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Diva and Mr. Big come to downtown. But you can place them into the townies family if you want, and they will be picked to come elsewhere then.
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Are all plantsim babies born (grown?) with the little flower hat? Mine has black hair which of course you can't change in the mirror. I don't have any mods that should alter their hair either.
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Yes, unless you've default replaced it or have a mod that allows them to have regular hair.
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Hm, I don't have either as far as I know. Guess I'll do some more digging through my mods folder. Thanks.
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The special coding where Mr. Big whips out a mirror, brags and flirts comes with his original GUID. It doesn't have an NPC number. You can move in NPCs into other families, can you not? When he is asked to move in, he will create a new character and place that in downtownies instead of where he was.
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I see! Well I guess it will work. I'll try it later
![]() Edit: It worked! The Von Nudells now behave as they should xDDD EDIT2: Too bad, once you make the sim a townie, their clothes change automatically, even if you change them again. XD I'll have to reserve that look for other sim. If anyone knows how to solve it... xD |
Making sims into townies doesn't change their clothing.
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The clothes of Mr. Big and Diva are changed in function - init, like with other NPCs. You could make a mod for the Diva NPC. Another way is to make a new person be young adult on whom the clothes probably don't fit. But you can't convert an existing adult into young adult (graphical body).
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Quote: Originally posted by kestrellyn
Yes if you have changed the origin guid to the nightlife Date Slob npc. I can have the sim fart in whatever clothes I want as long as he lives on a lot, but once he becomes a townie his clothes go back to slob. |
Yes, if you edit them to make them into a special NPC, they will become a special NPC. That's not the same thing as making them a townie.
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How smart you are!!
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Yeah, turns out if you actually accurately describe what you did instead of saying something completely different, people can understand you. Shocker!
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Anyway, seeing that my favorite townies, the Von Nudells, are not going to be able to be farting townies, since once they become townies they lose their wonderful nudist clothes. I'll have to reserve that position for maybe Austin Stone? XD
The same with the diva, I think I'm going to save her for Aberon Garden, her clothes will look better. |
That's a Slob, another kind of NPC.
I think you can make a young adult without problems. There are mods that allow to age an existing person, but of course he will lose all existing clothes, which must be reapplied. If you don't like the voice or university activites, you can set his IsStudent (kEP1 - Young Adult) value to 0. The clothes will change for people who have a comprehensive unlocker that sets the ages to 48 for these clothes, but for others they will not, if the clothes only support graphical age 8. There is a model age and edith age, which are separate. Graphical model age for young adults is "40". I wonder why it exists. Perhaps they planned young adults to look different and scrapped it later. |
I think one of the reasons why people of this section always confuse what I ask is that you do not take into account that my questions are always focused on making custom neighborhoods to upload free of cc and conflicting modifications. xD I can't change the age of any sim in my neighborhood to young-adult, that would break my neighborhood. I simply already understood that both slob and diva are assigned a wardrobe that cannot be eliminated, I wanted to take advantage of their eccentric behavior to give some flavor to some of my townies, but seeing that the clothing they have is mandatory, as I said, I will reserve that look for some sims and I will rule out giving it to my nudist sims.
Anyway I'm trying to understand if you're talking about some kind of trick, like, first give him the slob guid, then make him a townie, then young adult to unlock the clothes and then adult again? @jonasn |
You can change the age of any sim to any age you want other than baby, it won't break the neighborhood or add CC or anything. Just do what I presume pretty much everyone does when making custom neighborhoods - use cheat objects and SimPE to set everything up the way you want it, then remove the cheat objects. The only objects that autopopulate to all lots are global objects, as long as you don't have any of those installed when you make the neighborhood and you delete all other custom objects after you're done using them, there will be no CC in the neighborhood.
I think Jonas is saying that if you age them to YA in game, thus giving them the YA body, and then change the age artificially back to adult in SimPE, they will no longer be able to wear the slob outfit, since it's an adult outfit. However, you'll then be locked into only YA clothes for them, which would probably exclude the ecological guru outfit. |
@kestrellyn Great, thanks for the clarification, I'll try it!! About the clothes, maybe since I have a household that has them in their closet I can put them back.
