Awesomod discussion/questions/helpful tips thread
simsmx:
Now that I'm done with custom books, I'm trying to make custom traits and moodlets.
I've managed to get my traits to load successfully. However, my moodlets are not working. Everytime I load the game I get a "Flagrant System Error," I have attached the error log.
I'm using the same assembly I used for my traits (as these moodlets are going to be related to the traits) if that matters. Below is the XML, I'm using:
Code:
<?xml version="1.0"?>
<buffs>
<BuffList>
<Hex></Hex>
<SKU>BaseGame</SKU>
<BuffName></BuffName>
<BuffDescription></BuffDescription>
<BuffHelpText></BuffHelpText>
<ThumbFilename></ThumbFilename>
<AxisEffected></AxisEffected>
<EffectValue></EffectValue>
<DelayTimer>0</DelayTimer>
<TimeoutLength></TimeoutLength>
<PermaMoodlet>False</PermaMoodlet>
<PermaMoodletColor></PermaMoodletColor>
<PolarityOverride>NoOverride</PolarityOverride>
<SolveCommodity></SolveCommodity>
<AttemptAutoSolve>False</AttemptAutoSolve>
<SolveTime></SolveTime>
<Stackable>False</Stackable>
<IsExtreme>False</IsExtreme>
<FacialIdle></FacialIdle>
<IncreasedEffectiveness></IncreasedEffectiveness>
<ReducedEffectiveness></ReducedEffectiveness>
<CustomClassName></CustomClassName>
<Topic></Topic>
<ShowBallon>True</ShowBallon>
<Travel>False</Travel>
<DisallowedOccults></DisallowedOccults>
<JazzStateSuffix></JazzStateSuffix>
</BuffList>
<BuffList>
<Hex>CustomBuff1=0x6283c82173468974</Hex>
<BuffName>CustomBuff1</BuffName>
<BuffDescription>CustomBuff1Description</BuffDescription>
<ThumbFilename>moodlet_readAMasterpiece</ThumbFilename>
<AxisEffected>Happy</AxisEffected>
<EffectValue>0</EffectValue>
<PolarityOverride>Positive</PolarityOverride>
</BuffList>
<BuffList>
<Hex>CustomBuff2=0x76085706fe7ca9a4</Hex>
<BuffName>CustomBuff2</BuffName>
<BuffDescription>CustomBuff2Description</BuffDescription>
<ThumbFilename>moodlet_outofsorts</ThumbFilename>
<AxisEffected>Angry</AxisEffected>
<EffectValue>0</EffectValue>
<PolarityOverride>Negative</PolarityOverride>
</BuffList>
</buffs>
J. M. Pescado:
Don't include the "0x" part of the Hex. The moodlet and trait thing definitely works fine, because I use it in the Undiscovered Shinies that Fat Gwilly People haven't asked for. Note, however, that traits and moodlets won't *DO* anything unless you put in code that makes them actually function.
simsmx:
I removed the "0x" part and I'm still getting the "Flagrant System Error." Obviously "buffinfo" refuses to find them. It's weird because custom traits load fine (i.e. "traitinfo" finds them and I can add/remove them with "add/droptrait.")
Edit: "buffinfo" says: "BuffName for 'CustomBuff1' found, but no buffentry data was located." What am I missing?
I have another question, how are commodities defined? None of the awesome traits uses them (except Incontinent, which uses "Bladder"). I've tried adding a commodity to my traits and that kept the trait from working. I also tried the method described here (see code below), but it seems outdated and when using it the game crashes.
Code:
<CommodityKind>
<Name></Name>
<Hex></Hex>
</CommodityKind>
J. M. Pescado:
YOu need to add a field <Version>1.0</Version> to the header part of the Buffs entry file. Don't actually use it anywhere else, just put it in the top like is done in awesometraits. Dunno about the commodity thing offhand. Don't think there presently is a method as nothing uses it.
simsmx:
Adding that stopped the "Flagrant Sytem Error," but "buffinfo" keeps telling no buff entry data was located. I tried renaming the XML to "AwesomeBuffs," just to check if there was a problem with my assembly, but "buffinfo" gave me the same messsage. I've also made and added custom classes to the buffs, but that didn't work either.
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