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Post by jwingrider on May 1, 2018 22:50:53 GMT -5
Hi Leniad,
I was actually referring to the scenario of some of the cakes and such being listed in the "cooking" skill/menu as opposed to the "baking" skill/menu which is where I feel makes more sense for them to be. I wondered if you knew how to change the code so that the hamburger cake, for instance, would be listed under "baking" and use that skill as opposed to "cooking," which it is right now. Does that make sense?
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Post by jwingrider on Apr 20, 2018 10:46:43 GMT -5
I have success!!!! Thank you so much for your help! This was my first effort to delve into any Sims modding (other than updating traits for pets but there was a great tutorial for that) and I couldn't have figured it out without your help I have a couple more questions if you don't mind helping more... How do I figure out what the name of items are? Like the apple is gardenFruitGENApple_01. Is there an easy way to figure that out other than opening recipes that have the item in them? If I wanted to move recipes like cakes that are in cooking but should be in baking over to baking, do you know how to do that? Thanks again for your help! Your foods are definitely some of my favorites to have in game
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Post by jwingrider on Apr 19, 2018 15:58:55 GMT -5
Hi Lenaid!
Thanks so much for your reply! I am having a bit of trouble with the "decimal value" part of the code... How do I discover what that value is? I thought I knew the object numbers for Graycurse's items, but maybe not? For some reason, I can't open the cooking_ingredients_overhaul.package, but I can open the recipes and that's where I was getting the numbers for the items...
Maybe giving a specific example would help you be able to tell me what to do? Haha... As an example, I'd like to use your Apple Cake recipe and add graycurse's egg, flour & sugar to it.
In graycurse's recipes, I believe eggs are n="ingredient_ref">10882389473109143821, but when I used that the recipe had a blank spot in the game. This is what I tried although the formatting got all messed up with my copy and paste...
<V t="enabled" n="use_ingredients">
<U n="enabled">
<T n="all_ingredients_required">True</T>
<L n="ingredient_list">
<V t="ingredient_by_definition">
<U n="ingredient_by_definition">
<T n="ingredient_ref">21939<!--decimal value_of_gardenFruitGENApple_01 hexidecimal 0x55B3 from Simulation fullbuild--></T>
<T n="count">1</T>
</U>
</V>
</L>
</U>
</V>
<V t="ingredient_by_definition">
<U n="ingredient_by_definition">
<T n="ingredient_ref">10882389473109143821</T>
<T n="count">1</T>
</U>
</V>
</L>
</U>
</V>
Any suggestions? :D
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Post by jwingrider on Apr 10, 2018 11:08:18 GMT -5
I'd like to tweak a few custom recipes that I've downloaded to add ingredients from Graycurse's overhaul (or other custom foods like from custom harvestables mods) to them so they are more realistic. I was messing around with Sim 4 Studio and I believe I've figured out the reference id's for Graycurse's items, but I am unsure how to go about adding them to other recipes. I've looked at several custom food creation tutorials and I feel there's a lot in there I most likely don't need to do if all I want is to add ingredients... Does anyone know of a tutorial, or is able to easily tell me how to do this? I would be forever grateful!
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Post by jwingrider on Dec 2, 2017 16:54:24 GMT -5
EEE! Thank you! I must have had another outdated mod that was making them not show up before! I don't care if the pets can eat them! I just missed all the food choices! Especially yours Leniad! Put them back in and they show up fine now!
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Post by jwingrider on Nov 24, 2017 11:27:51 GMT -5
Does anyone know if there has been a tutorial/guide created for updating custom foods to the cats & dog expansion like there was for custom traits? While I don't necessarily want to update them all myself, I don't want to live without 80% of my custom foods either!!
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