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tastytourist's avatar
10 years ago

Columns vs. Fence Posts

What exactly makes a fence hide its posts when it encounters a column?

I made a decorative fencepost that I would like to behave like a column in that regard (i.e. replace any existing fenceposts it’s placed on top of), but is that even something I can do on the object side of things? Or is it hardcoded somehow? My current solution is to create a second catalogue object (a column ‒ CTProductColumn 0x1D6DF1CF ‒ that references the same model), but I’d prefer having one catalogue entry instead of two.

The other catalogue entry is for the decorative version, so that it can be placed off-grid .. if there’s a way to allow that for columns, that might also be a viable solution.

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  • Hey @pbox,

    Yeah this behavior is hard coded, it cannot be overridden by data: Columns (and gates) will update fences, normal objects will not. And columns are not compatible with free placement.

    -SGMS
  • Thanks for the info!

    Yeah Inge -- for a custom fence with no posts all you’d need to do is nuke the post mesh .. but when you want to replace fence posts (in game) on a Maxis fence, or on an existing custom fence that has bulky posts, posts that are technically columns are apparently the way to go.

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