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Post by lunykimberly on Mar 20, 2023 8:53:00 GMT -5
For anyone needing the info: BodyType num -> part type's name (studio's listing or rough guess based on ea naming conventions for parts listed) -> game's cas location to find items
77 -> Studio lists this as "Unused1", show GrT's FrecklesBody skin details -> body-body-skin details 78-87 - correct in studio 88 -> Studio lists this as "Acne (puberty)", shows GrT's Infant Carrier Backpacks --- further note: clicking on any of these in cas preview give a "Your texture must be saved as a DDS with DXT5 compression." error 89 -> [unlisted in studio] is the actual acne (puberty) overlays -> does not show in game cas 90 -> unknown - not finding any cas details in catalog that have that as a part number 91 -> [unlisted in studio] BirthmarkFace skin detail -> head-face-skin details 92 -> [unlisted in studio] BirthmarkTorsoBack skin detail -> body-body-skin details 93 -> [unlisted in studio] BirthmarkTorsoFront skin detail -> body-body-skin details 94 -> [unlisted in studio] BirthmarkArms skin detail -> body-body-skin details 95 -> [unlisted in studio] MoleFace skin details -> head-face-skin details (GrT item only) 96 -> [unlisted in studio] MoleChestUpper skin details -> body-body-skin details (GrT items only) 97 -> [unlisted in studio] MoleBackUpper skin details -> body-body-skin details (GrT items only) 98 -> [unlisted in studio] BirthmarkLegs skin details -> body-body-skin details 99 -> [unlisted in studio] StretchMarksFront skin details -> body-body-skin details 100 -> [unlisted in studio] StretchMarksBack skin details ->body-body-skin details
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Post by lunykimberly on Nov 10, 2020 21:55:31 GMT -5
As to the paintings: EA went through a few patches ago and any painting created by a sim in game is considered "CC". No this doesn't make sense for most of us but that's the way EA's coding the gallery now. The only thing I can think of is to put a note in the description/tags that there's no actual CC/mods just in game paintings or flat out remove the paintings before you save/upload to the gallery.
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Post by lunykimberly on Aug 24, 2020 20:03:11 GMT -5
Unfortunately, I don't know the answer to this but I discovered it for myself a couple days ago when sorting out my Face Paint category.
And I really, really hope EA fixes this back to the previous behavior - or at least lets the modding community know how to work around it.
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Post by lunykimberly on Aug 19, 2020 8:32:53 GMT -5
morilina Hairs, beards, and eyebrows display the black swatch thumbnail. Skintones don't have a thumbnail and have a single swatch color. Eye colors can have a multi-color swatch but only the first color shows in CAS, also eye colors can have a teeny tiny 32x32 pixel thumbnail (which is what EA have done for the vamp/mermaid "special" eyes). The rest of CAS (clothes, make-up, hats, jewelry, tattoos, skin details, etc) follows a similar catalog/image pattern as objects.
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Post by lunykimberly on Jul 10, 2019 9:04:32 GMT -5
Glad I could help.
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Post by lunykimberly on Jul 9, 2019 18:02:21 GMT -5
About the "easiest" thing I can think of is to temporarily recategorize them as eye makeup (which ever works best for the thumbnails you're after), clear the thumbnail cache, go into the game and generate thumbs for each swatch of lashes, close game, open package, export each game generated thumb, then import it back into the package so that it stays with the package (otherwise it'll be wiped out the next time you clear thumbs for any reason), finally - recategorize it back to the original spot (skin dedtails?).
Yes, it's a bit involved and repetitive - but that's the best way I've found of getting game generated thumbs to stay with packages like that.
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Post by lunykimberly on Jun 7, 2019 16:22:05 GMT -5
pyonk Is this something new that came up or is it been like that since you downloaded the bar juices? All of the bar juices rely on the originals for the Juice Maker - if you don't have all of those recipes, the ones for the bars won't show properly (like what your picture shows). Hope that helps.
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Post by lunykimberly on Jan 14, 2019 0:55:58 GMT -5
Something I have noticed with the terrain tools is that if the first level of your basement is flush with the main level of the house and either TO the foundation walls or past it, it does that. The only real ways of getting around it are making the first basement level one tile smaller than you main floor or dragging the basement level down so that it rests below the foundation (ie: the "old" method of basements).
