Test Subject
Original Poster
#1 Old 12th Mar 2025 at 3:17 AM
Default Noob question: how do I edit which interactions are available to plumbots?
I would like to make a mod expanding the social interactions available to plumbots, but I'm not sure how to do this. Looking at the dll files, I can't find anywhere that says something like "this interaction: is available if: [condition]". So either I'm looking in the wrong place, or the code is just waaaayyy more jargon-y than I can decipher.

As an example of what I'm talking about: I can find the interaction "Chat" under Sims3.GameplaySystems>Sims3.Gameplay.Actors>Sim>Chat, but then I don't see anything about prerequisites for whether the action is available. For plumbots, I know you need certain trait chips to use the "Chat" social, and toddlers (who haven't learned to talk yet) and pets can't use it either. So I assume that, somewhere, there's some lines of code that says something like "If: Not [plumbot/toddler/pet] -> Then: [make interaction available]". But I don't see anything like that under this heading.

If something like that exists, then that's great, because that's basically what I want to change and that should be super easy. But I have no clue where to find it. Does it exist? If so, then where is it? And if not, then what do I need to do to get this effect?
Thanks!
Forum Resident
#2 Old 12th Mar 2025 at 10:34 AM
While this was resolved at NRaas, I'll answer just so anyone who finds this thread can have it too:

Plumbots are simply excluded from any interaction that doesn't have a chip requirement.
For social interactions, these have to be added in the SocialData XMLs. An ATREQ (Actor Trait Requirement) with a value of the chip trait(s) you want to access the interaction is required- you can find examples on any interactions in the XML that are already available.
For object interactions with ITUN, a RequiredTrait field should be added with the chip as it's type. An example of where this goes can be seen on an ITUN like Clean_Toilet, which has the CleanerChip as a requirement.

thecardinalsims - Cardinal has been taken by a fey mood!
Test Subject
Original Poster
#3 Old 12th Mar 2025 at 8:35 PM Last edited by definitelynotanalienspy : 12th Mar 2025 at 11:33 PM.
Quote: Originally posted by CardinalSims
While this was resolved at NRaas, I'll answer just so anyone who finds this thread can have it too:

Plumbots are simply excluded from any interaction that doesn't have a chip requirement.
For social interactions, these have to be added in the SocialData XMLs. An ATREQ (Actor Trait Requirement) with a value of the chip trait(s) you want to access the interaction is required- you can find examples on any interactions in the XML that are already available.
For object interactions with ITUN, a RequiredTrait field should be added with the chip as it's type. An example of where this goes can be seen on an ITUN like Clean_Toilet, which has the CleanerChip as a requirement.

Yes! Thank you! I managed to figure this out after coming across Lyralei's Ultimate XML Tool, which puts things in a nice and user-friendly visual format that made it easier to understand for me and pointed me in the right direction. The tool itself didn't really work for me because it wouldn't save more than one interaction, but by using it as a reference I was able to manually edit the files and create a little mod that unlocks most social interactions for sentient plumbots. It works fine with social interactions from expansions, but when I add the base game SocialData file, it causes a bug where clicking on any sim, plumbot or not, does nothing (basically disabling any social or self interactions). So I will need to figure out what's causing that before uploading the mod here, but it's a step in the right direction!
Thank you for the response!

Edit: Fixed it, looks like the problem was that I accidentally put one of the trait requirements outside the quotation marks typical
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