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Post by 03stevensmi on Mar 9, 2020 6:49:36 GMT -5
hey guys, new here and need someone to point me in the right direction.
BASICALLY... i am trying to find out how to add an effect from fxplayer to a sim with animation (like extra stink lines or flies buzzing above and around both sides of a sim).
I am looking to do this for young adult and child sims.
My first thought was having the fxplayer mod object somehow added physically to a sim but i have no idea if it would be A. Clickable or B. if so, would the effects be moving or will they just be frozen.
My next idea was maybe converting fxplayer mod from an object mod to a sim mod. But i have no idea at all where i would start or if that is even possible.
It has been done on a few popular mods such as good vs evil superpower mod (bats and fireflies) etc. i just need someone here to guide me in the right direction on how that was done.
Cheers! 03stevensmi
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Post by 03stevensmi on Mar 9, 2020 12:23:01 GMT -5
anyone?
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Post by MizoreYukii on Mar 9, 2020 12:46:05 GMT -5
Timezones and low modding population, give it time for someone to respond. Are you saying you made a custom animation and want some effects to play while the animation runs? Follow this post then: sims4studio.com/post/66519/threadYou need to go to your Clip and find where it says "Events". Click Edit Items, find Effect in the dropdown list, click add, then fill out the info. If it is not a custom animation, the other option is to apply it through a buff.
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Post by 03stevensmi on Mar 9, 2020 12:51:34 GMT -5
Timezones and low modding population, give it time for someone to respond. Are you saying you made a custom animation and want some effects to play while the animation runs? Follow this post then: sims4studio.com/post/66519/threadIf it is not a custom animation, the other option is to apply it through a buff. it probably would be better as a buff. cheers for getting back to me btw, it is 1 or 2 of the effects i need for a sim. eg, flys and insects etc. the fxplayer app has them as an object so ether merging the object on a part of a sim or like you said, a buff would be 100% better. how would i do that? if possible, my goal after i figure this out as a buff is to try to replace the filthy x2 unhygienic moodlet with these effects added: s40_world_bug_flys (centred in the front middle of the sim) trashpile_large_stinktendril_brown (centred around the same place as above)
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Post by MizoreYukii on Mar 9, 2020 13:35:58 GMT -5
You'll need to figure out how you want the buff to apply during the animation/interaction you want. It can run when the interaction does, or you can apply it through other means. Once you figure out how you want the buff to be applied, grab the name(s) of the VFX you want, then make the buff with a slightly similar layout to this: <?xml version="1.0" encoding="utf-8"?> <I c="Buff" i="buff" m="buffs.buff" n="buff_Motives_Humanoid_Robots_Durability_Breaking_VFX" s="222670"> <T p="InGame\Audio\Stings\sting_buff_gain.propx" n="audio_sting_on_add">39b2aa4a:00000000:8af8b916cf64c646</T> <T p="InGame\Audio\Stings\sting_buff_loss.propx" n="audio_sting_on_remove">39b2aa4a:00000000:3bf33216a25546ea</T> <T n="buff_name">0x6A297063<!--String: "Fix"--></T> <T p="InGame\UI\Icons\Debug\missing_image.png" n="icon">2f7d0004:00000000:30f0846c783606f9</T> <T n="timeout_string">0x3D6BCEB3<!--String: "Becomes [1.String] in: [0.Timespan]"--></T> <V n="vfx" t="play_multiple_effects"> <U n="play_multiple_effects"> <L n="vfx_list"> <U> <T n="effect_name">ep08_humanoid_robot_breaking</T> <V n="joint_name" t="Slot"> <T n="Slot">b__R__Forearm</T> </V> </U> <U> <T n="effect_name">ep08_humanoid_robot_breaking</T> <V n="joint_name" t="Slot"> <T n="Slot">b__L__Upperarm</T> </V> </U> <U> <T n="effect_name">ep08_humanoid_robot_breaking</T> <V n="joint_name" t="Slot"> <T n="Slot">b__Neck__</T> </V> </U> <U> <T n="effect_name">ep08_humanoid_robot_breaking</T> <V n="joint_name" t="Slot"> <T n="Slot">b__Root__Bind__</T> </V> </U> </L> </U> </V> <T n="visible">False</T> </I>
You can follow these tutorials to learn how to make buffs, interactions, and read the TDESC. www.patreon.com/posts/tutorials-33811297Though if you're trying to replace the generic hygiene VFX when sims get stinky, you need to do that a different way through file overrides, if it's even possible as VFX is tricky. You would need to track down the x2 moodlet and see if it uses the same VFX method as shown above, and if it does then you need to copy all of your code and paste/replace over the original (or only some of it, depending on what you want to do). If it doesn't, that means the VFX is applied in a different way.
