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Scholar
#26 Old 25th Jan 2025 at 2:52 PM
Quote: Originally posted by Ijera
Don't worry, you weren't wrong to tell me to walk away, I had that in mind too, as I thought that if we couldn't figure it out after a while, it wouldn't be worth it to keep insisting on something that didn't work

I'll have to check again in game the files you sent, because with my test, my sims could turn on the fireplace but not cook... Maybe I've wrongly placed the fireplace under the stove...

I talked about the footprint, because you said that when you modified it, the fire effect disappeared...

But again, thank you, you really helped :D


Hmmm.... something must have changed when I adjusted the footprint. I'll look into it.

Shiny, happy people make me puke!
Test Subject
Original Poster
#27 Old 25th Jan 2025 at 3:07 PM Last edited by Ijera : 25th Jan 2025 at 3:20 PM.
Quote: Originally posted by LadySmoks
Hmmm.... something must have changed when I adjusted the footprint. I'll look into it.


Alright, thank you, and don't hesitate to take your time if needed
Test Subject
Original Poster
#28 Old 10th Mar 2025 at 2:21 PM
Hi, I got some time to work on this project again :D

I edited the footprints by doing: “calculate from the mesh” on all of them, and checked every box on the “allow intersection flag” part on all of them too.
When tested, I couldn’t use the “fireplace”, but the stove could be used.
What should I do so that the fireplace and the stove could be used properly?

Here’s the link to the files if someone want to check them. The firewood is under the same categories as the large appliances.
In it, there’s the package of the firewood with the edited footprint, as well as the tsrw files with and without footprint edit.
https://www.mediafire.com/file/hatj...d_test.rar/file
Test Subject
Original Poster
#29 Old 12th Mar 2025 at 8:40 PM
I tried to look for a solution, and I found this link for kitchen appliances: https://aroundthesims3.com/objects/...shtml#gsc.tab=0
They explain that some of them don’t have footprint, and sims walk through them.
I guess I could make it so that both the stove and the firewood don’t have a footprint, but then, the firewood will work only with stoves or other objects that don’t have a footprint, which isn’t what I’m looking for.

@LadySmoks, you said in the post n°9 here: https://modthesims.info/showthread....126#post5985126, that one of your trials seemed to work: the sim can light the fire, cook on the stove top. Do you still have this file? If so, can you send it to me please? I would like to check it out.
Scholar
#30 Old 12th Mar 2025 at 10:38 PM
Quote: Originally posted by Ijera
I tried to look for a solution, and I found this link for kitchen appliances: https://aroundthesims3.com/objects/...shtml#gsc.tab=0
They explain that some of them don’t have footprint, and sims walk through them.
I guess I could make it so that both the stove and the firewood don’t have a footprint, but then, the firewood will work only with stoves or other objects that don’t have a footprint, which isn’t what I’m looking for.

@LadySmoks, you said in the post n°9 here: https://modthesims.info/showthread....126#post5985126, that one of your trials seemed to work: the sim can light the fire, cook on the stove top. Do you still have this file? If so, can you send it to me please? I would like to check it out.


I either mistook something while testing that and THOUGHT it worked, or accidentally overwrote the file. I don't like losing, and have been at this off and on, also without luck. Sorry.

Shiny, happy people make me puke!
Inventor
#31 Old 13th Mar 2025 at 3:15 AM
Quote: Originally posted by Ijera
When tested, I couldn’t use the “fireplace”, but the stove could be used.
What should I do so that the fireplace and the stove could be used properly?

Not to oversimplify but, as you were originally looking for a purely decorative effect, is interacting with the fireplace actually important? (I understand the importance from an experimenting standpoint that is, but I mean more for your project's sake. Getting too deep in the reverse-engineering and jerry-rigging is eventually the same amount of effort as it would be to learn C# and script it )
Fires can be lit manually using NRaas DebugEnabler, as well as granted the Auto Light upgrade. You can even disable footprints ingame on a per-object basis with DE.
Would including instructions for any of that with your object be a potential compromise?

You also ruled out using Cmo's object as a base early on because it would replace the stove script, but as you have moved on to using two separate objects is this not viable again?