Edit: ok, would exclude the nudist clothing, as you say, I should check if that clothing is in YA, but probably not. So I go back to the beginning. xD Edit2: I think I found the solution, unless older people also change their clothes, there are nudist clothes for older people, I'll try to see. Now the Von Nudells are older. Edit3: Work! |
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Well, a young adult would require the EP1 installed. But if you have the ecological guru profession, that is already EP1 feature, one of the college careers, no? So to see the nudist as you intented, people would have to have this pack. Most here seem to have all packs, except me.
If you unset the single variable "is student" I would hardly call that aging. Why do game toilets often have a big water explosion coming out of them? Is there something specific to American toilets that make them to that? I know they flush by suction, but that wouldn't by itself create the explosion. |
It was more in the sense that I didn't want to have a sim with the Young Adult life cycle in a normal neighborhood, but I already solved that by making those townies old ^^. I also use the Ultimate Collection. xD
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Quote: Originally posted by jonasn
It's likely to separate the YA age from adults, for clothes/hair/etc. It is after all a different life stage with a different CAS, even if it uses the exact same models as adult. They also had to add it onto the end of the rest of the ages. If anyone wonders about the seemingly weird gaps between the numbers - TS2 uses Hex codes. 40 (64 in decimal) is the next number up that's entirely separate from the others and can't be made by adding up 1, 2, 4, 8, 10 (16 in decimal, elders) and 20 (32 in decimal, baby) - these add up to 3F, and 40 is the next number. And as it turns out, the numbers work fine when thinking of them/adding them up as if they're decimal numbers for most combos ingame (unless you add up all of them, in which case you get an F at the end, since 8+4+2+1 is 15 in decimal and F in Hex. You'll sometimes see 5F or 7F used, depending on whether babies are included). 1= toddler, 2=child (1+2= 3) Next = 4 (teen) (1+2+4 = 7) Next = 8 (adult) (1 + 2 +4 +8 = F) next = 10 (elder) (F+10 = 1F) Next = 20 (baby) (F+10+20 = 3F) Next = 40 (YA) F+10+20+40 = 7F (if an extra age was added again, it would've had to be set to 80). Same logic also kind of works for clothing categories, though there are a few extra ones that the game barely uses that screws up the numbering a bit, so it doesn't look as neat. EDIT: Small brainfart edited ![]() |
When I made a clothes unlocker I seem to remember there being copies of many the same clothes for young adult. I erased all that nonsense and made them all 48, and hid the YA clones. I never played university before that so I don't remember if some normal (which can be bought at shops) clothes were unavailable to university students. There were some unique clothes for youngadults that were not available to adults. Likely one more enticement to lure people to college.
The GUID outfits for NPCs have a second level of lock, where then same flags that can be set in Skins also need to be set in Age Data of the GUID outfit object. Without that, they will spin and not apply it. 40 is already hexadecimal. It's a flags field. |
Quote: Originally posted by Sokisims
For what Jonas was suggesting, they wouldn't actually be YAs - they would just have the YA body, which looks exactly the same as an adult body, so you wouldn't be able to tell the difference, until you tried to dress them. There also isn't any separation between the townies for the main neighborhood versus universities, downtown, vacation hoods, etc., it's just that different sims with different properties are restricted in which lots they can show up on. Even if you included YA townies in the neighborhood, they wouldn't show up in the main neighborhood because they would be banned from those lots due to being a YA. They would only show up if a university was added. An adult with a YA body like Jonas was describing would show up on main neighborhood lots and generally be treated as an adult for all purposes except for clothing availability. Clever solution! Since the ecological guru outfit is a career outfit, of course there is one for elders, but there was no reason to make an elder version of the slob outfit. |
I more or less understood what you meant shortly before thinking about the elder solution. But I also thought that it would be difficult to transport those clothes to the normal hood and also my knowledge of Simpe is quite basic and I didn't want to complicate the matter further. XDD But @jonasn's idea certainly seems like a good way if other people want to do the same with adults who have slop or diva characteristics.
