More Awesome Than You!

TS2: Burnination => The Podium => Topic started by: KLGFCG on 2008 March 02, 07:05:11



Title: Updating CC for FT
Post by: KLGFCG on 2008 March 02, 07:05:11
I was able to get all the new options on custom computers by replacing the TTAB and TTAs (a la updating fridges for Seasons).

I then tried the same thing for bookcases and have run into a glitch. It sort of works: sims can read the new book types but the options to discuss and study parenting aren't available. There are also two "read book" options on the bookcase; one opens the options for the new book types, the other directs the sim to take the same old book off the shelf. Finally, the option to read a custom novel is always available (the sim just pulls out the old green book though) but if a custom novel is placed on the shelf, it's swallowed up, never to be retrieved again. Obviously, something else needs to be replaced in addition to the TTAB and TTAs but what?

On another note, custom easels, pianos, game consoles, and pool tables don't give a sim enthusiasm points in their respective hobbies (although other custom object types, like chess tables and arcade games, do give proper enthusiasm). Any thoughts how to fix this?


Title: Re: Updating CC for FT
Post by: Lord Darcy on 2008 March 02, 07:29:10
I didn't try to update my CCs yet, but updating TTAB and TTAs alone might not be enough for bookcase. To sell the books off pre-OFB custom bookcases, you had to add a new BCON, replace BHAV, TTAB, TTAs and OBJf. I wouldn't be surprised if FT requires more tweaking than OFB.


As this thread is now 5 pages long, and informations are scattered all over the entire thread, I edited this post to include quick links to the posts with instructions and required attachments for various type of custom objects. I'll edit this post whenever new information is added.

There is a new similar thread for AL (http://www.moreawesomethanyou.com/smf/index.php/topic,13002.0.html).


Instructions and Updated Resources for updating custom objects to FreeTime

Fridge (http://www.moreawesomethanyou.com/smf/index.php/topic,11264.msg319972.html#msg319972)
Dishwasher (http://www.moreawesomethanyou.com/smf/index.php/topic,11264.msg324329.html#msg324329)
Trash Compactor (http://www.moreawesomethanyou.com/smf/index.php/topic,11264.msg322052.html#msg322052)
Computer (http://www.moreawesomethanyou.com/smf/index.php/topic,11264.msg338884.html#msg338884) (Note: Updated for Uni compatibility)
Stereo (http://www.moreawesomethanyou.com/smf/index.php/topic,11513.msg323522.html#msg323522) (Note: To enable Tinkering in custom stereos, get Argon's Tinker by Proxy GUID hack (http://www.moreawesomethanyou.com/smf/index.php/topic,13002.msg372997.html#msg372997).)
Bookcase (http://www.moreawesomethanyou.com/smf/index.php/topic,11264.msg317111.html#msg317111) (Note: To run a OFB bookstore with custom bookcases, you need this updated resources (http://www.moreawesomethanyou.com/smf/index.php/topic,11264.msg324836.html#msg324836) as well.)
Baby Changing Table (http://www.moreawesomethanyou.com/smf/index.php/topic,11264.msg320229.html#msg320229)
Gate (http://www.moreawesomethanyou.com/smf/index.php/topic,11264.msg318945.html#msg318945)
Video Game Console (http://www.moreawesomethanyou.com/smf/index.php/topic,11264.msg327660.html#msg327660)
Shower (http://www.moreawesomethanyou.com/smf/index.php/topic,11264.msg331640.html#msg331640)
Television (http://www.moreawesomethanyou.com/smf/index.php/topic,11264.msg334472.html#msg334472)
Bar (http://www.moreawesomethanyou.com/smf/index.php/topic,11264.msg335209.html#msg335209)
Telescope (http://www.moreawesomethanyou.com/smf/index.php/topic,11264.msg336080.html#msg336080) (Note: The flashlight beam for Summon Aliens interaction won't show up.)
Mirror (http://www.moreawesomethanyou.com/smf/index.php/topic,11264.msg336080.html#msg336080) (Note: You must download additional file to make mirrors work correctly. Read the topic for link to the file.)
Easel (http://www.moreawesomethanyou.com/smf/index.php/topic,11264.msg336789.html#msg336789)


How to use "Updated Resources" file

Open your custom object in SimPE. Sometimes you only have to edit one value in OBJD, but in most cases you have to replace pie menus (TTAB and TTAs), replace/add other resources like BHAV, BCON, OBJf, SLOT, STR#.

