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Post by fursims on Mar 20, 2020 14:34:51 GMT -5
I know it is an on old thread, but I came across it when I searched for adjusting the limit of mannequins. I tried to instructions given above, edited it to 50 mannequins per lot, put the mod in my mod folder, but in the game I still get the error message that I can not have more than 10 mannequins on my lot. Did something change in those 2 years maybe on creating this specific mod file?
EDIT: Ok never mind, I just had my mods turned off.. Anyway I do have another problem now with their skin color just turning into beigge and not being able to make it any color from the catalog.
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Post by fursims on Dec 6, 2018 12:27:42 GMT -5
Is there a posibility to add a batch fix for the CC hair after GF update? My hair and eyebrows are still not able to change in color.
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Post by fursims on Oct 2, 2018 12:04:37 GMT -5
Have the same issue as OP and do not understand what the mask image is either.
Go to Warehouse and select the mask image Click the Data tab above the image Change the Group to 00000000 and COPY the Instance Select the CoutoutInfoTable Resource Paste the Instance copied in step 3 into the BaseFileNameHash field Save and test
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Post by fursims on Oct 2, 2018 10:26:48 GMT -5
Hi fursims, let me take this opportunity to explain how this section of the site works. This is a help section for people making things using Sims 4 Studio, and it runs on a volunteer basis. What that means is the people who answer questions here, whether they are staff or not, are doing so out of the goodness of their heart and on their free time. No one here is paid to help, and no one has any obligation to do so. You, yourself are a creator with special knowledge that could help others. And yet, from your post history, almost every post is an ask for help, rather than a sharing of help or anything else. It is a bit unreasonable of you to be upset that no one has jumped right in to help you finish your project when you aren't jumping in to help anyone else. The more people that help others here, the more possible it is to help everyone. The fewer people who help, the less likely it is that the people who do help will have time to answer everyone. This is especially the case when providing an answer to the question would require more than a simple explanation or tutorial link. It comes down to the choice of answering 15 people with easy questions or answering this one question that could literally take an hour or more to figure out. Wow Im a bit shocked by your comment. First of all, I did help others as far as I could. i checked many times on the forum to help others out, but just didn't have the knowledge to help most of the time. You can not see someone intention to help by just checking someone's history. It's a bit harsh to say this about someone. besides this, i remember seeing a mod once commenting pretty mean by saying: 'dont help if you dont have the right answer, let the mods do it' on some member that tried to help on a post. the member's comment wasn't even bad or something, just not 'good' enough or 'mod-like'. I found that very demotivating to help other members if this was the policy here. It seemed to me more that mods would prefer to answer questions more then members.
By saying that it is unreasonable for me to feel upset, is also not your place to say. Since when do we decide how others feel? This is how I felt. i did not accuse or insult anyone of not answering. i did share my feelings which i have every right to feel. I also asked why it is that I didn't get an answer which wasn't like that before. I sincerely wondered why the forum was responding later then before and shared my feelings towards it.
I always loved this forum, but this comments was totally unnecessary and kind of too fast with judging me. I feel pretty attacked by this.
You do not have to explain to me how a forum works with volunteers as mods. I am very aware of that and it had nothing to with my comment. Its kind of insulting by assuming i wouldn't understand how this all works. I wonder what has changed since i always got help on sometimes very complicated issues.
Anyway, I came to my thread to see if someone had an answer and just saw this.
I don't even feel like posting or asking anything here anymore and that's originally what i came to do today, cause I got motivated again to finish up my meshes that had problems I could not fix for months. Guess that flew out the window pretty fast.
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Post by fursims on Apr 20, 2018 12:50:34 GMT -5
Hi fursims. The easy yet dirty way to do what you want is to clone any TV stand in Studio, then in Warehouse export both the Slot and the Rig for the clone, then import the exported resources into your mesh. I tried doing it as brujah suggested, and I couldn't get it to show that way myself, however it does show with my method. Of course you will need to adjust the imported slots in the Studio Editor for the height of your mesh... Hoping that this is of help to you! Thats already what i did in the first place, but as you can see that did not work. And there was a rig tab that did not seem to work as well. I am bit upset that i did not get an answer yet, same for my other topic about the sink. is it getting more busy on the forum? Before it took within a day. I really worked many days on one item and i would like it to work :(
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Post by fursims on Mar 30, 2018 18:19:37 GMT -5
I checked this info, but what is the mask image?? Is this the DTS image where the texture is on? Also, i do not see 'BaseFileNameHash field' in the 'cutoutinfotable recource'.
