Mod The Sims
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-   Sims 2 (https://modthesims.info/forumdisplay.php?f=558)
-   -   Stupid/Random Questions V4 (https://modthesims.info/showthread.php?t=574020)

jonasn 20th Jan 2025 7:50 PM

Quote: Originally posted by Sokisims
I asked the AI ​​more about how to make the custom npc, but I don't even know where are BHAVs, CTSS, or TTAB. [..]

Step 5 is one of the most complex parts...

Did an AI write all of this including the step 5. I wouldn't expect the AI give anythign but a hallucination on a topic like this.

I don't think there is a way of doing a non-custom content neighborhood without making and including a mod. It could either be part of personglobals. Likely in Function - Pre Route where the walking style is decided. Or you can make a invisible controller object that pushes an interaction onto your specially sims, which does nothing but either sets the person data fields or pushes locomotion anims onto the stack like a tombstone does. Then if the mod is not installed, nothing happens and your sim walks normally.

Bulbizarre 20th Jan 2025 7:54 PM

Quote: Originally posted by Jawusa
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.


Okay, I'll quote you.

Jawusa 20th Jan 2025 8:07 PM

Quote: Originally posted by jonasn
I don't think there is a way of doing a non-custom content neighborhood without making and including a mod. It could either be part of personglobals. Likely in Function - Pre Route where the walking style is decided. Or you can make a invisible controller object that pushes an interaction onto your specially sims, which does nothing but either sets the person data fields or pushes locomotion anims onto the stack like a tombstone does. Then if the mod is not installed, nothing happens and your sim walks normally.


This would definitely be the safer approach to this. Then, the players can decide on their own whether or not they want to install that additional mod.

The method I mentioned earlier with custom NPC templates may require them to have the mod installed. I don't think it would crash on neighborhood load or when playing a regular family. But whenever sims with that original GUID are spawned onto the lot, it would probably crash the game.

Or you might be lucky and nothing would happen. All possible scenarios, lol.

kestrellyn 20th Jan 2025 9:08 PM

Quote: Originally posted by Jawusa
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.


If you set the template to 0, they will use the things in their character file. Or at least, that's how I've seen custom NPCs with special code made. If you just want one character to behave this way, there's no reason to make multiple files. And then it's not actually a mod, it's just that you've edited a character file to be a custom NPC. If you don't put the character file in downloads, that NPC won't get autopopulated to all your hoods and I wouldn't consider it a mod.

joandsarah77 20th Jan 2025 9:09 PM

Quote: Originally posted by Jawusa
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.


I'm not sure what the original question was or who posted it, but this walk style changer includes the social bunny hop.
https://modthesims.info/download.php?t=298515

Jawusa 20th Jan 2025 9:57 PM

7 Attachment(s)
Nevermind, it's completely functional that way! (But I told you not to quote on me, lol)

So all I did was merely extracting the locomotion files (CT - Restore Loco BHAV & Bunny Hop Locomotion Text Lists) from the NPC template, updated them to match with the playable sim's group in the resource tab and added an additional line in the Function - Init BHAV to include the CT - Restore Loco BHAV.

This alone won't make the sim hop though. As I said, the game does not use the sim's character file to determine their behaviour but what it's inside the original GUID template. So I replaced that with the sim's actual GUID. This made it work too! But 0 might just do it as well, I think the game will use what's in the fallback GUID then and that's the sim's actual GUID.

It's kinda hilarious seeing them hopping like that all the time, lol. You'd have to disable the "Run Here" animation though, as they will just stand around then and not go to the desired destination. So that part needs a bit more work. But it's definitely possible to customize the sim to behave like a special NPC without CC.

Quote: Originally posted by joandsarah77
I'm not sure what the original question was or who posted it, but this walk style changer includes the social bunny hop.


I think @Sokisims wanted to implement the social bunny hop into a playable sim for a custom neighborhood they wish to upload, so that the sim always hops by default. Kinda like Mr. Big or Diva's coded behaviour. The walk style changer can do that as well, sure, but I think they wanted it to be permament and CC-free so that the custom neighborhood wouldn't require the walk style changer as a required mod.

simmer22 20th Jan 2025 10:46 PM

Quote: Originally posted by jonasn
Did an AI write all of this including the step 5. I wouldn't expect the AI give anythign but a hallucination on a topic like this.


Most likely it more or less copy/pasted from an already given answer somewhere, or dug around to find a few posts that roughly said the same and "smashed" it all toghether into a step by step guide. I'd not expect AI to know what to do with a question like this, either - not unless it had spesific sources...

I don't think people understand that this kind of AI doesn't really come up with anything "new" - it just finds various sources and smashes it together. Doesn't list the sources either, I imagine (now, that would've been very useful, because I'd rather trust a tutorial written by an actual person than one thrown together by AI)...

Bulbizarre 20th Jan 2025 11:54 PM

I've seen lots of garbage code come out of AI.


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