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Post by stanggirl70 on Oct 29, 2018 22:41:33 GMT -5
I have just finished a drag queen wig and while going through the warehouse to make sure I hadn't forgotten anything, I noticed a "buff" line for the CAS Part Resource.
Then I got this great idea for having the wig give someone a confidence buff when they put it on. I don't know anything about adding buffs, so does anyone know if this is possible? If so, how?
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Post by Feyona on Oct 30, 2018 1:04:38 GMT -5
I know it is possible to add or remove nude tag and moodlet. Because long time ago clothes cloned from nude items were giving "nude" buff, so other sims were feeling uncomfortable while being around naked sim, and sim was feeling embarrassed.. Right now Studio removes this tag by default. I don't know if it is possible to add confident moodlet this way since it is added in completely different way in objects. I would ask game devs on official forum to provide the list of instances and list ot types for auras in CAS, if it is possible. This is how they are added in objects.
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Post by minimonster on Oct 30, 2018 16:36:39 GMT -5
Hi stanggirl70 . It certainly IS possible to add a buff - it is one of my Favorite things, and a little 'secret' that I have kept close to myself... So, what you want to be looking at are the animal hats, which is where I got my inspiration to make my mods with buffs for CAS FX. I am hoping to be able to make a mini-tutorial for the forum here at some point in the near future, that can be added to the master listing of CAS item tutorials. I just looked through the available hat tunings, and unfortunately it seems as if there isn't a hat that has the Confident buff with it. Flirty, Playful, Inspired, Angry, Energized - yes. Confident, no. However it is far from Impossible. I just learned today how to paste code into a post here, so I have taken the liberty of creating the custom tuning that you will need for the item. <?xml version="1.0" encoding="utf-8"?> <I c="ClothingBuff" i="buff" m="buffs.clothing_buff" n="yourname:thebuffnameanddatehere" s="thegeneratedbuffhashnumber"> ! <V n="_temporary_commodity_info" t="enabled"> ! <U n="enabled"> ! <L n="categories"> ! <E>Confident_Buffs</E> ! </L> ! <T n="max_duration">240</T> ! </U> ! </V> <T n="audio_sting_on_add" p="InGame\Audio\Stings\sting_buff_gain.propx">39b2aa4a:00000000:8af8b916cf64c646</T> <T n="audio_sting_on_remove" p="InGame\Audio\Stings\sting_buff_loss.propx">39b2aa4a:00000000:3bf33216a25546ea</T> * <T n="buff_description">0x4C1E95F8<!--Wiggle that wattle! Preen those feathers and flap those wings!--></T> * <T n="buff_name">0x5C883F19<!--Scouting Spunk--></T> * <T n="icon" p="InGame\UI\Icons\Buffs\Buffs_OnFire.png">2f7d0004:00000000:112840245085579b</T> <T n="mood_type">14634<!--Mood_Confident--></T> <T n="mood_weight">1</T> <T n="visible">False</T> <V n="walkstyle" t="disabled" /> </I> The same rules apply for creating this custom tuning as with any other one. The second line has yourname:thebuffnameanddatehere and thegeneratedbuffhashnumber as placeholders for you to insert your own name & generated hash. The lines that have a ! at the beginning are optional - only if you want the buff to have a duration of some time (here four hours) after being applied. I never use them myself, but if you do, be sure to remove the exclamation points. The lines that have an asterisk at the beginning are necessary, and I quickly chose ones that I thought might fit in, but aren't really of too much importance, as the near-to-last line with "False" makes the buff invisible in-game (remove the asterisk when creating the tuning file). I also added a line to remove the walkstyle that one would get if using a 'Confident' buff... The whole thing them comes together when one adds in Warehouse to the CAS Part in the "Type" box under Buff - 6017E896, which is the code that tells the game engine to treat the buff as a clothing buff, and make the Group number 80000000... I am assuming that you are familiar with adding custom tuning to begin with - if not, orangemittens made a Great tutorial HERE that goes over the basics. Please feel free to message me if you need any further assistance, or better yet, write your questions here so that others can see the methodology. Cheers!
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Post by stanggirl70 on Oct 30, 2018 20:46:36 GMT -5
Wow! Thanks, minimonster ! I do know how to alter tuning a bit for objects, but nothing close to this. Is there a list somewhere of the codes and what they do?
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Post by stanggirl70 on Oct 30, 2018 21:35:57 GMT -5
Another question: Do you happen to know how to change the walkstyle line so it makes the Sim have a feminine walk while wearing it? I would guess I would change "negative" to the name of that walkstyle, but I am not sure and certainly don't know what code the game would search for.
