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Post by BooV7227 on Jan 11, 2017 21:23:03 GMT -5
Hello! I was hoping someone could lead me in the right direction with my mod. It's very small, I grabbed this tuning line "loot_OccultAlien_DiscoverAlienByWoohoo" and essentially I want to turn it off. I do not want sims to discover aliens after woohooing them.
Would anyone know what part I should be editing to make that happen?
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Post by BooV7227 on Jun 9, 2016 13:49:41 GMT -5
Okay, thank you!
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Post by BooV7227 on Jun 9, 2016 11:05:21 GMT -5
So when you check both Restrict flags, does that mean the item will not show on the opposite gender/frame even if the feminine/masculine tag is clicked away in the CAS screen catalog?
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Post by BooV7227 on Feb 5, 2016 12:51:05 GMT -5
If you sort it out, please let me know I'd love to fix my other stages.
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Post by BooV7227 on Feb 3, 2016 17:42:55 GMT -5
I'm sorry I never responded Finn Quill ! I don't know, I think it has to do with connections that I don't know how to make. In reading the thread on MTS recently on making new harvestable plants, there was a lot of s4pe stuff that was a bit past me (I don't use that program often). You may be able to make more sense of it if you want to try: Custom Harvestables I did clone the berry, sprout, and grown cowplant in an attempt to make everything match (turns out the berry and sprout have the exact same texture) but they needed to be tied together somehow. My simple cloning of them made them separate items. =/ Oops. ALSO, if you want my layers, I broke the cowplant into pieces for easy recolors. Do whatever you want with it! OneDrive
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Post by BooV7227 on Sept 29, 2015 19:11:05 GMT -5
Also, in the spirit of the season, I made a few recolors! (You can see the images here ) They are not swatches added to the default plant, but a new unlocked entry in the main catalog; found under Trees, Shrubs, and Flowers, it’s priced at 375 simoleons. When you buy and place it, there will be no cowberry to plant – it will turn immediately into the horns in the dirt and grow normally from there. As it grows, the cow-sprout will look like the original black&white plant, I can’t change that at the moment, but they will grow into the color you chose. Also, once fully grown, if you decide you want a different color they are design tool compatible, so you don’t have to start over if you change your mind! After about a sim-week of testing, they seem to eat sims and dance to music just fine; there ought to be no change in functionality, just colors. I hope you enjoy this, it was a lot of fun to make. I may put out other sets later! DOWNLOAD
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Post by BooV7227 on Sept 25, 2015 18:55:39 GMT -5
Cowplant, Laganaphyllis Simnovorii, Eater Of Sims. Who doesn't like these waggly-tailed little guys and their tendency to die so easily!? YAY- wait, what? ...Hm, nobody likes that part... dang... But we can fix that with a mod! YAY AGAIN! - - - With the original settings, the Cowplant's hunger decays in six hour sets. From full to hungry = 6 hours Hungry to cake-tongue = 6 hours Cake-tongue to dead = 12 hours My mods affect the 6-hour base setting, so with option(1) as an example, the first two states will instead last 12 hours each and the third will last 24 hours. [NOTE: IT DOES NOT APPEAR TO EDIT THE 12-HOUR STAGE THREE, JUST THE FIRST TWO 6-HOUR STAGES. LIFESPANS BELOW HAVE BEEN CORRECTED TO SHOW THAT.] [Comparison...] Original: 1st two stages last 6 hours = lives 1 day total if left unfed. Option 1: 1st two stages last 12 hours = now lives 1.5 day total if left unfed. Option 2: 1st two stages last 24 hours = now lives 2.5 day total if left unfed. Option 3: 1st two stages last 48 hours = now lives 4.5 day total if left unfed. Option 4: 1st two stages last 72 hours = now lives 6.5 day total if left unfed. LINKS: 1) Decay-Rate = 12 hours2) Decay-Rate = 24 hours3) Decay-Rate = 48 hours4) Decay-Rate = 72 hoursSpecial thanks to: OM for her help in sorting out the formula for adjustment, and the s4s team in general alexnidhogg on mts for making the original mod, which inspired me to see if I could do it too. [Please let me know if this acts differently than expected, while I feel this is ready to share, it is still my first tuning mod.]
