Forum Discussion

kwanzaabot's avatar
9 years ago

How do bar objects know to spawn a Mixologist?

Just for fun, I wanted to see if I could clone a bar (the flaming tiki bar from the TS4 collector's edition), and make it staffed by the Grim Reaper, instead of a Mixologist.

But I'm having trouble finding exactly how this works. I can only assume the bar points to the "bartender_bar" situation_job xml file SOMEHOW, but I can't figure out where that is, and how I would get it to point to "GrimReaper" instead.

Any ideas?
  • Check out the "filter" field in job_bartender_bar. It points to filter_Bartender_Bar which defines the requirements for Sims fulfilling this position. You could change that field to filter_GrimReaper and see what happens...
  • Wouldn't that change it for every object using that xml? How do I stop the bar from pointing to job_bartender_bar in the first place? (For example, so I could change it to a custom xml that won't overwrite the default bartenders)
  • It's a one-to-one mapping. If you want to spawn a new type of situation, you'll have to edit the bar venue's tuning.
  • SUCCESS!
    http://i.4cdn.org/vg/1464316627102.png

    In the process of uploading Honest Uncle Grimbo's Party Hire and Undertaker to ModTheSims right now!
    He's not so much tied to his own bar anymore as much as he is the default bartender for Costume and Spooky parties. But I think that works.

    Thanks again, @SimGuruEugi!

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