Updating CC for FT
GrayDragonfly:
Well, I understand it now that you explained not having to compare. I guess the whole comparison thing included with the rest of the post had me confused but now I'm good. Yea!!...I'll finally have changing tables that work right!! ;D
Lord Darcy:
Updated resources for AL are now available here.
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Attached updated resources for TVs. You have to pick the right type, depending on the Maxis TV from which your custom TV is cloned.
Also fixed the EAxian error which disabled watching while lounging on sofas for Elders in 2-tiled TVs.
Television - Floor - Expensive: 2-tiled Floor TVTelevision - Floor - Moderate: 1-tiled Floor TVTelevision - Wall: 2-tiled Wall TVTelevision - Wall - Tavern: 1-tiled Wall TV (NL)
How to remove "Pull Out" animations in custom TVs cloned from 2-tiled Floor TV
Sometimes the "Pull Out" animation of 2-tiled Floor TVs may not be suitable for custom TVs, resulting in wonky animation or misplaced TV after reparing/tinkering.
TVs have a line in "Function - Init" BHAV to determine whether they need to be pulled out for maintenance. I believe it's line 0x2. You need to change the value from 0x0000 ("Requires Pull Out") to 0x0001 ("No Pull Out").
Then you have to remove Anims - Adult (0x81) and Anims - Object (0x86) from Text Lists to keep the game from calling animations for pulling out TVs.
You have to sell and rebuy TV for it to pick up the change.
Also, you need this global mod to correct repair/tinker animation for all custom 2-tiled floor TVs that need to be pulled out for maintenance.
Repair Animation Fix for 2-tiled Floor TVs - Sims hold the screwdriver correctly
Lord Darcy:
Quote from: ingeli on 2008 April 06, 22:40:40
I have some really nice CC bars, that I cant use for my themed restaurants, as they are made from bars from the basegame.. would it be very difficult to update them to have the functions of bars after NL (tend bar, bartender on community lots)?
Lazy EAxis never bothered to update 3 base game bars ever since Uni came out. In addition to all pre-OFB custom bars, any custom bars cloned from these 3 base game bars lack NL/OFB features as well, even if they were cloned from the latest EP. I posted a fix for 3 base game bars here.
Updating custom bars is possible, but somewhat complicated. Like tubs, you have to update CRES, which is unique in each object.
I can't provide universal updater package that can be simply added/replaced with no editing involved.
This is the closest that I can get to the universal updater package.
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Download attached updater package.
[BCON / OBJf / SLOT / STR# / TTAB / TTAs]
Add missing resources, and replace existing resources as usual.
[BHAV]
As there are 35 BHAVs to add, it's faster to delete all existing BHAVs and add package.xml in BHAV folder, instead of adding all 35 BHAVs one by one.
Select all existing BHAVs and right-click to Delete. You have to set the file type to "All Files (*.*)" to add package.xml.
[OBJD]
Object Data (OBJD) -> Select the one with (0,0) at the end of Filename -> Raw Data -> Select Decimal
06. Mesh & Graphics -> 0x004D: footprint mask -> change 257 to -1
09. Data Space -> 0x003B: number of object arrays -> change 0 to 1
11. Miscellaneous -> 0x004C: Select Sub-Category -> change 1 to 106
Select the one with (1, 0) at the end of Filename (Decimal)
06. Mesh & Graphics -> 0x004D: footprint mask -> change 257 to -1
07. Resource cross-refs -> 0x0014: slots id -> change 128 to 129
11. Miscellaneous -> 0x004C: Select Sub-Category -> change 1 to 106
Select the main OBJD
11. Miscellaneous -> 0x004C: Select Sub-Category -> change 1 to 106 (Decimal)
Commit and Save.
[CRES]
CRES is unique in each object, so you have to edit template CRES yourself before you extract it.
1. Open your custom bar in one SimPE, and open Bar_CRES.package in another SimPE.
2. Select Resource Node (CRES) in each SImPE.
3. In custom bar SimPE, copy Filename under the Blocklist.
4. Switch to Bar_CRES, and paste Filename so that it matches your custom bar. Commit.
5. Select Content - cObjectGraphNode tab in each SimPE.
6. Edit the Filename of Bar_CRES to match your custom bar. Commit.
7. Select Reference tab in each SimPE. Select Shape line in each SimPE.
8. Edit Sub Type, Group and Instance of Bar_CRES to match your custom bar. Commit.
9. Extract edited CRES from Bar_CRES, and replace CRES in your custom bar with extracted resource.
Edit: This package can only be applied to the custom bars with only one SHPE. If there are two SHPEs or references to Lights, you should not apply this package.
Fixed the wrongly assigned slot problem in OBJD.
Ambular:
Argh! Could somebody more awesome try to update the attached telescope for me, or explain how? I tried to do it myself following Lord Darcy's directions, but it just made it unselectable. :/ (Cheap telescope clone included in the .rar)
Lord Darcy:
Quote from: AmberDiceless on 2008 May 12, 01:23:12
Argh! Could somebody more awesome try to update the attached telescope for me, or explain how? I tried to do it myself following Lord Darcy's directions, but it just made it unselectable. :/ (Cheap telescope clone included in the .rar)
Attached updated telescope. All new FT functions are enabled, and enthusiasm can be gained correctly.
The original telescope seems to be b0rked in the first place, as it threw out Invalid Constant error even for Stargaze and Look Through interactions. I also fixed b0rked Catalog Description. Not sure why it was borked, but it was edited by Sims 2 Categorizer. Removed useless duplicate shadow texture.
I couldn't add the flashlight beam for Summon Aliens interaction, as it requires editing animated mesh and I'm a total n00b at 3D meshing.
ETA: Found out how to fix clickable area in boned objects. Now clickable area is correctly assigned.
Flashlight beam mesh was added for Summon Aliens interaction. It's still a bit off, but it's the best that I could do. I hope a more experienced mesher could improve it.
Fixed pie menu strings in all non-English languages. Now "Watch for UFOs" will be correctly translated into all non-English languages.
I looked into your cheap Maxis telescope clone. Did you extract/replace STR#s from your clone? You have to uncheck "Pull Animations" at Object Workshop, otherwise STR#s will be linked to cloned custom animation files. I wasn't clear on this point in my directions, sorry for the confusion.
And thanks for reminding me Caravan stuff. I have some of their stuff, but apparently I missed this telescope. Looks very nice, though poly count is on the high side. Might be useful for medieval scientist Sims.
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