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Quote: Originally posted by jonasn
I can confirm that some North American public toilets have such strong suction that water will literally fly out of the bowl as it flushes. Sometimes you have to push the handle with your foot to avoid getting yourself covered in spray. This is usually done while standing as far back as possible, often leaning against the stall door for balance as you stretch your leg. Here's a very lifelike picture of this in action. |
Quote: Originally posted by pinkdynamite
![]() That's where a lid would come in handy, with bonus points for not spraying germs (and water) everywhere ![]() Probably either a design flaw with the pipes, or an issue with the water pressure. Most toilets I've come across in the (not so many) places I've been in Europe did not flush strong enough to spray the entire room (kept the water to the toilet bowl), but still got the job done. I've seen plenty exceptions with bad suction, though... |
Does the toilet do it when not used like in the game? Could a nearby toilet being flushed cause it?
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Quote: Originally posted by jonasn
Definitely not an American thing. I always figured it was something to do with the water texture. |
Quote: Originally posted by simmer22
Yes, but then you'd still have to touch a dirty toilet lid. Either way public toilets are the worst. ![]() |
Quote: Originally posted by jonasn
Not so much. Sometimes when another toilet nearby flushes the water in the toilets around it will swish back and forth. I'm assuming that's pressure-related in the pipes themselves. But I've never seen them splash randomly. Except when the automatic flush sensor gets jammed and then it just flushes intermittently. |
From some earlier posts, the toilet spraying seems to be a glitch (or weird easter egg?) related to zooming, reloading a lot, and/or saving the game. No idea if there's a fix for it, though.
Quote: Originally posted by pinkdynamite
The whole toilet cubicle would be a hazard, it sounds like. A lid wouldn't be any worse than the rest of the surfaces. I'd rather put down a potentially dirty toilet lid, than getting contents of the toilet bowl sprayed onto my clothes, face, hands, etc. Besides, (I hope) you'd wash your hands properly before leaving the public toilet area anyway, so it wouldn't really matter much which surfaces you touched before that. In a public restroom, your hands can be considered dirty until washed (and preferably use a paper towel when opening the door, because a lot of other people do shoddy hand washing, if they even do it, so the handle/doorknob and ther surfaces are rarely any better than a toilet lid is... ![]() |
Quote: Originally posted by Sokisims
YA clothes are in your game as long as you have university installed. They are not in any hood. |
I know, I'm not that dumb, but I figured accessing special college clothes in the main hood that can only be accessed with boolprop is tricky. I have never accessed the university body shop from a normal neighborhood, I don't even know if it is possible. What you're saying is that those YA clothes could be bought with any mod if the age had been artificially changed, right?
Anyway, let's change the subject. I already solved my problem, don't look for more things to debate with me, remember that I don't speak English, and many times the words I use are not exact. By the way, I discovered that when a sim transforms into one of those npc like slob or diva, their memories are erased, I'm saying this in case someone does it so they can keep it in mind, XD I'll have to remake the memories of a couple of sims. I'm sure I have "TownieNoMemoryLoss" xD |
I have posted the concept, rules and firt round of my planned building contest here:
https://modthesims.info/showthread....osted=1#post598 Feedback will be appreciated! Thank you, all ![]() |
Your toilets suck (literally)???
Mine just... keeps water at a constant level, no matter how much gets added ![]() |
Quote: Originally posted by Sokisims
Yes, I'm pretty sure that anyone with the right body could buy YA clothes in any hood whatsoever. Some people use mods to play uni in the main hood, as far as I know I've never heard of anyone having trouble buying clothes for those sims. Body Shop is a separate program that runs outside the game, so no, you can't really access Body Shop from within the game at all. |
Yes, the memory will be erased. To skip setting the personality and other signautre attributes of the character, it's the easiest to look in function - init of the NPC. It needs to have memory token 0x0CB3F2B3 ("Token - Sim - Initialized") with two properties 0000 and 0002.