Cardinal has been taken by a fey mood!
Test Subject
Original Poster
#32 Old 13th Mar 2025 at 6:26 PM
Quote: Originally posted by LadySmoks
I either mistook something while testing that and THOUGHT it worked, or accidentally overwrote the file. I don't like losing, and have been at this off and on, also without luck. Sorry.

Don’t worry, I understand as well that it’s not an easy project, still, thanks again for trying to help ^^

Quote: Originally posted by CardinalSims
Not to oversimplify but, as you were originally looking for a purely decorative effect, is interacting with the fireplace actually important? (I understand the importance from an experimenting standpoint that is, but I mean more for your project's sake. Getting too deep in the reverse-engineering and jerry-rigging is eventually the same amount of effort as it would be to learn C# and script it )
Fires can be lit manually using NRaas DebugEnabler, as well as granted the Auto Light upgrade. You can even disable footprints ingame on a per-object basis with DE.
Would including instructions for any of that with your object be a potential compromise?

You also ruled out using Cmo's object as a base early on because it would replace the stove script, but as you have moved on to using two separate objects is this not viable again?

I wouldn’t mind your instructions either, it would be helpful and maybe easier ^^

Speaking of scripting, I’ve made some research because I thought of trying, so I checked this tuto: https://modthesims.info/wiki.php?ti..._Object_Modding

Apparently, the cloned object still keeps all its original functions, so it might be worth a try.

I found this link: https://modthesims.info/wiki.php?ti...s_and_Utilities
It led me to this thread: https://modthesims.info/showthread.php?t=632267 and I downloaded sharpdevelop and Ilspy.

I followed this tuto to extract the game’s dlls: https://modthesims.info/wiki.php?ti...Getting_Started

I also extracted cmoney’s firebarrel’s dll to open it with Ilspy.

The stove needs the _FX_0_smoke, so that it will work if I ever get the scripting part right.
So, I duplicated it, get a new effect entry called _deco_2.
I click on it, and in new name, I put _FX_0_smoke. I put the same thing in new bone name.
I copy the name hash I got 0x1750A329.
I my list of bones, I got the _deco_bone_2. I pasted the name hash I got 0x1750A329, and _FX_0_smoke in the name property.

Unlike the firebarrel, when I did all of that, I didn’t get a container entry added that I could modify into the _FX_0_smoke.

Also, when I closed the workshop project and reopened it, the _deco_bone_2 was back to it’s original hash 0xB68AA827.

I guess I made a mistake, but where?

I want to work on this first, before I attempt the scripting.

I used LadySmoks modified stove for my experiment.

Here’s the tsrw folder with the stoves: one wasn’t modified, and the other got the effect added.
https://www.mediafire.com/file/qxig...test_1.rar/file
Inventor
#33 Old 14th Mar 2025 at 4:50 AM
While fiddling with DebugEnabler, I've found a solution for intersecting objects while retaining all functionality without needing the mod itself.

There is such thing as a 'Discourage Region'- one sims try to route around but aren't prohibited from intersecting with it if they have to. In S3PE with Footsie, I added Is Discouraged and Intersection with Sims to a stove, and disabled the footprint of a fireplace. They can be placed together without MOO, both can be interacted with, and sims will generally try to path around the stove.
You may want to increase the size of the footprint later, if the discouraged region still allows more clipping than you're happy with.
Now, you're still going to need DebugEnabler for one overlooked detail... that fireplace is desperately going to need the Fireproof upgrade, or the stove will catch fire

The only other two solutions I can think of are:
  • A clone of Cmo's barrel, where you simply replace the barrel with your firewood mesh and move the effect slot down into position. The Stop/Start is an instant user toggle so it doesn't really need the footprint to be messed with, but you can use the above trick so sims can use Warm Self as well. With their permission to use their script, of course
  • Make a custom stove script that includes its own Stop/Start effect, so that it can be used on a stove object that you add the slot to. This is the only way an all-in-one object would be possible.
I notice that Cmo's object doesn't mention TSRW in the credits, so handling the slots may be better off done elsewhere.

