1.) Can I create new standalone buffs for items that are already in the game? For instance, I'd like to add additional moodlets/buffs for when Sims watch certain kids of television, while also leaving the buffs that are already there alone. 2.) Can I create a buff that requires two things to activate it? For instance, I'd like only single sims with the romantic or family oriented trait to get a sad moodlet after watching a lot of romantic tv or a romance movie. Is this possible? (Similar to how sims can get a playful moodlet after watching comedy).
I've read most of the tutorials about creating buffs, but I've yet to see one that shows how to do what I'm looking for.
Post by MizoreYukii on Aug 1, 2020 10:18:03 GMT -5
1. Yes, you have 3 options: override the interaction to add yours next to those buffs (probably as loots referencing buffs though), use Mod Constructor to inject your loot that references your buff into another loot, or make your own script that does the same thing as MC. And you don't have to rely on MC either, you can make a base loot (give it a name and nothing else), then export and it will have a script and package for you to edit by hand. 2. Yes, those are called tests. You setup a test that includes romantic and family oriented traits and only those sims will get the sad moodlet.
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