Post by cattreats on Feb 28, 2023 18:21:45 GMT -5
TLDR: is there something that needs to be added to custom interactions to ensure that animations and other interaction parts properly work + to ensure that state changes on an object save? (ex. constraints being added to make sure sims go to location and start the interaction). Using S4S Star.
I'm trying to copy over tuning from the cave mine (that leads to forgotten grotto) onto another object using S4S's tuning editor/xml window and XML injector, which has worked mostly without issue (other than state changes not saving after leaving the lot) so long as I don't edit the name/instance/tuning ID of the interaction/state/etc. When I edit these fields for interaction tunings and update all other references to these interactions and nothing else, animations that previously worked no longer run (sims go to location and then just stand there, and if there's a continuation to run after interaction that doesn't run either), text variables (such as {0.SimFirstName}) no longer replace with the proper value, and adventure popups no longer continue past the first popup:
{Screenshot}
I know when I had been having an issue with custom interactions not running at all, I found in the forums that adding in constraints would make the sim go to the location and run the interaction which has partially solved some issues, but the other bugs listed above (no animation, no variables getting filled, continuation animations/outcomes/etc not running) still happen -- so I was wondering if there's anything else that we're meant to edit/add on to edited to custom interactions to ensure that all the animations play properly + variables get filled out + continuation stuff works?
The other issue I'm having is object states not saving after leaving the lot. I'm very confused as to what might be causing the issue. Everything that was in the original mine's tuning files has been copied over, and even if everything within is left as-is, untouched and unedited with the original EA tuning IDs, the state doesn't save. On the other hand, if I create an override of the new object and completely change the tuning to the mine's in the tuning tab, the state saves just fine, so I'm at a total loss since internally the code should all be the same (other than the original object's tuning also being present for the injected version). This specifically only happens after leaving the lot -- interactions that are blocked by state (ie, not being able to see/use "explore" until after "break open" has successfully been done and the mine state changes from closed to open) work perfectly fine. But when you return after leaving (regardless of method, whether following travel to grotto prompts or just going to any other lot normally), you only see "break open" and have to repeat the process each time. Is there something that needs to be modified or added to ensure that states save after leaving lots?