Download "updated resources" file attached in the post. Resources are grouped by folder. For TTAB and TTAs, there is only one resource for each, so there will be no room for confusion. If there are multiple resources in one folder, you can find the correct resource by the last group of numbers in their filenames.

Take a look at one of the BHAV files, for example.

42484156-00000000-FFFFFFFF-0000100C.simpe

The boldened part indicates the Instance number. Select Behaviour Function (BHAV) in the Resource Tree, find and replace the matching resource with the same instance number in the Resource List window. If you select the "Instance" tab in the Resource List window, you can sort resources by the instance number.
If there is no matching resource with the same instance number, right-click on Resource List window to add them.


Title: Re: Updating CC for FT
Post by: fatmimi on 2008 March 02, 10:18:04
For bookcases, it's very simple. You don't need to replace the TTAB and TTAs.

Object Data > Raw Data > Interaction Table ID maybe 1. Change to 3. Commit and save, and..
Now you can study parenting!  ;D



Title: Re: Updating CC for FT
Post by: KLGFCG on 2008 March 02, 12:32:40
For bookcases, it's very simple. You don't need to replace the TTAB and TTAs.

Object Data > Law Raw Data > Interaction Table ID maybe 1. Change to 3. Commit and save, and..
Now you can study parenting!  ;D

Well, that was shockingly simple and seems to work like a charm in my limited testing. Yay! Thank you for the tip... I'd have never looked there!!

Does anyone have any ideas on the no-enthusiasm items? I'm guessing it's at least partially a BHAV issue since all those objects have new BHAV's for FT, but not sure what else is involved or how to fix the BHAVs.


Title: Re: Updating CC for FT
Post by: Lord Darcy on 2008 March 02, 13:30:49
Wow. That's a pleasant surprise. Thank you very much for the information. :D
Reminds me of pre-OFB gates, which can be updated in similar fashion.

To run a bookstore using pre-OFB bookcases, I believe that other resources still need to be updated.


Title: Re: Updating CC for FT
Post by: E-double on 2008 March 03, 00:01:05
Any info on how you would update CC televisions?  ???


Title: Re: Updating CC for FT
Post by: Sigmund on 2008 March 03, 02:36:38
Any info on how you would update CC televisions?  ???

I would also like to know how to do this. Also, if anyone could point me in the direction of some instructions for updating pre-FT computers (or would be patient enough to type them out here), it would be muchly appreciated.


Title: Re: Updating CC for FT
Post by: blackcat on 2008 March 03, 07:42:31
I remeber someone made package for updating seasons fridges.
Would be great to have something like this, cause I'm a complete dork in Simpe  :-[


Title: Re: Updating CC for FT
Post by: KLGFCG on 2008 March 03, 08:30:37
At least in my experience, TV's don't need to be updated. Once you select "watch," you'll have the option to get a movie and appropriate enthusiasm is gained from watching. The menus just aren't identical to non-CC TV's, but all the functions seem to be there eventually.

As for updating computers, I've attached a file with the needed updates. Just open the computer mesh you want to update in SimPe. Then, select TTAB from the resource list on the left. Right click on "untitled tree table" in the resource list and select replace from the menu. Replace it with the ComputerTTAB.simpe from my files. Say yes when SimPe wants to reload it. Repeat for the TTAs (replace the [Pie Menu Strings] with the provided ComputerTTAs.simpe). Save and test in game, you should have all the new options available.

I've found that I can update pianos and easels to give proper enthusiasm by replacing the BCONs and BHAVs (there are probably specific ones that need to be added to older packages but I'm lazy so I just deleted and replaced all of them), but the same method does not work for pool tables. Anybody have any thoughts on what else on pool tables need to be updated? I only have a couple of them so I think I may just pull the meshes and remake them but bleh.


Title: Re: Updating CC for FT
Post by: Ambular on 2008 March 03, 12:43:12
Perhaps if we are all very pathetic persuasive and offer the proper bribes encouragement, jfade could be conned coaxed into making a lovely updater utility like he did for Pets...


