Quick Reply
Search this Thread
Test Subject
Original Poster
#1 Old 28th Sep 2024 at 5:21 PM
Default Cloning Pre-Existing social interactions, but given new name/new pie menu path?
Hello all. I have been trying my hand at script modding for the Sims 3 the past week or so. As a semi- newbie to C# (have programmed small games in Unity before), I've figured out how to clone objects and give them new interactions and create a basic scripted TNS message interaction using this tutorial :http://www.simlogical.com/ContentUp..._script_mod.pdf and this tutorial:
https://modthesims.info/showthread.php?t=491875

I've also figured out how to use Event Listeners that trigger a delegate event. However, I have still not figured out how to inject a new social interaction(?). All I want to do is clone (if that is even possible) a pre-existing social between two sims (base.Actor and base.Target) ex. the "Fight!" interaction, the "High Five" interaction.

My ultimate objective is to learn how to program my own social interactions, but it's possible I just don't have the proper C# knowledge yet.

Any help or push in the right direction is appreciated, even if to tell me I need to study more C#
Thanks.
Advertisement
Test Subject
#2 Old 1st Oct 2024 at 9:27 PM
Since no one else has answered until now, I'll at least try to give you a few pointers:

Informations about interactions are saved in the SocialData_ and SocializingActionAvailability XMLs. In this thread there's a little, but incomplete, overview for them.

SocialData includes most data about an action like it's name, it's requirements and how the other sim will react.
SocializingActionAvailability includes when an interaction is shown in the pie menu. This can depend either on an active topic or the current STC and LTR (short term context and long term relationship).

For script mods you could look into the classes ActionData and ActionDataBase.

I hope that helps a bit, but honestly interactions are pretty confusing for me too
Test Subject
Original Poster
#3 Old 4th Oct 2024 at 6:00 PM
Quote: Originally posted by Rites
Since no one else has answered until now, I'll at least try to give you a few pointers:

Informations about interactions are saved in the SocialData_ and SocializingActionAvailability XMLs. In this thread there's a little, but incomplete, overview for them.

SocialData includes most data about an action like it's name, it's requirements and how the other sim will react.
SocializingActionAvailability includes when an interaction is shown in the pie menu. This can depend either on an active topic or the current STC and LTR (short term context and long term relationship).

For script mods you could look into the classes ActionData and ActionDataBase.

I hope that helps a bit, but honestly interactions are pretty confusing for me too


Sorry for the late response! Thank you for the help, I started to figure out how to program my own custom interactions from scratch using Jazz scripts and jigs to route sims. I am having quite a bit of trouble with getting sims to route properly if you (or anyone) has any tips for that!

Thank you so much!
Back to top