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Post by minimonster on Oct 30, 2018 22:14:49 GMT -5
Wow! Thanks, minimonster ! I do know how to alter tuning a bit for objects, but nothing close to this. Is there a list somewhere of the codes and what they do? You are Very Welcome!!! About the list - not that I am aware of, other than from various places throughout the tunings themselves (I just happen to Love snooping around the game's XML's for little nuggets of information/possibilities...)... Regarding the tuning code and your last question: I just now noticed a blank line before the walkstyle line. That's a no-no, so should be removed... Oops. Darned editing... o_0 (I am going to change the post) I looked into the possibility of defining a feminine walkstyle. If you want the Sim to have a feminine walkstyle, that has to be defined in CAS, and I would remove the whole line with the walkstyle/disabled part then. Everything should be fine that way. The feminine walkstyle is something that the game looks at as a Trait, and isn't ever declared as a buff, such as the confident walkstyle is/can be (also sad, tired, etc.).
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Post by stanggirl70 on Oct 30, 2018 23:14:47 GMT -5
minimonster I have another question. Does the tuning ID in the buff tuning data go in the buff instance in the warehouse for the CAS resource? Or does the instance number for the wig itself go there? It seems there needs to be something in the CAS resource that refers to that tuning for it to work, right?
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Post by minimonster on Oct 31, 2018 15:32:56 GMT -5
minimonster I have another question. Does the tuning ID in the buff tuning data go in the buff instance in the warehouse for the CAS resource? Or does the instance number for the wig itself go there? It seems there needs to be something in the CAS resource that refers to that tuning for it to work, right? Replied via PM with the following, pasting it here for posterity and data retention... Hi There. So, what one (or at least me) needs to do to get a correct hash from the name of your custom tuning is this: Clone any B/B item, doesn't matter what, think of something small with few or one swatch, because we need it only to open it, use two places, then forget we ever did that... In Warehouse, in the Object Definition for the cloned item, paste your tuning's custom name into the Tuning box at the right. Upon clicking outside anywhere of that box, the Tuning ID box will auto-populate with the correct hash number for that name. Copy that to an external text file, to paste it into your CAS item's imported tuning file. You will first be pasting that generated number into the tuning's code as it's number int the thegeneratedbuffhashnumber place. Save your .package. Next go to the Data Tab for your tuning at the top of the right-hand side. make sure that the last box - TuningID has the same generated number as the one in the other tab's code - the thegeneratedbuffhashnumber one. If not, change the Data number to match the correct inner one. Save again, just to be sure it takes. I sometimes close then immediately re-open the .package to allow the file to refresh in S4Studio. I do not know why that order and set of steps are necessary for this application. I am going to ask orangemittens about the behaviour of the hashing before I post this all as a CAS item tutorial. Please forgive me for asking, but one never knows if another has done something or not - did you import the exported/modified .xml as a New Buff Tuning Resource Type? Just wondering, in case... We WILL get this working for you as you desire it to (as much as is possible, that is...)! Cheers.
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Post by stanggirl70 on Nov 1, 2018 18:56:48 GMT -5
I exported/added the tuning for one of the animal hats then replaced the XML with your code, but it wasn't updating the tuning ID number. So I deleted that tuning and just added a blank Buff Tuning Resource item in warehouse and put your XML there. Then I used the hash generator to change the tuning ID and pasted it in the Buff Instance within the CAS resource. And now it works like a charm, but I need to check and see if the custom wording I used actually works because I forgot to check when I tested it the other night.
I still have some edits to make to the mesh and map because I deconstructed a necklace to make it but didn't change where it laid on the diffuse map, so now the barrette on the wig changes color/texture when I change the necklace being worn. Oops. :D
I do want to say I really love this program for creating objects/mods. I tried teaching myself milkshape and the older programs when I played Sims 1-3, but never got very far. This program has made it a lot easier for me to learn how to do what I want, and the tutorials and community are invaluable.
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Post by minimonster on Nov 1, 2018 21:39:24 GMT -5
Very Happy that it is working for you, stanggirl70! I literally was laying awake thinking about this, and was wondering if I mentioned the step of using the built-in hash generator with the name of the tuning to make the code to go into the CAS Item resource, but you are on top of it all, sounds like! Cheers to you!
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Post by hotdogprincess on Oct 18, 2020 21:04:31 GMT -5
Thanks for all this great info! I want to create a buff that makes my sims confident when they eat a particular harvestable item (or juice made from that harvestable). How do I go about finding the number for that kind of buff instead of the clothing buff number you provided? I tried looking for the "It's Just Ok" buff sims get now when they eat a harvestable item, but I am having a hard time finding it.
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Post by MizoreYukii on Oct 18, 2020 22:56:00 GMT -5
Thanks for all this great info! I want to create a buff that makes my sims confident when they eat a particular harvestable item (or juice made from that harvestable). How do I go about finding the number for that kind of buff instead of the clothing buff number you provided? I tried looking for the "It's Just Ok" buff sims get now when they eat a harvestable item, but I am having a hard time finding it. The file you are looking for is 6017E896!00000000!000000000001931E.Buff_Harvestable_Level0.BuffTuning.xml and it's tuning ID is 103198.
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