|
Post by mauvemorn on Jul 30, 2023 11:59:53 GMT -5
People are asking for the disallow cc for werewolves batch fix.Maybe all disallow cc and allow cc batch fixes could be grouped? Content management - Batch fix - CAS - Disallow CC - Disallow CC for all, Disallow CC for occults, Disallow CC for (specific occult type), Disallow shoes for werewolves, disallow shoes for wine making( or showering, basically so that they are not perceived as nude), etc; Content management - Batch fix - CAS - Allow CC - same but in reverse
same can be done with "update cc" or "remove tags", since there are multiple
|
|
|
Post by MizoreYukii on Jul 30, 2023 18:41:52 GMT -5
Could custom tuning be recognized in the S4S Mods folder, just like string tables, so that when we do "Restore tuning comments" it can also read them and fix those custom references? Currently S4S only reads the current package tuning.
Same thing for string tables but in the reverse. String tables inside the currently opened package are ignored, so when you "Restore tuning comments" on a mod the strings are removed.
|
|
|
Post by andrew on Aug 14, 2023 22:25:59 GMT -5
Hello ! It would be great if we could have mask map when cloning a counter sink, and dirt map when cloning bathroom/counters items in the warehouse to edit properly ! Thank you ! The dirt overlay should be there now. I can look at adding the sink map as well. I'm delighted by the recent quality of life updates to S4S, there's some fantastic new features in there! I'm especially excited about the ability to batch-edit CAS sorting and the fence support. (Time to recolor ALL THE FENCES, because I knew how before but it was a pain in the ass, and S4S makes it so much easier.) I'm hoping I might be able to get my long-time most-wished-for feature slipped in soon too -- right now it takes a total of 9 separate batchfixes to get the end result (mostly) of "never let the game use this CC randomly ever, but allow me to select it myself in CAS for all Sims including all occults". Disable For Random, four different Disable for Occult fixes to make sure that it's also not used randomly on them, and then the four corresponding Allow for Occult fixes to re-enable choosing the CC for occults in CAS myself after running the disable ones. (And I suspect it still misses a few possible random uses for situation outfits or something, plus I'm not sure whether werewolves have their own disable/enable settings.) Adding fixes one-by-one as new occults are introduced makes sense, so people can apply the new batchfix to their existing CC, but now we're all these years in and they've really started to pile up when people want to set up things they've just downloaded. One combined batchfix to shut down ALL random use while allowing ALL use in CAS would save a lot of time for players and creators alike. The last update included a lot of changes for these batch fixes. The disallow for random now removes all occult tags (but does not restrict CAS options), in order to prevent aging up sims to use items regardless of the allow for random status. I think that you should now be able to just disallow for random and it will accomplish this in most cases. If there is CC that specifically was disallowed for an occult type, you may need to run allow for occults before disallow for random to ensure full ability to use it without having randomized use. Hi, guys. A user is asking for darker colors for ticks in light mode (or lighter in dark mode). Difficult to see in glasses in both cases The latest version uses black check marks in light themes and white ones in dark themes now. People are asking for the disallow cc for werewolves batch fix.Maybe all disallow cc and allow cc batch fixes could be grouped? Content management - Batch fix - CAS - Disallow CC - Disallow CC for all, Disallow CC for occults, Disallow CC for (specific occult type), Disallow shoes for werewolves, disallow shoes for wine making( or showering, basically so that they are not perceived as nude), etc; Content management - Batch fix - CAS - Allow CC - same but in reverse
same can be done with "update cc" or "remove tags", since there are multiple
Great suggestion! I've reworked the batch fix menu and added/reworked some batch fixes to make it work this way. Could custom tuning be recognized in the S4S Mods folder, just like string tables, so that when we do "Restore tuning comments" it can also read them and fix those custom references? Currently S4S only reads the current package tuning. Same thing for string tables but in the reverse. String tables inside the currently opened package are ignored, so when you "Restore tuning comments" on a mod the strings are removed. I don't think this made it into the last version, but it is a good suggestion and will be added.
