Awesomod discussion/questions/helpful tips thread
rohina:
Quote from: Simius on 2010 July 30, 00:00:16
I've been trying to add a 'Slave' trait since you mentioned that AM can support 3rd party traits, but have been unsuccessful. In the process I was able to bork my game so no EA traits existed. I went into editsim to check something out and the game made fun of me. It only listed the 'stupid' trait that you added as being available.
I believe this is called "poetic justice".
phnxflyng:
Quote from: Simius on 2010 July 30, 00:00:16
Anyway, I was wondering if you'd be able to point me in the right direction on how to create my own trait.
I would also like this.
J. M. Pescado:
How to create a custom trait plugin that will work in AWESOMEMOD:
First, take a look at the relevant XML in AwesomeMod: THe instance is FNV64 of "AwesomeTraits". To create your own, use the value "<YOUR ASSEMBLY HERE>Traits", like "SimiusTraits".
Now, inside the Traits block, like so, you will need to have the following:
Code:
<Traits>
<TraitNames>
<Name></Name>
<Hex></Hex>
</TraitNames>
<TraitNames>
<Name>NAME OF TRAIT VARIABLE HERE - NO SPACES, SIMILAR TO EAXIS ENUM</Name>
<Hex>HEX VALUE YOU WISH TO HAVE THAT TRAIT BY: ONCE YOU SET IT, NEVER CHANGE IT - MAKE SOME SHIT UP AT RANDOM - MUST BE UNIQUE</Hex>
</TraitNames>
etc.
Repeat the last <TraitNames> block for every trait you wish to define.
Every trait may have an associated "Commodity" indicating that the sim desires that particular advertised commodity. You can leave it blank, or define it similarly to TraitNames, only with "CommodityKind". Add a blank header as above, then proceed to define CommodityKinds. Then proceed to the TraitList block definition as with AwesomeTraits, and define your trait below: The "Name" field will now recognize since you defined it in TraitNames. Two additional categories of trait exist in AwesomeMod: "HiddenInCAS", meaning "real trait, visible, can be learned in conversation, but cannot be chosen in CAS", for special visible-schtick traits, and "Administrative", meaning "not visible, doesn't count, can't be learned", for things like "Sacred" and "Radar".
To verify that your trait loaded successfully, use the "traitinfo" console command to see if data could be brought up.
Simius:
Okay, thanks. I was skipping the first couple of steps before. However, I think I followed your directions correctly but the game still doesn't recognize "addtrait Slave". It tells me the trait doesn't exist. Also traitinfo doesn't do anything when I type it in. Obviously I'm still doing something wrong, but for the life of me I can't figure out what.
This is what I have so far:
Code:
<?xml version="1.0"?>
<traits>
<TraitNames>
<Name></Name>
<Hex></Hex>
</TraitNames>
<TraitNames>
<Name>Slave</Name>
<Hex>SimiusSlaves</Hex>
</TraitNames>
<CommodityKinds>
<Name></Name>
<Hex></Hex>
</CommodityKinds>
<CommodityKinds>
<Name>Slave</Name>
<Hex>SimiusSlaves</Hex>
</CommodityKinds>
<Trailist>
<Name>Slave</Name>
<Description></Description>
<ShortDescription></ShortDescription>
<Hex>SimiusSlave</Hex>
<AgeVisible>None</AgeVisible>
<Category>Administrative</Category>
<CommodityName></CommodityName>
<Predicate>IsSlave</Predicate>
<CanBeLearnedRandomly>FALSE</CanBeLearnedRandomly>
<ThumbFilename>lt_rewards_mybestfriend</ThumbFilename>
<ThumbPieMenu>trait_slave_s</ThumbPieMenu>
<ThumbDislikePieMenu>trait_slave_s_crossed_out</ThumbDislikePieMenu>
<TraitToolTipText0>SlaveToolTipText0</TraitToolTipText0>
<TraitToolTipText1>SlaveToolTipText1</TraitToolTipText1>
<TraitToolTipText2>SlaveToolTipText2</TraitToolTipText2>
<TraitToolTipText3>SlaveToolTipText3</TraitToolTipText3>
</TraitList>
</traits>
I've also tried <CommodityKind> instead of <CommodityKinds> but neither work. What am I doing wrong?
I have another question for after I get the game to recognize the trait and allow me to add it to sims: Right now my Slavebot hack uses the term "BeFrankenstein" to prod simbots to do the laundry and whatnot. What term would I use to prod my sims with the Slave trait to do the laundry or whatever? Would it be "Slave" or "TraitSlave" or something else entirely?
An attached version of my unsuccessful SlaveTrait hack: http://www.mediafire.com/file/th2c1fcect8pj1m/Simius_SlaveTrait.Package
Pyromaniac:
A few questions about how Storymode moves families into new homes:
1. Does the number of beds always have to match the number of sims in the household? For example, if a family consists of a married couple and a kid, will a double bed + a single bed suffice? Or will I need 3 beds total, regardless of the size? Or what if it's just a single parent and one child? Will just a double bed suffice?
2. If I have a household full of "roomies" who are friends (but otherwise unrelated) living on a lot with a crib, will the storydriver move them out into a non-cribbed lot to allow married couples to move in and spawn?
3. Do WA tents (in either the packed/unpacked state) count as beds?
4. Are lot sizes taken into consideration? So if a 1-bedroom 40x40 lot exists in tandem with a 1-bedroom 20x30 lot, will a household with only 1 sim choose the smaller one?
I'm really curious about how the story driver decides whether or not a family is living in an 'appropriate' home. I'm trying to separate sims of different social standings and isolate them in certain regions on the map (sort of like Apartment Life in TS2), but awesomemod quickly mixes them all up.
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