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Post by whhooosims on Dec 29, 2019 18:56:35 GMT -5
So, I am working on my first mod here, and I am following the tutorials I am finding on here. For the most part everything has been going well, but when I am now starting to try to put my custom object tuning stuff in, the object quits working all together. First I thought I made a mistake in my code, so I created a new package, and just put the stock EA tuning in it, but change the name and Tuning ID number, and it still isn't working. So I know it isn't the code causing the issue. I added some pictures, if you need anything else I can add that too, but let me know because I might be missing a step all toghther, and not sure anymore. LOL. ibb.co/3vCzB0nibb.co/MnWRG8Q
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Post by whhooosims on Dec 29, 2019 20:08:28 GMT -5
I figured it out, but I am not sure what was wrong in the first place. I had my instant as a hashcode (64 bit generated by the name without the first two so that it would be 00____________), but that would get changed, and that changed number wouldn't work. Not sure if it was clashing with a mod (I have quite a few installed, and testing with them because I would want them to work with them). ANYWAYS, I finally hashed it 32 bit (decimal) and it changed my instant, but that worked....
So, not really sure if it is ok that my instant is now "00000000C1614166"? That is what Sims 4 Studio auto changes it too, and if I try to change it back, it switched the Tuning ID number back to the longer 2922___ number that doesn't work.
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Post by Leniad on Dec 30, 2019 3:06:55 GMT -5
The instance id of the tuning is too short (00 in front 0067D7D..) it makes the decimal value of it too short. Something like 67D7.... will work better.
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Post by whhooosims on Dec 30, 2019 11:41:11 GMT -5
Actually that did work. I really thought one of the tutorials said you were supposed to have "English" to start off with 00, but I might be getting that confused with script mods now. LOL.
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Post by whhooosims on Dec 30, 2019 13:03:13 GMT -5
Thanks, after looking into it farther I am realizing I am mixing up the scripting mods. So thanks! LOL, but if I could pick your brain about one more thing? I am trying to make a cooler that allows you to pour a "beer" directly from it, and I have it working, but right now all the "beers" are in the Grab a Drink pie menu. I want them to have their own pie menu of "Grab a Beer". I believe I have followed everything, but I must be missing putting something somewhere because when I go to put my pie menu in, the cooler stops being clickable all together. Am I forgetting something? BTW, yes I have the "Grab a Beer" script written in the object script. Is that my issue? (that is the only thing I have changed, that is not depicted in the picutres). (I have added links to pictures of the codes that I have changed.) Get a Beer Interaction Tuning ibb.co/PTnrhLKCooler Object Tuning ibb.co/wp826kMGet a Beer Pie Menu Sim Data Tuning ibb.co/LgYhVQbGet a Beer Pie Menu Tuning ibb.co/q1NKdpF
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Post by Leniad on Dec 30, 2019 15:06:44 GMT -5
beercooler object tuning should have 15266299489088012065 pie menu inserted not the graba beer interaction
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Post by whhooosims on Dec 30, 2019 20:20:26 GMT -5
Gotcha, and that did help take the cooler back to being selectable. Though, still the pie menu isn't coming up (which also hides all the new beer recipes for the cooler).
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Post by Leniad on Dec 31, 2019 20:52:25 GMT -5
At least one beer should have a snippet for "Grab a Beer" before the menu will display
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