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Post by BooV7227 on Jul 5, 2015 16:52:11 GMT -5
Well I feel sheepish. The STUDIO/Mods folder. I've got two kids running around crazy this morning, and I didn't read as carefully as I thought. After digging up the correct folder, it now works fine. Sorry, I thought all of the files were kept in the Program Files.
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Post by BooV7227 on Jul 5, 2015 14:48:38 GMT -5
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Post by BooV7227 on Jul 5, 2015 12:19:32 GMT -5
I'm sorry, I've given this several different tries, and it seems so simple, but my model won't show any changes. I made a quick lip package to pop into to test the female skin, and no matter what I do to the skin image I extracted it still shows the badly painted peach default. I installed the newest S4S, downloaded the package, extracted the female skin, hit it with a quick color action to test (CuriousB Chestnut, nice and obvious), import, save. Pop that baby into my Mods folder (was in a subfolder first, but moved it out when it didn't show, but didn't help). No go. I made sure to close S4S and reopen so that it recognized the new file. Did I miss something?
BTW, thank you, this is a wonderful idea!
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Post by BooV7227 on Jul 1, 2015 12:06:13 GMT -5
Option 1) Open your lipstick package via My Projects and click over to the Warehouse tab where you'll see a list of assorted bits. If there are a bunch of swatches, click on the Type header to sort all the CAS Parts to the top of the list. Click on the first CAS Part and on the right skim down the Data tab until you see BodyType Facepaint; click on it and choose Lipstick instead. Do this for every CAS Part (I don't think there's a Set for all swatches for this) and save. Yay it should be lipstick now! 8D Option 2) This tutorial by Mintyowls (it's a download): mintyowls.tumblr.com/post/120258971365/topical-details-skin-overlays-for-aliens-now-all[I've recategorized a few skin overlays as tattoos this way so that my aliens could use them.]
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Post by BooV7227 on Jun 10, 2015 11:33:31 GMT -5
Hello all! As stated in a previous thread, I have two very short base game hairs from TS2 ( f:hairMeg, m:hairShortmop) that I would love to port to TS4. Alas, my skills certainly don't pay the bills, and by the time I can do it myself the sims I want them for will be dead, even with aging set to long, haha. Would anyone be interested in converting over each mesh with at least a one texture? I'm more than willing to recolor the heck out of it myself, and would be happy to share when it's done!
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Post by BooV7227 on May 27, 2015 23:21:18 GMT -5
Some of them cost money, so look through the free themes before you get your heart set on one with a price.
Edit Theme, Browse Themes, then a dropdown menu says All Themes: choose "Free Themes".
[The word theme looks weird when you type it too many times...]
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Post by BooV7227 on May 20, 2015 19:57:13 GMT -5
Alright then, I'll do my best to be patient and focus on the projects I can do right now. Like hair! Thank you for the quick response. *ETA: If I have questions about default recolors of hair, do I post those here, or in Creator Help?
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Post by BooV7227 on May 20, 2015 17:18:59 GMT -5
Hello everyone! After reading through a short tutorial, I very successfully created my own default eye set using S4S. It was very smooth work, and I'd like to thank you guys for that. XD I'm loving this program so far!
However, after finishing that project up, I then turned my eyes to defaulting the skin colors/tones, but apparently S4S doesn't do that. So if no one minds, I have a few questions...
1) When might it be possible to use S4S for this? 2) If I use S4PE to dig out all the important bits, can I use S4S on the package afterwards to work on it more easily? 3) Does anyone know what bits I will need to extract (for just the colors, not the 1001 detail layers) beyond the RLE2, TONE, and UNKN files that I have already found?
[Please forgive me if this is not the right forum, or you guys aren't the ones to ask about this. My thread on Modthesims feels like it died before it even got anywhere, and I'd love any advice on this project you could give me.]
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