|
Post by simmiller on Mar 2, 2021 11:01:01 GMT -5
Then, when I go to add recolours in Studio, ONE of them always matches the original in S4S and in game, no matter what the texture file is, and no matter how many new textures I add. So, how do I link new textures to an item that only has one originally, properly, to show all new textures as I'm creating them? I feel like I need to do something with Model LOD in Warehouse, but I can't figure it out. Thanks in advance! I know this problem, it's easy to solve if you know the trick. In S4S add many Swatch + 4s and then remove the first 3 to keep only the 4th. This should unlock possibility to add more calories and keep it when you add Swatch after this. Thank you! I will give it a shot
|
|
|
Post by simmiller on Feb 22, 2021 10:38:27 GMT -5
I have a situation that I can't find the answer to, and I apologize if it's here already.
I'm making a world object buyable with a smaller mesh. That's no problem. I've changed the appropriate number to 80, and adjusted the tags and catalogue, and changed the tuning to sculpture. This shows perfectly fine in game and is buyable. Woohoo!
Then, when I go to add recolours in Studio, ONE of them always matches the original in S4S and in game, no matter what the texture file is, and no matter how many new textures I add. So, how do I link new textures to an item that only has one originally, properly, to show all new textures as I'm creating them? I feel like I need to do something with Model LOD in Warehouse, but I can't figure it out.
Thanks in advance!
|
|
|
Post by simmiller on Nov 25, 2020 9:20:01 GMT -5
The hazmat tuning is there, but it seems it only works for the entire suit once it's been put together, not just the hat. Not sure how to do what you're asking, but you might be able to use the hazmat suit tuning.
Interaction tuning files to look at might be group 00000014, instances 00...031AE5, 31AD8, 31AE4. Maybe play around with those tuning files on a different hat and see what happens. Of course, someone else might be able to help you more in depth!
|
|
|
Post by simmiller on Nov 29, 2019 10:52:13 GMT -5
I usually make an Allows for Random and No Random version for my recolours. With the Allows for Random version, especially with hair, what ends up happening is the game ONLY uses the new hair for random use on new NPC's. How can I curb this so that it only shows up on some NPC's and not all? Thanks in advance
|
|
|
Post by simmiller on Dec 18, 2018 22:06:06 GMT -5
Your tutorial has helped me immensely in a little project I am working on. Thank you so much! I am having difficulty getting the following to work using this method: uncomfortable drunk sloshed cranky depression fine (possibly optimism...for some reason I didn't write that one down) All other emotions can be enabled using the Enable Emotional Aura menu in game. It does not appear for the above emotions/moodlets. Any thoughts on this?
|
|
|
Post by simmiller on Nov 2, 2018 11:21:49 GMT -5
I feel like I'm rambling, but if anyone checks out this post, the next thing that happened is I made new standalone packages for each eyebrow, changed the names and thereby the instance id's of each texture file, re-imported using studio mode, and now I get a double of the game's eyebrows, and double of mine in CAS. Yes, I removed all other eyebrows. :-/
|
|
|
Post by simmiller on Oct 24, 2018 8:46:07 GMT -5
Scrap that. It worked for the first couple of times I opened my game, then my files overrode the game files again. I had someone else test them, and the same thing happened for them. I'm going to have to do it the hard way, but, thankfully, instances in my old dds files match the CASPart files! Not as problematic as I first thought.
|
|
|
Post by simmiller on Oct 23, 2018 12:12:15 GMT -5
FYI
Here's what I did, and I'm having it tested, but when I tested it myself it worked:
Make new standalone packages for each eyebrow type which includes all the CASParts for each colour. Save each one separately as you make them.
Open old merged package of defaults in s4pe.
Select each CASPart by eyebrow type (they were grouped together, so that made it easier to select, shift select), replace files by selecting corresponding new standalone package. Do this for all CASParts.
Save.
