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Mad Poster
Original Poster
#1 Old 28th Dec 2024 at 12:33 PM Last edited by murfee : 29th Dec 2024 at 12:49 PM.
Default Making my own collectible coins with Money Bag Script--how to change money amount, please? [FIXED]
So, I made some decor coins that I want sims to collect and earn money from.
I cloned a regular decor plant in TSRW, and added the script from the harvestable Money Tree bag "fruit" (Sims3.Gameplay.Objects.Gardening.HarvestMoneyBag).
My coins technically "work" --sims can pick them up.
But it just says Cash In for $0.
How can I adjust the simoleon amount to something other than 0? I assume this is something that would have to be done in S3PE, not TSRW, but I don't see anything either place to change the money value.
Meanwhile, EA's actual Money Bags can be cashed in for $100k (TBF I might have a mod on those or not though, lol).

(I think the reason I didn't use S3OC to clone EA's money bag is cuz they're not recolorable, and I wanted my coins to be as customizeable as possible. *sigh* I'll try with S3OC in the meantime, but that is far less ideal.)
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Scholar
#2 Old 28th Dec 2024 at 7:00 PM
Quote: Originally posted by murfee
So, I made some decor coins that I want sims to collect and earn money from.
I cloned a regular decor plant in TSRW, and added the script from the harvestable Money Tree bag "fruit" (Sims3.Gameplay.Objects.Gardening.HarvestMoneyBag).
My coins technically "work" --sims can pick them up.
But it just says Cash In for $0.
How can I adjust the simoleon amount to something other than 0? I assume this is something that would have to be done in S3PE, not TSRW, but I don't see anything either place to change the money value.
Meanwhile, EA's actual Money Bags can be cashed in for $100k (TBF I might have a mod on those or not though, lol).

(I think the reason I didn't use S3OC to clone EA's money bag is cuz they're not recolorable, and I wanted my coins to be as customizeable as possible. *sigh* I'll try with S3OC in the meantime, but that is far less ideal.)


Currently working on a vampire casket that works as store item rejuvination chamber. I set the price in TSRW. It can be edited in s3pe. Select OBJD, Grid at the bottom, and click down arrow for CommonBlock. It should be in there.

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Shiny, happy people make me puke!
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#3 Old 28th Dec 2024 at 8:57 PM
The script itself may always interfere with the price- it's technically a special harvestable that doesn't use a set catalog price, it calculates it on harvest. Outside of that context, that data doesn't exist so it has no value. Like a debug item.

You can make anything recolourable with Texture Tweaker 3 (upgrade to 4 channels button, then disable unnecessary channels in the presets).
But you'd likely need a custom script, like Ani's Buyable Moneybags.

thecardinalsims - Cardinal has been taken by a fey mood!
Mad Poster
Original Poster
#4 Old 29th Dec 2024 at 11:40 AM
Quote: Originally posted by CardinalSims
The script itself may always interfere with the price- it's technically a special harvestable that doesn't use a set catalog price, it calculates it on harvest. Outside of that context, that data doesn't exist so it has no value. Like a debug item.

You can make anything recolourable with Texture Tweaker 3 (upgrade to 4 channels button, then disable unnecessary channels in the presets).
But you'd likely need a custom script, like Ani's Buyable Moneybags.


I seeee~!

And OH! Ani's Buyable Moneybags is exactly the mod I'm using! I was wondering how I managed to have buyable $100k moneybags--my mods folder is such a wreck right now.
Forum Resident
#5 Old 29th Dec 2024 at 12:29 PM
If you don't mind Ani's mod being a requirement, you may be able to use the Sims3.Gameplay.Objects.Gardening.PersonalBanking.MoneyBag script from it. It looks like it should use whatever the regular catalog price is, the one from the Project tab of TSRW or the above S3PE example

thecardinalsims - Cardinal has been taken by a fey mood!
Mad Poster
Original Poster
#6 Old 29th Dec 2024 at 12:46 PM
Quote: Originally posted by CardinalSims
But you'd likely need a custom script, like Ani's Buyable Moneybags.


IT WORKED!
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Mad Poster
Original Poster
#7 Old 29th Dec 2024 at 12:49 PM
Quote: Originally posted by CardinalSims
If you don't mind Ani's mod being a requirement, you may be able to use the Sims3.Gameplay.Objects.Gardening.PersonalBanking.MoneyBag script from it. It looks like it should use whatever the regular catalog price is, the one from the Project tab of TSRW or the above S3PE example


Yup yup, that's exactly what I did. I just swapped out the EA script for ANI's, so that I could keep it recolorable, and used the same categories ANI did. So the gold piles cost 1 simoleon, but cash in for $10k.

Thanks so much for the help!
Scholar
#8 Old 29th Dec 2024 at 9:47 PM
Quote: Originally posted by murfee
I seeee~!

And OH! Ani's Buyable Moneybags is exactly the mod I'm using! I was wondering how I managed to have buyable $100k moneybags--my mods folder is such a wreck right now.


I must be missing something, because you can change the amount, in TSRW, if using Ani's mod as a donor??? The scripts transfer with the new package.

Shiny, happy people make me puke!
Test Subject
#9 Old 3rd Jan 2025 at 10:48 AM
Quote: Originally posted by murfee
Yup yup, that's exactly what I did. I just swapped out the EA script for ANI's, so that I could keep it recolorable, and used the same categories ANI did. So the gold piles cost 1 simoleon, but cash in for $10k.

Thanks so much for the help!


It worked for me also, Thank you.
Mad Poster
Original Poster
#10 Old 4th Jan 2025 at 12:30 AM
Quote: Originally posted by LadySmoks
I must be missing something, because you can change the amount, in TSRW, if using Ani's mod as a donor??? The scripts transfer with the new package.


It's not the cost of the object itself--the category cost in Buy Mode. That you can change in TSRW easily, yes. (My coins cost 1 simoleon in Buy Mode.)

Ani's script allows you to set the amount of money the object will give back when you collect them, putting it in a sim's inventory (cashing it in). That's what I was having trouble with--EA's regular default money bag script has no way of changing the amount of money sims earn from collecting them, cuz default money bags value is set by the quality of a harvested money tree--which my objects obvs don't use/need. So sims can never earn any money--it's always set to 0. Ani's modified script allows you to set the amount yourself in S3PE, by editing the STBL. So I made sims earn $10k when they collect the coins.
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