So, I haven't dabbled much in modding before, besides recolouring (since I'm useless in blender), but I'm good with code, and Python is one of the main languages I'm fluent in. So I wondered if its possible to create custom Serums (the ones from GTW Scientist), and I chose them specifically since you can easily apply effects to other sims using the serum as well as the controlled sim.
I'm guessing that all a potion/serum is made of code wise is a food object that executes a bunch of commands on the target sim, and thus wouldn't be too difficult to make a custom one using a selective clone of the serum object, and then changing the functions that it executes.
Except, like I said, I'm new to Sims 4 modding, and whenever I try to look up stuff like "Custom food modding", Google has a tendency to bring up actual mods, rather than modding guides. If someone could point me in the direction of tutorials and guides to help me start to do this it would be much appreciated!
Okay so update time: I've made some progress, albeit very little.
So it turns out Serums are one of the more annoying consumables to deal with, since S4S only sees it as one item (and what's even weirder is that its AgeAway in the items menu, and SyntheticFood in the package editor), So I've spent most of the day digging through XML files to determine which are actually used.
Also, you can actually apply custom buffs to items theoretically without having to code in Python, as long as the relevant loot/buffs needed to execute the desired effect exist already as a game XML. To that end, I decided to make it into a potion which can make a sim pregnant when they drink it, since I found what I think is the loot that fires after successfully trying for a baby.
When it came to actually adding a new serum, it wasn't so straightforward. There were a couple of files which I had to update/override, as they were the ones that determined which serum was drank or tested. Then there were the definition files for the serum itself, which I copied from other serums and edited the contents. Since I already had the loot trigger, I only had to make two files which wasn't as bad as it could have been.
However when I loaded it into my game, and found the items in the build mode (hidden under debug items) it was a null object. As in there were no pie menu interactions at all. It just sat there as an empty bottle. The other cloned serums acted as they do normally, but my custom one was basically a bottle shaped rock
HERE is the link to the mod if anyone wants to mess around and help me figure out what I've done (or not done).
Well, I guess it's time to dive into the XML files again...
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