Title: Re: Updating CC for FT
Post by: Lord Darcy on 2008 March 03, 13:00:01
At least in my experience, TV's don't need to be updated. Once you select "watch," you'll have the option to get a movie and appropriate enthusiasm is gained from watching. The menus just aren't identical to non-CC TV's, but all the functions seem to be there eventually.

But without updating pie menu, you cannot Tinker TV to gain Mechanical enthusiasm. At least it was that way for Teen TV that EAxis forgot to update.


Title: Re: Updating CC for FT
Post by: Sigmund on 2008 March 03, 14:39:17
At least in my experience, TV's don't need to be updated. Once you select "watch," you'll have the option to get a movie and appropriate enthusiasm is gained from watching. The menus just aren't identical to non-CC TV's, but all the functions seem to be there eventually.

As for updating computers, I've attached a file with the needed updates. Just open the computer mesh you want to update in SimPe. Then, select TTAB from the resource list on the left. Right click on "untitled tree table" in the resource list and select replace from the menu. Replace it with the ComputerTTAB.simpe from my files. Say yes when SimPe wants to reload it. Repeat for the TTAs (replace the [Pie Menu Strings] with the provided ComputerTTAs.simpe). Save and test in game, you should have all the new options available.

This is exactly what I needed, thank you. :)


Title: Re: Updating CC for FT
Post by: sloppyhousewife on 2008 March 03, 14:45:29
But without updating pie menu, you cannot Tinker TV to gain Mechanical enthusiasm. At least it was that way for Teen TV that EAxis forgot to update.

That seems to be the case with every object that should allow tinkering. You cannot tinker with cc showers, either.


Title: Re: Updating CC for FT
Post by: KLGFCG on 2008 March 03, 14:58:12
But without updating pie menu, you cannot Tinker TV to gain Mechanical enthusiasm. At least it was that way for Teen TV that EAxis forgot to update.

Good point. I'd forgotten that the little experimenting I'd done with tinkering seemed to mean "break horribly and hurt myself if at all possible," so I decided not to update for that particular functionality. Not like appliances and plumbing don't break on a regular enough basis anyway...

Since I haven't actually tested it, I'll refrain from putting up instructions on fixing TV's but from Lord Darcy's statement, it sounds like they need TTAB and TTAs replaced as well?

I'm all for bribing JFade for an automatic updater. I'm in for some semi-precious metals and a computer power supply that doesn't fit my computer. ;)


Title: Re: Updating CC for FT
Post by: Lord Darcy on 2008 March 07, 01:29:45
There is a simpler way to update computer. Like bookcase, just changing the Object Data is enough in FT. No need to extract and replace pie menu.

Object Data > RAW Data > Select Decimal > 07. Resource cross-refs > Interaction Table ID 128 -> 129. Commit and save.

Edit: Forgot the step of changing hex to decimal, sorry.

Edit: There is an additional step to make custom computers fully compatible with Uni. (http://www.moreawesomethanyou.com/smf/index.php/topic,11264.msg338884.html#msg338884)
 

As for TV, you must replace Pie Menu (TTAB, TTAs) and Slot File (SLOT). Without replacing SLOT, pets can't watch TV to gain fun.
To extract resources, you must select the correct type of TV on which your custom TV is based.

For the 1-tiled floor TV, there is an additional BHAV added by later EP. I'm not sure what it does, but I extracted and added it just in case. Don't forget to change the Group to 0xFFFFFFFF.


Title: Re: Updating CC for FT
Post by: Ambular on 2008 March 07, 01:32:56
I talked to jfade, he says a Free Time CC updater utility is on his to-do list...


Title: Re: Updating CC for FT
Post by: Lord Darcy on 2008 March 07, 01:50:20
I've found that I can update pianos and easels to give proper enthusiasm by replacing the BCONs and BHAVs (there are probably specific ones that need to be added to older packages but I'm lazy so I just deleted and replaced all of them), but the same method does not work for pool tables. Anybody have any thoughts on what else on pool tables need to be updated? I only have a couple of them so I think I may just pull the meshes and remake them but bleh.

Have you tried replacing Object Functions, Slot File and Text Lists?


