Quote: Originally posted by AndrewGloria
Oh sorry! I should have clarified better.
Quote: Originally posted by kestrellyn
Thank you, that's good to know.
Quote: Originally posted by simsample
Can confirm. I moved in a burglar and she does start sneaking around periodically. I like it, I just pretend she hasn't completely given up her outlaw lifestyle... even though her current partner is a cop. |
Quote: Originally posted by kestrellyn
Any tutorial to try this? At the moment I only tried changing the original guid to the rabbit and it doesn't work. I guess it's too hard for me. I could only do it with a tutorial with photos, or each step very well explained. @jawusa could you help me? |
Quote: Originally posted by simsample
Yeah, you would get the bunny hop, but you might also get the bunny costume, which might be unwanted, and the behavior of the sim being invisible unless a certain playable was selected. The custom sim might also be summoned instead of a social bunny if someone went into social failure, but I haven't looked at that code, so I don't know for sure. So you would probably want to make a custom NPC by setting the Original GUID to 0. |
Quote: Originally posted by Charity
The social bunny is not an objects.package NPC. It has a regular character file and just uses the social bunny template. Having another regular character file use that template wouldn't cause any problems. |
Quote: Originally posted by Sokisims
If you want to turn them into a social bunny, the GUID needs to be the GUID of the social bunny template group. It's the Original GUID of the actual social bunnies, not the main GUID. |
You just take the value in the Original GUID field of a social bunny and put it in the Original GUID field of your sim. That's it. The Original GUIDs for all the social bunnies will all be the same.
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Quote: Originally posted by kestrellyn
Not if the sim wasn't a member of the NPC household, surely? |
I don't know for sure either way, since I haven't looked at the code.
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I have changed the guids as you say and it doesn't work for me, the rabbit disappears.
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Quote: Originally posted by Sokisims
Oh yes, of course! That's the programmed rabbit behaviour, isn't it? They are only visible for the sim who summoned the bunny. I forgot that bit! Oh, so I don't think cloning the bunny GUID will work for social bunny if it's just the hop you need. Darn it! |
I feel bad having spent 2 pages and a whole day on this, but hey, I thought maybe there was some way. So nothing, I give up. XD Maybe I'll use some of the maid behaviors for some Cassidy, or the werewolf walk.
I'm going to delete my installation again today just in case. XD I also didn't find any tutorial to create special npc or set the guid to 0. So nothing. Anyway, I don't understand why you made me make a rabbit. Even I, who have no idea, knew that just by changing that guid it would disappear. xD I did it because I saw you both so convinced that I believed it would work. |
It did work. It had pretty much the exact effect I predicted it would have, which is why I was instead suggesting to create a custom townie. You already changed the Original GUID once, so you now know how to change it again and set it to 0. But you would also need to make sure that all the functions you want the sim to have are in its character file at that point.
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I don't know what setting it to 0 really is. I don't even know what it means or what I have to do. Is it so difficult to list the steps I have to follow? I mean, I create a sim and then what? Do I make it npc first or change the guid first? What order do I follow? And after that what do I do? And how do I make sure that the character file functions are there? It's like reading Chinese.
How am I going to learn something so technical with such a simple explanation? Seriously, it wouldn't take any less time if you give me the steps to follow instead of following this endless loop? 1- Create a sim 2- ??? 3- ?? |
You delete the number and replace it with 0. I'm not sure if there is some language issue interfering here, or what?
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I passed the conversation to the AI and she told me this, is this okay?
