New Sims Voices
I play the Sims 4 on PC and I've been looking for mods to add new Sims voices for a while. I'm just getting burned out and bored with the 3 voices for males and females. Does anyone know if EA has any plans to include new voices in the future or is there a way to add new voices to your game? Any help is so appreciated!Adding seating positions - "Adjacent" and "Overlapping" tuning values?
@SimGuruModSquad - or anyone who has any ideas - I'm playing with making a "L" shaped couch. I've duplicated the appropriate subroot bone chain and all of it's children, duplicated the "part_sit_all" bit of tuning script and updated it to match my new subroot index so that the seating position is working fine: http://i.imgur.com/daF278v.png I have seating position 0, 1, 2, and 3, from left to right. All four positions can only be occupied if my sims sit in them in order, 0, 1, 2, and then 3. That's all well and good until the sims in position 0 and/or 1 decide to get up, at which point they become unusable if there is still a sim in position 2. The problem then complicates itself that if a sim is still seated in position 3, position 2 becomes the default, no matter which spot I manually tell my sim to sit in, thus turning it into a 2-seat couch. Once a sim leaves position 0 or 1, all four sims on the couch must get up before anyone can sit back down in the first two spots. I'm guessing this has to do with the "adjacent_parts" and "overlapping_parts" - I tried adjusting them and royally messed up the seating positions. I originally assumed they were referring to the subroot index for the spots they were next to ("adjacent," which I thought would have been to used to indicate if a sim could scoot over into that spot, wrong) and the spots that would be overlapping if a sim was laying down napping in two spots. Apparently wrong again. The couch I used as a base has position 0 "adjacent" to 1 and 3. "3" what? There wasn't a position 3 until I added it. "Overlapping" is 3 and 4. Again, there was no position 3, nor is there a position 4. Skip over to position 2, and the values are going all of the way up to 6. For the position I added, position 3, it's "adjacent" to 1 and 6, and overlapping 5 and 6. - the same as position 0 that I copied the code from. I've made all kinds of lists and diagrams and I can't figure out what these values represent, or find any kind of correlation between them that tells me they are determined. Does it represent grid tiles? Other bones? Other scripts? What would be the correct values to use for a 4th seating position - and more importantly, how are they determined? What do they represent? (Is there something elsewhere that specifies couches can only have a max of 3 positions?)How to Create Longer Book Writing Mod?
Hey Guys, I’m a bit of a novice when it comes to making mods so I’m seeking out some help in making minor tweaks. Firstly, I should start off by saying that I’ve looked at Little Ms Sam’s mod for longer writing but it’s not particularly to my taste as it just adds a ‘Writers Block’ moodlet every 4 hours. I want the actual duration of book crafting to take about 30 hours so I opted to change the following values below: x:8, y:750 —> x:8, y:1750 x:15 y:330. —> x:15, y:1330 This didn’t make a difference and so I made the values even higher. But still, the crafting time was still the same. Am I missing something or is my request more complex than my skill level? Lastly, the tuning file is computer_WriteBook_Staging.InteractionTuning Any help is welcome. Thanks!Would it be possible to script inject into an ASM?
Tagging @TURBODRIVER cause I know you have some experience with script injections. Figure if anyone in the modding community knows, it might be you. Basically, what I'm looking at is... there's a centralized "CAS" ASM file, (ID/name is 02D5DF13!00000000!D8D5C1186BA97FDC.CAS.AnimationStateMachine if you use Sims Studio to extract it). In theory, with the file as it is right now, I'm pretty confident I could override it and put in some new CAS trait idles (I already have some custom trait idles put together that work in-game, but not in CAS yet, since that's a separate animation reference). But assuming that's a thing I could do, the forward-compatibility would be poor. I'd probably be looking at updating the file every single time Maxis adds content that adds additional CAS-based animations. So I'm wondering if there's any possibility I could inject somehow. I'd need to inject parts like: Within this, I think: And I'd need the names under this: Possibly this as well (not sure if I strictly need the IK Configuration): So it's pretty involved, I'd assume. Maybe way too involved for a script injection, but I figured I'd ask and see what people know. Would be really cool if it could be done, as it'd open the door to some neat possibilities.CAS Instance ID's for Parts after 12/5 Patch
Hello! I am hoping someone here can give me some clarity on some issues I'm seeing with the 12/5 patch in regards to the Instance ID's of CAS parts from python script. Prior to 12/5, we could access outfit data including body types and part ID's in the Sim Info class in several different ways. One was using SimInfo.sim_outfits. Regardless of the way used, though, they all worked consistently. The part_id of the part retrieved through the script calls would match the Instance ID of that part in the package file looking at the CASP resource type. This doesn't seem to be working the same now. Using a CC Hair item I have as an example, I can look at the package file and the Instance ID of the hair is 0x8470D9250CEE7647, according to the CASP resource (the whole resource key is 0x034AEECB-0x80000000-0x8470D9250CEE7647). This would be the same part ID returned for the Hair body-type (3) looking at that outfit category and index on SimInfo.sim_outfits previously. I've looked through the changes released today and the script functions to get outfit detail are all pretty-much in the OutfitTrackerMixin. I've tried using several different method in this class including "get_outfit" and "get_all_outfits". Doesn't really matter. They all return an OutfitData object now (or a collection of OutfitData objects). The part_ids property of this object no longer match the Instance ID correctly. The Part ID for the hair mentioned above is now coming in as 0x000000000cee7647. It seems like the number is being truncated as it is returned from CAS. I've tried running both the 64-bit and 32-bit of Sims 4, just to make sure it wasn't a 64-bit only issue. Maybe something different is happening in CAS and it is not returning the correct instance ID any longer. I just wanted to check and see if I was maybe supposed to use a different method than what I am at this point. Thanks!Portal pairs