Title: Re: Updating CC for FT
Post by: ladycoelura on 2008 March 07, 09:13:46
I have a question Im sorry it isnt related to FT except in the sense that is what i am playing but what was the way to change pre ofb gates?


Title: How to update Gates
Post by: Lord Darcy on 2008 March 07, 09:58:57
I have a question Im sorry it isnt related to FT except in the sense that is what i am playing but what was the way to change pre ofb gates?

http://www.modthesims2.com/showthread.php?p=1332487#post1332487

Quote
Open the gate package in SimPE. Click on Object Data under the Resource Tree (make sure you're in Plugin view tab). Of the Object Data listed in the box on the right, click on the one with the shortest name. Then, click on the Raw Data tab. Select "decimal" of the options on top of the Raw Data screen, and look for a line called "Interaction Table ID". For a pre-OFB gate, the value is probably -1. Change the value to 4, then click Commit and save the package. Now the gate should have the locking interaction in the game.


Title: Re: Updating CC for FT
Post by: ladycoelura on 2008 March 07, 10:05:25
Thank you so much! You are a god!


Title: Re: Updating CC for FT
Post by: Sivany on 2008 March 08, 12:33:01
Does changing the interaction table number on computers and bookcases mean that your sims will now gain hobby enthusiasm on them as well?


Title: Re: Updating CC for FT
Post by: Lord Darcy on 2008 March 08, 15:23:02
Does changing the interaction table number on computers and bookcases mean that your sims will now gain hobby enthusiasm on them as well?

Yes.


Title: Re: Updating CC for FT
Post by: Sivany on 2008 March 08, 23:32:11
Excellent! Now if only I could find my custom computers in my downloads folder. All my objects are in a seperate folder in there and I found my bookcases by simply searching the folder for files containing the word 'bookcase'. So far searches for 'computer', 'comp', 'laptop', 'mac' and 'pc' have turned up nothing. Just what are creators labelling their files that contain custom computers, or am I missing something obvious here!?


Title: Re: Updating CC for FT
Post by: Lord Darcy on 2008 March 08, 23:44:16
Make a blank throwaway lot, put several Maxis tables and put all your custom computers on them. Leave the lot, package your lot into Sims2Pack file. All your custom computers and recolors are now packed into a single Sims2Pack file. Use CleanInstaller to unpack computer files in a convenient folder.


Title: Re: Updating CC for FT
Post by: pamysue on 2008 March 09, 03:09:42
I talked to jfade, he says a Free Time CC updater utility is on his to-do list...

That's the best news I've heard all day.   :)
I hate using SimPE unless I have to.  Well, and I suck at it.
Thanks for the ray of hope, Amber.


Title: Re: Updating CC for FT
Post by: Zazazu on 2008 March 09, 06:40:57
Yeah, I've been cussing a bit at things because I'm having a bit of difficulty updating my custom easels. I didn't want to replace all the BHAVs and BCONs, as they have their own GUIDs in order to pull the custom canvases, but looking through and trying to just copy over the new functions isn't working. Probably missing something stupid, as per usual.


Title: Re: Updating CC for FT
Post by: doren on 2008 March 10, 10:17:16
A small workaround for people who can not be bothered to change all their files manually and do not want to buy bookcases only to study parenting:

The option is not available when choosing a book from the bookcase, but if a sloppy sim leaves it on the floor there is the option to study parenting by clicking on the book.


Title: Re: Updating CC for FT
Post by: cwykes on 2008 March 10, 18:01:28
Oh clever workaround!  I'll pass that on!


Title: Updated Resources for Fridges
Post by: Lord Darcy on 2008 March 11, 12:49:07
Fridges need to be updated as well for new FT function of "Serve Platter", which becomes available only for Sims with enough enthusiasm in Cuisine hobby. Just replacing TTAB and TTAs will do the trick. Attached required files.

Edit: Added missing 2 resources for fridges. They are not really vital, so you don't really have to reapply them to already updated fridges.


Title: Re: Updating CC for FT
Post by: Sivany on 2008 March 11, 23:30:59
Thanks for the fridge file. I remember updating all my custom fridges when Season came out, guess it's time to do them all again.

