#3
30th Oct 2021 at 12:35 AM
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Client states are hard to describe and can be used for many purposes. I would say the best description I can think of is on/off switches that do different things when chosen, but only one state in a client state can be used at a time, and that's when multiple client states come in handy.
TDESCs (Tuning Descriptions) are just the files EA provides that describe what this or that does in the Sims tuning, so the closest word to what you were describing in this situation is custom tuning (which can also be used to refer to regular custom tuning, lol), but that requires knowledge of Python.
Unfortunately, I took a look around and even if you made custom tuning it would likely be ignored still, as this spoiler timer seems to be handled by the UI. Whenever the string can't be found in the scripts or the tuning, it means the UI handles that data. You can't clone the UI in this case and editing the UI is generally difficult (among other reasons), so that path isn't really one I'd recommend pursuing.
I did fiddle with the object tuning though and created a semi-spoiler timer, but it doesn't act the way the EA one does. But if you still wanted any sort of timer, it can be done.
What I did was add the client states as you did, I then went down to the "tooltip_component" and added a new section. I then chose the key "subtext", used the string EA uses 0x036E079E<!--{0.TimespanShort} until spoiled. --> and then set the "text_tokens" to "statistic_value" and referenced the freshness commodity the big crops and food use 16591<!--Commodity: commodity_freshness-->. It looks like this:
Code:
<U>
<E n="key">subtext</E>
<U n="value">
<V n="text" t="single">
<T n="single">0x036E079E<!--{0.TimespanShort} until spoiled. --></T>
</V>
<V n="text_tokens" t="enabled">
<U n="enabled">
<L n="tokens">
<V t="statistic_value">
<U n="statistic_value">
<E n="participant">Object</E>
<T n="statistic">16591<!--Commodity: commodity_freshness--></T>
</U>
</V>
</L>
</U>
</V>
</U>
</U>
I also added <T n="update_if_stat_or_buck_changes">True</T> and <T n="update_on_game_option_changed">True</T> to the tooltip section to encourage updating without the user having to do anything, but it still doesn't work as efficiently as EA's regular timer.
It looks like this in-game, unfortunately, but it's the closest I can get. I tried some other things and it either stopped working or made no difference. Strangely enough the key "spoiled_time_text" did not work and nothing in-game uses it, so I'm curious what it's purpose is.
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