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Quote: Originally posted by jonasn
Do you mean that memory can be recovered? Or does it have to be done before transforming the sim into an npc? |
I believe the toilet splashing thing is a glitch - it happens sometimes when I load a lot. I think the animation might come from either the toddler playing, plunging a blocked toilet, or a ghost-related animation to do with the toilet? I am not sure though.
Thanks for the link to remove the maid hair, I'll try it out. I would guess that the YA-specific clothes don't appear in normal CAS because you can't select the YA age category there. They would need to be changed to allow the adult age stage, I think. |
Quote: Originally posted by pinkdynamite
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What you do in a sink that doesn't have motion sensors is, you turn the tap off with the back of your hand, or your elbow; or, if the tap needs grasping, with your hand in a paper towel. Same principle with the flush handle. And remember to always dry on paper towels - those blowers are bacteria breeding grounds. One advantage of full skirts is, that if the room doesn't stock paper towels, you can dry your hands with your skirt.
The water that jumps out of the commode is the incoming, clean water, just to reassure you. It's coming out under too much pressure and there's spray. You still don't want to sit down on it, but the incoming water really is clean. When we lived in earthquake territory, the standard emergency advice was that, if your water got cut off and you really, really needed to, you could drink what was in your commode tank. Obviously it's better to have a large amount stored. |
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How do you make an object visible in Neighbourhood View? By that I probably mean, how do you get it included in the lot imposter of the lot that it's on?
The item that's causing me problems is Maylin's 'Bus Shelter and Bench. The problem is that in Lot View both the bench and the shelter are visible, but in Neighbourhood View, the bench is visible but the shelter isn't: ![]() The bus stop at the "Fashionisrta" shop in the Via Commerciale in Vreronaville. (The staging with the seats round it is used for occasional fashion shows.) ![]() The same bus stop in lot view. The shelter has disappeared but the bench that was inside it is still there. I really do want the 'bus shelter to be visible in Neighbourhood View, as other bus shelters in the neighbourhood are 'hood deco by Criquette. In many cases it just makes more sense to have the 'bus stop in the lot, as that is where Sims will be wanting to travel to and from. I am hoping that there is some property that I can change in SimPE to force the shelter to be visible in Neighbourhood View. Please tell me that there is! ![]() |
Quote: Originally posted by Sokisims
It has to be done before he first spawns. I think I'll add this mark to MC later because it comes up every once in a while. The personality is also changed to match the NPC role. |
Quote: Originally posted by AndrewGloria
Tutorial here: https://dramallamadingdang.tumblr.c...-how-to-do-this (for CC objects, skip to step 6 - says so in the tutorial, but could be easy to miss ![]() |
Quote: Originally posted by jonasn
Yeah, I noticed, it doesn't really "activate" until the npc appears for the first time and you save. I need to make the burglar appear, to confirm if the burglar I created works, and so far no luck. I downloaded a mod to increase the odds but so far, nothing. I don't know if there is any trick to force it to appear, with the Open for Business reporter I found a trick and I was able to make it appear to confirm that it works. Regarding memory erasure and personality change, it is already too late, I will recreate the memories and personalities of the NPCs created so far, but I would like to know how to make the burglar appear to confirm that it is working. xd |
The burglar comes very rarely, like once in 20 days or so and people need to be asleep. You can use Instant Inviter to invite a burglar according to the current selection rules (Service NPCs... -> Invite a Burglar). Not a specific burglar.
MC has been updated. The option Reset Memory... -> Mark Neighbor as Been Reset should now prevent memories from being deleted. |
I'm going to try Instant Inviter to see what it does, although I don't know if it will invite the sim as a guest or activate the burglar scenario, which is what I'm really looking for.
I'm also going to try your mod to see what functions I can take advantage of. Maybe I can still rescue some memories. |
No, the memories are completely gone. But it can be used next time to prevent them from being deleted.
