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Post by springthz on Feb 5, 2024 23:56:15 GMT -5
First of all thank you for checking out my post. I don't know how to describe my problem in one sentence... So the title can be confusing. Here is a description of the problem I encountered: I made a CC, which is a mesh edit for Simsonico Occel Ears(But it's a new CC, not a replacement or recolor of the original Occel Ears). Then I put the CC I made in Documents\Sims 4 Studio\Mods. I selected CAS-Create 3D Mesh on S4S, then selected my CC, clicked Next and named the new file, and then I just clicked "Save" in the newly opened CC editing screen. Next, I put The new CC file in Documents\Electronic Arts\The Sims 4\Mods and entered the TS4 game test, only to find that the CC appeared as a red and white box with a question mark. I am very confused about why this happened, I hope you can help me, thank you! If needed, here is the CC file I made:https://www.mediafire.com/file/j7xpkzbaw1pi7o4/Occel_Ears_Edit_CC.zip/file (Sorry my English is not good, I use machine translation.)
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Post by mauvemorn on Feb 6, 2024 4:16:14 GMT -5
Hi. When you clone an item, all of its resources (textures, meshes) are referenced. This means your item depends on the original, so the original package must be in Electronic arts/The sims 4/Mods As you start replacing some of these resources, the connections are severed. For your item to become independent, it must include all resources.
So, if you want your item to stay dependent on the original, but work as intended, you need to copy the original package from /The sims 4/Mods, then paste it into Electronic arts/The sims 4/Mods. It must be in both Mods folders: in in the first one for s4s to show it in the catalog, in the second one for the game to locate referenced resources.
If you want to make your package independent, open it, then Tools - Modding - Embed all externally referenced resources. This will include all textures and meshes, so you can delete the original. This, of course, most likely is prohibited, if you plan on sharing your content with others. But if you’re doing it for personal use, you can (alternatively, you could just add your swatches to the original)
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Post by springthz on Feb 6, 2024 4:58:27 GMT -5
Hi. When you clone an item, all of its resources (textures, meshes) are referenced. This means your item depends on the original, so the original package must be in Electronic arts/The sims 4/Mods As you start replacing some of these resources, the connections are severed. For your item to become independent, it must include all resources. So, if you want your item to stay dependent on the original, but work as intended, you need to copy the original package from /The sims 4/Mods, then paste it into Electronic arts/The sims 4/Mods. It must be in both Mods folders: in in the first one for s4s to show it in the catalog, in the second one for the game to locate referenced resources. If you want to make your package independent, open it, then Tools - Modding - Embed all externally referenced resources. This will include all textures and meshes, so you can delete the original. This, of course, most likely is prohibited, if you plan on sharing your content with others. But if you’re doing it for personal use, you can (alternatively, you could just add your swatches to the original) Thanks for your answer! I'll give it a try like you said. I once asked Simsonico if I could share mesh editing CC, and the answer was yes. I'll post it after I've taken care of everything.
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