@SimGuruEugi or @SimGuruModSquad can you tell me whether and where it's possible to specify the exit point of reciprocal portals on a portal object eg a door? I mean supposing I wanted to make a modded door where you enter from one room and the exit point was not in the adjacent room but in some other part of the lot, or one floor level up? Maybe set as an offset to the root bone or something? Or is this set by the C++ engine upon placement of the door and therefore we can't tune it?[Updated] Help Wanted: Writing SimData Files
I'm working on a tool (an much more advanced version of my current Mod Constructor program) that can generate tuning from scratch using the TDESC files. I've already got quite far into development on the XML portion, so I've begun work on generating SimData files. I extracted an unedited version of the SimData file for the "Lazy" trait and ran the BT file on it. For this purpose, the program needs to generate SimData files from scratch, rather than read and edit existing ones. I'm very slowly learning the format, but it's complicated, so any help would be appreciated. I'm currently working on generating the TableInfo variables. After analysing, I've figured out a few basic details: the first table is an "Object" table, then there are separate tables for different data types, ie there's a table for 32-bit integers, a table for 64-bit integers, a table for strings, etc. However, some values go into the main object table. What determines which values should go into the main Object table and which should go into separate tables? And is there anything about how tables are organised that I haven't figured out yet? I bet I'll encounter more problems after that. Creating a tool that can generate SimData is really tricky, but it'll make a huge difference in the end which will be worth it. @SimGuruModSquad UPDATE: I'm slowly but steadily starting to understand the format. From what I understand so far: "Object" tables are the ones with Schemas attached. The base table is always an object. I took a look at a Commodity SimData file (which is more complicated than the trait one) and found that TunableTuple tunables are also objects, which have their own schemas. Each column in the schema points to a value in the table. The object table references data in other tables For example, in the trait SimData file, the values for "ages" and "conflicting_traits" in table 0 are an offset that points to the data in table 1, which defines the list values. RowCount defines how many values there are in a list. I have a lot of work ahead of me, but it's starting to become less and less confusing.How do I add more holiday icons for Season Events?
Hi, community — I've just got Seasons recently, and looked up some guides for creating holidays. In the guides, they had icons that I don't have. See an example here: https://dreaminginsimlish.wixsite.com/thesims/post/custom-holidays-ideas-your-sims-4-calendar-the-sims-4-seasons-required They have these icons that my game doesn't: - A brown bag with a gold star on it - Balloons with confetti - A foam hand / foam finger - A piñata - Gardening tools (hand rake and spade) - A single present (yellow with green ribbon) - Red high-heel shoes - Earth with "people" (Sim?) icons standing on it, connected - DIFFERENT balloons with confetti - A single leaf Now, I've found the holiday icons lacking: (Here's my screen of icons.) https://i.imgur.com/t59gEhJ.png So... How did this person get these icons? Is there a folder in my game files that I could just plop some JPG images into? -------------------------- OK, after writing up this entire post, I found a couple of packs that offer zillions of holiday icons. The problem is: a LOT of those icons are gray llamas. ;) (missing files.) For example, these packs have missing files: https://littlemssam.tumblr.com/post/176415903073/more-holiday-icons-added-around-300-icons-to-the https://zerbu.tumblr.com/post/160488483060/the-sims-mod-more-club-and-holiday-icons (Here is my screen of icons with the LittleMsSam pack.) https://i.imgur.com/QRhNcJt.png BOTTOM LINE How do I just implement my own icons? Thanks!! -sketches P.S. Loving that gray llamas indicate missing images. Keep it going, Maxis and Wright.1.2KViews1like3CommentsXML: Crafting Progress (or lack thereof) in custom CraftingPhaseStagingSuperInteraction
I'm making a writing notebook (the pen-and-paper kind) based on writing interactions from computers; I had to clone them all since I'm using teen homework animations. Everything's working so far except for one crucial bit: the progress bar/circle for writing books doesn't update while the staging interaction is running, and the crafting process never finishes. Non-craftable writing (love letters, excuse notes) works fine, progress bar and all, so I guess something is wrong with either the recipes or the staging .. but I cannot figure out what the problem is since the statistics and craftables aren't changed =/. Writing the same books on computers works fine (updates and finishes properly), so it wouldn't be an issue with my game or my sims I think. Any ideas on what I could be missing? This is pure XML tuning so far; is there anything related to crafting interactions that would need an edited DATA file as well? I've uploaded the raw XML here, can provide the package as well if that would be helpful. ETA, a preliminary version (without the crafting stuff, just the object with Practice Writing and other time-based interactions) is available here.Custom traits - Modifying "affordance_modifier" sucess not working
Hello :) I'm curently working on some new traits for my game. For one of them, I need the jokes and the mischievous actions of my sims not to work. So I looked the buff from the trait that makes jokes always work and used the same code, but with a negative success modifier (-80). But in game, it seems to have no effect at all. I already posted in another forum, and apparently, I'm not the only creator to have problem with those affordance success modifier. For the reference, a part of my code : 39b2aa4a:00000000:8af8b916cf64c646 39b2aa4a:00000000:3bf33216a25546ea 24509 24505 24512 -80 2f7d0004:00000000:662b9831019b7ee5 2f7d0004:00000000:662b9831019b7ee5 11960287776083605686 12550701140543892846 3 14640 1 True False -1 16766 16799 1 False Do you know if there is a way to make that work, or another way to achieve this result ? Thanks in advance !