Go to Warehouse and select the mask image Click the Data tab above the image Change the Group to 00000000 and COPY the Instance Select the CoutoutInfoTable Resource Paste the Instance copied in step 3 into the BaseFileNameHash field Save and test
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Post by fursims on Mar 30, 2018 18:13:15 GMT -5
Triangle = Bone, Cylinder = Slot. At some point did you ADD the _ctnm_2x1ObjectSurface (hash A8332B92) bone to the rig in the new .package? If so, this means that the slot isn't there and you will have to add it manually. Please see THIS post. It refers to a different type of slot but the process is the same except skip #3. I did all the steps and used the hash you gave above instead of the one from the thread you send me. You say i should skip step 3, but should i not choose tvstand in the options instead? Going to check it in my game now Let you know! ** tv does not sit on the desk still. Havent tried th tvstand option in step 3 though.. waiting for an answer on that.
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Post by fursims on Mar 30, 2018 9:39:51 GMT -5
Never mind. The last two batches fixed that specific issue.
BUT i have to say the problem from months ago, i think november after the pets pack is still there. It was where all counters, tables cause errors in the game and causes sims to cancel or change their actions. All the batches still havent fixed that. Will there be a fix for this? I get error messages all the time from all CC counters. My sims do use them, just it messes up my game.
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Post by fursims on Mar 29, 2018 15:08:36 GMT -5
-Please move to right section, i couldnt find it-
For those who also have the cooking problem after installing the latest packs, did the batch fixes in the latest s4studio work? I am unable to cook with my CC counters, just the original EA ones. Which batch is the fix for this? I installed the 3.1.1.2 version.
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Post by fursims on Jan 24, 2018 13:46:05 GMT -5
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Post by fursims on Jan 24, 2018 13:44:28 GMT -5
I have cloned an item other then an EA tv unit, cause i needed glass and alpha in my mesh. So, i imported the Catagory, Definition, created a new ID and the rigs file into my new mesh from a EA tv unit. I tested in my game, but the tv wont sit on the surface. The white tv desk where i used all the above files from, works fine for a tv. I also noticed that one item in the rig tab named _ctnm_2x1ObjectSurface_ is a blue cylinder in EA's mesh, while my own mesh with this same item, appears to show it as a little triangle. What went wrong here? My file: www.mediafire.com/file/s555xw9m765xcz2/-FUR-%20Primitive%20tv%20unit%202.package
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Post by fursims on Dec 20, 2017 17:31:08 GMT -5
I had a very very quick look just now at your package. 9 groups.... 9 cut numbers.. That's a lot and it's just inviting for this kind of mistake. I would recommend what you just said yourself. Clone another dress, short ones usually have only 3 groups/cut numbers, when knee length ones 4. That will already be much simpler to check out Sometimes you need to clone a certain item that looks similar to your mesh. In this case i couldnt do it different ANother mesh i would clone also had 9 mesh groups. But this problem is solved. Just would like some info on how to deal with this with a new mesh, Maybe someone has a tutorial or something. For now i wont care too much about clothes xD
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Post by fursims on Dec 20, 2017 17:11:31 GMT -5
I just cant figure out how to do this this right. If you have to change the other lods, or just lod 1, how does that work when all the mesh groups are different bone groups. Do i need to make this dress for all the lods seperately??? Always?? It seems really a lot of work. I just made the original dress longer and changed the texture. But what if i would make a new dress. You need to create all the new bone groups as goes per LOD? This is too insane to be true. If someone can give some insight on this, i can understand this problem better thanks And btw i fixed this dress by just making the one from lod 1 longer, but i truly wonder how this goes for a model of my own.
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Post by fursims on Dec 20, 2017 15:59:42 GMT -5
You need to export the lod1 of the ORIGINAL part you cloned. This is the base of comparison. The issue is that, often, EA changes cut numbers and/or bones attached on the lower lods. In your case, it looks like the cloned cas item you are working with has this issue. So you need to check, like previously said, on the ORIGINAL lod1 how many cut number are used. And what bones are being used. Then you need to do the SAME adjustments on your new mesh and save it as you NEW lod1. Then import it and there you go. PS : you can also tell us which item you cloned originally, so we can have a look. I have already done that as mentioned above. I checked the original LOD 1 and even transfered all the weight paint into my new mesh LOD 1. And ofcourse it has the same cutnumbers as well. I also already mentioned which EA item i cloned above. I am going to try it with another item from EA.
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Post by fursims on Dec 19, 2017 15:56:00 GMT -5
When you see this problem only when you zoom out it means that problem occurs on lower lods (LOD1 most likely). Sometimes EA creates lower lods with a different set of joints than main LOD which causes this kind of glitch. What I usually suggest is to find original item, the one that this dress was cloned from, extract lower lod, compare list of joints with custom mesh and delete extra joints. So i will just export lod 1, and transfer all the weight textures into my new mesh. that should do the trick right? Im gonna try it right away. Thanks! EDIT** just editing LOD 1 didnt work. It still seems to happen if i zoom out a tiny bit and all the way till the end. Only in close up its ok, but that was already from the beginning ok. I wanted to edit lod 2 and 3 too, but then i see all the mesh groups are different parts of the sim body and there are also less number of mesh groups, so im kind of clueless what to do. Is it really that hard to just make a simple dress????? If so, i give up on making clothes. its too annoying.
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