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Post by wartooths on Nov 3, 2021 8:00:37 GMT -5
Hey, so to preface this, I saw some "expanded face slider limits" and "expanded body slider limits" for human sims, and I want to make the same thing (or have someone else make) for dogs in the sims 4. I spoke to cmarnyc on mts, and they said that I couldn't use morphmaker to do this, that I would have to noodle around with data files to expand the slider ranges. I don't know which files or where to find them, they didn't explain that. Cmar told me to contact evol evolved because that person makes unlimited sliders for sims... but they haven't logged into their MLS account since 2014. If anyone, anyone at all would help me locate all the slider data files for dogs and give me an idea of what I'm supposed to do (or whip this up for me) I would explode with happiness. I desperately want to make this but I have literally gotten nowhere with finding out how to. Beffort its said; yes I know I cant do this with JUST s4s. But I have nowhere else to ask this question, so please just help me figure it out. Like this: modthesims.info/showthread.php?t=591177 but for all body and head sliders.
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Post by o19 on Nov 3, 2021 11:21:49 GMT -5
Do you just want to add some bone sliders with extreme values to dogs? Technically it should make no difference if you select a sim or a dog for 'Bone Morph' and modify eg the b__ROOT__ bone. While in-game strange things may happen, even though it looks good in MM.
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Post by wartooths on Nov 3, 2021 20:55:52 GMT -5
Do you just want to add some bone sliders with extreme values to dogs? Technically it should make no difference if you select a sim or a dog for 'Bone Morph' and modify eg the b__ROOT__ bone. While in-game strange things may happen, even though it looks good in MM. I just want the regular sliders to have a crazy broad set of values for dogs. I literally don't know what that means or how to do it :(
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Post by o19 on Nov 4, 2021 3:25:55 GMT -5
I guess one could give it a try and create a simple bone morph for dogs, probably b__ROOT__ first to change the XYZ scale. If this works then it should be 'only' an issue to identify the proper bone names (Morph Maker has them in a drop-down) and values and hotspots to be used. If you want to give it a try: github.com/Oops19/preview-HighHeels/blob/main/Oops19-Documentation/Adding_1_CAS_Sliders.md describes how to create sliders. You may of course watch YT videos or read other documentation. Everything which can be done for Human can be done also for Dog while I have no idea whether this really works in-game later.
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Post by mauvemorn on Nov 4, 2021 3:42:11 GMT -5
As I understand, op just wants to increase the range of the existing sliders. That can be done with s4s, I think. I don’t know how to but there are mods like this for humans. You could download them, check what xml they are overwriting, and try to find a similar ones for animals
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Post by wartooths on Nov 4, 2021 9:13:05 GMT -5
As I understand, op just wants to increase the range of the existing sliders. That can be done with s4s, I think. I don’t know how to but there are mods like this for humans. You could download them, check what xml they are overwriting, and try to find a similar ones for animals This ^ This is exactly what I meant :D
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Post by wartooths on Nov 4, 2021 9:14:09 GMT -5
I guess one could give it a try and create a simple bone morph for dogs, probably b__ROOT__ first to change the XYZ scale. If this works then it should be 'only' an issue to identify the proper bone names (Morph Maker has them in a drop-down) and values and hotspots to be used. If you want to give it a try: github.com/Oops19/preview-HighHeels/blob/main/Oops19-Documentation/Adding_1_CAS_Sliders.md describes how to create sliders. You may of course watch YT videos or read other documentation. Everything which can be done for Human can be done also for Dog while I have no idea whether this really works in-game later. The other user in this thread that I replied to (mauvemorn) said it; not new sliders, but increasing the range of values on existing sliders on dogs :D if you could do that I'd go bananas. Thank you so much <3 I do not need to create new sliders, I just need to increase the values of sliders wildly!
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Post by Fwecka (Lolabellesims) on Nov 6, 2021 7:24:01 GMT -5
I had some sliders like that in TS3 and they appear to be XML tuning mods. I can't do a deep dive into this right now but at least that will help point you in the direction you need to go, I think. I don't know anything about XML tuning mods, however. That's MizoreYukii territory. Edit: The TS3 sliders also appear to be tied to an edited .dll file. That's waaaay beyond my skillset. I don't know if increasing a slider's range in TS4 would require a script edit. Would need to research it. Edit #2: Have you looked at this? I was using something similar (NRAAS Master Controller) for TS3 that had a ton of different features, including slider extensions. MCCC may be similar. Here's another. Evol_Evolved at MTS. Evol_Evolved Expanded Facial Sliders. Links in the description. This isn't available at MTS. Same Expanded Facial Sliders but with a Read Me that explains the mod.
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Post by wartooths on Nov 6, 2021 10:56:33 GMT -5
I had some sliders like that in TS3 and they appear to be XML tuning mods. I can't do a deep dive into this right now but at least that will help point you in the direction you need to go, I think. I don't know anything about XML tuning mods, however. That's MizoreYukii territory. Edit: The TS3 sliders also appear to be tied to an edited .dll file. That's waaaay beyond my skillset. I don't know if increasing a slider's range in TS4 would require a script edit. Would need to research it. Edit #2: Have you looked at this? I was using something similar (NRAAS Master Controller) for TS3 that had a ton of different features, including slider extensions. MCCC may be similar. Here's another. Evol_Evolved at MTS. Evol_Evolved Expanded Facial Sliders. Links in the description. This isn't available at MTS. Same Expanded Facial Sliders but with a Read Me that explains the mod. Sorry, MCCC desn't have those options. Evol Evolved only has sim sliders, not dog sliders. I also tried contacting Evol, they havent been online since 2014.