Use the menu option Service NPCs... to make the burglar work, not NPCs... |
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It doesn't work, I can invite any of the rest of the service sims that have already spawned before, but not the burglar. Maybe I should create a burglar with the game to see if it activates mine too. But I already have 2 created with that clothes, one is a real burglar and the other a regular townie, it will make me very angry to have another burglar. XD
I can always not test the burglar and trust that when people play my hoods it will appear. If I have created all the NPCs correctly and have verified that they work, it would be very strange if the burglar did not do it. I guess it would be a matter of waiting. --- A question that has nothing to do with this, if I establish a walk for some sim with this mod, would it remain once the mod is removed? I guess I'm going to try it, but I'm wondering if anyone knows https://modthesims.info/d/298515/sim-locomotor.html |
I don't know. Maybe there is another mod that blocks the burglar from coming. The next one will have a chance to come after 6 days since you clicked "Invite a Burglar".
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Quote: Originally posted by Peni Griffin
In the country where I live- 1) You'd be lucky to find a public loo; 2) Motion sensors haven't been invented here, we might get one working cold tap if you're lucky... 3) I have often seen empty paper towel dispensers, never come across one with actual paper towels in it! ![]() |
We have free seasonal public loos near beaches and parks that get looked after by an attendant to deter vandalism. They have identical male and female booths and a disabled booth where the attendant sits. She washes the toilet and replaces the paper every evening, and also directs men to go into a free female toilet. Its door actually opens without a mod. It probably costs the city a lot of money, but maybe less than if the toilet was vandalized. You need a credit card to enter some other loos. Or pay 0.50 to 1 euros to an attendant.
One oddity about them is that the actual toilet object is very small and low like it was made for a child. I've never seen such toilets elsewhere. It probably gets dirty sooner because adults have to hover above it. I think that European toilets probably need more water to flush. Because the water first mixes with the contents, then some of it flows away, and then I need to flush again to reduce the concentration of the waste material further. In America they somehow have a siphon effect even where once it starts going, it draws the contents of the toilet out. |
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Quote: Originally posted by simmer22
![]() The 'Bus Shelter is now visible in Neighbourhood View. One thing Icad didn't mention was that to make the change visible in Neighbourhood View, I had to save the lot in game, but I'm used to that when using Mootilda's Lot Adjuster. I also wondered if I'd have to repeat the changes on the recolours, but of course recolours don't have CRES or SHPE resources. (I'm more used to working with CAS items than with objects.) I must thank Icad for this. She hasn't been around much on MTS recently, but I'll try sending her a PM here on MTS, and hope that she sees it. |
Quote: Originally posted by simsample
I'd actually prefer that over our frequent motion sensor issue here: most of the motion sensing toilet flushes are overly calibrated. If you happen to move even the slightest bit forward or to the side, the toilet will think no one is there and flush while you're still sitting. I trust I don't need to explain how horrifying that is for many, many reasons. ![]() |
I don't mind them, but they are a pain to use with children. My 6yo is very sensitive and he is absolutely terrified of them
![]() Also while helping my 3yo on or off the toilet that is liable to set them off as well. They seem to be beginning to gain ground here in Germany. It is annoying. I have to say though I do love the extra-strong hand dryers like the Dyson ones. I read that the hygeine fears over paper towels were literally started and perpetuated by Big Paper Towel, which I find hilarious. The added noise of the extra strong hand dryers is annoying, but I can't stand the feeling of having wet skin, and ordinary hand dryers are just useless, like being vaguely breathed on. How does that dry anything?? |
Is there a way to change and fix the way the Sims walk? Above all, I need the sexy walk and the rabbit walk. I thought the mod I put in above would work, but it only lasts for a while. :/
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Are you asking to remove any normal function of the game that changes walk style?
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ACR question: if I enable the Global unmarried TFB, do I need to go to each individual's menu and enable it individually as well?
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What (in this context) is a TFB? I tried looking it up on Google, but got even more confused.
