Forum Discussion
10 years ago
So this still isn't working for me, two versions later. Whether or not I re-clone the COBJ/OBJD makes no difference.
Stuff I have tested:
* Changing the "weight/size flag" in an existing bookcase to 0x02 so that it can sit in a Medium slot
* Changing the tuning of the decorative books to object_bookshelf 0x00000000000039F5
* Changing the tuning of a different small deco item (Mega Flowerpot) to object_bookshelf 0x00000000000039F5 (this has 0xE0E05E611F225C2B in the same field as the deco books)
Results are always the same: as long the object is on the floor, all is well, but when I put it onto a surface (I tested with dining tables and sidetables) the interaction either hangs above the queue and then crashes, or drops out immediately.
Whether I'm overriding the existing COBJ/OBJD or give it a custom instance seems to make no difference either; some of the objects had 32 and some 64-bit IDs.
All of these are just COBJ/OBJD edits, I'm not doing anything with the rigs/slots/tuning or anything else.
@SimGuruModSquad or @SimGuruEugi can you perhaps share some insights on what exactly has changed with (I suppose) 1.7 regarding slots / slot type sets? I have a feeling that's what the issue is .. I can't really make sense of why the deco items are referencing 0xE0E05E611F225C2B objectSet_CloningMachineObject (I have the base game, no EPs).
Stuff I have tested:
* Changing the "weight/size flag" in an existing bookcase to 0x02 so that it can sit in a Medium slot
* Changing the tuning of the decorative books to object_bookshelf 0x00000000000039F5
* Changing the tuning of a different small deco item (Mega Flowerpot) to object_bookshelf 0x00000000000039F5 (this has 0xE0E05E611F225C2B in the same field as the deco books)
Results are always the same: as long the object is on the floor, all is well, but when I put it onto a surface (I tested with dining tables and sidetables) the interaction either hangs above the queue and then crashes, or drops out immediately.
Whether I'm overriding the existing COBJ/OBJD or give it a custom instance seems to make no difference either; some of the objects had 32 and some 64-bit IDs.
All of these are just COBJ/OBJD edits, I'm not doing anything with the rigs/slots/tuning or anything else.
@SimGuruModSquad or @SimGuruEugi can you perhaps share some insights on what exactly has changed with (I suppose) 1.7 regarding slots / slot type sets? I have a feeling that's what the issue is .. I can't really make sense of why the deco items are referencing 0xE0E05E611F225C2B objectSet_CloningMachineObject (I have the base game, no EPs).
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