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Post by BrazenLotus on Mar 30, 2017 7:30:09 GMT -5
Yes, I was just following the basic tutorial. I thought just re-creating the tunings I needed to change and linking them back to the new object would be enough. I did play around with subbing out the animations as an override and it worked (I'm assuming now because I didn't change the names)...but I'm not sure I want an override.
So essentially if I wanted this to work I'd have to clone all those tuning files for the retail system, rename them, and link them back to the original file? Do you know how I could find all the tunings that reference that particular tuning file?
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Post by BrazenLotus on Mar 29, 2017 18:47:15 GMT -5
They did stick. I didn't use anything besides all the base game tuning. I really don't understand what could be wrong I'm doing everything step by step like the tuning tutorial shows. I literally only changed the tuning name and it screws it up...I have to be missing something then.
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Post by BrazenLotus on Mar 29, 2017 12:51:43 GMT -5
I'm sorry for all the trouble then...I obviously have no idea what I'm doing...thanks anyway.
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Post by BrazenLotus on Mar 28, 2017 13:38:19 GMT -5
Okay...let me try it one more time from scratch and if it doesn't work I'll post the file and steps I took in the bug thread. Thanks!
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Post by BrazenLotus on Mar 24, 2017 14:13:07 GMT -5
I didn't clearly state earlier that this is a new object, I'm not trying to override anything in game. I see that the asm portion is what controls the animation. I was looking at it and I'm hoping to sub that out with the plain shopping animation, but I wasn't able to get that far. Since the asm portion is referenced by the si_Retail_Browse_Freezer, I re-created the following tuning files:
- object_RetailFridge
- si_Retail_Browse_Freezer
...and left all the original tuning. I just created new resources with my creator name. I then tested it in game and it no longer works. It happened specifically when I added and reference the si_Retail_Browse_Freezer tuning. I haven't actually changed anything yet and the doors break. Since the object still references all the original tuning, shouldn't it still function like the original? Or am I missing something? Thanks for all the help and hopefully I explained all that good enough
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Post by BrazenLotus on Mar 24, 2017 8:30:07 GMT -5
The more I play around with this the more I think this might be a bug.
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Post by BrazenLotus on Mar 22, 2017 9:29:43 GMT -5
I was trying to remove the open and close door animation. I want to use this particular tuning because it allows objects to be purchased from inventory. The new tuning was to access the animations so I can change them. I can't get that far because once I add the interaction tuning, the object gets all borked. I didn't change anything because I was troubleshooting the problem with the doors. That's when I noticed that just adding the new tuning seemed to break it or something...does it do that in your game too?
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Post by BrazenLotus on Mar 21, 2017 13:45:31 GMT -5
I've been messing around with the tuning for the retail fridge from Get to Work. When I create my own tuning for the 'si_Retail_Browse_Freezer' it seems to break the object. The doors start opening and closing by themselves and no one will browse or buy anything from it. I'm not sure what I'm doing wrong. All I do is add my name under the data section as usual, then sub out all the original instances of that tuning for the new name and number, I didn't change anything else. Any ideas? HERE is the file.
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Post by BrazenLotus on Mar 7, 2017 17:58:39 GMT -5
Is there a way to make a storage container like the spooky chest that doesn't share inventory with anything else? I made a clone of the chest to use as a container but it shares the same inventory as any other chest on the lot. I'd really like them to be separate.
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Post by BrazenLotus on Mar 3, 2017 19:49:15 GMT -5
Food Decor Mega Set
Requires: Base Game
These are new objects . They are searchable by ‘BrazenLotus’ in the catalog. You may need the MOO cheat to place these in all slots.
Objects Included:
There are 144 objects and I will NOT be listing them.
I won't do this probably ever again, but I made all of these Base Game compatible! It actually turned out to be easier to do them that way
Most objects have multiple variations and some objects have slots so you can stack them. These are for decorative purposes only so I spent a lot of time making sure the file sizes were small. Most of these are under 100 kb's. I also threw in a couple of food signs I put together from the City Living textures.
The textures are okay on most of these, some not so much but feel free to use these as a base for recolors. Just be sure to check my Creator Policy first and let me know if you recolor them so I can share and download them for myself
All fruits and veggies are not included, just the ones I found in debug. My next large project will be my farmer's market set (finally!) and it will have some of the missing objects in that set.
There were a LOT of objects in this set and I didn't get a lot of time to test them so please let me know if I messed anything up!
#BrazenLotus #MaxisMatch #Decor #WallDecor #MiscDecor #Clutter #FoodClutter #KitchenDecor
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Post by BrazenLotus on Mar 1, 2017 15:22:37 GMT -5
I'm liberating the harvestables and have noticed that the price decays the second you move it into your inventory. I've tried changing out a few of the numbers that look like they may affect the tuning for the fruit, but to no avail. Does anyone have any clues as to which sections I need to edit to keep the price from decaying when you move it to inventory?
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Post by BrazenLotus on Mar 1, 2017 9:00:24 GMT -5
Thank you Orangemittens!
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Post by BrazenLotus on Feb 28, 2017 13:14:53 GMT -5
Can someone point me in the direction of a tutorial or something? I'd really like to learn how to utilize this better, the search functions are a little confusing to me and I'd like to know in what situations is useful for. Thanks in advance!
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Post by BrazenLotus on Feb 25, 2017 18:07:52 GMT -5
Okay...it was worth a try...thanks!
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Post by BrazenLotus on Feb 25, 2017 16:35:20 GMT -5
So what about the textures? Are those in the packages somewhere?
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