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Post by callises on Jun 25, 2020 8:43:47 GMT -5
Hi!
Is it able to create a custom pie menu catergory?
not a pie menu like...An intimate introduction a pie menu category like romance!kind!funny!
there is a lot tutorial about making pie menu but no of them showed me how to make a category
I don't think it impossible because I downloaded mod that has its own custom pie menu category
please help me or is there a tutorial about making that? I might have missed that content, but It is not sure
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Post by MizoreYukii on Jun 25, 2020 12:18:43 GMT -5
You can't copy EA's Funny/Romantic/Etc. categories completely as they are actually slightly different, but yes you can make a regular pie menu like the rest of the game (Actions, Magic, etc.). No there isn't a tutorial yet, but you're like the fourth+ person to ask in less than a month so it's on my to-do list now. It is incredibly simple to make though. Find an EA base piemenucategory and adjust it to how you want it to be, give it a new instance/name/tuning ID. You can either add an icon or remove it as well.
<?xml version="1.0" encoding="utf-8"?> <I c="PieMenuCategory" i="pie_menu_category" m="interactions.pie_menu_category" n="pieMenuCategory_PetCare" s="159039"> <T n="_collapsible">False</T> <T n="_display_name">0x56089708<!--String: "Pet Care"--></T> <T n="_display_priority">5</T> <T n="_icon" p="InEP04\UI\Icons\PieMenu\Category\icon_piemenu_category_pets.png">2f7d0004:00000000:a7461f907e9cb194</T> </I>
Don't forget to do it's accompanying SimData, otherwise you will have visual errors or crashes. Don't delete anything, you only replace.
<?xml version="1.0" encoding="utf-8"?> <SimData version="0x00000101" u="0x00000019"> <Instances> <I name="pieMenuCategory_PetCare" schema="PieMenuCategory" type="Object"> <T name="_collapsible">0</T> <T name="_display_name">0x56089708</T> <T name="_display_priority">5</T> <T name="_icon">00B2D882-00000000-A7461F907E9CB194</T> <T name="_parent">0</T> <T name="_special_category">0</T> <L name="mood_overrides" /> </I> </Instances> <Schemas> <Schema name="PieMenuCategory" schema_hash="0x022065C1"> <Columns> <Column name="_collapsible" type="Boolean" flags="0x00000000" /> <Column name="_display_name" type="LocalizationKey" flags="0x00000000" /> <Column name="_display_priority" type="Int32" flags="0x00000000" /> <Column name="_icon" type="ResourceKey" flags="0x00000000" /> <Column name="_parent" type="TableSetReference" flags="0x00000000" /> <Column name="_special_category" type="Int64" flags="0x00000000" /> <Column name="mood_overrides" type="Vector" flags="0x00000000" /> </Columns> </Schema> </Schemas> </SimData>
Then, inside your interaction file that you want added to the category, insert/replace your new parent category. Usually it is somewhere around here. You'll just need to read the TDESCs or study similar interactions to find out where it goes in different interactions, but they are generally all the same.
<V n="basic_reserve_object" t="disabled" /> <T n="category">159039<!--PieMenuCategory: pieMenuCategory_PetCare--></T> <V n="content_score" t="enabled">
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Post by callises on Jun 26, 2020 18:55:02 GMT -5
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Post by MizoreYukii on Jun 26, 2020 21:02:31 GMT -5
Did you not change the instance and tuning ID because it was an example? You also need to create new text, changing the green text has no effect on the game. How to Make a Custom FileChanging in-game text, tutorial 1 and tutorial 2. However, you are using Mod Constructor to make your mod but Mod Constructor can make pie menu categories inside the program, so I'm not sure why you are doing it by hand. And you don't insert your interaction tuning in the pie menu, you place the piemenu category inside the interaction (and only the interaction). Here is what it looks like in an interaction.
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