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Post by SrslySims on Mar 1, 2019 2:22:53 GMT -5
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Post by SrslySims on Feb 28, 2019 5:59:12 GMT -5
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Post by SrslySims on Feb 27, 2019 3:02:43 GMT -5
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Post by SrslySims on Feb 11, 2019 19:12:44 GMT -5
Hi SrslySims , I am going to shoot you a semi-educated answer of No, it is not possible. I looked into the files available to us to modify, and the only holly items are the plant itself (which *in theory* could be replaced) and the individual stem of holly (for the world object holly 'seed'). The rest of the holly items are wrapped up in the whole FX thing, which so far we are unable to alter (at least I have never seen a pre-set FX altered to that extent)(and if I did, I would be all over it myself...). I do find it interesting how the WHOLE flower arranging thing is composed of so many individual FX, though. Sorry, I wish there was a better answer. Cheers. This is exactly what I thought, but I wanted to ask just for the sake of asking. Just in case anyone had any insight on it. I thought it was very interesting how they went about the recipe by using all the FX as well. So strange.
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Post by SrslySims on Feb 11, 2019 18:11:58 GMT -5
zaceitorius and I have been working on the ability to make custom flower arrangements. When you craft a flower arrangement there are flowers that sit beside the vase that the sim picks up to arrange them in the vase. These flowers are FX and not meshes. Is there a way to make a custom FX for the appearance of these flowers? Example: We are making arrangements based on custom flowers. Such as this Poinsettia, so in theory we would like to be able to have the FX of placing the "flowers" in the vase appear as ponsettias. Here is an example of the recipe tuning, showing the FX we are looking to replace with custom: (ep05_flowers_table_stem_holly)<V n="anim_overrides" t="enabled">
<U n="enabled">
<L n="vfx">
<U>
<T n="original_effect">fx_flowers_add_hand_1</T>
<U n="replacement_effect">
<V n="callback_event_id" t="enabled">
<T n="enabled">1</T>
</V>
<V n="effect" t="play_effect">
<T n="play_effect">ep05_flowers_table_stem_holly</T>
</V>
<V n="effect_joint" t="override_joint">
<T n="override_joint">b__R_Stigmata</T>
</V>
</U>
</U>
<U>
<T n="original_effect">fx_flowers_add_hand_2</T>
<U n="replacement_effect">
<V n="callback_event_id" t="enabled">
<T n="enabled">4</T>
</V>
<V n="effect" t="play_effect">
<T n="play_effect">ep05_flowers_table_stem_holly</T>
</V>
<V n="effect_joint" t="override_joint">
<T n="override_joint">b__R_Stigmata</T>
</V>
</U>
</U>
<U>
<T n="original_effect">fx_flowers_add_hand_3</T>
<U n="replacement_effect">
<V n="callback_event_id" t="enabled">
<T n="enabled">5</T>
</V>
<V n="effect" t="play_effect">
<T n="play_effect">ep05_flowers_table_stem_holly</T>
</V>
<V n="effect_joint" t="override_joint">
<T n="override_joint">b__R_Stigmata</T>
</V>
</U>
</U>
<U> ....and it continues....
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Post by SrslySims on Feb 7, 2019 15:45:18 GMT -5
Care to share your package so that someone can take a look? A fresh pair of eyes may help. Oh silly me, yeah that might have helped. Here it isI also noticed this same issue when trying to change the interactions on a cloned campfire from GP01. The interactions didn't change there either when you removed something.
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Post by SrslySims on Feb 6, 2019 23:47:37 GMT -5
So I am trying to update one of my old creations, which is a functional typewriter that only has write interactions, and has all other computer like interactions removed.
When I first created it, I removed the super affordances in the object tuning and it worked as I intended. Now when I remove the SA in the object tuning it does absolutely nothing. It's like I didn't remove them at all. The typewriter still has the same interactions as a normal computer.
Anyone know what I am missing or why deleting the SA in the object tuning no longer changes the interactions?
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Post by SrslySims on Jan 28, 2019 4:31:14 GMT -5
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Post by SrslySims on Jan 13, 2019 19:59:05 GMT -5
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Post by SrslySims on Jan 8, 2019 6:43:54 GMT -5
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Post by SrslySims on Nov 27, 2018 0:40:01 GMT -5
SrslySims sorry I missed your post before. I think that the link was updated for Seasons, but now it is updated all the way through Get Famous Thanks so much! This compiled list is really nice to have.
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Post by SrslySims on Nov 16, 2018 14:35:51 GMT -5
Is anyone having trouble getting the Configuer Python interpreter to pop up? I'm on a Mac and it doesn't seem to be working. Pls help! If you do not see the cogwheel in the corner. It will be under File > Settings > Project:Sims 4... > Project Interpreter.
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Post by SrslySims on Nov 16, 2018 14:30:54 GMT -5
I keep getting this error with the compile.py
line 1, in <module> from Utilities import compile_module ModuleNotFoundError: No module named 'Utilities' The Utilities folder is there under the downloaded file structure. Sims 4 Python Script Workspace (3.7) > Sims 4 Python Script Workspace > Utilities
Any Idea why this would not be reading the Utilities folder?
; EDIT: I got the compile.py to work by moving the Utilities Folder and the Settings.py to the My Script Mods folder > 'MY MOD' folder along side the compile.py.
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Post by SrslySims on Aug 20, 2018 10:46:08 GMT -5
Order Groceries From ComputerI missed being able to shop for groceries in Sims 4, so I have been working on creating a few different ways to do so. This is the first mod in my grocery shopping series!
You are now able to purchase groceries from any computer from the "order" window!
This includes all produce, all fish, and all flowers currently in game. All purchased items will show up in the sims inventory.
The main mod will not list any custom created harvestables. Only EA created ones.
There is a version of this mod that does include all harvestables by IcyMunMun For those of you that use her harvestables, and would also like to buy them.
Please be sure which version you are downloading, you ONLY NEED ONE!
♦ This mod includes the purchase option for all harvestables currently in game ♦
Packs that added harvestables:
Base Game - Outdoor Retreat - Get to Work - Vampires - Cats & Dogs - Jungle Adventure - Seasons - Spa Day - City Living
This mod will be updated to include any new harvestables added by future packs.
Built using Game Version: 1.46.18.1030
Script Mod - This download contains Script Mods.
How to Install Script Mods: You will have two items when you unzip the .rar file. a PACKAGE file and a TS4SCRIPT file. (As pictured below)Both of these items go into your mods folder. DO NOT unzip the TS4SCRIPT file. DOWNLOAD REMOVED
I will no longer be maintaining this mod. If you enjoyed this mod, check out Srsly's Complete Cooking Overhaul This mod is included in that one, plus more! #mod #scriptmod #grocery #shopping
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Post by SrslySims on Aug 12, 2018 20:37:19 GMT -5
Script Mod - This download contains Script Mods. Alternate Download @ SimFileShare #jungleadventure #antidote #mod #scriptmod
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