Upsides of the first method is that you don't have the stupid "white/gray" walls that are uncolorable for the top part of your stairs and your stairs are shorter (because you're not going through the foundation). Downside is that your first basement level is smaller and that can run into it's own problems - like maybe not being able to put the stairs where you want/need them to be.
Upside of the second method is that you can have that first basement level as big or little as you want it to be. Downside is that you've got those extra stairs and whitewashed foundation walls to take into consideration.
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Post by lunykimberly on Jan 12, 2019 12:12:03 GMT -5
It also depends on if the ingredient is in your game. Example: leniad's grits require 8 of icemunmun's corn to make, but if you don't download icemunmun's corn - not "don't have it in inventory" but flat out "don't have it in game at all" - then the recipe shows as not having any required ingredients and you can make it without problems.
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Post by lunykimberly on Jan 6, 2019 22:18:29 GMT -5
As popular as that host is and as much as they upselled the place when tumblr started having fits about certain content, I can't see the people behind mts & sfs currently scrambling to figure out what's going on and how to fix it quickly.
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Post by lunykimberly on Jan 6, 2019 17:55:02 GMT -5
I was just about to come ask if I was the only one getting this. It's been sluggish downloading for about the past month but nothing a page refresh didn't take care of. But today, it's been flat out down looks like. I checked via IsItDownRightNow.com and it was showing as being down for everyone, just wasn't 100% sure if it was my internet connection for that site or not. kiltedsim The site will likely be back up by the end of the week, it's annoying yes - just got to be patient.
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Post by lunykimberly on Jul 1, 2017 10:40:26 GMT -5
super_affordances section of the object_fridgeHIGH_01 tuning as of June 12, 2017. I've got everything BUT Bowling, Parenthood, & Fitness so if the pack lunch is only added to code if you've got Parenthood, someone else will need to export the tuning.
<L n="_super_affordances"> <T>99087<!--object_ReplaceBrokenObject--></T> <T>13328<!--debug_Reset--></T> <T>13326<!--debug_ObjectDestroy--></T> <T>103888<!--cheat_set_as_head--></T> <T>13395<!--fridge_CreateTray--></T> <T>13387<!--fridge_Cook--></T> <T>73835<!--object_Knack_FixIt_Fridge--></T> <T>73859<!--object_Knack_MakeAwesome_Fridge--></T> <T>26319<!--fridge_GrabDrinkAutonomously--></T> <T>13983<!--sim-stand--></T> <T>36758<!--Dish_Collection_From_Object_As_Dish--></T> <T>13389<!--fridge_CookGourmet--></T> <T>13388<!--fridge_CookAutonomously--></T> <T>13397<!--fridge_GrabSnackAutonomously--></T> <T>13390<!--fridge_CookGourmetAutonomously--></T> <T>13319<!--debug_BreakObject--></T> <T>13327<!--debug_RepairObject--></T> <T>34935<!--object_Repair_Fridge--></T> <T>26331<!--fridge_CookGroupDessert_Autonomously--></T> <T>26361<!--fridge_CookGroupMeal_Autonomously--></T> <T>34001<!--run_famly_meal_situation--></T> <T>108781<!--crimeScene_CollectSample--></T> <T>108780<!--crimeScene_DustForPrints--></T> <T>108779<!--crimeScene_TakePicture--></T> <T>31030<!--fridge_BakeCake_Autonomously--></T> <T>37208<!--create_fridge_tray--></T> <T>28857<!--fridge_Upgrade_IncreaseQuality--></T> <T>28858<!