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ZerbuTabek's avatar
ZerbuTabek
Rising Hotshot
11 years ago

@SimGuruModSquad: Need help with clothing buffs

I've been experimenting with adding buffs to custom CAS parts, and it doesn't seem to be working. I noticed there was a field in the CASP file called "BuffResKey" which points to a buff file, and "TGIList" which is a list of resources to be used by other fields.

I added the data file to the TGIList and set BuffResKey to point to one of the animal hat buffs (as a test, obviously when I do this seriously, I will make a custom buff), and the buff successfully showed up in CAS. However, it wouldn't show in Live Mode. I also tried changing the data file to the XML, but it had the same problem.

I tried just cloning a base game CAS part that already has a custom buff, without making any changes to it, and even that had the problem, so I've come to the conclusion that adding a buff requires more than simply editing the CASP file.

Are there any other steps I have to take? Such as editing an XML file to point to a CAS part?

(I'm sure that the reference to the buff was cloned along with the CASP, as I checked)

28 Replies

  • UPDATE: OK, so it seems that it WILL work, but only with a GroupID of 0x00000000. Clothing Buffs on CC with a GroupID of 0x80000000 will NOT work in-game.
  • Loads of stuff doesn't work with that top bit set, it's turning out. I'm coming to the conclusion to only bother to set top bit on the catalog resources.
  • I usually don't bother either, but CM, S4Cast, and S4S all do that automatically. That's why I didn't notice it at first.
  • "IngeJones;12879632" wrote:


    Is there something similar going on with objects - pertaining to their ability to be placed back in world after being in the household inventory? I have found that any custom object *including the sculpture made by SimGuruModsquad as the example new object* will not place back in world.



    Heads up that this is fixed in today's patch v 1.3.18.1010
  • Thanks for pointing this out!

    Say is there any way you could post some sort of “technical patch notes”, in addition to the official ones, that list this kind of update/fix too? I know you often post in old threads here to make us aware of changes that don’t make it into the official notes, but it would be great if there was someplace to look this up.

    (Point in case: there was something about household funds XML tuning that I tried very early on, abandoned, and then accidentially saw much later that the code had changed and now what I meant to do is working .. some sort of general “changes in XML to do with household generation” note would have prompted me to revisit this, I believe. Who knows what else people may have given up on in the meantime, unaware that it would actually work on a different code base, just because they never realise it’s changed.)


    I'm very curious to see what else has changed about objects today!
  • Hey pbox,

    It's not going to be practical to provide more technical patch notes. For today's patch I provided SimGuruGnome over 33 thousand lines of text describing the changes that went into the build and he had to painstakingly review all those changes and generate the notes (and make them funny to boot). To do a more technical version would require a programmer to do the same realistically we don't have the time to do this. It would also be hard for us know precisely which changes would be of interest to modders and which would just add noise. Sorry!

    As you mention, I do keep a list of fixes discussed in this forum and follow up when they come out and I will continue to do that.

    Hope you enjoy the patch.
  • 33 thousand lines certainly sounds scary o.O

    Okay so I guess the constructive thing would be to post more about stuff that is of interest, so that we may get notified whenever said stuff changes.

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