Forum Discussion
7 years ago
@06Bon06 In what way is dying different in the sims 2? I never played it, so I'm not sure what the difference is.
As far as whims go, I take it you're thinking of something that makes whims feel more like a dynamic set of changing desires, rather than a barely-relevant checklist that's easy to ignore? More close to how the mood system works, is that kind of what you're thinking?
I've no idea if it's possible to modify it so that it's more "alive", but I might look into it if I get a chance.
@LittlBowBub Lol, I didn't anticipate them being able to walk through walls. XD If it seems awesome though, good, cause I don't there'd be a way to avoid that and have the translucent ghost look.
W/ regards to mood and color: closest thing I've found so far as to how the color thing is set up for ghosts is the following in the mood.py
As far as I can tell, what this means is that the base_color tuning for moods (I'm going to guess through some UI code that would be hard to get access to or change) applies that same color to ghosts when they have the mood.
So being able to change it, probably not.
Next step would be seeing if there's a way to have them be ignored by other sims, as if they are invisible, I think. Probably through this buff:
The same one I used for my Social Pariah trait mod, where other sims ignore you. So if we add that to the test trait, we get:
I've uploaded another package, in case you'd like to test that functionality as well and make sure sims really do ignore the one who has the invis trait: http://www.simfileshare.net/download/794184/
What do you think about being able to toggle the invisibility? (e.g. remove or add the invisibility-inducing trait at will) I don't remember off-hand if we discussed that at all.
Toggle-able would make the most sense, I think, especially if there's a feature where interactions with them are limited while they're invisible. Then the ability to toggle invisibility would be attached to a more permanent "Invisibility Superpower" trait.
Though maybe it should cost a certain amount to toggle, or passively costs a certain amount to have it active, like what I recall us discussing about weaknesses and energy and the like. Then if they run out of energy, get low, that sort of thing, it automatically gets toggled off.
As far as whims go, I take it you're thinking of something that makes whims feel more like a dynamic set of changing desires, rather than a barely-relevant checklist that's easy to ignore? More close to how the mood system works, is that kind of what you're thinking?
I've no idea if it's possible to modify it so that it's more "alive", but I might look into it if I get a chance.
So I had a little play around with the trait, so far they seem to change colour with moods :smile: I don't know if this is possible, but can you disable the colour changing and make it so they stay clear see-through colour? If not that's fine, I just feel like it would differentiate them from ghosts a bit more so they are just invisible. They can also walk through walls :joy: Which I think is pretty awesome. They seem to act with objects and sims normally. I haven't played around much with ghosts in game but from what I can tell they don't have any ghostly interactions, so that's good.
@LittlBowBub Lol, I didn't anticipate them being able to walk through walls. XD If it seems awesome though, good, cause I don't there'd be a way to avoid that and have the translucent ghost look.
W/ regards to mood and color: closest thing I've found so far as to how the color thing is set up for ghosts is the following in the mood.py
'base_color': TunableColor.TunableColorRGBA(description='''
The base color for the ghost shader.
''',
tuning_group=GroupNames.GHOSTS,
export_modes=ExportModes.ClientBinary),
As far as I can tell, what this means is that the base_color tuning for moods (I'm going to guess through some UI code that would be hard to get access to or change) applies that same color to ghosts when they have the mood.
So being able to change it, probably not.
Next step would be seeing if there's a way to have them be ignored by other sims, as if they are invisible, I think. Probably through this buff:
Interaction_Greeting
39b2aa4a:00000000:8af8b916cf64c646
39b2aa4a:00000000:3bf33216a25546ea
30917
163717
163719
163721
163723
163725
163727
143510
2f7d0004:00000000:30f0846c783606f9
False
False
The same one I used for my Social Pariah trait mod, where other sims ignore you. So if we add that to the test trait, we get:
TEEN
ADULT
BABY
CHILD
TODDLER
ELDER
YOUNGADULT
141984
False
0x30D8756E
0x38505CF6
2f7d0004:00000000:40e28a287edeb0c0
MINIMUM
0x3F492AF1
GHOST
I've uploaded another package, in case you'd like to test that functionality as well and make sure sims really do ignore the one who has the invis trait: http://www.simfileshare.net/download/794184/
What do you think about being able to toggle the invisibility? (e.g. remove or add the invisibility-inducing trait at will) I don't remember off-hand if we discussed that at all.
Toggle-able would make the most sense, I think, especially if there's a feature where interactions with them are limited while they're invisible. Then the ability to toggle invisibility would be attached to a more permanent "Invisibility Superpower" trait.
Though maybe it should cost a certain amount to toggle, or passively costs a certain amount to have it active, like what I recall us discussing about weaknesses and energy and the like. Then if they run out of energy, get low, that sort of thing, it automatically gets toggled off.
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