This method may also work for other types of creations, if you want to try it with other merged packages that can't be un-merged.
|
|
|
Post by simmiller on Oct 23, 2018 9:22:19 GMT -5
I just pre-ordered it with a 10% discount right off the site. It was still almost $50 CAD, though! Good thing I had some extra money, because that doesn't happen too often for me, either It took me a couple of months to get Seasons. I just do what I can when I can
|
|
|
Post by simmiller on Oct 23, 2018 7:45:54 GMT -5
Hello! I created default replacement eyebrows years ago for TS4, and I'm in the process of creating a non-default version. There are 396 image files that I'm working with for yf (I don't bother with the bald versions), and I'd like to get them all in one package. Originally, for the defaults, I created a new package for each eyebrow type and imported my image files individually, then merged them. Long, tedious process! In attempting to make the process a little easier for myself for the non-defaults, I first clicked Create Standalone, and chose the first eyebrow that comes up for adult females. Then, I imported the CASPart files for all the eyebrows using Game File Cruiser. Then, I went to s4pe and imported all my image files at once. When I do this, the resulting package causes the game's eyebrows in CAS to all show the wrench in the colour picker, as well as mine, but the original eyebrows and their colours are still actually there. In someone else's game, the game's files were overridden and only mine showed up. So, I'm guessing the Game File Cruiser files one imports to a package are automatically override files, as they're all the original game files as is, and whatever I create in that package will be an override. I don't know this for sure and would like clarification, please Also, is there a way that you know of that I can make the non-defaults using S4S without having to go in and replace each specific texture? Like I said, 396 textures is a lot, and I would like to be able to streamline this process I think my other option would be to add swatches to each eyebrow type, which, if someone doesn't want default replacements, wouldn't be a terrible option. Except I just realized I would still have to go in and re-identify which textures are which, unless I unmerge the packages and get the textures that way, keeping them organized. Which I am unable to do because the files are so old. Any and all help is appreciated!
|
|
|
Post by simmiller on May 29, 2018 10:02:59 GMT -5
Sorry I didn't respond to you earlier inabadromance .That was exactly what I was looking for! Thank you :D
|
|
|
Post by simmiller on Mar 16, 2018 11:50:45 GMT -5
Thanks everyone! Even though the mesh tab shows in the new package, it's not actually carrying the mesh into the game, so my question is moot. But, as I said, this should be noted in the tut for others like myself who can't see the forest for the trees LOL :D
|
|
|
Post by simmiller on Feb 26, 2018 11:03:24 GMT -5
So. Apparently the mesh doesn't work, even though it's shown in the new package. I removed the original creator's file, and went into CAS. The body becomes transparent when you try to use a recolour without the original file. You still actually need the original package. This should be noted in the tutorial for CAS.
|
|
|
Post by simmiller on Feb 25, 2018 10:37:29 GMT -5
I am recolouring a dress by Simalicious from MTS. Unfortunately, I cannot get the package to come up without the mesh. I think I am following the steps exactly. I am using 3.1.0.9 Wishes. 1. Original file is in documents/S4S/mods folder 2. Create CAS Standalone 3. Content: Custom 4. Choose file, click next...at the point of choosing the file, I should note that all colour options appear as separate files 5. Name file something original 6. Poof! Time for importing recolours. Mesh shows in the file. Every time. Simmiller_Simalicious Alejandra Dress Recolours
|
|
|
Post by simmiller on Nov 20, 2017 12:45:17 GMT -5
Hi Bakie, I know you're a busy man, and I put this on the bottom of my list for now, but here are my 2 latest attempts at adding tuning. However, I didn't get to the part where I put everything in one XML file, nor have I changed any data names on this one. I recently went through an online XML course to help me better understand our tuning, and it helped a little bit. There was someone else who had added interactions to an object, similar to what I'm trying to do, but I can't find the post anymore. I've tried so many ways to get this to work, and I know I can, but figuring out the XML format is making me bonkers 8-| If you can help, it would be greatly appreciated! And then you'd have a new tutorial video to make! Thanks for your time :D Web with Talking SpidersWeb ConnectionBakie
|
|