Cardinal has been taken by a fey mood!
Scholar
#34 Old 14th Mar 2025 at 6:52 PM
Quote:
Don’t worry, I understand as well that it’s not an easy project, still, thanks again for trying to help ^^


I'm not done yet. As I said, I don't like to lose!

I currently have a fire insert in testing, that seems to be working properly. Today, Alice has lit the fire, extinguished it, and relit. She has successfully made waffles in the oven, and mac & cheese on stove top. A bit more testing and verification this time! This is done with the base game country stove, unaltered.

The basics that I did... After stripping the fireplace to just logs and the firebox, I made a handle that extends past the stove so it can be clicked on. The fireboxx has live drag enabled, and set to pass thru other objects without cheats. I removed the deco slots. I believe they are only for placing objects on the fireplace mantle. Last thing is that I moved the footprint about one tile to the right. So, the game sees the firebox as being under the cabinet, not interfering with the stove. All animations work for fire and stove, but with a regular stove, fire animations look odd because the fire is lit thru the stove door.

As I said, MORE testing this time, so I'll update soon.

I can't help with changing scripting. I have the tools, but one of those things I looked at and decided against scripting in general.

Not sure about changing the bone names or how that would work out. But without that new script, not sure it would work.

Shiny, happy people make me puke!
Test Subject
Original Poster
#35 Old 14th Mar 2025 at 8:04 PM
Quote: Originally posted by CardinalSims
While fiddling with DebugEnabler, I've found a solution for intersecting objects while retaining all functionality without needing the mod itself.

There is such thing as a 'Discourage Region'- one sims try to route around but aren't prohibited from intersecting with it if they have to. In S3PE with Footsie, I added Is Discouraged and Intersection with Sims to a stove, and disabled the footprint of a fireplace. They can be placed together without MOO, both can be interacted with, and sims will generally try to path around the stove.
You may want to increase the size of the footprint later, if the discouraged region still allows more clipping than you're happy with.
Now, you're still going to need DebugEnabler for one overlooked detail... that fireplace is desperately going to need the Fireproof upgrade, or the stove will catch fire

The only other two solutions I can think of are:
  • A clone of Cmo's barrel, where you simply replace the barrel with your firewood mesh and move the effect slot down into position. The Stop/Start is an instant user toggle so it doesn't really need the footprint to be messed with, but you can use the above trick so sims can use Warm Self as well. With their permission to use their script, of course
  • Make a custom stove script that includes its own Stop/Start effect, so that it can be used on a stove object that you add the slot to. This is the only way an all-in-one object would be possible.
I notice that Cmo's object doesn't mention TSRW in the credits, so handling the slots may be better off done elsewhere.


Thanks for your tip, it worked :D
In tsrw, on all the footprints of both the stove and the firewood, I ticked is discouraged, and I made sure that all options were ticked too for allow intersection flags ^^

Quote: Originally posted by LadySmoks
I'm not done yet. As I said, I don't like to lose!

I currently have a fire insert in testing, that seems to be working properly. Today, Alice has lit the fire, extinguished it, and relit. She has successfully made waffles in the oven, and mac & cheese on stove top. A bit more testing and verification this time! This is done with the base game country stove, unaltered.

The basics that I did... After stripping the fireplace to just logs and the firebox, I made a handle that extends past the stove so it can be clicked on. The fireboxx has live drag enabled, and set to pass thru other objects without cheats. I removed the deco slots. I believe they are only for placing objects on the fireplace mantle. Last thing is that I moved the footprint about one tile to the right. So, the game sees the firebox as being under the cabinet, not interfering with the stove. All animations work for fire and stove, but with a regular stove, fire animations look odd because the fire is lit thru the stove door.

As I said, MORE testing this time, so I'll update soon.

I can't help with changing scripting. I have the tools, but one of those things I looked at and decided against scripting in general.

Not sure about changing the bone names or how that would work out. But without that new script, not sure it would work.


