|
Post by SimDoughnut on Apr 13, 2017 12:44:05 GMT -5
So I liberated the Spa Day magazine from debug and using Andrew's tutorial it can now be placed in a sims inventory, and also functions as a book (which I really like). What I can't figure out is what I need to do in order to have my new object be accepted into the inventory of the "Come and Get It" yard sale table that came with City Living so it can be sold. I thought it might be as simple as adding the collection_all tag, but that didn't seem to work. Size wise my new magazine is the same size as other collectibles, so I'm curious what I need to add or change in order for it to get into the Yard Sale table inventory so it can also be sold. Thanks in advance for any suggestions. Have Fun !
|
|
|
Post by orangemittens on Apr 13, 2017 18:53:27 GMT -5
I think you need to compare the tuning of your item with the tuning of an item that works with the table and adjust your tuning as necessary.
|
|
|
Post by SimDoughnut on Apr 13, 2017 19:02:59 GMT -5
I think you need to compare the tuning of your item with the tuning of an item that works with the table and adjust your tuning as necessary. Well I created a custom tuning id for the object in question using Andrew's tutorial. Is there a particular part of the script I need to include in the tuning id I created? I really don't know anything about this sort of thing, and only got this far because of Andy's "Put it in your inventory" tutorial. Any help is appreciated. Have Fun !
|
|
|
Post by andrew on Apr 13, 2017 20:21:36 GMT -5
I don't know much about the city living feature you are talking about, but I saw this in one of today's patch object's tunings today: <V n="inventory_item" t="enabled"> <U n="enabled"> <T n="inventory_only">True</T> <T n="remove_from_npc_inventory">True</T> <L n="valid_inventory_types"> <E>SIM</E> <E>MAILBOX</E> <E>RETAIL_FRIDGE</E> <E>STORAGE_CHEST</E> <E>CRAFT_SALES_TABLE_EP03</E> <E>FRIDGE</E> </L> </U> </V>
Try adding <E>CRAFT_SALES_TABLE_EP03</E> under the <E>SIM</E>
that is added in step 12 of the tutorial.
|
|
|
Post by SimDoughnut on Apr 14, 2017 11:48:18 GMT -5
Here is what my Tuning ID XML looks like now: <V t="enabled" n="inventory_item"> <U n="enabled"> <E n="stack_scheme">DEFINITION</E> <L n="valid_inventory_types"> <E>SIM</E> <E>BOOKSHELF</E> <E>RETAIL_SHELF</E> <E>CRAFT_SALES_TABLE_EP03</E> </L> </U> </V> <V t="enabled" n="inventory_item"> <U n="enabled"> <T n="skip_carry_pose">True</T> <L n="valid_inventory_types"> <E>SIM</E> <E>CRAFT_SALES_TABLE_EP03</E> </L> </U> </V> Is that right? I really don't know much about this XML stuff. Thanks in advance Have Fun
|
|
|
Post by andrew on Apr 14, 2017 19:21:56 GMT -5
Hey SimDoughnut, it looks like you posted 2 inventory item sections. If that is what is in your package, you will need to remove one of them. For example below, keep the green part, remove the red part (or vice versa if you do not want the book and retail shelves).
<V t="enabled" n="inventory_item">
<U n="enabled">
<E n="stack_scheme">DEFINITION</E>
<L n="valid_inventory_types">
<E>SIM</E>
<E>BOOKSHELF</E>
<E>RETAIL_SHELF</E>
<E>CRAFT_SALES_TABLE_EP03</E>
</L>
</U>
</V>
<V t="enabled" n="inventory_item">
<U n="enabled">
<T n="skip_carry_pose">True</T>
<L n="valid_inventory_types">
<E>SIM</E>
<E>CRAFT_SALES_TABLE_EP03</E>
</L>
</U>
</V>
|
|