How to Create a Custom NPC in The Sims 2 1. Create the Sim You Want to Turn Into an NPC Use Create-a-Sim or tools like Insimenator to create the sim. Make sure the sim is fully created with the traits and appearance you want. 2. Open SimPE and Load Your Neighborhood Launch SimPE and open your neighborhood file: It is located in Documents/EA Games/The Sims 2/Neighborhoods/N00X (replace N00X with your neighborhood's code). Open the N00X_Neighborhood.package file. 3. Locate the Sim’s Character File Go to Tools > Neighborhood > Sim Browser. Find the sim you created and click on them. Note their Instance (NID) because you’ll need it later. 4. Change the Original GUID to 0 Go back to your neighborhood file and open Tools > Object Tools > GUID Tool. Find your sim in the list of characters. Set the Original GUID field to 0. This detaches the sim from any specific NPC roles (like Social Bunny, Maid, etc.). 5. Adjust the Sim’s Character File Functions Ensure the sim’s character file contains the necessary behaviors to act as an NPC. To do this: Copy resources from existing NPCs (like PersonGlobals or behavior files). Use the Resource Tree in SimPE to import the needed resources from another NPC’s character file. If you're unsure which resources to copy, you might need a specific tutorial about creating custom NPCs. 6. Save the Changes After making the changes, save your neighborhood file in SimPE. Make sure to back up your neighborhood before testing any changes in the game. 7. Test in the Game Launch the game and check if the sim behaves like an NPC. You can use tools like Insimenator to assign them specific roles if necessary. |
No, you don't need the GUID tool, you just change it in the OBJD, which is where the Original GUID is. You had a screenshot of it earlier, but you seem to have deleted it.
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Tomorrow I'll try to see if I can get it. I will read everything carefully again to see if I get the order of things right and decipher the rest.
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If SimPe says a sim's character may be split into multiple files, is it still ok to move them in if they're an NPC/townie?
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Yes, it's fine.
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This may be something useful, so a separate thread may be a good idea! Never really considered changing Sims' walking styles to suit their personality or role more, and it would be sad to see this discussion lost in this massive thread.
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Quote: Originally posted by kestrellyn
Some people would like that if that does happen. I often see people asking how to make their sims show up instead of NPCs, like with the playable cops mod where sims in the law enforcement career come to arrest burglars instead of the NPC cops. |
Quote: Originally posted by kestrellyn
Thanks. Is there any way to recombine the character files or does it really matter? |
Quote: Originally posted by topp
Have any of you managed to do what Kestrellyn said? I will try it now in a while, but I don't know if I will succeed given my limited knowledge. I will also follow the steps of the AI, who at least explains things to me in order. ¬ ¬ It also seems like something very creative to give the sims more personality. It really deserves more support and attention. Edit: I asked the AI more about how to make the custom npc, but I don't even know where are BHAVs, CTSS, or TTAB. xDDD If any of you do it, I would appreciate screenshots xD Because for me this is impossible. Step 5 Explained in Detail: Step 5 is one of the most complex parts because it involves ensuring that all the necessary functions that define a complete sim are present in their character file. Essentially, you need to import specific resources from the PersonGlobals file (a game file that contains general sim data) into your custom sim's character file to make them function correctly as a custom NPC. How to Do Step 5: Open the Correct File: First, open your sim's character file in SimPE. Locate this file by searching for the sim's NID (you can find this in their Sim Description entry). Identify Missing Resources: Compare your sim's character file to the PersonGlobals file. You need to identify and add any missing resources that define NPC behaviors or functions. For example, social bunnies may include unique BHAVs or interaction tables (TTAB). Import Resources from PersonGlobals: Open the PersonGlobals file in SimPE. (It is located in the main game folder: TSData\Res\Objects\ObjectData.package). Search for the specific resources you need, such as BHAVs, CTSS, or TTAB entries. Use "Clone Resource" in SimPE to copy these entries from PersonGlobals into your sim's character file. Test and Debug: Save your changes and test your sim in the game. If errors occur (e.g., unexpected behaviors or the sim not functioning), it's likely that a necessary resource is missing or that something is incorrectly linked. |
Quote: Originally posted by pinkdynamite
No, I don't think there is any safe way to do that, nor do you have to. The game doesn't have any problems dealing with files like that. |
I might be wrong with this, but I don't think adding bits of social bunny behaviour code into the characrer file will make the sim actually hop. Sims never use the coding from their character file but use the code in the template they were made from which is determined by their original GUID. (This is also why we can assign any playable sim to behave like a NPC sim and move them into the NPCs household for them to be hirable. )
So, I'd suggest creating a custom NPC template completely from scratch and add the bits of social bunny code that way, similar to how the Diva or Mr. Big, etc. are coded. But then, your neighborhood would require that custom NPC template mod.. so it wouldn't be entirely CC-free and may even make the game crash if the mod is skipped, since the game might check for that original GUID, cannot find it and hence throw an error. I haven't tested it out yet, so I can't tell for sure if it would crash the game or not, so don't quote me on that, lol. |
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