Forum Discussion
21 Replies
"kwanzaabot;15540244" wrote:
Yes, it was sarcasm. I was only mildly annoyed when AmySims09 did it, but it feels like my being helpful to her sort of opened the floodgates for every other newbie to crawl out of the woodworks, when my own question hasn't even been fully answered yet.
Well, first of all, I don't think one extra person qualifies as "floodgates". Secondly, I made one post, got a clue in one post, and that was the end of it - the only reason there's anything more from me in this thread is because you keep engaging me directly, thus basically self-inflicting your own clutter (seriously, I passed 30 posts awhile ago now, so I'm not even talking to add to my post count anymore). Thirdly, I doubt the existence of this little side conversation is going to in any way affect @SimGuruDrake in terms of actually answering your question. Fourthly, I don't see a request to add a stickied "new members look here" thread to the top of every category, which would have prevented this. You're a modder, you of all people should appreciate that a permanent solution is better than just treating the symptom.
Fifth, finally and MOST seriously, I realize with your 1363 post count over there that it's probably been some time since you were a New Member, and likely you actually enjoy participating in this forum beyond just asking questions of the devs. But your rather dismissive statement that I'm "just a newbie in the woodworks" is beyond lack of empathy, and surprising considering you actually took the time to give Amy help, thus making someone like me think "oh hey, this person is decent, they'll mind less than if I just post in some random topic". That sort of welcome is precisely why I won't be joining this community - I'm just going to ask my question, get my answer and get the heck out of here. Shame. A more welcoming and friendly attitude, like the one _A_ showed me, might have encouraged me to actually answer a few questions as well as ask them.
By the way, I encountered a problem very similar to yours when writing my child vampire mod. I found that there were two separate age checks involved in making human children turnable - one on the testSet variable to identify who can be turned, and a second one on the interaction to allow for the actual turning itself. I'm sure the answer to your dilemma is similar, and I might have actually considered looking into it for you.
No way that's happening now.- Ah heck with it. I'm a sucker for puzzles so I looked into it anyway. Not to mention that solving your problem seems like a nice passive-aggressive way to make my point about being careful how you treat "newbies". ;)
(EDIT: My initial suggestion was crap. Hang on, looking into it more.)
Okay, I think I've got something. You're attempting to call the Rel_Gain_Large loot tuning file, but when I look at Phone_Chat for a baseline comparison, it's not handling the relationship gain that way at all. It's doing it with this code:
0.166666666666667
PickedSim
-100
50
PickedSim
16650
16650
I think if you stick this (adjusted to taste, of course) in place of your variable call, you'll probably get the result you want.
Hey, here's hoping @SimGuruDrake doesn't clear this post out before you read it, ey? Although that would be poetic justice, I think. ;) - SimGuruEugi9 years ago
EA Staff (Retired)
Hi all!
I have asked for some restrictions (inability for new members to post, inability to use formatting) to be lifted for this specific forum, but it doesn't seem like Vanilla actually supports this. Sorry.
Can I get a quick recap of all the pending questions? Is the Ghost issue resolved? Is there a question about rel gains? - Hey Engi! Thank you for making my code look pretty. :)
Kwanzaabot's mod (which he linked here) was made to commune with ghosts through an object. He was having trouble with reputation gain not showing up for those ghosts. I looked at it and determined that the code above, rather than a call to the rel_gain_large tuning file like he was doing, should get him what he wanted. I don't think he's had a chance to test it yet, but if it works that should solve his problem.
Does that solution seem like the best fit for him?
To the best of my knowledge, there are no other pending questions, but of course it's Kwanzaa's thread so he'd be the final authority on that. - @jerrycnh I have no problem with newbies. We've all been new at some point. But respect is a two-way street, and derailing someone else's thread is not respectful at all. I bit my tongue when dealing with AmySims because I felt it was a one-off thing, but when it happened again, I had to put my foot down. I'm sorry that you were the one who bore the brunt of that, especially since you did ask a fairly reasonable question, in hindsight.
@SimGuruEugi Okay, so what I'm dealing with at the moment, is I have a tablet that has a "Commune with Spirits" interaction (a reskinned "Chat") that exclusively allows the user to chat with ghosts, rather than living Sims.