--fridge_Upgrade_IncreaseQuality_Resume--></T> <T>40058<!--object_Bane_Sabotage_Fridge--></T> <T>28849<!--fridge_Upgrade_LockBrokenness--></T> <T>28855<!--fridge_Upgrade_LockBrokenness_Resume--></T> <T>28844<!--fridge_Upgrade_LowerBrokenness--></T> <T>28845<!--fridge_Upgrade_LowerBrokenness_Resume--></T> <T>37405<!--fridge_Cook_BlackAndWhitePartyFood_Autonomously--></T> <T>37404<!--fridge_Cook_CostumePartyFood_Autonomously--></T> <T>36759<!--Dish_Collection_From_Object_As_Trash--></T> <T>100327<!--fridge_CreateSnackAndConsume_Generic--></T> <T>77672<!--fridge_GrabSnack_PieMenu--></T> <T>106195<!--fridge_CookGroupMeal_MindControlled--></T> <T>108665<!--fridge_Bake_StartCrafting--></T> <T>111967<!--fridge_GrabSnack_Autotest--></T> <T>112476<!--fridge_StartBakingAutonomously--></T> <T>115812<!--crimeScene_TakeNotes--></T> <T>126096<!--fridge_Cook_SpookyPartyFood_Autonomously--></T> <T>123710<!--caterer_HireSpecificNPC_Picker--></T> <T>129510<!--object_Hire_Repair_Service--></T> <T>123706<!--object_HireNPC_Caterer--></T> <T>140852<!--fridge_CookExperimentalFoodAutonomously--></T> <T>150479<!--object_hireNPC_Caterer_Vegetarian--></T> <T>145851<!--fridge_Butler_MakeSnack--></T> <T>145873<!--fridge_Butler_CookGourmetPartyMeal--></T> <T>152490<!--fridge_CookGroupMeal_Autonomously_Vegetarian--></T> <T>145871<!--fridge_Butler_CookGourmetFamilyMeal--></T> <T>152489<!--fridge_CookGourmetAutonomously_Vegetarian--></T> <T>145872<!--fridge_Butler_CookPartyMeal--></T> <T>152488<!--fridge_CookAutonomously_Vegetarian--></T> <T>146363<!--situation_Butler_Autonomous_Sabotage_Fridge--></T> <T>147328<!--SimPicker_Fridge_GrabSnackForToddler--></T> <T>156481<!--fridge_Upgrade_IncreaseQuality_CompletedDisplay--></T> <T>149466<!--simPicker_Fridge_GrabSnackForToddler_p2a--></T> <T>156482<!--fridge_Upgrade_LockBrokenness_CompletedDisplay--></T> <T>151779<!--SimPicker_Fridge_GrabDrinkForToddler--></T> <T>156483<!--fridge_Upgrade_LowerBrokenness_CompletedDisplay--></T> <T>164355<!--fridge_GrabWaterAutonomously--></T> <T>164448</T> <T>151780<!--simPicker_Fridge_GrabDrinkForToddler_p2a--></T> <T>75761<!--fridge_Cook_Emotional--></T> <T>76891<!--fridge_Cook_PieMenu_Breakfast_1Serving_Ingredients--></T> <T>76893<!--fridge_Cook_PieMenu_Breakfast_8Servings_Ingredients--></T> <T>76895<!--fridge_Cook_PieMenu_Brunch_1Serving_Ingredients--></T> <T>76897<!--fridge_Cook_PieMenu_Brunch_8Servings_Ingredients--></T> <T>76899<!--fridge_Cook_PieMenu_Dinner_1Serving_Ingredients--></T> <T>76901<!--fridge_Cook_PieMenu_Dinner_8Servings_Ingredients--></T> <T>76903<!--fridge_Cook_PieMenu_Lunch_1Serving_Ingredients--></T> <T>76905<!--fridge_Cook_PieMenu_Lunch_8Servings_Ingredients--></T> <T>108974<!--fridge_GrabLunchAutonomously--></T> <T>106859<!--simRay_Transform_Object--></T> <T>74457<!--fire_ReplaceBurntObject--></T> <T>35954<!--object_Materialistic_AdmirePossessions--></T> <T>31586<!--object_Insane_TalkToObjects--></T> <T>102258<!--Ghost_Possess--></T>
Also, I'm not sure how detailed/workable this is but I got to playing around with my copy of this and added a snippet tuning that adds your new pickers to the fridge without needing tuning files for all fridges. With the snippet, I could delete the object_fridge tunings and everything still showed like it was supposed to... with a bonus point of your expanded menus were on non-base game fridges as well. Code for that snippet is below (I merged it with Andrew's Grab a Drink code and added a couple new picker menus for personal use which are the last five entries but it worked perfectly for me with just yours in there).
