Awesomod discussion/questions/helpful tips thread
kuronue:
Simius: I've never touched any of the files but reading the instructions right above your post, you're DOING IT WRONG.
Hint: look up the meaning of the word "Hex".
lordrichter:
Quote from: Simius on 2010 July 30, 04:44:02
I've also tried <CommodityKind> instead of <CommodityKinds> but neither work. What am I doing wrong?
I can tell you that it is <CommodityKind>
The traitinfo command requires that you put the trait after it. If the trait does not exist, it will tell you. If it does, it will tell you.
I looked at your package. You used the same instance as AwesomeTraits and I think you should use a new instance. You also used <Trailist> instead of <TraitList>.
Regarding the "hex" values and the comment from kuronue, Pescado uses "<Hex>Tealdeer</Hex>" in his own XML.
J. M. Pescado:
The TraitNames/CommodityKind header must be an actual hex value, 0xDEADBEEFDEADBEEF style. The "Hex" section in the TraitList is EAxis-made, and its name is a bit of a misnomer, but there is nothing I can do about that. The TraitList <Hex> section generates the hex value by processing the enum, but the TraitNames section is a unique AwesomeMod creation that injects the new names into the enum parser so that they WILL process, and thus must be a real hex value.
Zazazu:
Quote from: Pyromaniac on 2010 July 30, 06:36:25
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?
It's appropriate sleeping spaces. Married couple + kid, single + double = ok. Single parent + child, double bed = not ok, I believe, because Awesomemod requires a single bed for a 6-12.
Quote from: Pyromaniac on 2010 July 30, 06:36:25
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?
Yes, eventually, unless you make the home ancestral.
Quote from: Pyromaniac on 2010 July 30, 06:36:25
3. Do WA tents (in either the packed/unpacked state) count as beds?
Not sure. Don't believe so.
Quote from: Pyromaniac on 2010 July 30, 06:36:25
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?
Size, no. Awesomemod only cares if the house has enough available beds and if it is affordable. I have huge (7-8 sim) families living in a 12x16 and a 10x15, yet there is an equally affordable house on the mountain that is on a 20x24. Approximately 15 sim days after building it, no one has seen fit to move in, presumably because the existing occupied houses are adequate.
Quote from: Pyromaniac on 2010 July 30, 06:36:25
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.
You're best off making the homes ancestral.
Simius:
Quote from: lordrichter on 2010 July 30, 12:53:09
Quote from: Simius on 2010 July 30, 04:44:02
I've also tried <CommodityKind> instead of <CommodityKinds> but neither work. What am I doing wrong?
I can tell you that it is <CommodityKind>
The traitinfo command requires that you put the trait after it. If the trait does not exist, it will tell you. If it does, it will tell you.
I looked at your package. You used the same instance as AwesomeTraits and I think you should use a new instance. You also used <Trailist> instead of <TraitList>.
Regarding the "hex" values and the comment from kuronue, Pescado uses "<Hex>Tealdeer</Hex>" in his own XML.
Thanks for that.
I actually did change the HEX value, but only a few random numbers in it. I've found a Hash tool now so I did it correctly. I'm now using 0x1044f9f0a6880794 as my instance.
I think I've fixed the typos I had previously (and a bunch more that I added as I was playing around with it). Anyway, I'm still doing something wrong as I can't get it to recognize the 'Slave' trait.
I was wondering if you or phnxflyng or anyone else who might be interested in getting this to work could take another look at what I've done so far and point out any obvious errors I've made.
I omitted the CommodityKind part of it as it seems to be optional from the directions. So I intend to add that later after I get the basics to work.
Code:
<?xml version="1.0"?>
<Traits>
<TraitNames>
<Name></Name>
<Hex></Hex>
</TraitNames>
<TraitNames>
<Name>Slave</Name>
<Hex>0x11FF4E2F6E0476F2</Hex>
</TraitNames>
<TraitList>
<Name></Name>
<Description></Description>
<ShortDescription></ShortDescription>
<Hex></Hex>
<CodeVersion></CodeVersion>
<AgeVisible></AgeVisible>
<SetNumbers></SetNumbers>
<Points></Points>
<RandomWeight></RandomWeight>
<Category></Category>
<CommodityName></CommodityName>
<FacialIdle></FacialIdle>
<AutonomousDesiredCommodity></AutonomousDesiredCommodity>
<AutonomousAvoidedCommodity></AutonomousAvoidedCommodity>
<IncreasedEffectiveness></IncreasedEffectiveness>
<ReducedEffectiveness></ReducedEffectiveness>
<xMin></xMin>
<DesireMin></DesireMin>
<xMax></xMax>
<DesireMax></DesireMax>
<Decay></Decay>
<Predicate></Predicate>
<CanBeLearnedRandomly></CanBeLearnedRandomly>
<IntimacyLevel></IntimacyLevel>
<ActiveTopic></ActiveTopic>
<PreferredBookGenre></PreferredBookGenre>
<ThumbFilename></ThumbFilename>
<ThumbPieMenu></ThumbPieMenu>
<ThumbDislikePieMenu></ThumbDislikePieMenu>
<ThumbPose></ThumbPose>
<AddListenerFunction></AddListenerFunction>
<TraitTipDescription></TraitTipDescription>
<TraitTipIndex></TraitTipIndex>
<TraitToolTipText0></TraitToolTipText0>
<TraitToolTipText1></TraitToolTipText1>
<TraitToolTipText2></TraitToolTipText2>
<TraitToolTipText3></TraitToolTipText3>
<CanBeLearnedThroughConversation></CanBeLearnedThroughConversation>
</TraitList>
<TraitList>
<Name>Slave</Name>
<Description>IncontinentDescription</Description>
<ShortDescription>IncontinentShortDescription</ShortDescription>
<Hex>Slave</Hex>
<CodeVersion>BaseGame</CodeVersion>
<AgeVisible>None</AgeVisible>
<SetNumbers>945</SetNumbers>
<Category>HiddenInCAS</Category>
<AutonomousDesiredCommodity></AutonomousDesiredCommodity>
<AutonomousAvoidedCommodity></AutonomousAvoidedCommodity>
<CommodityName>Slaved</CommodityName>
<Predicate>IsSlave</Predicate>
<CanBeLearnedRandomly>FALSE</CanBeLearnedRandomly>
<ActiveTopic>Incontinent Trait</ActiveTopic>
<ThumbFilename>trait_incontinent</ThumbFilename>
<ThumbPieMenu>trait_incontinent_s</ThumbPieMenu>
<ThumbDislikePieMenu>trait_incontinent_s_crossed_out</ThumbDislikePieMenu>
<TraitToolTipText0>IncontinentToolTipText0</TraitToolTipText0>
<TraitToolTipText1>IncontinentToolTipText1</TraitToolTipText1>
<TraitToolTipText2>IncontinentToolTipText2</TraitToolTipText2>
</TraitList>
<! lt_rewards_mybestfriend</ThumbFilename>
</Traits>
http://www.mediafire.com/file/kfah3s19vsgdypk/Simius_SlaveTrait.Package
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