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Post by radykiel on Nov 4, 2018 5:41:06 GMT -5
Hi, I've been trying to learn how to edit Bounds entry of Cutout Info Table resource in objects, but I have a problem So I understand how the second set of numbers work, it's easy, just moving the thumbnail up and down But the first and the third one are tricky and it looks like they're working so similarly, that I can't find any difference, even though there's surely some Could someone help me and tell me what these two sets represent ?
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Post by radykiel on Sept 3, 2018 8:00:00 GMT -5
Hi, recently I've tried to make a mod, which overrides some of EA's objects and puts them together, so that objects with the same meshes would appear under one thumbnail in one spot in build/buy catalog But I can't just make an object and then add swatches, I have to transport some resources that come with these objects. My question is: can someone please tell me how to copy resources from one object and then add them as a new swatch to existing objects (or make new objects putting them together and overriding (hiding) the originals), so that all the ambience moods, related strings, tunings, expansions etc. also are copied and put into the swatches ? I was inspired by orangemittens' mods, one of which can be found in her studio thread: City Living Catalog Clutter Buster
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Post by radykiel on Aug 11, 2018 13:11:44 GMT -5
Thank you so much. I'm not really pedantic when it comes to real life, but in TS I hate, when something's not perfect (sometimes I don't even play, when there's an annoying bug, for example I didn't play for nearly the whole July, because walls were taking SO LONG to delete). Thank you very much for noticing this
This actually helped me very very much. See, I don't really know tuning, I just recently discovered you can actually browse the tuning in S4S, before this it was like black magic to me. So I didn't know that I should look for these things in tuning and you really helped me with this. Luckily I didn't have to export the tuning resources, TableSetReference is included in the long name (the one which pops up after you hover over)
For some reason it works with just SimData in the mod FOR SOME REASON IT DOESN'T WANT TO WORK when I include Trait Tuning. I added some to test them and they changed every Sim Data resource they referred to to what it was before my modifications. I don't know why, it just happened. But after I modified it again it worked as well as it did before (even though both the tuning and sim data resources have age, but game reads only Sim Data's modified age groups)
So I'm just not going to include the Trait Tunings as long as they're not essential Thank you very much for your help, that means so much to me, you'll be sure to appear in credits when I post it on MTS If there's anything more I'll definitely post in this thread again
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Post by radykiel on Aug 11, 2018 6:48:32 GMT -5
Hi, I'm currently in the process of making a new mod, which makes many different traits available in CAS, such as reward traits and aspiration traits. So far I haven't had any problem - unhid them from CAS, changed age groups, put them in categories But they don't cinflict and I don't like it It's possible to make a sim with both negative and positive trait from the same character value, for example Responsible and Irresponsible and such sim has no problems, but it just doesn't make sense to me So looking at the rest of the traits (called Sim Data by S4S), I can tell, that CAS-visible traits have a "TableSetReference" type in "conflicting_traits" name As an example: Unflirty <L name="conflicting_traits">
<T type="TableSetReference">27454</T>
</L> This traits from EP03 conflicts with Romantic At the same time: Romantic <L name="conflicting_traits">
<T type="TableSetReference">132589</T>
</L> This trait from BG conflicts with Unflirty It's easy to tell, that 132589 is the value for Unflirty and 27454 for Romantic But I can't find any information on how to find TableSetReference values for the rest of the traits Does anybody know where to find it and can help me ? To make it easy, I attached a link to .package file with already modified Compassionate and Unfeeling traits as well as untouched Unflirty and Romantic traitsThanks in advance
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Post by radykiel on Aug 8, 2018 12:08:10 GMT -5
I have the same issue I'm trying to modify some things in a Model type resource, but most of the options don't show up in Data, only in Text tab, so I can't modify it at all
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Post by radykiel on Nov 29, 2017 12:20:56 GMT -5
Ok, so I can't seem to post it in any other category, so I'll leave it here
Why is there no Entertainment > Toddler category available to check in the object menu ? There's everything, like Advtivity Kids, Miscellanous Kids and Vet But I can't find the Toddlers category It's only accessible through Object Catalog in the Warehouse Its Tag is BuyCatEE-Toddlers and TagValue 172 It's pretty hard for me to check it 60 on a single object, so that it appears in buy mode instead of just clicking Toddlers and Apply to all swatches
Thanks for this tool, I hope it gets even better in the future
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Post by radykiel on Nov 12, 2016 8:25:18 GMT -5
Well, Orangemittens, you are a little bit wrong. There is a program to modify them and this is S4S. Did you notice FF56010C in ClientFullBuild0 ? I discovered them, by simply checking Thumbnails for... thumbnails of premade booths'n'table. After replacing all the binaries of all the FF56010Cs in ClientFullBuild0, they didn't appear in the catalog (premade signs either) :D Thanks for helping me, hope you have a nice day
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Post by radykiel on Nov 7, 2016 12:22:01 GMT -5
Thanks, but it's not something I ment I wonder if there is an option to hide SETS of items SET is something like if you have two llama tables in kids skills category: one is only a table and one is a table along with chairs Or if you open the couches category. You get GP3 booths and GP03 booths but with tables. The second one is a SET of items Is there a way to find item sets in S4S or do I need to use package editor ? I couldn't manage to find them in S4S, but maybe I'm just blind or not skilled enough xD
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Post by radykiel on Nov 6, 2016 9:35:31 GMT -5
So... I'm making an override-based mod, that recategorizes some things in build/buy, that it makes more sense (at least for me), but i have a problem: - GT Llama table with chairs - GT Premade coffee bar - Dine Out Restaurant booths and tables - Dine Out Signs - CL Bubble Bar (Now I don't have this expansion, but soon I will buy it) Is there a way to get rid of these things ? They just look like clones of furniture and I don't even use them.
Question: Do I need to use Package Editor or is there a way to override them by S4S ?
Thanks for help
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