I've ran into an issue with a mod I was trying to make. I've had a good chunk ready as I had the idea to make a custom emotion. I am fairly new to all of this and only ever made a few traits in a mod constructor. But now I want to go overboard.
Anyways. For this emotion I have extracted Mood Tuning, MoodBuff and the Loot to start this emotion. I worked with 'Dazed' or 'Sloshed' as a base. However, now I am pretty stuck. It does... something?? But not quiet what it's supposed to. The Whims seem to refresh, so that is working.
I do believe it's the 'Currently Dazed (should not be seen) trait that is also being read out. As you can see my boi looks a bit slushy wushy
However portrait frames and pose index. that is all not being changed and I am a bit at a loss as to why that is! Almost like the MoodBuff is being recognized but not the MoodTuning in itself?? I could be wrong. I don't know.
To make things easier I will attach my package file right here. I would be really really happy if somebody could help me! Thanks a BIG bunch in advance!
Post by MizoreYukii on Aug 2, 2022 21:01:52 GMT -5
There's no SimData for your Mood file in the package (and some of the other traits and buffs). Tuning files that come with SimDatas must exist together and match for the files to work properly. Try re-extracting with Tools > Extract Tuning and re-make the file, making sure they are in sync. This trait has no matching SimData: CopeCO_Phasmoccults_DreadlostTraitforMood And this buff: CopeCO_Phasmoccults_DreadlostMoodBuff
Last Edit: Aug 2, 2022 21:06:17 GMT -5 by MizoreYukii
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There's no SimData for your Mood file in the package (and some of the other traits and buffs). Tuning files that come with SimDatas must exist together and match for the files to work properly. Try re-extracting with Tools > Extract Tuning and re-make the file, making sure they are in sync. This trait has no matching SimData: CopeCO_Phasmoccults_DreadlostTraitforMood And this buff: CopeCO_Phasmoccults_DreadlostMoodBuff
Okay I thought maybe replying is enough instead of opening an entirely new thread! I am having a NEW "problem". Before I only ever used a constructor so this is all still very new to me! But right now I am working on creating my own Needs Motive (like fun, energy & co)
It's called Dread and all the things that are supposed to work, work perfectly fine and just the way I want to! It applies buffs and VFX, I could even add a notification! It's my first mod and I am pretty proud of what I could achieve already
Just one VITAL thing I couldn't figure out quite yet... I thought about statistic modifier but I don't think they are what I am supposed to do but.. HOW do I make sure that certain actions also do FULFILL this need?! because as for now they obviously do not!
I wanted to make it so typically mean or evil actions and interactions would fill the 'Dread' bar! what would I need to do to achieve that? (Is it time to learn Python?) Of course; as always below is the fresh package file! drive.google.com/file/d/1qHro102smsXqCQRO4ol7kvtNoLSO1o1T/view?usp=sharing
Thanks once again in advance!!
EDIT: I am testing this once again right now but I am ALSO thinking the failure loot isn't being triggered! I changed a thing so I am looking into this. But yeah. I am still in need of filling the bar
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