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Post by scipiogarling on Jul 23, 2023 19:18:56 GMT -5
I've been imagining mods that would let (some) animals speak either temporarily or permanently. There are many fun angles (such as making a "Verbal" trait for each species or a Doolittle Trait for humans that allows animals to speak only to them).
But I can't figure out what trait/code enables Sims (as opposed to a pet or a chair) to TALK. Any clues...?
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Post by MizoreYukii on Jul 24, 2023 14:37:18 GMT -5
Did you mean that the animals use Sim voices, or just interactions they can perform that brings up a popup box/notification, like phone calls and such? The former will require overriding a lot of animal animations and researching which Sim voice clips to use in place of the animal ones, and without a lot of extra work will not be able to keep the voices to just a trait so all animals will have it. The latter would still be a bit of work, but much less compared to the other one.
If you want the interactions with popups, you just need to make custom animal interactions, or inject to (with Lot51 Core Library) or override EA's animal interactions to add a loot with a notification or a basic_extra with a notification, such as:
<L n="basic_extras"> <V t="notification"> <U n="notification"> <V n="dialog" t="single"> <V n="single" t="literal"> <U n="literal"> <V n="icon" t="enabled"> <V n="enabled" t="resource_key"> <U n="resource_key"> <T n="key" p="InGame\UI\Icons\Notifications\notification_Gardening.png">2f7d0004:00000000:b480f640087aee04</T> </U> </V> </V> <V n="text" t="single"> <T n="single">0x72C4592E<!--All Rabbits who call {1.ObjectName} their home now will help with gardening. Bunny power!--></T> </V> <V n="title" t="enabled"> <T n="enabled">0xBC5C1048<!--Gardening Help Started--></T> </V> </U> </V> </V> </U> </V> </L>
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Post by scipiogarling on Aug 6, 2023 9:07:37 GMT -5
" just interactions they can perform that brings up a popup box/notification, like phone calls and such?"
I'm not thinking of interactions like phone calls with notifications. I'm thinking of only allowing the animal to "converse" (with word balloons not with audible speech) with (some) humans. Just code that would make the set of conservational options available to some animals with certain people.
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Post by MizoreYukii on Aug 20, 2023 19:40:28 GMT -5
Ah, that's much easier then. You'd need a custom trait on the sim then, and then several custom interactions, either linked in the trait (recommended) or injected with XML Injector or Core Library, that test for that trait and animals. Then in the interactions you just need to add "balloons" (the icons that appear over sim heads when chatting), which I believe you can add in several areas but basic_extras or outcomes is probably the easiest. If you have Island Living you can take a look at mixer_Dolphin_Talk as an example for basic_extras, or socials_Pets_SimtoPet_Imitate_Dog_Bark for an outcomes example, and there's others like that if you search by "balloon" with something like DocFetcher or Notepad++.
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