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#151 Old 3rd Apr 2023 at 7:53 AM Last edited by klEene157 : 3rd Apr 2023 at 9:37 AM.
Hi @denton47!
Do you happen to know if it's possible to rotate vfx about 90° clockwise with you tool?

Edit: Sorry I would need to clarify
I already tried to edit the rotation under 'more' with 90, 180, 45 etc. just to see some changes ingame. But it never rotates the vfx.

Edit #2: Ah forget that! I rotated the effect slot so I don't need to do that with your tool :D
For editing the vfx itself this is just amazing! Thank you very much for this
Field Researcher
Original Poster
#152 Old 22nd Jul 2023 at 8:42 AM
I have updated VisualEffect to version 15, new version is now 2.0.18.
Test Subject
#153 Old 30th Nov 2023 at 2:14 AM
Quote: Originally posted by denton47
I have updated VisualEffect to version 15, new version is now 2.0.18.


Any chance of getting an older version of this tool before the VisualEffect update to 15 for anyone running an older version of the game? I'm trying to use it with the version of the game around HSY and it keeps crashing. (Kinda too scared to update my game with all the changes surrounding the Parenthood DLC update and thereafter).
Field Researcher
Original Poster
#154 Old 2nd Dec 2023 at 8:10 AM
Quote: Originally posted by sorarikukira
Any chance of getting an older version of this tool before the VisualEffect update to 15 for anyone running an older version of the game? I'm trying to use it with the version of the game around HSY and it keeps crashing. (Kinda too scared to update my game with all the changes surrounding the Parenthood DLC update and thereafter).

The tool is backward compatible and should not crash with older versions, however if you create a visual effect it will "upgrade" it to the latest version so you wont be able to use it with an older game version.

I have attached version 2.0.17, hope you can use that one.
Attached files:
File Type: zip  TS4VFXTool_2_0_17.zip (752.1 KB, 40 downloads)
Test Subject
#155 Old 2nd Dec 2023 at 12:21 PM
Quote: Originally posted by denton47
The tool is backward compatible and should not crash with older versions, however if you create a visual effect it will "upgrade" it to the latest version so you wont be able to use it with an older game version.

I have attached version 2.0.17, hope you can use that one.


That did the trick, thanks!
Lab Assistant
#156 Old 11th Dec 2023 at 3:47 AM
Obligatory disclaimer...I am new to modding and have no idea what I'm doing.

I want to add the ep05_holiday_gnome_glow_good FX from Seasons to a sim to give them a halo, but the effect is configured for an object, so the halo is in the wrong position. When I try to bind the VFX to a slot on a sim (whether it be b__ROOT_bind__ or b__Head__ or...anything really) the halo ends up rotated on its axis.



Pretending for a second that I did know how to use your program...could your tool perform this kind of rotation? Is using an object effect on a sim even possible?
Field Researcher
Original Poster
#157 Old 13th Dec 2023 at 9:07 AM
Quote: Originally posted by Naunakht
Obligatory disclaimer...I am new to modding and have no idea what I'm doing.

I want to add the ep05_holiday_gnome_glow_good FX from Seasons to a sim to give them a halo, but the effect is configured for an object, so the halo is in the wrong position. When I try to bind the VFX to a slot on a sim (whether it be b__ROOT_bind__ or b__Head__ or...anything really) the halo ends up rotated on its axis.

Pretending for a second that I did know how to use your program...could your tool perform this kind of rotation? Is using an object effect on a sim even possible?


You need to either find a bone in the Sims auRig that matches the bone (slot) used on the object or change the Position and Orientation of the visual effect.

It is possible to change properties like Position, Orientation and Particle Color from code, however I don't know if it is supported in the XML resource you are using, you will need to check the TDESC files.

This is where you change Position and Orientation in the tool,

Screenshots
Test Subject
#158 Old 14th Oct 2025 at 6:25 PM
Unfortunatly, my PC won't let me install your VFX Tool I always have an error about the TS4 installation link when it's correct
Test Subject
#159 Old 14th Jan 2026 at 2:17 AM
Hii, I need some help please - I am a novice, and I'm really confused; I've gone through this thread, but I can't find more detail...

