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#1 Old 26th Nov 2020 at 5:58 PM
Default Creating non-Hidden Custom Skills
I've been sifting through the forums for information on how to make a fully-visible custom skill.

I've completed Inge's hidden skill tutorial (http://www.simlogical.com/ContentUp...e/uploads/1915/) and have that working fine.

I'm currently reading the source code for Lyralei's Sewing Table, which she kindly made available on GitHub. Are there any additional places I should look?

Echo Weaver's Simblr: http://echoweaver.tumblr.com/
A portrait in stubbornness - Playing the same legacy since 2009
Sample a Brave Legacy: http://sims3sample.illation.net
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#2 Old 27th Nov 2020 at 8:29 AM
<Hidden>True</Hidden> Make this false in your Skill xml, the SKIL 0xA8D58BE5 file . It will not be a hidden skill anymore.

Was that not what you meant? Did you mean like creating custom descriptions for when you level up the skill?

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#3 Old 27th Nov 2020 at 10:09 AM
Quote: Originally posted by echoweaver
I've been sifting through the forums for information on how to make a fully-visible custom skill.

I've completed Inge's hidden skill tutorial (http://www.simlogical.com/ContentUp...e/uploads/1915/) and have that working fine.

I'm currently reading the source code for Lyralei's Sewing Table, which she kindly made available on GitHub. Are there any additional places I should look?
Glad to hear it's helpful! :D I've heard some other people doing exactly the same thing, so it's great to see people feeling it's helpful  Still need to push the other changes though... the GitHub version is actually 2 versions behind... oops! 

Personally, I had some issues loading in my skill, (probably overlooked something) but I know that some creators have indeed done it successfully with just Inge's method. And of course, by what PuddingFace suggested, changing the 'hidden' bit to true.

But if you need some help with it, feel free to share it! XML > Code reading the XML is incredibly headache-y and precise work 
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#4 Old 27th Nov 2020 at 6:23 PM
You know, I didn't even try just setting the hidden flag to false because I knew there'd be no info for the skill journal user interface stuff.

I've now succeeded in creating a visible skill with a small amount on the skill journal, so I'm getting there. Your sewing skill journal looks really extensive, Lyralei. Can you give me tips on how to approach skill achievements (lifetime opportunities)?

I'm unclear on ExportContent and ImportContent. Also CollectionInfo, which I see on the Fishing skill that I'm using as a reference because I'm working on a skill related to fishing.

Also, when my sim levels up the skill, I get a blank message. I assume there is a string I haven't set, but I don't know where it is.

Echo Weaver's Simblr: http://echoweaver.tumblr.com/
A portrait in stubbornness - Playing the same legacy since 2009
Sample a Brave Legacy: http://sims3sample.illation.net
Space Pony
#5 Old 27th Nov 2020 at 7:20 PM
Quote: Originally posted by echoweaver
I'm unclear on ExportContent and ImportContent.


ExportContent and ImportContent allow for for data values to be written to and read from disk when a Sim travels or is saved as an export to ensure that all important attributes are preserved when the Sim is recreated at their destination. Uint keys are associated with each data value written to allow for easy lookups when importing; I think EA standard is to use the FNV32 hash of the variable name as its key.

Quote: Originally posted by echoweaver
Also, when my sim levels up the skill, I get a blank message. I assume there is a string I haven't set, but I don't know where it is.


You may find NRaas's UntranslatedKey useful. It's a core mod compatible with ErrorTrap that replaces empty strings with their associated STBL key.

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#6 Old 27th Nov 2020 at 7:51 PM Last edited by echoweaver : 27th Nov 2020 at 8:12 PM.
Quote: Originally posted by gamefreak130
You may find NRaas's UntranslatedKey useful. It's a core mod compatible with ErrorTrap that replaces empty strings with their associated STBL key.


I just started to write back to say that I AM running UntranslatedKey, when I looked and discovered that I'm not.

Doot de do. Nothing to see here.

ETA: Yeah, it was totally a localization key.

Quote: Originally posted by gamefreak130
ExportContent and ImportContent allow for for data values to be written to and read from disk when a Sim travels or is saved as an export to ensure that all important attributes are preserved when the Sim is recreated at their destination. Uint keys are associated with each data value written to allow for easy lookups when importing; I think EA standard is to use the FNV32 hash of the variable name as its key.


I guess this means that stored variables must be uniquely named in the game, not just within the skill?

Echo Weaver's Simblr: http://echoweaver.tumblr.com/
A portrait in stubbornness - Playing the same legacy since 2009
Sample a Brave Legacy: http://sims3sample.illation.net
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