<?xml version="1.0" encoding="utf-8"?> <I s="10771345383654153292" n="lunykimberly:fridge_FoodDrink_Enabler" c="CCCraftingMenuInstance" i="snippet" m="s4studio_craftables"> <T n="s4s_mod_type">START_CRAFTING</T> <L n="tags"> <T>Func_Fridge</T> </L> <L n="start_crafting_interactions"> <T>15287937881453879751<!--Leniad:fridge_Cook_PieMenu_Soups--></T> <T>9224576297014299890<!--Leniad:fridge_Cook_PieMenu_Desserts-CheesecakesNTrifles--></T> <T>13473873667791142135<!--Leniad:fridge_Cook_PieMenu_Meats--></T> <T>10723262189608343385<!--Leniad:fridge_Cook_PieMenu_Vegetables--></T> <T>16324926995319835152<!--Leniad:fridge_Cook_PieMenu_SaladsNPasta--></T> <T>15145280413368834592<!--Leniad:fridge_Cook_PieMenu_Snacks--></T> <T>16699091404189012418<!--Leniad:fridge_Cook_PieMenu_CerealsNPancakes--></T> <T>12868538654008737253<!--Leniad:fridge_Cook_PieMenu_Desserts-PiesNCakes--></T> <T>17449221813085049642<!--Leniad:fridge_Cook_PieMenu_SavoryPies--></T> <T>15613056549317886162<!--Leniad:fridge_Cook_PieMenu_Wine--></T> <T>15755806730305418801<!--AOM:fridge_GrabADrink--></T> <T>16181526043314319322<!--lunykimberly:fridge_Cook_PieMenu_Pizzas--></T> <T>7086928714538693180<!--lunykimberly:fridge_Cook_PieMenu_Cupcakes--></T> <T>16410712193443430376<!--lunykimberly:fridge_Cook_PieMenu_Donuts--></T> <T>3827893879942987651<!--lunykimberly:fridge_Cook_PieMenu_EthnicExperimental--></T> </L> </I>
Hope this helps.
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Post by lunykimberly on Jan 4, 2017 22:19:18 GMT -5
I'm not a hundred percent sure but it sounds like a mesh issue.
EA recently updated the meshes of some of their male underwear/swimsuits and anything that was cloned from the old ones are giving some people fits now. Not sure if anyone's figured out a quick fix for the issue that doesn't require redoing the things from scratch. About the only thing I can think of is to leave a comment on the original pages to let the creator know about it and pull those items from your game for the time being.
Sorry I can't help more.
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Post by lunykimberly on Jan 1, 2017 18:01:31 GMT -5
My search-engine and google-fu is failing me today so feel free to whap me up the head and point out the obvious.
You know how with objects you can change the DevCategoryFlags to A0 and it tells the game "no matter what file it's in, no matter what the swatch order is, this is the thumbnail that shows up as the default image for this item whenever the catalog loads"? Yeah. Is there a CAS equivalent?
I've got several things I'm recategorizing for my game and while the game generated thumbnails for the various swatches are fine, half the ones that are showing up as the defaults aren't nearly as explanatory as some of the others.
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Post by lunykimberly on Dec 7, 2016 12:56:13 GMT -5
I'm in the process of updating and re-adding all my CC to make sure everything works with the current patches and I'm having issues with getting Helianthea's nondefault eyes showing up only for humans. The allow for random part flag updates properly, the various Eye Color and Archtype tags have taken properly so hopefully the eyes will inherit properly (can't fully test that one without playing a few generations). The problem is concerning the Occult tag. No matter what I try or how many times I run the batch fixer, while the Studio tab Occult: Human check box is checked and the Alien box is clear? The Warehouse tab's HideForOccultFlags is unchecked for Alien and Human with a Value of 00000000. I've tried clicking the Occult: Human check box for each eye swatch, I've tried the Apply to All Swatches button, I've tried checking the HideForOccultFlags: Alien check box and changing the Value to 00000002 on each CAS Part in the Warehouse tab, I've run the Disallow CC for Aliens batch fixer (three times), I dug up the tutorial here on the site and tried the actual command line cheat instead of the easy quick menu option, I even broke down and edited the packages in s4pe - same results each time. The changes take in Studio, I save the package, close the package, and the next time I open (or use in game) the package? The Occult changes aren't there and the eyes show up for both Humans and Aliens. I even redownloaded Helianthea's eyes and ran the batch updater on those packages - same results. Tried manually changing values on those packages - again same results. And yes, I am saving after making the occult changes - the file dates/times on the packages support that the changes should be taking. They're just not. Clue?
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