Forum Discussion
9 years ago
"Neia;15667992" wrote:
Yes, that's the GFX in UI.package. You can directly open and edit values in them with JPEXS, but I haven't done major modifications, so I'm not sure if it would work.
UI is a pain to mod sadly :/
Thanks.
Well on the bright side, I did find something referencing Motive Panel in: S4_62ECC59A_00000000_5FFB8AE26BC11E96.gfx
I just found it a minute or two ago, so I don't know yet for sure if it has potential, but I ain't giving up yet. :smile:
Edit: Found something pertaining to ui_render_style. Hmm.
this.mRenderStyle = param1.ui_render_style;
_loc2_ = param1.ui_render_style == CommodityStaticData.MOTIVE_UI_STYLE_DEFAULT?Number(0.07):Number(0.025);
this.mcBar.SetRange(param1.min_value_tuning,param1.max_value_tuning,_loc2_);
Seems like it explains how DEFAULT is defined for MotiveUIStyle (the numbers are probably width and height values). But doesn't explain how the LONG style gets defined. My first instinct was that maybe 0.07 is for default and 0.025 is for long, but on further examination, this doesn't make sense; for one thing, 0.025 is a smaller value than 0.07 and LONG is longer in width.
So for the moment, it looks like I'm back to square one.
I mean, there is stuff like this:
if(this.mRenderStyle == CommodityStaticData.MOTIVE_UI_STYLE_LONG)
{
this.mcArrows.gotoAndStop("long_positive_triple");
}
else
{
this.mcArrows.gotoAndStop("positive_triple");
}
But this appears to be for defining the little arrows that show when a need goes up or down, not to do with the length of the bar itself.
Also, I'm looking under widgets > Gameplay > SimInfoHUD > Motive Panel > Commodity Container
Maybe it's not there that LONG gets defined in its length.
(Just sharing my thought process/discovery)
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