I noticed today for the first time that none of my custom changing tables have the outerwear option, not sure why I never noticed this before but now it's bugging me. Is there an easy way to update them?


Title: Updated Resources for Baby Changing Tables
Post by: Lord Darcy on 2008 March 12, 13:28:26
Updated resources for AL are now available here (http://www.moreawesomethanyou.com/smf/index.php/topic,13002.msg404796.html#msg404796).

======================================================

I noticed today for the first time that none of my custom changing tables have the outerwear option, not sure why I never noticed this before but now it's bugging me. Is there an easy way to update them?

Custom baby changing tables were missing Outerwear option ever since Seasons came out. Just replacing pie menus are not enough for changing tables, as BHAVs were updated/added. You have to replace some BHAVs, TTAB, TTAs, and some STR#. I've attached required files below. Find and replace all of them. You can find the correct resources by the last group of numbers in their filenames. One BHAV for Outerwear needs to be added, as it does not exist in pre-Seasons changing tables.

Most of custom objects can be updated by this way.

1. In one SimPE window, make a fresh clone of the object that your custom object is based on. (Check Set Defaults)
If the creator changed OBJD arbitrarily, you can use "open by GUID" button in the Object Workshop with Fallback GUID.
2. Open another SimPE, and load outdated custom object in there.
3. Compare these resources one by one.

BCON
BHAV
OBJD -> RAW Data -> Resource cross-refs -> Interaction Table ID
OBJf
TTAB
TTAs
SLOT
STR#

4. Extract updated resources from fresh clone, replace/add them to the custom object.

Once you extract updated resources and organize them by folder, you can reuse them for other custom objects based on the same Maxis object. Keep it mind that sometimes you can't reuse them for other similar objects. For example, you can't reuse pie menus of sofa for park bench.


Edit: The above tutorial is only a general guideline. There are exceptions, especially complicated objects with lots of animations. Some objects require editing of CRES, and other values in OBJD.


Title: Re: Updating CC for FT
Post by: ladycoelura on 2008 March 13, 01:27:04
Lord Darcy, I have a question about the files you have supplied. None of them are labeled in anyway so how can we tell which ones they are? If we use the wrong one wouldnt that mess things up? Specifically the changing table ones. There are so many file going to so many places.


Title: Re: Updating CC for FT
Post by: Lord Darcy on 2008 March 13, 02:06:38
Take a look at one of the BHAV files for changing table.

42484156-00000000-FFFFFFFF-0000100C.simpe

The boldened part indicates the instance number. Select Behaviour Function (BHAV) in the Resource Tree, find and replace the matching resource in the Resource List window with the same instance number. If you select the "instance" tab in the Resource List window, you can sort resources by the instance number.

For TTAB and TTAs, there is only one resource for each, so there wiill be no room for confusion.


Title: Re: Updating CC for FT
Post by: ladycoelura on 2008 March 13, 02:19:32
ok that is just more work then I am willing to put into changing tables. Its not like I have my sims take the little ones outside anyway. Now getting to set adult outerwear might be worth it.


Title: Re: Updating CC for FT
Post by: Kralore on 2008 March 13, 02:38:13

Most of custom objects can be updated by this way.

1. In one SimPE window, make a fresh clone of the object that your custom object is based on.
(If the creator changed OBJD arbitrarily, you can use "open by GUID" button in the Object Workshop with Fallback GUID.)
2. Open another SimPE, and load outdated custom object in there.
3. Compare these resources one by one.

BCON
BHAV
OBJD -> RAW Data -> Resource cross-refs -> Interaction Table ID
OBJf
TTAB
TTAs
SLOT
STR#

4. Extract updated resources from fresh clone, replace/add them to the custom object.

Once you extract updated resources and organize them by folder, you can reuse them for other custom objects based on the same Maxis object. Keep it mind that sometimes you can't reuse them for other similar objects. For example, you can't reuse pie menus of sofa for park bench.

Could time be saved by just going ahead and replacing those 8 resources and skip the comparing step? Most of the objects I need to update are all pre seasons objects anyways, so could I not just assume all 8 would need replacing anyways?.