EDIT: Oh! It must be "Try for Baby". But I still don't really understand. So it's maybe just as well that I don't have ACR! |
Quote: Originally posted by pinkdynamite
No, if that global flag is set the individual sim flags are all ignored. It will also bypass the requirements you would normally have to satisfy when only the sim flag is set, that the sims have to be engaged, going steady, or in love. |
Quote: Originally posted by kestrellyn
I want some of my sims to have their own walking style. With boolprop if you click on the stairs you can choose a walking mode, the same with the mod that I put before. But it only lasts a few hours. It must be some token or something, the truth is that I don't understand much about tokens, but I imagine that there must be some way to establish a way of walking without it being removed after hours. I'm sure it can be done without corruption or deleting anything. But unfortunately my knowledge is very basic. It seems so strange to me that in 20 years no one has solved it or it is a more popular topic. I mean, the sims 4 practically copied that system. |
They resotore the locomotion animations at various points to be as intended. A mod would have reapply them. In my game I sometimes see the Burglar sneaking when walking-by until I reset it. There are at least two ways the animations can be set. One is to select a "mood preset" and another one is to explicitly add the animations by names like in the youngadult walk. The second kind will not be saved with the person.
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I see, I wish the animations could be saved with the sim, I hope someone finds a way to fix them one day. It has to exist, because if not they wouldn't work even without the mod a while later. I really need all the walks possible, especially the sexy one and the rabbit one...
![]() So can it be done at least with the moods? I'm looking for "mood preset" but I can't find anything. Could you tell me how to do it please? Edit: Honestly, I don't understand anything. Can a walk be programmed so that a Sim can walk with it their entire life or not? |
There's no token, there are properties of the sim that determine the walk style, which are changed programmatically from time to time depending on what they're doing.
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Okay, but can I make a sim behave like a rabbit, for example, or always walk a certain way? Or is it impossible and all the mods and tricks are merely aesthetic and short-lived since, as you say, the sim's properties are updated when the sim does something else?
Is there no way for a sim to walk with any mood or walking style forever? Is it impossible? If I see another neighborhood with some sim walking around in a special way I'm going to get angry xD |
Yeah, if you make a sim into your own custom NPC, you can give them whatever special behaviors you like.
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Interesting: Would custom NPCs work in other people's games without mods and completely cleanly? I say this because my questions are focused on making custom neighborhoods without cc to upload.
--- Insimenator, as always, has what I want, walks that stay with the sim forever. I wish there were more walks besides werewolf and ghost, if I only had the rabbit one, the sexy one, skip, the sad one, the furious one and the happy one. My gaaaah |
Depends on whether you design them to use CC or not.
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There has to be another way. I'm sure the coding needed is similar to what Insimenator does. I don't want cc to be necessary to play my nhoods.
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An NPC is just a sim, just a character file. I gather you are already planning to include sims in your neighborhood, it's not any different than that, it just means that you manually edited one of the sims' character files in SimPE. Just like with any other sim, if you make the sim using CC, then the neighborhood will require that CC, if you make the sim without CC, it won't require any CC.
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How do I do the things you tell me? A special npc that walks like a rabbit? Apart from that, I think I'm not interested in the behavior of any more npc. I would also like to know how to set a mood forever so that the sim walks the same forever.
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I don't know, I would start by looking at how other people have made custom NPCs and how the social bunny template works. You'll have to do some research.
Walk style isn't based on the sim's mood. Sims will just walk in a happy or sad way based on their personality and what instruction they've given them, depending on whether that instruction is something they like to do or not due to their personality. I don't think there's any personality that will respond the same exact way to all instructions. |
My god, tree hours to come to this conclusion. And I'm sure there are people who know how to do it.
![]() ![]() ![]() @simsample I see you giving useful and loving buttoms, do you know something that I don't know that you are keeping for yourself? xD Have you deciphered my mystery? xD You would know how to set walks forever? Please tell me yes. You said that you liked my hoods, I suppose you also know that it would be ideal for my rabbits to walk like rabbits and my brothel girls to walk like sexy ones. XDDD |
Personality mostly adds flavor overlay animations that don't change how the steps are placed. Like active personality walks with hands clapping. But the locomtion animations actually change how fast they move. Like ghost moves slowly, young adult moves a bit slower.
