Forum Discussion
9 years ago
"Triplis;c-15780537" wrote:
Oh, haha, I didn't realize the occult types are hard-coded to the client. Never would have guessed that. Thanks for sharing your knowledge about things! I appreciate it. :)
@Triplis:
Hardcoded to the client, yes. However, the occult type enums are assigned their own values there as well:
package gamedata.shared
{
public class OccultTypes
{
public static const OCCULT_NONE:int = 0;
public static const OCCULT_HUMAN:int = 1 << 0;
public static const OCCULT_ALIEN:int = 1 << 1;
public static const OCCULT_VAMPIRE:int = 1 << 2;
public function OccultTypes()
{
super();
}
}
}
That's from the "shared" section of siminfosummarypanel.gfx.
I'm guessing that if you do something like this:
package gamedata.shared
{
public class OccultTypes
{
public static const OCCULT_NONE:int = 0;
public static const OCCULT_HUMAN:int = 1 << 0;
public static const OCCULT_ALIEN:int = 1 << 1;
public static const OCCULT_VAMPIRE:int = 1 << 2;
public static const OCCULT_SORCERER:int = 1 << 3;
public function OccultTypes()
{
super();
}
}
}
everywhere that references what you're trying to do, you might be able to get your new enum to work :)
EDIT: And JPEXS does work for this kind of stuff; I used it for my "Vampire Aging Enabled - With Life Extension", in which I removed the OCCULT_VAMPIRE check from where it decides which aging format to use :)
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