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Post by JustAnotherSimsFan on Jun 8, 2016 9:45:50 GMT -5
If i don't edit the SimData resource that's associated with the tuning file i'm editing do i need to keep it in the package file? I've tested the mod and it works without the SimData resource but i'm not sure if it's safe to use.
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Post by orangemittens on Jun 9, 2016 8:43:42 GMT -5
Hi JustAnotherSimsFan, to be honest with you I have yet to make a tuning mod that has an associated Data resource. If you have concerns about the safety of the mod, please feel welcome to post it for testers here.
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Post by JustAnotherSimsFan on Jun 9, 2016 14:34:50 GMT -5
The mod is working and i haven't had any problems with my game, so this must be a tuning mod that doesn't require it's associated SimData resource. Thank you OM i didn't think about uploading it for others to test, i'll try to remember that for next time
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Post by icemunmun on Jun 9, 2016 14:45:15 GMT -5
SIMDATA resource mainly is required in case of UI changes and popups, custom PieMenu categories , custom traits etc.Most tuning files will not require them as far as I know!
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Post by JustAnotherSimsFan on Jun 9, 2016 15:48:31 GMT -5
All the text in the SimData resource now makes sense. I appreciate the help, thank you Icemunmun
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Post by freeasabird on Jul 2, 2016 7:44:43 GMT -5
SIMDATA resource mainly is required in case of UI changes and popups, custom PieMenu categories , custom traits etc.Most tuning files will not require them as far as I know! Ah! does this mean that in theory I could put the OPEN option at the top of the fridge pie menu? and update at the very bottom along with update all...
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Post by icemunmun on Jul 3, 2016 15:20:53 GMT -5
Open up the interaction tuning you want to change and search for 'pie_menu_priority' and change the value.I could not find the open interaction for the fridge (most probably it is related to its inventory function) but the upgrade interactions (example: fridge_Upgrade_IncreaseQuality ) have the following line in the tuning file : <T n="pie_menu_priority">x</T> where x= the order in which the option will appear.You do not require a SIMDATA resource for it.
Example Code:
<T n="pie_menu_priority">5</T>
The inventory component of a fridge is defined by the following code:
<V n="inventory" t="enabled">
<U n="enabled">
<V t="custom" n="get_put">
<U n="custom">
<U n="get">
<T n="factory">11501<!--Fridge_Get--></T>
</U>
<U n="put">
<T n="factory">28801<!--Fridge_Put--></T>
</U>
</U>
</V>
<E n="inventory_type">FRIDGE</E>
<L n="item_state_triggers">
<U>
<T n="item_state_value">15190<!--Freshness_Spoiled--></T>
<T n="owner_state_value">98864<!--InventorySpoil_Spoil--></T>
</U>
<U>
<T n="item_state_value">15190<!--Freshness_Spoiled--></T>
<T n="owner_state_value">98865<!--InventorySpoil_Clean--></T>
<E n="trigger_condition">NONE</E>
</U>
</L>
</U>
</V>
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Post by phyre on Jul 17, 2016 16:11:02 GMT -5
For any tuning mod, you can easily check if a simdata file is needed by browsing through its .tdesc file (descriptive xml templates per tuning instance by EA, downloadable on the official forums). If any of the export modes in the .tdesc file are defined as server_xml, server_binary or client_binary, then the xml file needs a simdata file.
As a general rule, though, simdata files are mainly needed when the mod you are trying to make interacts with the UI of the game (such as a custom trait has to show up in the CAS UI, or a custom buff in the sims buff bar UI). If you are only changing simulation data, then the xml generally handles that on its own.
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