You’ve made some really good progress too, and your finding are really interesting :D
Ha ha, I’m not surprised if the firebox is lit through the stove’s door, but I think it’s ok because it won’t be a problem if we use a stove without door, like murfee’s kamado ^^
Yeah, scripting doesn’t seems easy XD

On my side, I went on another stove test (using LadySmoks’s stove as a base, one that wasn’t modified), I managed to add the _FX_0_smoke effect and bones :D
I opened the package, did a right-click on the RIG and opened the rig editor.
I right-clicked on transformBone and chose add.
I got <New Bone> , I clicked on it and replaced the bone name with _FX_0_smoke, clicked commit and clicked yes to commit the change.
I opened a clone of a fireplace I made, clicked on RSLT, then on Grid.
I clicked on the arrow next to chunck entries, then on the one next to 0 chunck entry, then on the one next to RGCOLBlock.
I clicked on effects, then on the little 3 dots that appeared.
I copied the bone name 0x1750A329.
On the stove package, I did the same steps for the RSLT: I clicked on the arrow next to chunck entries, then on the one next to 0 chunck entry, then on the one next to RGCOLBlock.
I clicked on effects, then on the little 3 dots that appeared.
This time, I clicked on Add, clicked on the new effect added, then pasted the bone name.
Next I copied the slot name from the fireplace’s RSLT 0x318A282C, and pasted it in the stove’s slot name.
I clicked Ok, Commit and saved the stove.
The _FX_0_smoke’s position can then be modified in TSRW workshop, but I didn’t do it yet, as this stove will be used to experiment, so it doesn’t need to be perfect.

With this, this stove should be ready for a custom script to light/turn off a fire.
This might be the hardest part, since I know nothing about scripting XD

Anyway, here’s the files for anyone to check them :D
https://www.mediafire.com/file/rs7j...xsmoke.rar/file
Test Subject
Original Poster
#36 Old 29th Mar 2025 at 5:39 PM
Hi, so I’m trying to work on the custom script.
It’s basically a copy-paste of the code of the fireplace.
As I said, I know nothing about scripting and I’m wondering if I should make a thread specifically about it?

Anyways, as I said in an above post, I used these tutos to get started:
https://modthesims.info/wiki.php?ti..._Object_Modding
https://modthesims.info/showthread.php?t=632267

I used Ilspy too along with sharpdevelop.

Here’s the code so far, I plan to add it to the custom stove with the fxsmoke I made and talked about in an earlier post.

Also, here’s an archive of my sharpdevelop folder project, with the custom stove, so that anyone can take a look at it.

https://www.mediafire.com/file/fcrd...t_test.rar/file

The code.

Code:
/*
 * Created by SharpDevelop.
 * User: ijera
 * Date: 15/03/2025
 * Time: 17:18
 * 
 * To change this template use Tools | Options | Coding | Edit Standard Headers.
 */
using System;
using System.Reflection;
using System.Runtime.InteropServices;
using Sims3.Gameplay.Abstracts;
using Sims3.Gameplay.ActiveCareer.ActiveCareers;
using Sims3.Gameplay.Actors;
using Sims3.Gameplay.ActorSystems;
using Sims3.Gameplay.Autonomy;
using Sims3.Gameplay.Careers;
using Sims3.Gameplay.CAS;
using Sims3.Gameplay.Controllers;
using Sims3.Gameplay.Core;
using Sims3.Gameplay.EventSystem;
using Sims3.Gameplay.Interactions;
using Sims3.Gameplay.InteractionsShared;
using Sims3.Gameplay.Interfaces;
using Sims3.Gameplay.ObjectComponents;
using Sims3.Gameplay.Objects.Alchemy;
using Sims3.Gameplay.Objects.Appliances;
using Sims3.Gameplay.Objects.CookingObjects;
using Sims3.Gameplay.Objects.Counters;
using Sims3.Gameplay.Objects.Fireplaces;
using Sims3.Gameplay.Objects.FoodObjects;
using Sims3.Gameplay.Objects;
using Sims3.Gameplay.Situations;
using Sims3.Gameplay.Skills;
using Sims3.Gameplay.ThoughtBalloons;
using Sims3.Gameplay.TuningValues;
using Sims3.Gameplay.Utilities;
using Sims3.Gameplay;
using Sims3.SimIFace.CustomContent;
using Sims3.SimIFace.Enums;
using Sims3.SimIFace;
using Sims3.UI.Hud;
using Sims3.UI;
using System.Collections.Generic;

