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Lab Assistant
Original Poster
#1 Old 15th May 2025 at 11:45 PM
Default Guide to Making Objects Useable from Inventory
So, I have modified SimWardrobe's shooters and could only be more satisfied if I got them to work from inventories. That is to say, has anyone made or seen modded objects that work like BV voodoo doll? I have enough to make interaction menus available and hopefully functional when clicking on other Sims. But when it comes to, say, getting an object in and out of inventory over the course of an interaction, as well as the correct way to check if said object belongs to a Sim to being with, I do not really know.
Scholar
#2 Old 16th May 2025 at 1:31 AM
Adding a new interaction of any kind should probably be done with a "social plugin", like I've added my gardening commands.

You can look at a simple example of spawning an object from inventory where people use Cologne (person 230A), which calls 44B and 44A to get and put back in. There is an option to keep it in the inventory, so it doesn't get lost on an error; then you don't need to put it back in, just delete. Then in 0x7F8A4AF0 you can see how there is a pull out animation in 1009, and during its event 1005, the bottle is snapped into the person's slot from its creation location out of world.

If you already have an interaction to use from world, then there should be a way of jumping ahead past the point where he picks the thing up, to replace this action with a pull out from pocket. There are other pullout animations for things like cellphone, etc. Maybe one of then fits.

Isn't it enough that you took the object out of a neighbor's memory to say that it belongs to him? If a person can carry another person's doll, you could push a property onto this inventory item after adding it to memory. The object's attributes are not accessible until spawning.
Lab Assistant
Original Poster
#3 Old 16th May 2025 at 2:23 AM
Quote: Originally posted by jonasn
Adding a new interaction of any kind should probably be done with a "social plugin", like I've added my gardening commands.

You can look at a simple example of spawning an object from inventory where people use Cologne (person 230A), which calls 44B and 44A to get and put back in. There is an option to keep it in the inventory, so it doesn't get lost on an error; then you don't need to put it back in, just delete. Then in 0x7F8A4AF0 you can see how there is a pull out animation in 1009, and during its event 1005, the bottle is snapped into the person's slot from its creation location out of world.

If you already have an interaction to use from world, then there should be a way of jumping ahead past the point where he picks the thing up, to replace this action with a pull out from pocket. There are other pullout animations for things like cellphone, etc. Maybe one of then fits.

Isn't it enough that you took the object out of a neighbor's memory to say that it belongs to him? If a person can carry another person's doll, you could push a property onto this inventory item after adding it to memory. The object's attributes are not accessible until spawning.


Thanks. I just glanced into the BV voodoo doll and may have some ideas of getting the shooters to work from inventories. Won't be easy, though, since I have not even used a voodoo doll yet.
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