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Post by candydoesstuff on Dec 30, 2023 11:00:17 GMT -5
I want to make a mod where Werewolf sims will get a specific moodlet for every type of occult, which means separating the dazed moodlet to just be used for one occult, while allowing new buffs and moodlets for the other two. Is there anyway I could do this? I have both sims 4 studio and sims 4 mod constructor, but even after several tutorials I'm still a little lost.
TLDR: Looking for help on how to split up a werewolf moodlet so that the name and buff type differ depending on the occult type smelled.
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Post by naunakht on Dec 30, 2023 18:36:51 GMT -5
Do you know the tuning ID of the buff(s) in question? At the very least, can you share a screencap of it, if it's visible?
EDIT: Are you perhaps talking about 297805 (buff_Werewolf_Abilities_OccultSmell), which displays as a Dazed moodlet? Or 295321 (buff_Werewolf_Abilities_SmellsLikeVampire), which yields an Angry moodlet?
I think I know what you are asking, and it's not something you can do with the Mod Constructor. Could you be a little more specific? Also, have you made tuning tweaks before using only S4Studio?
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Post by candydoesstuff on Dec 31, 2023 1:58:07 GMT -5
Yeah sorry I wasn't super clear, I mean buff_Werewolf_Abilities_OccultSmell. I haven't done tuning tweaks before using S4Studio and the tutorials I found aren't really helping. I'm looking to make the buff mentioned yield a different emotion depending on the occult smelled, like a focused buff for aliens instead of the usual dazed mood. If possible I'd like to edit the flavor text as well depending on the occult type.
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Post by naunakht on Dec 31, 2023 23:07:12 GMT -5
Yeah sorry I wasn't super clear, I mean buff_Werewolf_Abilities_OccultSmell. I haven't done tuning tweaks before using S4Studio and the tutorials I found aren't really helping. I'm looking to make the buff mentioned yield a different emotion depending on the occult smelled, like a focused buff for aliens instead of the usual dazed mood. If possible I'd like to edit the flavor text as well depending on the occult type. So, the werewolf smell ability relies on a complicated chain of tuning resources. broadcaster_Werewolf_Smell (290184) contains a list of occult types and assigns hidden buffs to each of them. This is what yields the "what's that smell?" visual FX you see displayed by your werewolf. They are buff_Werewolf_Abilities_Smells_Vampire (290203) , buff_Werewolf_Abilities_Smells_Witch (290204) , buff_Werewolf_Abilities_Smells_Alien (290205), and buff_Werewolf_Abilities_Smells_Mermaid (290206). Each of these buffs contains a second broadcaster buried within it. For the vampire one, the broadcaster is broadcaster_Werewolf_Aroma_Vampire (295319), and it's what triggers the angry moodlet buff_Werewolf_Abilities_SmellsLikeVampire (295321) via a loot action called loot_Werewolf_Abilities_SmellsLikeVampire (295320). For all of the others, the nested broadcaster is the generic broadcaster_Werewolf_Aroma_Occult (297803), which is what yields the generic Dazed moodlet buff_Werewolf_Abilities_OccultSmell (297805) via a loot action called loot_Werewolf_Abilities_OccultSmells (297804). In other words, the chain of events that gives you a Dazed moodlet for smelling a spellcaster is: broadcaster_Werewolf_Smell → buff_Werewolf_Abilities_Smells_Witch → broadcaster_Werewolf_Aroma_Occult → loot_Werewolf_Abilities_OccultSmells → buff_Werewolf_Abilities_OccultSmell. You cannot get what you want by simply overriding the last thing in that chain of events (the buff). You would have to go further back up the chain and start there. One way to do this would be to create individual broadcaster files for each occult type, and insert them into the first buff that you get after smelling each occult. You'd need to make a loot action for each broadcaster type, and a buff added by each loot action. So you'd be overriding several files, and also creating 9 (I think?) original ones. So yeah, it's a project, and it would likely conflict with other werewolf mods.
There's a jankier way of doing this, if you're cool with using the XML injector. You could make a custom mixer interaction that would be under your control rather than autonomous, meaning you'd have to click on a target sim, select "sniff", and then get the moodlet you're looking for as a result of that interaction. This, at least, would have the benefit of not conflicting with other mods, and it would only require 6 tuning resources (1 mixer interaction + 1 loot action + 3 buffs +1 XML snippet) and 0 overrides. I get that it wouldn't have the same vibe, though.
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