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Test Subject
Original Poster
#1 Old 13th Sep 2020 at 4:46 AM
Default Is it possible to put a custom slider in the "body modifiers" category?
Hello! I've been looking into making custom bone-based sliders for the Sims 3, however I have a question I can't seem to find an answer to.
Essentially, I want to be able to place my sliders in the "body modifier" category alongside the fat, fit, and breast sliders that EA have already provided.

Example from Google:


In Morph Maker, the options available are Head and Ears, Mouth, Nose, and Eyes.
Any answers are appreciated, thank you!
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#2 Old 14th Sep 2020 at 8:51 PM
I would imagine it would require a mod to expand the area where those sliders go since there aren't scrollbars there already (unlike the regular slider sections). Given that all of the other people who create sliders that affect the "body" simply put them in one of the other categories, I would imagine no one has made such a mod for this area.

Duh and/or Hello!
(simblr)
Test Subject
Original Poster
#3 Old 14th Sep 2020 at 11:24 PM Last edited by Starbeary : 15th Sep 2020 at 4:11 AM.
Quote: Originally posted by k2m1too
I would imagine it would require a mod to expand the area where those sliders go since there aren't scrollbars there already (unlike the regular slider sections). Given that all of the other people who create sliders that affect the "body" simply put them in one of the other categories, I would imagine no one has made such a mod for this area.

So something similar to https://modthesims.info/d/410965/ui...d-wrinkles.html would be needed? That definitely makes sense, though I'm still curious as to what the slider would need to be classified under in order to show up in Body Modifiers. If custom sliders can't be sorted into that category, then making a UI mod for it would probably be fruitless.

Edit: Looking through the DeltaBuild0, I found this for the breast slider
Code:
Magic: 0x4F454742
Version: 0x00000300
X04: 0x00000004
X08: 0x00000008
X0C: 0x0000000C
--- Section1EntryList: Section1Entries (0x4) ---
--- Section1Entries[0] ---
   AgeGender: { Age: 0x08 (Teen); Species: 0x00 (None); Gender: 0x02 (Female); Handedness: 0x00 (0) }
   FacialRegion: 0x00000400 (Body)
   LOD1: { LastIndex: 0x00000000; Section2Index: 0x00000000; Section3Index: 0x00000000 }
   LOD2: { LastIndex: 0x00000000; Section2Index: 0x00000000; Section3Index: 0x00000000 }
   LOD3: { LastIndex: 0x00000000; Section2Index: 0x00000000; Section3Index: 0x00000000 }
   LOD4: { LastIndex: 0x00000000; Section2Index: 0x00000000; Section3Index: 0x00000000 }
--- Section1Entries[1] ---
   AgeGender: { Age: 0x10 (YoungAdult); Species: 0x00 (None); Gender: 0x02 (Female); Handedness: 0x00 (0) }
   FacialRegion: 0x00000400 (Body)
   LOD1: { LastIndex: 0x00000000; Section2Index: 0x00000000; Section3Index: 0x00000000 }
   LOD2: { LastIndex: 0x00000000; Section2Index: 0x00000000; Section3Index: 0x00000000 }
   LOD3: { LastIndex: 0x00000000; Section2Index: 0x00000000; Section3Index: 0x00000000 }
   LOD4: { LastIndex: 0x00000000; Section2Index: 0x00000000; Section3Index: 0x00000000 }
--- Section1Entries[2] ---
   AgeGender: { Age: 0x20 (Adult); Species: 0x00 (None); Gender: 0x02 (Female); Handedness: 0x00 (0) }
   FacialRegion: 0x00000400 (Body)
   LOD1: { LastIndex: 0x00000000; Section2Index: 0x00000000; Section3Index: 0x00000000 }
   LOD2: { LastIndex: 0x00000000; Section2Index: 0x00000000; Section3Index: 0x00000000 }
   LOD3: { LastIndex: 0x00000000; Section2Index: 0x00000000; Section3Index: 0x00000000 }
   LOD4: { LastIndex: 0x00000000; Section2Index: 0x00000000; Section3Index: 0x00000000 }
--- Section1Entries[3] ---
   AgeGender: { Age: 0x40 (Elder); Species: 0x00 (None); Gender: 0x02 (Female); Handedness: 0x00 (0) }
   FacialRegion: 0x00000400 (Body)
   LOD1: { LastIndex: 0x00000000; Section2Index: 0x00000000; Section3Index: 0x00000000 }
   LOD2: { LastIndex: 0x00000000; Section2Index: 0x00000000; Section3Index: 0x00000000 }
   LOD3: { LastIndex: 0x00000000; Section2Index: 0x00000000; Section3Index: 0x00000000 }
   LOD4: { LastIndex: 0x00000000; Section2Index: 0x00000000; Section3Index: 0x00000000 }
---
--- Section2EntryList: Section2Entries (0x0) ---
---
--- Section3EntryList: Section3Entries (0x0) ---
---

So it looks like the region to play around with is 0x00000400 ?
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