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Post by 03stevensmi on Mar 9, 2020 14:02:37 GMT -5
You'll need to figure out how you want the buff to apply during the animation/interaction you want. It can run when the interaction does, or you can apply it through other means. Once you figure out how you want the buff to be applied, grab the name(s) of the VFX you want, then make the buff with a slightly similar layout to this: <?xml version="1.0" encoding="utf-8"?> <I c="Buff" i="buff" m="buffs.buff" n="buff_Motives_Humanoid_Robots_Durability_Breaking_VFX" s="222670"> <T p="InGame\Audio\Stings\sting_buff_gain.propx" n="audio_sting_on_add">39b2aa4a:00000000:8af8b916cf64c646</T> <T p="InGame\Audio\Stings\sting_buff_loss.propx" n="audio_sting_on_remove">39b2aa4a:00000000:3bf33216a25546ea</T> <T n="buff_name">0x6A297063<!--String: "Fix"--></T> <T p="InGame\UI\Icons\Debug\missing_image.png" n="icon">2f7d0004:00000000:30f0846c783606f9</T> <T n="timeout_string">0x3D6BCEB3<!--String: "Becomes [1.String] in: [0.Timespan]"--></T> <V n="vfx" t="play_multiple_effects"> <U n="play_multiple_effects"> <L n="vfx_list"> <U> <T n="effect_name">ep08_humanoid_robot_breaking</T> <V n="joint_name" t="Slot"> <T n="Slot">b__R__Forearm</T> </V> </U> <U> <T n="effect_name">ep08_humanoid_robot_breaking</T> <V n="joint_name" t="Slot"> <T n="Slot">b__L__Upperarm</T> </V> </U> <U> <T n="effect_name">ep08_humanoid_robot_breaking</T> <V n="joint_name" t="Slot"> <T n="Slot">b__Neck__</T> </V> </U> <U> <T n="effect_name">ep08_humanoid_robot_breaking</T> <V n="joint_name" t="Slot"> <T n="Slot">b__Root__Bind__</T> </V> </U> </L> </U> </V> <T n="visible">False</T> </I>
You can follow these tutorials to learn how to make buffs, interactions, and read the TDESC. www.patreon.com/posts/tutorials-33811297Though if you're trying to replace the generic hygiene VFX when sims get stinky, you need to do that a different way through file overrides, if it's even possible as VFX is tricky. You would need to track down the x2 moodlet and see if it uses the same VFX method as shown above, and if it does then you need to copy all of your code and paste/replace over the original (or only some of it, depending on what you want to do). If it doesn't, that means the VFX is applied in a different way. cool, thanks for your help. So basically i could have the effect set on a loop after a triggered event? Sorry if i sound new at this, coz i am. If so then i think i may know what i have to do. This mod i am trying to do is a beginning point for me so all help is needed. Thanks for your help, lets see how i can do this! :D
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Post by MizoreYukii on Mar 9, 2020 14:30:45 GMT -5
How you apply the buff, it's duration, what removes it, etc. is what determines how long the buff stays. If you want it to stay forever you need make sure the buff never expires, isn't removed by showering, etc. You just need to read the TDESC for file format and study other similar buffs to get it to stay.
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Post by 03stevensmi on Mar 9, 2020 14:54:27 GMT -5
How you apply the buff, it's duration, what removes it, etc. is what determines how long the buff stays. If you want it to stay forever you need make sure the buff never expires, isn't removed by showering, etc. You just need to read the TDESC for file format and study other similar buffs to get it to stay. ok, for now... lets just say i wan't it to actually be removed by showering, where about in the tdesc would tell me to do that? because i am thinking activating it on and around the time the dirt on skin applies to the sim.
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Post by sigma1202 on Mar 9, 2020 15:40:13 GMT -5
If all you want to do is add an effect when you have the filthy buff, you just need to add the highlighted piece of code and change the effect name and the bone name(that's where the effect will play)
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Post by MizoreYukii on Mar 9, 2020 15:40:30 GMT -5
If you're overriding the x2 moodlet then it will automatically be removed by showering. The TDESC won't tell you how to do something, it only explains what things do inside files, like <T n="visible">False</T> it will explain that setting this to true or false determines if the buff shows up in the moodlet panel or not.
