonster on Apr 26, 2020 18:47:56 GMT -5
Hi Macaron Machinima, One thing that is sorely lacking in Sims 4 (or any Sims game, that I am aware of) is a COMPLETE lack of physics in the game. Everything that one sees is pre-scripted in some fashion to 'appear' as physics, but never actually is. AFAIK, such a thing would require having a completely different skeleton for the Sim, and even then would require having the hair animation baked into that skeleton... It is what it is. Cheers.
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