Damn, I knew I forgot to mention something phoenixc , but I'm glad you already did it yourself: Changing all Tuning + TuningID's for ALL Object Definitions. Good to hear you got it to work.
The strange thing was that the fireplace cloned from "object_FireplaceWallSC2x1_01" with tuningID 77539 didn't work in game after last patch. I had to change the type of fireplace with "object_FireplaceWallFC2x1_01" with tuningID 77537. Both of original firplaces have 2x1 tile and they are from the base game.
phoenixc First of all, make a copy of your package file as I don't know if what I'm saying here will work and I don't want you to be angry at me for screwing everything up even more
After that, I think the best thing you can do is open a Fireplace in Studio which has the same footprint. So if your Fireplace has a grid underneath it 2x1 then search another fireplace with those same grid size underneath it, wright down it's name and then search for it using the search bar in Studio. After you've found it, make it into a new package file. Go to warehouse > Scroll down to a line called "object definition" and click it. Scroll down again untill you see a line called Tuning and TuningID, wright those down somewhere or copy them.
Open your package file and replace the tuning and TuningID then save your package file.
I think the tuning is the part that makes your item not work so this is what I should do to trying to fix it. The problem could be though that this person used a Custom tuning, replacing it with a standard EA one could cause texts to be turned into default text for example. ________________________________________________________________
Thank you. It worked. I updated 3 fireplace and all 3 works now.
The Tuning text was good, but the creators used another TuningID that EA standard. I changed the value of tuningID in all "objects definition" and saved.
Last Edit: Feb 11, 2017 13:37:45 GMT -5 by phoenixc
I have a CC fireplace that doesn't work with the last patch. Trying to update the fireplace the game generate last exception file, so the CC aren't good. What can I do to update this fireplace to be compatible with the last patch and vampire pack? It worked before. Please help me, because the creator is missing.
These changes can be made to My CC list or I have to edit each package?
Edit: I borked some clothes and hair. In my CC list I saw all, but in game some clothes and hair doesn't work. The clothes borked doesn't show up and the hairs doesn't work. May be I lost some mesh? or did I something wrong? I've not managed to identify the clothes that do not appear in the game.
Last Edit: Dec 17, 2016 9:46:56 GMT -5 by phoenixc
No, you should still be able to create a template. You need to select the vertices in the right-side model viewer for the map to show up on the left. Put your mouse cursor in the model viewer window and click the a key on your keyboard to select all vertices (step 8 above). The model will get orange lines and the map should appear in the mapping view.
I did it... it worked. Thanks. From now will be more simple to recolor complex object.
Hi phoenixc, if I'm understanding you correctly you want to separate surfaces so they can be recolored separately from one another. If that is the case you would need to remap those surfaces that are currently mapped in the same location. This tutorial doesn't go over mapping or changing the mesh in any way...it's solely focused on steps involved with basic recoloring.
I wanted only to recolor but I'm asking why following step by step the tutorial I don't see in edit objects -view diffuse the black lines like in your photo. For this was the photo ... When I click on the objects (keyboard A) I can't select only white or black. The yelow line is all over the objects ..
It's because those surfaces are mapped in the same location ?
Edit: Maybe if was used Worshop instead of S4S to create the objects?
I've just downloaded the latest version oh S4S 220.127.116.11. - many many thanks - and wanted to fix my chairs and tables. So I clicked on tools - batch fixes and so on and browsed one of my creating folders - run - ok - found two items (yes, I had one chair and one table in this folder). Is this really it? Because the date is still 31st May, when I created these objects. Are they really fixed now? I can't believe it, that's too easy, have I done something wrong?
To be sure, for the chair check on tag. If you have 1006 tag for chair or 1008 for bar stool (plus 26625 but isn't essential) , it's ok... and yes, it's so easy... I do it for my 4 tables and 6 chairs and everything go fine in game...
If you have tag 26625 and you edit a restaurant lot all CC chairs and tables can be viewed on restaurant furniture ...
You're welcome And for anyone else reading this with the same question you posted last, in order to make a standalone CC recolor that will work without the original you should click the Create 3D mesh button instead of the recolor or override buttons. If you click the override button the item will be an exact clone that replaces the original so your downloaders would only be able to have your recolor or the original in their game but not both at the same time.
I opened the original package in S4S, I imported the dds files (recolor) overriting the existing texture, I saved the package ... I'm using the original saved package alone in game, without the original package and it work.
Actually, if you read the beginning of the tutorial there is a section that I have underlined to emphasize its importance. It reads:
Please note that while this tutorial will create an item with its own unique standalone catalog entry it will not create an independently functional item. In order to show up in the game properly your recolor will need to have the original item in the Mods folder with it. If you plan to share the recolor you should provide a link back to the original item so the person downloading your recolor can get the original item too...otherwise your recolor will not work properly in their game.
It really doesn't matter where I write it...there will always be people who miss reading it. That's one reason we have a creator help section and a thread below the tutorial for questions.
Thanks for replay, and sorry for my mistake...
Edit: For a CC object recolor to keep the mesh inside I must use object "override" ? I wonder this because I found the wording of the "mesh included" in some recolor CC objects... (For personal use I would like to have a single package with mesh and mine recolor) Solved
Last Edit: Jun 30, 2016 7:29:30 GMT -5 by phoenixc
Thanks for replay, I understood only after I read your answer of 7 June to vegkase. It could be better to write at the final of tutorial what you explain in the post because without that nowhere says that the original must be.
your post: If you make a recolor of custom content you need to have the original.package that you cloned in the Sims 4/Mods folder with your recolor in order for your recolor to work properly in the game. Having it in the Sims 4 Studio/Mods folder is necessary for you to clone it but it won't make your recolor work in the game. (Or something similar as a warning)
I respect that but I don’t know how to remove the mesh from my recolor package… I tried to find a tutorial for this... If there is a tutorial, please give me the link, if not, please give me the necessary step. I want to add this recolor to my restaurant EA furniture set recolor : www.modthesims.info/download.php?t=578895
If you are having problems seeing the CAPTCHA, please clear your browser's cache and cookies and ensure that you do not have any browser addons or extensions that interfere with the display of the CAPTCHA. Then, close the CAPTCHA window and click on the register button to open the CAPTCHA again.