Context: I made a small fireplace and used a different fire animation that fits better within the space ("gp03_obj_chef_cooking_fire"), however the FX has a loud crackling sound that I couldn't remove using XML or removing the Audio components. No one has mentioned anything about it, but it really bothers me.

So, I resolved to try edit the VFX completely, and downloaded the TS4 VFX Tool to try achieve this. I edited "gp03_obj_chef_cooking_fire", removed the IID codes from the sound effects sections in Edit (replaced with zeros). Then I merged it into my fireplace file; however, changing the name in the XML doesn't work - no animation shows in the game at all.

The Visual Effects Instance Map line, now added to my file, doesn't include any names, only instance IDs - so should my object tuning change, so that it goes by instance instead of name? Or have I just completely misunderstood this tool, and I can't do what I thought I could do?



Screenshots
Field Researcher
Original Poster
#160 Old 17th Jan 2026 at 8:36 AM
Quote: Originally posted by zeekidvicious
Hii, I need some help please - I am a novice, and I'm really confused; I've gone through this thread, but I can't find more detail...

Context: I made a small fireplace and used a different fire animation that fits better within the space ("gp03_obj_chef_cooking_fire"), however the FX has a loud crackling sound that I couldn't remove using XML or removing the Audio components. No one has mentioned anything about it, but it really bothers me.

So, I resolved to try edit the VFX completely, and downloaded the TS4 VFX Tool to try achieve this. I edited "gp03_obj_chef_cooking_fire", removed the IID codes from the sound effects sections in Edit (replaced with zeros). Then I merged it into my fireplace file; however, changing the name in the XML doesn't work - no animation shows in the game at all.

The Visual Effects Instance Map line, now added to my file, doesn't include any names, only instance IDs - so should my object tuning change, so that it goes by instance instead of name? Or have I just completely misunderstood this tool, and I can't do what I thought I could do?

If you edit a visual effect creating a default override, then you don't need to do anything else, however if you change the name you create a new effect and the game will not recognize the new name/IID before it is added to the global effect name list (0x1B19204A-0x0051185B-0x5A1E6D0162252B3E).

Creating a new effect is not recommended as it will conflict with other mods that do the same, and you will need to update your mod every time EA updates the list.
Test Subject
#161 Old 17th Jan 2026 at 10:22 AM
Quote: Originally posted by denton47
If you edit a visual effect creating a default override, then you don't need to do anything else, however if you change the name you create a new effect and the game will not recognize the new name/IID before it is added to the global effect name list (0x1B19204A-0x0051185B-0x5A1E6D0162252B3E).

Creating a new effect is not recommended as it will conflict with other mods that do the same, and you will need to update your mod every time EA updates the list.


Thank you! So - If I were to keep the name the same, I just need to merge it to my package, keeping the XML with the original name, and now we have a new override?
Test Subject
#162 Old 19th Jan 2026 at 1:48 AM
Okay, no matter what I change, I can't get the sound to disappear. It's very frustrating because I'd like to be able to use this animation in future small fireplaces - but it doesn't make sense to fill a small room with a fire sound from a small fireplace, when there's none from a big/normal sized one.
Field Researcher
Original Poster
#163 Old 24th Jan 2026 at 8:24 AM
Quote: Originally posted by zeekidvicious
Thank you! So - If I were to keep the name the same, I just need to merge it to my package, keeping the XML with the original name, and now we have a new override?

Correct, I would also recommend you get Andrew's VFX Player from S4Studio web site to test your modified effect.
Lab Assistant
#164 Old 26th Jan 2026 at 8:35 AM
Hi Denton! I’m working on a project to convert VFX from The Sims 2 into formats usable in sims 4. The reverse-engineering of the Sims 2 VFX binary format has already been completed by anmar at this link: https://github.com/LazyDuchess/Open...8a656b6e32278b3

Since the VFX formats between Sims 2 and Sims 3/4 are based on the same Swarm engine, I suspect they aren’t radically different. However, I’m currently blocked on understanding and parsing some aspects of the Sims 4 VFX binary format.

Do you plan to release the source code for the TS4 VFX Tool, or at least the parts that handle the reading/parsing of VFX binary structures? If not, would you be open to sharing details or documentation about the binary format layout as used in your tool? Thanks

AlexCroft - Custom Content Creator
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