Title: Re: Updating CC for FT
Post by: cwykes on 2008 March 13, 16:09:54
I'm thinking about dumping most of my CC and speeding up my game.  I don't think I care enough about any of it to bother updating BHAVs.  I DL'd most of it when I had base game only and it provided much-needed alternatives to maxis items at the time.  I've already dumped a lot of it post Seasons and what is left is a pretty unbalanced set.  I'm going to ask myself some hard questions like "Do I still want rugs galore from Echo's meshes now we have OK rugs in game?" and see how close I can get to a CC free game.  Apart from clothes that is!!!    ....... Then I can go looking for things I actually want in a post-FT game. ;D


Title: Re: Updating CC for FT
Post by: Lord Darcy on 2008 March 13, 16:23:17
Could time be saved by just going ahead and replacing those 8 resources and skip the comparing step? Most of the objects I need to update are all pre seasons objects anyways, so could I not just assume all 8 would need replacing anyways?

Well, that would be ok, except that some objects contains a helluva lot of BHAVs. For example, changing tables have 3 BCONs, 38 BHAVs, 10 STR#s. And you really should not just blindly replace all STR#s anyway, that could result in flashing blue objects.
So far as I know, Interaction Table ID of OBJDs need to be changed only for computers, bookcases and gates. In most cases it's not necessary.


Title: Re: Updating CC for FT
Post by: jsalemi on 2008 March 13, 19:50:02
I'm thinking about dumping most of my CC and speeding up my game.

I've been doing a bunch of that lately -- not because the game is slow, but I'm getting tired of scrolling through pages and pages of stuff I don't really use (mostly clothes, but there's a few objects too). Besides, 7 EPs and a couple of SPs, there's quite a bit of Maxis stuff that's fine now. Sim Wardrobes categorizer is really handy for this, as is jfades' wardrobe thingy.


Title: Re: Updating CC for FT
Post by: Zazazu on 2008 March 13, 20:47:41
The in-game rugs don't play nice when you don't snap them to the grid...and I usually want mine off the grid. So I'm keeping my hundred or so rug files, thank you!

I cleaned awhile ago, then downloaded more makeup with a focus on costume make-up for my aliens (I give them a subtle facial tattoo at the teen stage). Now I need to clean again, because some of what I downloaded wasn't subtle enough and I don't feel like editing them.


Title: Re: Updating CC for FT
Post by: cwykes on 2008 March 13, 23:35:20
Oh I like the idea of those subtle facial tattoos!


Title: Re: Updating CC for FT
Post by: simaddict on 2008 March 16, 21:50:00
How would I update a custom game station (wii, xbox, etc) so that sims would gain enthusiasm while playing it?


Title: Re: Updating CC for FT
Post by: Sivany on 2008 March 16, 23:59:52
I finally got round to finding my custom computer and attempting to update the interaction tables. When I went into the first one the number was 80, rather than the 128 I was expecting. I thought this was odd so I just changed that one to 129 and loaded up the game. When I went into the lots and houses bin all the icons were red and white lines and then my entire computer immediately crashed. I changed the number back to 80 reloaded the game and everything worked fine.

Is this just a coincidence? I can't see how changing one custom computer would make the game crash when I entered the lots and houses bin but my game take so long to load even without any CC that I don't want to have to run tests if I can help it.


Title: Re: Updating CC for FT
Post by: jsalemi on 2008 March 17, 00:28:39
I finally got round to finding my custom computer and attempting to update the interaction tables. When I went into the first one the number was 80, rather than the 128 I was expecting. I thought this was odd so I just changed that one to 129 and loaded up the game.
Is this just a coincidence?

No, user error.  If you look up in top right of that window, you'll see that SimPe defaults to hex numbers, and 80 in hex = 128 decimal.  So you either need to switch it to decimal, or change it to 81. :)


Title: Re: Updating CC for FT
Post by: FourCats on 2008 March 17, 01:07:33
It's not a mod, but how about if someone updates the sims2 database?
I think open for business was it's last update.
I also think it's maker has stopped working on it.
It is a useful program.


Title: Re: Updating CC for FT
Post by: Sivany on 2008 March 17, 12:49:44
I finally got round to finding my custom computer and attempting to update the interaction tables. When I went into the first one the number was 80, rather than the 128 I was expecting. I thought this was odd so I just changed that one to 129 and loaded up the game.
Is this just a coincidence?