One of the parameters is called "LocoPersonalityIndex" and another is "LocoMoodIndex". Buy can stuff "Pregnant" and "Depressed" into personality so they seem not to be used as the name indicates. These variables travel with the neighbor until corrected. When "assign locomotion animations" is called, that stays on the lot where the person is. Burglar seems to stay as left as long as he only does walkby action instead of interactions. |
You're talking about normal operation, but there has to be some way to add a walk forever, like in insimenator. I wish I knew Simpe. Some trick, something. I guess the answer must be a custom npc, I'll try to research that.
Couldn't you mod creators create a mod with custom NPCs establishing characteristics such as walkings so that we neighborhood creators have it easier? It would be to create some archetypes with special ways of walking and then each person can change their face and so on with surgery. Or better yet, a damn mod, which uses Insimenator engineering to add more walking types forever? |
Quote: Originally posted by Sokisims
Yes, there are people who know how to do it - they are the ones who made other custom NPCs. So, to learn from them, you look at how the custom NPCs were made, like I told you. Insim only allows you to set locomotion styles that are permanent based on lifestate - the werewolf walk and the zombie walk. The ones the locomotor sets are the temporary ones. Obviously the permanent ones and the temporary ones work differently, this should not be surprising. |
I'm surprised that 20 years later no one has invented a way to make those walking styles non-temporary.
It's ridiculous. |
The hopping walk style is non-temporary for the social bunny. That's why I told you to look at the social bunny's code.
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Quote: Originally posted by kestrellyn
Thanks for that, I'll look into it, and forgive my tone, but I really find it frustrating not having the walking styles of the moods. They add so much personality to the characters that I cannot accept that it is not possible at the moment. |
There are no "moods" in Sims 2, this isn't Sims 4. There is just a mood bar, which is a number that is based on motives. That's it. The walk styles are not based on the mood bar.
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Well, I don't know what you would call walking happy, mad, angry and so on. I only know that if it exists with boolprop, of course that those walkings does exist and it must be hidden somewhere, and those animations or walkings are what the game accesses when the sim does it. I just want to them to stay forever. If they can do it temporarily, they can also do it forever. Surely one day someone will invent something.
About the rabbit... it seems really horrible to me to have to search about making a special npc just to have him jump like a rabbit, when it is a non-temporal walk and could perfectly be another Insimenator option. my gaaahhh |
Yes, it's based on personality, like I said previously. The walk styles that are associated with life states that any sim can have are set by functions on PersonGlobals, the hopping walk is not something that ordinary sims can do and is specific to the social bunny, so the code for it is in the social bunny code and not in PersonGlobals. You could probably add the code to PersonGlobals if you wanted, but that would involve making a mod, which you said you didn't want to do.
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I suppose that if I knew about coding and these things I would say that instead of modifying those types of files what I would try would be to find a way to access them and have them use their behavior without being. But I guess I'm just talking nonsense, if any of the top Lazy Duchess style moders are reading, please make something up!!
Anyway, so for now I rule out the sims walking sexy, angry and so on forever, but I can make a special npc to walk like a rabbit without the player needing mods or anything, right? |
You can probably do any walk style you want if you make a custom NPC. You'll just have to look in a different place to find the code for the others.
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By any style do you mean all the ones I've said including sexy, angry, happy? Won't the people who play my neighborhood need cc or anything? If so, I could use jonasn tool to prevent memory wipe. I would have to edit around 40 sims at least... That's why I ask so much.
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If you put code to set the walk style in their character files that works the same way as it works in the social bunny code, but with the animations for the other styles, that's all they'll need. But then whichever sims you edited would have to be custom NPCs, so you would set the Original GUID to 0 and then have to import all the resources you'd normally get from PersonGlobals into their character file if you wanted them to function as normal sims.
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Quote: Originally posted by kestrellyn
It seems complicated but a solution at the end of the day. And you haven't denied that those who play my hoods need any CC, so they will be special playable npc from my hood right? without modification anything from the game. I think that if I learned everything step by step I could achieve it. Although it will take a long time, I may have to save these messages. |
You just have to modify the character files.
