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Post by Bakie on Jul 2, 2015 5:59:39 GMT -5
Could it probably has something to do with the "fish location"? There is nothing about catching frogs there, so maybe that's why that option did appear and the go fishing doesn't. I can send you the package if you want to take a look at it..
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Post by andrew on Jul 11, 2015 9:55:55 GMT -5
Hey Bakie, The tuning part looks fine I tried adding the tags Func_Fish and Func_FishingLocation_Hole to the Object Catalog and the interaction to go fishing showed up (and no catch frogs interaction). I also replaced the rig and slots from the original to make sure it had all of the slots that it needed. The only problem was that I had to place it with bb.moveobjects cheat. The sim would not use it if I placed it in a fountain due to routing failure.
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Post by Bakie on Jul 11, 2015 15:40:20 GMT -5
Ah this is great to hear! Thanks for helping me out! I'm going to try this tomorrow. Hopefully can finish this project soon because of this, again: Thank you very much!
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Post by Bakie on Jul 11, 2015 16:45:46 GMT -5
Couldn't resist it, just tested it out in game and it works! Only it's very dissapointing it can only be used on terrain. But I just found something really cool about my mod, so I hope to have it ready for download soon. If you can figure out how to get it work in water, you can still let me know of course. Anyway, thank you very much for the help!
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Post by andrew on Jul 11, 2015 18:40:57 GMT -5
I'm glad that you got it to work I'm not sure why it won't work in the water yet, but I know when I tried using the (huge) footprint of the original fishing hole and tried to place it in a fountain, it complained that there were walls in the way. The game seems to treat the edge of the fountain as a wall from what I can tell.
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Post by Bakie on Jul 12, 2015 2:15:47 GMT -5
I'm glad that you got it to work I'm not sure why it won't work in the water yet, but I know when I tried using the (huge) footprint of the original fishing hole and tried to place it in a fountain, it complained that there were walls in the way. The game seems to treat the edge of the fountain as a wall from what I can tell. So I have to make a door in it? Well, if the game sees it as a wall, I don't think it's ever possible to get this to work. For some reason it's reasonable that they make it like a wall, as seems aren't allowed to walk in the fountain and the same for the swimming pool. But thanks for letting me know!
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Post by Bakie on Jul 19, 2015 13:35:33 GMT -5
I just recorded a whole new "How to make an object tuning mod" this morning and just before recording I decided to not include how to handle the tuning xml files for the EA forum as Scumbobo, or what's his name... also made a programm to do it ourselfs. So I thought, it will now not take long before TS4S will have this too. So I'm glad I didn't include that in my video, I just can make a change to the description file when I've eddited the video files and upload it to youtube. And a small notification when I open up the xml files that's now not needed anymore. Really nice that you'vve added this to Studio! Thanks a lot!
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Post by motherof70 on Jul 22, 2015 15:29:53 GMT -5
I followed the old tutorial about tuning, involving exporting/importing the tuning, and have made multiple objects that use that tuning. I used the same tuning name/number in each object, should I have made each one individual and now re-do them?
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Post by andrew on Jul 22, 2015 20:37:34 GMT -5
Hi motherof70, The changes to this tutorial should not have any affect on things that you made with the previous version. There are pros and cons to using the same tuning vs making them standalone, but if you are re-using the same tuning repeatedly, you may need to re-structure how you distribute it. If you had 50 items that all used the same tuning and all 50 packages had their own copy with the same name/number, then you would have to update all 50 copies and anyone that downloaded more than one of your items would need to make sure that they updated all of them or it could be random whether or not any of them worked. If your 50 items all used the same tuning but had unique names/numbers, you would still have to update all 50 items if you needed to change it, but it would not be random for your downloaders. Whatever they don't update will be broken until they download the new version. Another option would be to consolidate your tuning into its own package but then your downloaders would have to download your object and tuning separately and it would be up to them to make sure they don't have multiple conflicting copies of your tuning. I guess that what it comes down to is how many objects you plan to make with the same tuning. If you only anticipate a handful of items that use it, you could make your items include a unique standalone tuning. If you anticipate making a large amount of items using it and think that it will need updating, you may be better off separating it out as its own package.
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Post by motherof70 on Jul 23, 2015 4:36:05 GMT -5
Goodness, I didn't even think about updates I was more concerned with conflicts among the objects. That does put a different complexion on things. I've made a table master which I cloned to make 4 retuned islands, they work apart from one wee quirk (only with moo on can I get sims to work on one side and sit at the other) so thought the tuning might have something to do with that. At the moment it would be easy enough to re do the tuning as there's only a few but I'll probably be making more this way so am interested in how I would go about having a separate tuning package linked to my objects. Can you point me in the right direction please? Thanks for your time edit: I've had a think about this and instead of adding a new tuning do I just create the tuning package separately then point all the object definition files in each object towards that name and number and as long as the tuning package is in the folder with the objects they'll work? edit 2: Yip, that's pretty much what needs to be done
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Post by pepsimanvzla on Aug 12, 2015 20:01:58 GMT -5
When i click "Extract Tuning" it opens a window to look for the "combined tuning xml" file. But how do i get into this file? Does this files comes with the game or have i to extract from any other file?
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Post by andrew on Aug 12, 2015 20:39:36 GMT -5
Hi pepsimanvzla, The community tested version of Studio still depends on a file uploaded regularly at the EA forums in order to extract the tuning resources. EA has stopped providing this file. The current beta version will extract tuning directly from your game just like it clones objects or garments without asking for a combined tuning file. I'm sorry for the confusion. We hope to move the current beta to community tested as soon as possible. Let me know if you have any problems with the beta version
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Post by severinka on Oct 14, 2015 5:07:10 GMT -5
Hi everybody )
I also stopped at this step. What you need to do here? you need to specify the path to any file from the game?
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Post by Bakie on Oct 14, 2015 8:35:36 GMT -5
Hi everybody ) I also stopped at this step. What you need to do here? you need to specify the path to any file from the game? I think you're not using the the latest community tested version of The Sims 4 Studio. Try downloading that one first and repeat the steps you did before. As everything go's well, The Sims 4 Studio will extract tuning directly from your game just like it clones objects or garments without asking for a combined tuning file. (Post above yours)
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Post by severinka on Oct 16, 2015 2:11:31 GMT -5
bakie, I have Joy and what exactly needs to be version? Sugar?
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