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Original Poster
#1 Old 29th Sep 2026 at 4:14 AM
Default Is it possible to make part of an object recolorable that isn't recolorable in SimPE? Read images for info
The set I'm recoloring: http://www.parsimonious.org/furnitu...-Solar_Bug.html

I don't want to recolor the metal part, which is the bottom subset in pic 2, I already plan on recoloring the top one. though.

Instead of the patterned texture the set already uses, I am recoloring them into solids...and I am a little irked I cannot changed the red lights to match my recolors.
Screenshots
Mad Poster
#2 Old 29th Sep 2026 at 9:22 PM
You can't add a third recolorable subset.

You can however replace one recolorable subset with another, but any existing recolors for that subset won't work any longer.

I'm also a bit unsure about that subset, because it looks like the light is animated, so it's possible it needs some extra editing on top of a regular subset switcharoo (not sure if anything else is needed in the GMND or MMAT or elsewhere for animated textures, or if everything is already present in the TXMT/TXTR).
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Original Poster
#3 Old 30th Sep 2026 at 8:08 PM
So I followed this guide: https://hugelunatic.wordpress.com/2...orable-subsets/

for step 5 1 replaced for the MMAT I replaced the name (dtString) & subsetName.

But when I tried to recolor it using the object workshop only the top subset appears
Mad Poster
#4 Old 30th Sep 2026 at 8:14 PM
You need to use one of the existing MMATs for the subset you want to replace it with, and you also need to make sure the alll the references match up in all the reources (TXTR, TXMT, MMAT, GMDC, GMND). If you make changes one place, chances are you need to make changes at least another place. You may also want to change the "family" string for the MMAT.

If you do changes to the filename in the TXTR or TXMT, you need to click the "Fix TGI" button to update the changes, or the file doesn't read them properly (this is one of the things "Fix Integrity" does, but "Fix TGI" is a bit less invasive and doesn't cause accidental CRES borkage one out of 10 times).
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Original Poster
#5 Old 1st Oct 2026 at 4:26 PM
Sorry if I am asking too many questions, but how do I make the references match? TXTR, TXMT, MMAT, GMDC, GMND. I am truly new to this. And for the MMAT I did replace thee metal ring with the lights. The name (dTstring) and subsetname
Mad Poster
#6 Old 1st Oct 2026 at 5:48 PM
Hugelunatic's tutorial explains where the refereces are supposed to match, and the one below shows where you need to check if the subset still isn't recolorable:
https://hugelunatic.wordpress.com/2...ts-recolorable/

If you're still having issues after looking through that one, can you upload the edited file? It's easier to see any problem areas in the actual file.

Another thing you'll want to do is to make sure any old versions of the object mesh + old recolors have been removed (recolors likely need updating, though most likely they'll still work for the original subset you've kept). Also delete the cache files. They can conflict with edited versions of objects/mods/CAS items.
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Original Poster
#7 Old 12th Oct 2026 at 12:32 AM
Default Sorry this is late, but I have come across another issue
Sorry if this is late, but my game over the past week had an issue where I couldn't even play it, but now I fixed it, and now I can play.

Now, my next issue is with the final step, step 7, there is no hash generator and no button to update all MMATs with. Maybe because of the version of SimPE I'm using?
Screenshots
Mad Poster
#8 Old 12th Oct 2026 at 12:47 AM Last edited by simmer22 : 12th Oct 2026 at 2:04 AM.
Which version of SimPE are you using?

For the "update MMAT" issue, you can copy the GUID and paste it into the GUID value in the MMAT. It's essentially the same thing.

You can compare the GUID in the OBJD with the "objectGUID" in the MMAT. You'll most often want the "objectGUID" to match with the OBJD Guid (not opposite).

Not sure why the button isn't there, though. Could be missing in an earlier version, or a bug (or CH "feature"?) in a newer version. It looks different from the one I use (a slightly buggy and somewhat old 075f_qa)

The Hash generator should be under Tools--> Object tools --> Hash generator.
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Original Poster
#9 Old 12th Oct 2026 at 1:44 AM
Default I still cannot get the lights subset to show up.
I remember you telling me to upload the edited file if I still have issues. I also put a copy of the unedited original file. You can look into it whenever you feel like it, no rush
Attached files:
File Type: zip  k8-solarbugpotty-041807.zip (131.7 KB, 11 downloads)
Mad Poster
#10 Old 12th Oct 2026 at 1:56 AM Last edited by simmer22 : 12th Oct 2026 at 2:08 AM.
In the GMND, under "tsDesignModeEnabled", change "metal" to "lights" - this one lists the recolorable subsets ingame, so if you've missed it, you don't get the correct subsets showing.

It seems you've tried to add it separately in the 0x5 blocklist (?), but if so, it's wrongly named ("tsDesignEnabled"). I suggest you remove that one (if you added it).
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Original Poster
#11 Old 12th Oct 2026 at 2:16 AM
Default It Works! Thx So Much
Now all I gotta do is test it in game
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Original Poster
#12 Old 12th Oct 2026 at 3:36 AM
Default Oh, it crashed immediately when I went into the nursery section
Just instantly
Mad Poster
#13 Old 12th Oct 2026 at 4:00 AM
If you removed the "tsDesignEnabled" entry, did you remove it from both places? If not, it can cause a crash.

You need to delete it from the Blocklist (in "Edit blocks") and also remove the 5th entry in the "Datalist" under "cObjectGraphNode"
(If you were looking at a tutorial, follow the same steps as adding, except you delete the entries instead).
Test Subject
Original Poster
#14 Old 12th Oct 2026 at 6:11 PM
Default It works now without crashing!
I deleted I think an extra array??? (which mostly likely caused the crash) Loaded up the game again and it didn't instantly crash upon clicking on the nursery section, and I even tested it out in gameplay to see if it didn't crashed if a toddler used it, it didn't. So thank you, you've been a huge help
Mad Poster
#15 Old 12th Oct 2026 at 7:24 PM
Nice

The GMND (and CRES) are notorious for causing crashes and bugs if things aren't matching up with each other, especilly in the Blocklist, so doesn't hurt with a double-check through those.
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