|
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!
|
|
|
Post by Leniad on Apr 10, 2018 15:13:09 GMT -5
Ingredients are usually added by id, which is the decimal conversion of the object instance number.
This is the code required for all ingredients
<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">337704341<!--decimal value_of_Leniad_gardenFruitGENBroccoli_01 0x1420F595--></T> <T n="count">8</T> </U> </V> </L> </U> </V>
The first and last lines set up a list of ingredients and the center lines add entries to the list
<V t="ingredient_by_definition"> <U n="ingredient_by_definition"> <T n="ingredient_ref">337704341<!--decimal value_of_Leniad_gardenFruitGENBroccoli_01 0x1420F595--></T> <T n="count">8</T> </U> </V>
Adds an ingredient. Copy the lines <V ....</V> and insert as many times as you wish, changing the ingredient ref to your ingredient. Word of warning - if you use more than 5 ingredients, it throws the menu displays off and entries look weird.
|
|
|
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
|
|
|
Post by Leniad on Apr 19, 2018 16:46:02 GMT -5
You are creating multiple lists. All the ingredient "V groups" should be inside one <L ....</L> group. I have no idea about the eggs, if that is the correct id. To find the ids, go to S4S object/selective clone to view the list of all objects in your game. If the item is custom content, you must place a copy in Sims 4 Studio mods folder BEFORE opening S4S. Once the object is in Sims 4 Studio mods folder it should be in the list of objects. It probably will NOT have an image, so select custom content and type to reduce the search. If for example, there are multiple objects in a pkg, S4S will display them under the same name. WE HAVE NOT CLONED ANYTHING. Simply hover the cursor over the item and the hex id will be displayed. Convert THAT id into the decimal. hex value of example (first Crunchy frog item is the multi object) 00000000532095A2 dec value = 1394644386 The format below should work for your 2 items - providing that is the right id for eggs. <V t="enabled" n="use_ingredients"> <U n="enabled"> <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 Sim fullbuild--></T> <T n="count">8</T> </U> </V> <V t="ingredient_by_definition"> <U n="ingredient_by_definition"> <T n="ingredient_ref">10882389473109143821<!--decimal value_of_eggs? from Sim fullbuild--></T> <T n="count">1</T> </U> </V> </L> </U> </V>
|
|
|
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
|
|
|
Post by Leniad on Apr 20, 2018 11:07:35 GMT -5
Using the method above you can simply search for ingredients, EA ingredients usually have images so that helps. Custom ingredients will need to be in sims 4 studio mods folder to show up in the window - and usually no image. This is the only way I know to find the ids. Looking at the recipes with the ingredient is also an excellent way to get the id. Uncertain what you mean - "over to baking". I assume you mean some menu created by graycurse mod, but I do not use or know anything about that. If you want to move any of MY recipes to another category, simply change the snippet. Tutorial on snippets is HERE
|
|
|
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?
|
|
|
Post by Leniad on May 1, 2018 23:37:45 GMT -5
Baking skill must be from an expansion pack.
cooking skill in recipe is
n="skill">16705<!--statistic_Skill_AdultMajor_HomestyleCooking
Gourmet cooking skill is n="skill">16701<!--statistic_Skill_AdultMajor_GourmetCooking
I would go to extract tuning and search for statistic_Skill_AdultMajor and find baking and add to pkg, look at xml to find the number and replace in recipe. Not entirely sure that will do it, but that's a good first start
|
|