Elevators working on any lot and Xenopetrium in the display.
Aug 2, 2017 12:55:47 GMT -5
Mathcope likes this
Post by darkwalker on Aug 2, 2017 12:55:47 GMT -5
I'm not going to turn either of those into a proper mod, so if anyone wants to turn any of them into a proper mod, be my guest.
Elevators outside San Myshuno
As many should know, elevators unlocked and used outside San Myshuno don't work. I figured out why, and how to make them work.
The elevators link to an object with the tag 1574 - Build_IsShellBuilding; without one such object in the lot no elevator will ever work. They also require said object to have a bone named _route_0 , which is where sims will cross into or out of the elevator.
So, what I did was to clone an elevator object, unlock it (give it a price and a catalog category), add the required tag to the ObjectCatalog resource, add the _route_0 bone (cloned from the already existing _route_ bone), and rename it to Master Elevator so I can tell which is it. Having one such object in a lot should be enough to enable other elevators to work in the lot.
There is one side-effect: any object with the Build_IsShellBuilding tag turns invisible if in a basement, and I can't figure why or how to fix it. Another potential gotcha is that the code only expects one object to have the Build_IsShellBuilding tag, so having more than one object with that tag in a single lot can lead to issues.
I can't figure how to attach files here, so I'll instead point to the thread I made at ModTheSims where I attached a working proof of concept mod. A tweak to increase the number of elevators per lot might also be needed; one such tweak can be found at the description of the following video: , you need just the Elevator Limit Increased file if using my proof of concept.
Xenopetrium in the Elemental Display Rack
This one is quite easy. Just add a slot named _ctnm_spawn_xenopetrium_ , the xenopetrium will snap to it. To make it into an acceptable mod, without visual artifacts, you will also need to modify the mesh, of course, which is why I'm not the proper person to finish this mod.
A proof of concept has been uploaded at the ModTheSims thread I made.
Elevators outside San Myshuno
As many should know, elevators unlocked and used outside San Myshuno don't work. I figured out why, and how to make them work.
The elevators link to an object with the tag 1574 - Build_IsShellBuilding; without one such object in the lot no elevator will ever work. They also require said object to have a bone named _route_0 , which is where sims will cross into or out of the elevator.
So, what I did was to clone an elevator object, unlock it (give it a price and a catalog category), add the required tag to the ObjectCatalog resource, add the _route_0 bone (cloned from the already existing _route_ bone), and rename it to Master Elevator so I can tell which is it. Having one such object in a lot should be enough to enable other elevators to work in the lot.
There is one side-effect: any object with the Build_IsShellBuilding tag turns invisible if in a basement, and I can't figure why or how to fix it. Another potential gotcha is that the code only expects one object to have the Build_IsShellBuilding tag, so having more than one object with that tag in a single lot can lead to issues.
I can't figure how to attach files here, so I'll instead point to the thread I made at ModTheSims where I attached a working proof of concept mod. A tweak to increase the number of elevators per lot might also be needed; one such tweak can be found at the description of the following video: , you need just the Elevator Limit Increased file if using my proof of concept.
Xenopetrium in the Elemental Display Rack
This one is quite easy. Just add a slot named _ctnm_spawn_xenopetrium_ , the xenopetrium will snap to it. To make it into an acceptable mod, without visual artifacts, you will also need to modify the mesh, of course, which is why I'm not the proper person to finish this mod.
A proof of concept has been uploaded at the ModTheSims thread I made.