No, user error.  If you look up in top right of that window, you'll see that SimPe defaults to hex numbers, and 80 in hex = 128 decimal.  So you either need to switch it to decimal, or change it to 81. :)


Thanks! I can't believe it was something so simple. I just didn't think of that because when I followed the instructions for the bookcases the numbers must have already been in hex. I still find it weird that opening the lots and houses bin was the thing that cause it all to crash but I guess that's the sims for you.


Title: Re: Updating CC for FT
Post by: strlght on 2008 March 18, 22:04:16
There is a simpler way to update computer. Like bookcase, just changing the Object Data is enough in FT. No need to extract and replace pie menu.

Object Data > RAW Data > Interaction Table ID 128 -> 129. Commit and save.


Would this work to update Monique's hacked computer? Without causing problems with the shopping and banking and all the extra features s/he added?




Title: Re: Updating CC for FT
Post by: jsalemi on 2008 March 19, 02:13:25
There is a simpler way to update computer. Like bookcase, just changing the Object Data is enough in FT. No need to extract and replace pie menu.

Object Data > RAW Data > Interaction Table ID 128 -> 129. Commit and save.


Would this work to update Monique's hacked computer? Without causing problems with the shopping and banking and all the extra features s/he added?

Unfortunately, no -- I tried it.  It has the opposite effect -- some of her options disappear.


Title: Updated Resources for Trash Compactors
Post by: Lord Darcy on 2008 March 19, 06:57:10
Attached required resources for updating trash compactors. Compost/Tinkering enabled.


Title: Re: Updating CC for FT
Post by: jsalemi on 2008 March 19, 13:25:26
Attached required resources for updating trash compactors. Compost/Tinkering enabled.

Cool!  I have a Holy Simoley compactor I use a lot, but they're never quick on updating their appliances for new EPs.  :P


Title: Re: Updating CC for FT
Post by: LoveStainedHeart on 2008 March 19, 17:14:04
Attached required resources for updating trash compactors. Compost/Tinkering enabled.

What do you do when the Instances don't match? In the zip file it contains 3 different BHAVs but the only one that matches any on my custom trash compactor is the one that ends in 00001005 what do i do with the ones that end in letters, they don't seem to exist in the file.


Title: Re: Updating CC for FT
Post by: Lord Darcy on 2008 March 19, 17:29:01
Attached required resources for updating trash compactors. Compost/Tinkering enabled.

What do you do when the Instances don't match? In the zip file it contains 3 different BHAVs but the only one that matches any on my custom trash compactor is the one that ends in 00001005 what do i do with the ones that end in letters, they don't seem to exist in the file.

Right-click on Resource List window to add them.


Title: Re: Updating CC for FT
Post by: LoveStainedHeart on 2008 March 19, 17:56:19
Right-click on Resource List window to add them.

Great, thanks!


Title: Re: Updating CC for FT
Post by: Nannie on 2008 March 27, 08:25:29
Thank you all so much for the good advices.
Most of my gates, computers and bookcases are working now with FreeTime.
Is there also some solution for my custom bathtubs for Pets?
I have asked some creators but they did not answer me.


Title: Re: Updating CC for FT
Post by: Lord Darcy on 2008 March 27, 10:22:14
Is there also some solution for my custom bathtubs for Pets?
I have asked some creators but they did not answer me.

Unfortunately, there is no easy way to update pre-Pets custom tubs. I can't provide updater packages for custom tubs like I did for other kind of objects. For custom tubs, you have to update CRES, which is unique in each custom object. Basically, you have to make a fresh clone of each custom tub with the exactly same model name to get updated CRES.


Title: Re: Updating CC for FT
Post by: Nannie on 2008 March 27, 14:06:39
Thank you for your answer. I understand the problem.


Title: Updated Resources for Dishwashers
Post by: Lord Darcy on 2008 March 28, 11:07:31
Attached updated resources for dishwashers. Tinkering is enabled.