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Quote: Originally posted by Sokisims
Honestly, I'd make a mod if I were you. You don't have to include it with your neighbourhood, but you can add a link to it as an option. Some people would hate having those walks forced on them permanently, so this way people can download it if they want it. |
I assure you that many characters in my story have enough charisma to deserve their own way of walking and most people who play would like it xD
Anyway, if someone was willing to make a mod for my neighborhoods or help me in any way with that, I would give them all the credit and I would be infinitely grateful. I am going to give credit to a person on this forum who is going to help me with the correction of the texts. |
Your choice anyway. I'd just rather not have a hacked neighbourhood personally.
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The only pirate thing I would have would be the incredible effort I would have to make given my limited knowledge. Otherwise, for the player they would be normal sims with a strange way of walking, nothing more, they can have children, die and everything. Thats kestrellyn said.
I don't know how to make mods either. Are you referring to a mod to make the sims walk like this? I wouldn't even know where to start. If anyone wants to do it for me, I will give them credit and I will be infinitely grateful. I can give a list of what form of walk each sim would need. |
Quote: Originally posted by Charity
If you wanted to make it into some global mod, you'd probably have to override some extremely foundational resource in PersonGlobals, and you'd have to write separate code to manually check for each sim's GUID anyway. It wouldn't save any time or code, and it would probably conflict with other stuff, and if a sim in another hood happens to have the same GUID as one of these NPCs, it would affect that random sim as well. If you want specific sims to behave in specific ways, it's probably best and easiest to just modify the character file. If people don't enjoy the hood the way it was made, they don't have to install it. There are plenty of other pretty popular custom hoods, I don't think anyone is hurting for custom hoods to play. |
Exactly, that's what I was saying, in this case, a modified character file does not influence anyone's installation or cause any type of corruption...
And also, everyone loves my neighborhoods, there is a lot of soul put into them. And when I update even more people are going to like it! Unless Inzoi sweeps us all away... ![]() |
Mods do not cause corruption, even global mods.
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Charity suggested that the neighborhood would be "pirated", a somewhat ambiguous statement that could imply that doing the advice you gave me about making special npc's was a bad idea for my audience since it was "pirated" in some way.
I understand that needing mods is not the same as causing corruption. Edit: The translator changed pirated to hack and I corrected it a few seconds later. @kestrellyn |
"Hack" is just what we used to call mods that changed game behavior, as opposed to the ones that are like, hair and couches and shit. But really, any time someone is making a custom neighborhood, there's probably a certain amount of hacking that goes into it.
Edit: Why are you changing "hack" to "pirate" in your posts? |
Quote: Originally posted by Sokisims
I was agreeing with kestrellyn when they mentioned that you need to make a custom NPC. You can make a sim behave like an NPC by changing the original GUID: https://modthesims.info/showthread....097#post5015097 So if you were to change the GUID to that of social bunny, your sim should have the bunny walk. I think that's correct, @Kestrellyn please correct me! I have a retired butler in one of my hoods, I left his GUIDs alone and moved him into the townie family. So if you invite him over, he will sometimes do butler activities on your lot. And a burglar you move in will keep creeping around, a married maid will keep cleaning, etc., unless you change their original GUIDs. |
I would be afraid if it would disappear or do strange bunny things, but I guess it would be a matter of trying it. Is the original guid necessary for the behavior or is there another type of guid? In the reference you put it says the original guid, so I imagine yes.
Is there a happy guid or a sexy guid or is that done differently when creating a special npc? I was saying this about what K said about looking for those codes and using them instead of the usual ones. |
I didn't say anything about piracy. I'm not sure what you're talking about.
I did say that personally I wouldn't want a neighbourhood with altered char files, but that's just my preference. Mods and/or messing around with files only cause corruption if they're messed up. I would be leery of giving anyone an untouchable NPC's GUID, but I suppose as long as your objects.package is read only then it can't do any permanent damage. |
Well yes, I'm also worried about that and that's why it would be a question of testing it and seeing if the behavior can be adopted without influencing object.package or anything related to the installation.
Edit: It would be advisable that I make a backup copy of my EA folder in program files to test it, right? |
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