I've updated the mod with jerrycnh's suggestion, except that for now, I've kept the "phone chat" relationship gain (because there's nothing in there that actually singles out or blacklists ghosts). I've provided a new XML for the mod to point to, but for all intents and purposes, it's phone chat. It's a unique XML and has a unique name and ID, mind you.
What happens now, is that when a Sim interacts with the tablet and chooses a ghost, the interaction drops out of the queue, and for a split second they revert to a T-pose.
Jerry's suggestion seems to only provide one range for a relationship (-100 to 50), while the default phone loot has a range of relationships, as well as bonuses based on certain traits, or whether or not the Sims are family. But nothing about ghosts, which is why I left it as is. There didn't seem to be any point to changing it, when all I want is a standard relationship gain.
Here's the updated mod: simfileshare.net/download/FQAeWXJgmNUK1aPtAMtwK68pgRY3ntbeGw0PCsRRU881wSZ7FzlThSt0VbFTYo8F/ - SimGuruEugi9 years ago
EA Staff (Retired)
"kwanzaabot;15541899" wrote:
What happens now, is that when a Sim interacts with the tablet and chooses a ghost, the interaction drops out of the queue, and for a split second they revert to a T-pose.
This indicates that Python is throwing an exception. What does your lastException.txt file say? "SimGuruEugi;15541942" wrote:
"kwanzaabot;15541899" wrote:
What happens now, is that when a Sim interacts with the tablet and chooses a ghost, the interaction drops out of the queue, and for a split second they revert to a T-pose.
This indicates that Python is throwing an exception. What does your lastException.txt file say?2 89984d55ebc6101b589a589d desync ea.maxis.sims4_64.15.pc 2017-02-08 09:33:20 Local.Unknown.Unknown.1.27.80.1020-1.200.000.262.Release sim_focus.py:194 89984d55ebc6101b589a589d Exception in Sim Timeline: Exception running Element (AttributeError: 'danburite2:object_tablet' object has no attribute 'get_focus_bone') Traceback (most recent call last): File "T:\InGame\Gameplay\Scripts\Server\scheduling.py", line 212, in simulate File "T:\InGame\Gameplay\Scripts\Server\elements.py", line 373, in _run File "T:\InGame\Gameplay\Scripts\Server\postures\transition.py", line 628, in _run_gen File "T:\InGame\Gameplay\Scripts\Server\postures\transition.py", line 498, in _do_transition File "T:\InGame\Gameplay\Scripts\Server\carry\carry_postures.py", line 451, in add_transition_extras File "T:\InGame\Gameplay\Scripts\Server\interactions\utils\sim_focus.py", line 222, in with_sim_focus File "T:\InGame\Gameplay\Scripts\Server\interactions\utils\sim_focus.py", line 194, in __init__ AttributeError: 'danburite2:object_tablet' object has no attribute 'get_focus_bone' - SimGuruEugi9 years ago
EA Staff (Retired)
Does your tuning for the tablet specify _components -> focus -> enabled -> _focus_bone ? "SimGuruEugi;15541962" wrote:
Does your tuning for the tablet specify _components -> focus -> enabled -> _focus_bone ?
No, but neither does the base game tablet, AFAIK. All I did was duplicate the original, add some unique IDs to it.
The only difference between mine and the original tablet tuning (except for the ID, which is n="danburite2:object_tablet" s="11665561330038041981") are the interactions:
13328
13326
103888
16051927670695656706
111810
132347
132380
So I should add a line in the object tuning file? Or the interactions?- SimGuruEugi9 years ago
EA Staff (Retired)
Yes, all carryable objects specify a focus bone. The default is "_focus_", which is probably why it's not in the XML for the base game tablet. But there should be XML that enables the component.
About The Sims 4 Mods & Custom Content
Find expert tips, troubleshooting help, tutorials for mods and custom content, and The Sims 4 patch files in our forum.15,672 PostsLatest Activity: 3 hours ago
Community Highlights
Recent Discussions
- 6 hours ago
- 10 hours ago