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Post by Fwecka (Lolabellesims) on Nov 6, 2021 20:12:37 GMT -5
Well, I was thinking that you could try to reverse-engineer the Evol_Evolved sliders. That's why I included the links. The facial slider files were problematic and were taken down as a result. The sliders affected every sim in the game and messed up their faces. If you wanted the sliders to affect a player character only, I don't think you'd want to make anything similar to Evol_Evolved's facial sliders--in fact, though I didn't look at all of Evol_Evolved sliders, it appears they are all made the same way. Since they are all made the same way, I would assume that each slider file would affect every sim in the game just as the facial sliders were affecting every sim in the game. I doubt that's what you'd want, so I think you'd need to go the scripting and XML tuning route. Read more below. For TS3 sliders that had expanded ranges, they were tied to an edited d3dx9_31.dll file. The only way I know of to edit a DLL file is to use Visual Studio (but, I couldn't help with that; I don't know if anyone, aside from Andrew, on this forum can, for that matter). For the TS3 expanded sliders, somehow, the XML and the DLL were referencing each other. Most likely, the edited DLL file had some sort of code inserted that allowed the use of the XML tuning file, and the XML tuning file had code that expanded the range of the sliders. I don't know if Sims 4's coding is set up anywhere close to how it's set up in TS3. I'm just telling you all this to give you an idea of what possibly this could entail. TS4, however, does not have a d3dx9_31.dll in its Sims 4\Game\Bin folder. It has four DLLs; my guess is that it's the python37_x64.dll file that you'd want to look at. When it comes to sliders, it works off of a deformation map (read more here and here). That map uses colors and the colors represent data--in the form of numbers--that the game can read. If you wanted sliders that exceeded what the deformation map provides, I think that would involve scripting and XML tuning. I think it would involve that regardless of whether the sliders are for humans or animals. This is just a best guess based on what I know, of course. Addendum: There is a sort of Maxis guide here that may provide answers. (if you can't download it, try a different browser. I use Chrome and had to use Microsoft Edge). And you can look at SimGuruModSquad's posts here to see if there's anything useful. I think SimGuruModSquad is an employee of Electronic Arts. I also found these belly sliders that appear to have edited deformation maps. You can study these files and see what you can learn from them. The download site is an 18+ site, but the link I provided does not contain nudity. You'll have to make an account to download the files. Also, look at this and this. I'm afraid this is all the help I can offer. If you figure this out please share with us what you discover! Addendum #2: After looking at that last link, I think that's the one that will provide the most guidance so you should definitely read that thread thoroughly.
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Post by fallingsim on Nov 7, 2021 9:27:37 GMT -5
As I recall from TS3, 'core mods' were made by extracting the managed game code to MSIL, modifying it, and compiling a new .dll. (I think this is what you mean by modifying a dll.) The game could read values from custom xml files so things like slider ranges and number of sliders could be set from an xml. I've read that in TS4 most of the game code is unmanaged - machine language that can't be modified - so that won't work. DMaps can be read and generated using TS4 Morphmaker, btw. There's this mod that modifies the CAS modifier tuning to change how sliders are randomized and applied when aging up/down: modthesims.info/d/538744/cas-modifiers-bugfix-aging-amp-randomization-update-v3.htmlI've very briefly tried using the CAS Modifier Tuning to change slider limits with no luck, but if you want to give it a try here's how. In S4S you can do Tools/Extract Tuning and search for casmodifiertuning, find the ones for dogs, extract to a package, then increase the values for LimitDirectManip and/or scale in both the xml and data resources. (Find the modifier you want to change in the Tuning file, then find it in the Sim Data file by using the Hash Generator tool - paste the name of the modifier in, change the mode to decimal, find the resulting FNV64 number in the Sim Data file.) There's also other tuning like the dampener tuning that might have to be changed. You'll have to do some experimenting and of course I could be completely off base.
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Post by wartooths on Nov 7, 2021 11:47:12 GMT -5
As I recall from TS3, 'core mods' were made by extracting the managed game code to MSIL, modifying it, and compiling a new .dll. (I think this is what you mean by modifying a dll.) The game could read values from custom xml files so things like slider ranges and number of sliders could be set from an xml. I've read that in TS4 most of the game code is unmanaged - machine language that can't be modified - so that won't work. DMaps can be read and generated using TS4 Morphmaker, btw. There's this mod that modifies the CAS modifier tuning to change how sliders are randomized and applied when aging up/down: modthesims.info/d/538744/cas-modifiers-bugfix-aging-amp-randomization-update-v3.htmlI've very briefly tried using the CAS Modifier Tuning to change slider limits with no luck, but if you want to give it a try here's how. In S4S you can do Tools/Extract Tuning and search for casmodifiertuning, find the ones for dogs, extract to a package, then increase the values for LimitDirectManip and/or scale in both the xml and data resources. (Find the modifier you want to change in the Tuning file, then find it in the Sim Data file by using the Hash Generator tool - paste the name of the modifier in, change the mode to decimal, find the resulting FNV64 number in the Sim Data file.) There's also other tuning like the dampener tuning that might have to be changed. You'll have to do some experimenting and of course I could be completely off base. Right, so, I've found all the right files, made all the right edits, everything is in package files, but-... It's as if I didn't put it in my mods folder at all. My game doesn't look any different.
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Post by fallingsim on Nov 7, 2021 14:27:49 GMT -5
I was afraid of that. Obviously those resources do something, but maybe the slider limits get overridden elsewhere. Sorry.
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Post by wartooths on Nov 7, 2021 14:45:02 GMT -5
Does ANYONE know where to go from here to get these working????
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Post by mauvemorn on Nov 7, 2021 15:05:56 GMT -5
Among people who visit Creator help with the intention to help, Mizore Yukii is the only one who has profound knowledge on creating tuning mods. She visits on Mondays. You can also visit her discord where more people knowledgeable on the subject hang out. It’s in her signature
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