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Post by 03stevensmi on Mar 9, 2020 15:53:49 GMT -5
thanks guys, i am on it. i had a first look at the patrion tutorial and i am going to try out sigma's advice to get into the jist of things. From there, i will see where i go. thanks guys. I will report if anything goes wrong. Cheers. 03stevensmi
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Post by 03stevensmi on Mar 10, 2020 12:10:18 GMT -5
For some reason, Sigma's advice is not working. Here is the code: <?xml version="1.0" encoding="utf-8"?> <I c="Buff" i="buff" m="buffs.buff" n="Buff_Motives_Hygiene_Filthy" s="12823"> <V n="_add_test_set" t="tests_set"> <L n="tests_set"> <L> <V t="sim_info"> <U n="sim_info"> <V n="ages" t="specified"> <L n="specified"> <E>TEEN</E> <E>YOUNGADULT</E> <E>ADULT</E> <E>ELDER</E> <E>CHILD</E> </L> </V> </U> </V> </L> </L> </V> <L n="_loot_on_removal"> <T>104279<!--loot_MakeSimNotGrubby--></T> </L> <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">0x2CDB9574<!--Disgusted by poor hygiene. Oh, the stench!--></T> <T n="buff_name">0x4FE0475B<!--Filthy--></T> <T n="flip_arrow_for_progress_update">True</T> <U n="game_effect_modifier"> <L n="_game_effect_modifiers" /> </U> <T n="icon" p="InGame\UI\Icons\Buffs\buffs_hygienedistress_neg.png">2f7d0004:00000000:d6cd4dd047d4419b</T> <V n="interactions" t="enabled"> <U n="enabled"> <L n="interaction_items"> <T>13487<!--idle_Hygiene--></T> </L> <T n="scored_commodity">16657<!--motive_Hygiene--></T> <T n="weight">2</T> </U> </V> <T n="mood_type">14646<!--Mood_Uncomfortable--></T> <T n="mood_weight">2</T> <T n="show_timeout">False</T> <T n="timeout_string">0x0000</T> <V n="vfx" t="play_effect"> <U n="play_effect"> <T n="effect_name">s40_World_bug_flys</T> <V n="joint_name" t="Slot"> <T n="Slot">b__spine2__</T> </V> </U> <U n="play_effect"> <T n="effect_name">s40_trashpile_large_stinkmed_brown</T> <V n="joint_name" t="Slot"> <T n="Slot">b__spine2__</T> </V> </U> <U n="play_effect"> <T n="effect_name">s40_Sim_stink</T> <V n="joint_name" t="Slot"> <T n="Slot">b__spine2__</T> </V> </U> </V> </I> Could someone here test out my mod for me to see if its not just me? Here is my package file: HygieneTestWhat have i done wrong?
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Post by MizoreYukii on Mar 10, 2020 12:20:11 GMT -5
Use the layout I suggested previously because that layout actually supports multiple effects. See where it says <U n="play_multiple_effects">?
<V n="vfx" t="play_multiple_effects"> <U n="play_multiple_effects"> <L n="vfx_list"> <U> <T n="effect_name">ep08_humanoid_robot_breaking</T> <V n="joint_name" t="Slot"> <T n="Slot">b__R__Forearm</T> </V> </U> <U> <T n="effect_name">ep08_humanoid_robot_breaking</T> <V n="joint_name" t="Slot"> <T n="Slot">b__L__Upperarm</T> </V> </U> <U> <T n="effect_name">ep08_humanoid_robot_breaking</T> <V n="joint_name" t="Slot"> <T n="Slot">b__Neck__</T> </V> </U> <U> <T n="effect_name">ep08_humanoid_robot_breaking</T> <V n="joint_name" t="Slot"> <T n="Slot">b__Root__Bind__</T> </V> </U> </L> </U> </V> </I>
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Post by 03stevensmi on Mar 10, 2020 12:37:51 GMT -5
Of course! I forgot all about that part of your post, Thank you! One more try! Once i do this, i am going to move on to physical clip vfx animations from my sim and other sims reaction around and how i can apply Those to the moodlets. Here are some examples: For filthy mood i could make others throwing up with the embarrassed look animations on my sim! Another one for when a sim gets so hot and about to die, i could add the tired walkstyle and steam coming off him faded by 50% Or another for the embarrassed mood where i could add crying when a triggered embarrassing event takes place involving other sims around. These are just some of my goals. Right now, i am starting to get the hang of it. Cheers Guys! :D
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Post by 03stevensmi on Mar 11, 2020 12:27:04 GMT -5
Right, thanks to mizore... it works great... but there are some tweaks i need to do on which i can not find any info on. 1st thing i need help on is rotation. I placed the effects on the spine but the effects are placed a few inches away in front Of the body. Do any of you guys know what the codes are for rotations and positions? I need to add in the xml to make the effects ether rotated pointing upwards, upwards slightly angled facing forwards, and positioned slightly backwards so the flies and stink are facing front and back. Does anyone know how i would add that? I'm looking but I can not find any coding for rotation and positioning.
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