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Post by fitzy2754 on Jun 22, 2019 19:35:49 GMT -5
I'm pretty new to modding for the Sims 4 so sorry if this is a silly question. I want to make an object that I'm working on unbreakable, but I can't seem to work out how to do that because I can't find an existing object that is unbreakable by default (rather than needing to be upgraded). Could anyone give me a quick explanation of how to do this? I'd be very grateful!
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Post by aldavor on Jun 22, 2019 21:43:22 GMT -5
Hi... basically the way I've always done it is to go into the Warehouse tab of the file, then go to the Object Catalog type (if you have more than one swatch, you'll need to do it for each one). Select it, then on the right screen, under the Common segment, is ObjectTooltipTags - an Edit Items button is to the right. Click it and bring up the window. Click the blue Add button, then from LocalizedStringTag select MiscUnbreakable, and set a value of 0 to it (it's a toggle in the sense of if it's selected then it's valid). Click Save button to save or you can add more tags if you want. Don't forget to Save the package file once you're done!
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Post by fitzy2754 on Jun 23, 2019 10:57:50 GMT -5
Thank you so much!
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Post by menaceman44 on Jun 24, 2019 7:53:49 GMT -5
But isn't that something that has to be set in the tuning otherwise all you are doing is making the catalogue entry show the text that says it's unbreakable even though it can still be broken.
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Post by aldavor on Jun 25, 2019 0:12:54 GMT -5
Hmm... not sure about that. All I know is whenever I've set values in the ObjectCatalog, those have been passed to the sim experience in-game.
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Post by yasee666 on Oct 11, 2019 2:56:49 GMT -5
Hi... basically the way I've always done it is to go into the Warehouse tab of the file, then go to the Object Catalog type (if you have more than one swatch, you'll need to do it for each one). Select it, then on the right screen, under the Common segment, is ObjectTooltipTags - an Edit Items button is to the right. Click it and bring up the window. Click the blue Add button, then from LocalizedStringTag select MiscUnbreakable, and set a value of 0 to it (it's a toggle in the sense of if it's selected then it's valid). Click Save button to save or you can add more tags if you want. Don't forget to Save the package file once you're done! I tried to do this on many showers but they are still breakable and those damn ghosts always break my showers and no I don't want my house to not be haunted
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Post by aldavor on Oct 11, 2019 5:45:38 GMT -5
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Post by yasee666 on Oct 12, 2019 0:41:19 GMT -5
My showers still break even after using this mod. I'm sick of EA making ghosts to be like that anyway what did you mean by add accordingly?
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Post by aldavor on Oct 12, 2019 4:30:02 GMT -5
anyway what did you mean by add accordingly? Add or amend any tuning data or code that could be applicable in the XML files. I dont know exactly but perhaps there's a ghost breakage resource that you could add to the package and amend any values as you see fit? Always fun to experiment...
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Post by menaceman44 on Oct 12, 2019 11:52:59 GMT -5
I think this isn't quite the same issue as the original post but are you saying that your showers are breaking through regular use or that they are breaking because of the ghosts? If it is because of ghosts then I do not believe the mod that was linked to will help at all as that only prevents breaking through normal use of the object.
If an object can be broken or not is set in the object tuning, not the ObjectCatalog flags. I know this now because I have worked on an object I made unbreakable. The same tuning will also list all interactions that can be performed on it and the ghost's ability to haunt and break an object is its own seperate interaction. To stop ghosts from breaking your showers you would need to clone all of the tuning for showers and remove the Ghost_Haunt interaction from the Super Affordances list in the tuning.
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Post by yasee666 on Oct 13, 2019 15:47:04 GMT -5
I think this isn't quite the same issue as the original post but are you saying that your showers are breaking through regular use or that they are breaking because of the ghosts? If it is because of ghosts then I do not believe the mod that was linked to will help at all as that only prevents breaking through normal use of the object. If an object can be broken or not is set in the object tuning, not the ObjectCatalog flags. I know this now because I have worked on an object I made unbreakable. The same tuning will also list all interactions that can be performed on it and the ghost's ability to haunt and break an object is its own seperate interaction. To stop ghosts from breaking your showers you would need to clone all of the tuning for showers and remove the Ghost_Haunt interaction from the Super Affordances list in the tuning. Where is this super affordnace? couldn't find it in the warehouse menu.
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Post by aldavor on Oct 13, 2019 16:23:39 GMT -5
It seens the SA is "Ghost_Possess_Break_Plumbing" and if you load that into s4s, near the bottom you'll see that its looking for a func test "Func_Unbreakable_Object". My view on this is that to make it ghost-proof, add that tag into the shower's Object Catalog -> Tags section (you'll need to do this for all swatches).
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Post by menaceman44 on Oct 13, 2019 16:47:27 GMT -5
Where is this super affordnace? couldn't find it in the warehouse menu. By default it will not show in studio just by cloning an object as it is stored in the object tuning. Clone your object and then go to any of the Object Definition entries. Scroll down on the right and you should see the tuning name listed with the tuningID underneath. Copy the tuning name and then go to the Tools > Extract Tuning... option in the Studio menu at the top of the window. In the new window that pops up, paste in the tuning name. When it appears in the window select it and choose "Add to current package" It will now be at the very bottom of all the package resources. Select it and scroll down on the right and near then end you should see a list of all the available interactions for the object. Delete the ones you don't want to be possible on your object. You then need to make your tuning unique so that it doesn't override any other objects in the game that use the same tuning (unless you want it to affect them all) Change the tuning name by starting with your username followed by a colon and then a tuning name. Studio will create the tuningID for you. Now copy these new details into the Tuning and TuningID sections in your Object Definiton resources to have your object use your new tuning.
I would probably give aldavor's advice a go first though as that is much simpler and something I wasn't aware of.
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Post by yasee666 on Oct 15, 2019 8:25:11 GMT -5
Thank you soooooo much! It worked!
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Post by freeasabird on Oct 16, 2019 14:06:36 GMT -5
Oh my I have been meaning to get around to doing this for ages, I have Coolspears mod but patches often breaks it. I will get to fixing my baths and sinks. one last question, can I delete the 'wash dishes' tuning from bathroom sinks? I looked at this a while back but I was worried I would mess up something else related to it (if there was a another interaction related to it I couldn't see).
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