namespace Sims3.Gameplay.Objects.Appliances.Mimics.ijerafirestove
{
    /// <summary>
    /// Description of MyClass.
    /// </summary>
    public class firestove : StoveCountry
    {
        public class FireplaceInteraction : Interaction<Sim, firestove>    
    {
        public class LightFire : FireplaceInteraction
    {
        private sealed class Definition : InteractionDefinition<Sim, firestove, LightFire>
        {
            protected override string GetInteractionName(Sim a, firestove target, InteractionObjectPair interaction)
            {
                return ("LightFire");
            }

            protected override bool Test(Sim a, firestove target, bool isAutonomous, ref GreyedOutTooltipCallback greyedOutTooltipCallback)
            {
                return !target.mLit;
            }
        }
    }
    }
    public class PutOutFireInteraction : FireplaceInteraction
    {
        private sealed class Definition : InteractionDefinition<Sim, firestove, PutOutFireInteraction>
        {
            protected override string GetInteractionName(Sim a, firestove target, InteractionObjectPair interaction)
            {
                return ("PutOutFire");
            }

            protected override bool Test(Sim a, firestove target, bool isAutonomous, ref GreyedOutTooltipCallback greyedOutTooltipCallback)
            {
                return target.mLit;
            }
        }
    }
    }
}
Scholar
#37 Old 29th Mar 2025 at 7:44 PM
Quote: Originally posted by Ijera
Hi, so I’m trying to work on the custom script.
It’s basically a copy-paste of the code of the fireplace.
As I said, I know nothing about scripting and I’m wondering if I should make a thread specifically about it?
[/CODE]


@CardinalSims might know something about scripting, but it might be better if you open a new thread in that section to attract people who work wwith scripts more.

I'm still playing with the 2 separate pieces that will work together, but have been jammed up.

Shiny, happy people make me puke!
Test Subject
Original Poster
#38 Old 29th Mar 2025 at 8:36 PM
Quote: Originally posted by LadySmoks
@CardinalSims might know something about scripting, but it might be better if you open a new thread in that section to attract people who work wwith scripts more.

I'm still playing with the 2 separate pieces that will work together, but have been jammed up.


Alright, I'll create that thread then ^^

Oh, I wish you good luck then, It's not easy to have them both work together.
Scholar
#39 Old 29th Mar 2025 at 11:43 PM
Quote: Originally posted by Ijera
Alright, I'll create that thread then ^^

Oh, I wish you good luck then, It's not easy to have them both work together.


I have a fire insert that seems to work, but I also thought I had it working before, so there's that. Just want to be 100% sure this time, before posting it for you to look at. But, also been busy with trying to get a few things uploaded on another site... although, they're custom motorcycles, and I could probably share them on MTS, unlike most of my naughty stuff.

Screenshots

Shiny, happy people make me puke!
Test Subject
Original Poster
#40 Old 30th Mar 2025 at 2:03 PM
Quote: Originally posted by LadySmoks
I have a fire insert that seems to work, but I also thought I had it working before, so there's that. Just want to be 100% sure this time, before posting it for you to look at. But, also been busy with trying to get a few things uploaded on another site... although, they're custom motorcycles, and I could probably share them on MTS, unlike most of my naughty stuff.



I see. Don't worry, take the time you need ^^

Wow, the motorcycles looks great
Scholar
#41 Old 2nd Apr 2025 at 10:40 PM
Quote: Originally posted by Ijera
I see. Don't worry, take the time you need ^^

Wow, the motorcycles looks great


OK, I've had time to "play with fire". At this point, what I have works, except if the stove is against a wal on the right side facing it. What I have done, is made the fire to be able to intersect other objects without cheats. Next, I moved the footprint to the right. It appears that with a wall there, it blocks anims, but if a counter is on that side, all is good.

The fire lights the same as any fireplace, and can cook on stove top or in oven. It worked with several unmodded EA stoves. When I get some more time, I plan to move the footprint to in front of the fire and test that version.

Shiny, happy people make me puke!
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