|
|
|
Post by mauvemorn on Aug 17, 2023 7:36:20 GMT -5
|
|
|
Post by wild_guy on Sept 1, 2023 17:00:29 GMT -5
While making default overrides of objects, studio always change all strings in string tables to English version. This often becomes a problem because creator have to remove all these strings to not get users confused and keep the original object descriptions. Is it possible to keep strings in original languages in overrides?
|
|
|
Post by Kouukie on Sept 4, 2023 14:31:55 GMT -5
Would it be possible for the option to categorize the amount of mesh groups each object has like you've implemented in the CAS area of the program?
|
|
|
Post by mauvemorn on Sept 11, 2023 10:01:44 GMT -5
There was an aliens-related change Hi! It appears that the alien occult has changed. It's now Occult: 3005. Could there maybe be a batch fix for this? Or the existing batch fix edited? Edit: Somehow this does not seem to affect all custom content, but skintones, presets, and defaults like no ea eyelashes are affected. Possibly others. Adding that tag to them fixes them.
|
|
|
Post by adamular on Sept 20, 2023 15:39:10 GMT -5
I’m not sure how possible it would be, but I wish there was an easier way to texture reference objects. Imagine if in the texture section besides the option to import an image, there is an option to reference a texture in another package, or even from the game itself.
|
|
|
Post by simme2 on Sept 25, 2023 2:35:42 GMT -5
Is there a way to remove "cc from shower" without it removing custom skins and makeup? I have to reset my skin mods after showering, so I never use that feature anymore. And EA has blocked changing an existing Sim when it comes to skin, which surprised me. Fortunately, I saved before I used that batch file, so I was able to undo that change.
|
|
|
Post by simme2 on Sept 25, 2023 2:40:55 GMT -5
I have searched through a recolor package and there is no reference to the mesh needed. I need to go back to the creator to find the mesh package name again. Is there a way to add a description box to CAS items in S4Studio that allows the user to add mesh package names? It would be really helpful as packages age or creators move on.
|
|
|
Post by blackgryffin on Sept 26, 2023 18:00:22 GMT -5
Hello, My 2cents for the Mac Version : - drag & drop ( such as the Pc version ) - when you select a build item ( floor, wall, etc ), get selection of the whole set of this item ( such as the Pc version ) - the possibility to choose a dds OR a png when exporting an image from the warehouse rather than only png ( usefull for bump files ) ( such as the Pc version ) - more memory A last question : is there a possible way to get the same Blender S4studio scripts for BforArtists, the fork of Blender ? Thanks This is my firs ever wish list :D
|
|
|
Post by mauvemorn on Oct 4, 2023 13:53:23 GMT -5
|
|
|
Post by adamular on Nov 18, 2023 18:58:58 GMT -5
Would it be possible to add a feature that can embed thumbnails in packages that do not already have them?
|
|
|
Post by peacemaker on Dec 13, 2023 2:07:21 GMT -5
Just a suggestion on the thumbnail generation for walls. It uses the short wall height, but doesn't account for the resizing of the texture so the image is squished vertically. Not sure how much could be done about that, but using 3 segments instead of 2 and resizing to a square would give a better representation of the wall instead of relying on importing correct-aspect thumbnails.
|
|
|
Post by mauvemorn on Dec 29, 2023 11:36:58 GMT -5
Hello! Recently I decided to edit all wrongly categorized CCs, and now I understand why so many creators leave wrong tags in their content. There is no ability to uncheck all tags from the object that they used as a basis, and changing all the tags for every object is time-consuming. So it would be nice if there will be next functions: Uncheck (delete) all tags for objects (for example, add a button at the top of the tag list in CC view) Batch edit > Uncheck (delete) all tags (for the whole CC folder) Batch edit > Add tags > Choose tag category > Choose tag For example, I have a folder with wrong tagged Sculptures, and I need to do just a few clicks on the folder: 1) Batch edit > Delete all tags 2) Batch edit > Add tags > Decorative > Sculpture 3) Batch edit > Add tags > Decorative > Decoration (Misc) 3) Batch edit > Add tags > Color > Gray As in the example above, it could be possible to add as many tags as I want for the whole folder of CCs and make it more organized in game instead of editing each particular object, which really seems insane.
|
|