STR - Optional folder is only needed for those cloned from the cheap dishwasher, like Holy Simoly dishwasher. It changes sound to quieter one. You can tell whether it's cloned from cheap or expensive one by the Filename in Object Data. (Value - Cheap, Stainless - Expensive) If the creator changed Filename of Object Data to something else, look at the last string in soundinfo at Text Lists (STR#). (chp - Cheap, exp - Expensive)


Title: Re: Updating CC for FT
Post by: mommytotwo on 2008 March 29, 16:49:37
Slightly off topic, but Lord Darcy is there any way you could post the needed resources for updating bookcases to work with OFB? I have some that I really want my sims to use in their businesses but they don't work properly.  :'(  :)


Title: Updated Resources for Bookcases
Post by: Lord Darcy on 2008 March 30, 01:49:59
Attached required resources for updating bookcases to work with OFB business. Don't forget to edit OBJD as well to enable FT/AL functions. BCON was extracted from Colonial bookcase for more stock capacity. (10 books for cheap bookcases, 30 for expensive bookcases.)


How to update OBJD:

Object Data > RAW Data > Select Decimal

07. Resource cross-refs > Interaction Table ID  1 -> 3

Commit and save.


Title: Re: Updating CC for FT
Post by: mommytotwo on 2008 March 30, 12:05:08
Thank you so very much! I greatly appreciate you posting those.  :-*  ;D


Title: Re: Updating CC for FT
Post by: Sivany on 2008 March 30, 15:58:24
I'm attempting to update some of my custom beds so that they give more than 1 energy and 1 comfort. I know all the steps I have to complete in SimPE, however I'm coming unstuck when I try to work out what I need to change the values to inside the Tuning Sleep file. I tried looking at a couple of custom beds that say they are energy 7 and energy 10 in the actual catalogue, but the numbers inside the Tuning Sleep file didn't seem to be consistant with this, nor did any of the other beds I looked at which supposedly had energy 1 or energy 4.

I have no idea how to check an actual Maxis made bed for the right numbers so would someone be able to tell me what the numbers actually are in an energy 8 bed? I'm looking to change lines 0x0, 0x1 and 0x2.

EDIT: Just though I better be clear. I know these numbers are not supposed to match the catalogue numbers (I'm not expecting them to be 7 or 8 or whatever) however the bed which supposedly had an 8 energy rating had a lower number than the beds with 4 and 10 energy ratings. I think the creators have updated the catelogue entry but not the tuning sleep file.


Title: Re: Updating CC for FT
Post by: Lord Darcy on 2008 March 30, 16:41:39
You can use my bed comfort/energy mod here (http://www.modthesims2.com/member/showthread.php?t=268908).

Extract BCONs for Tuning - Sleep and Tuning - Relax from one of them. Comfort and energy were raised to match Medieval bed for all double beds, and Colonial single bed for all single beds. Replace BCONs in your custom beds with extracted resources. Change the value in OBJD for cosmetic purpose.

Never trust catalog ratings in custom beds. In most cases, only catalog value in OBJD was edited, which has no effect whatsoever in actual motive ratings. I hate the discrepancy between catalog value and the actual ratings.


Title: Re: Updating CC for FT
Post by: Cerridwen on 2008 March 31, 21:50:04
First - thank you everyone who posted tips here - I've now updated my bookcases, computers and Fridges! 

I'm wondering though I have a CC microscope that I downloaded from the sims graveyard that gives you logic.  It appears as if it was cloned off a telescope.  It currently does not give science enthusiasm.  Anyone able to give a quick easy Sim PE update so that it would give Science enthusiasm? I'm pretty much a Newb when it comes to SimPE so hopefully it would just be something easy to change?


Title: Re: Updating CC for FT
Post by: bamwifey on 2008 April 05, 00:56:13
I must be being really dense, but I can't change my CC bookcases.  I open the package in Simpe, change the 'interaction table ID' to 3, but when I commit and save, nothing happens, and when I try to close, I get a message asking me if I want to save, when I've already done that.  And the text in the resource list is in italics from the moment I open the file, before I've done anything, which definitely suggests it's not working right
   So, as the easy way isn't working, can anyone tell me how to find out which Maxis bookcase my CC ones are cloned from?  I read earlier in this thread that you can use the 'open by GUID' button in Object workshop, but I can't see that button. 
   Someone help! I feel dim.


Title: Re: Updating CC for FT
Post by: ingeli on 2008 April 06, 22:40:40
*Worships LordDarcy
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)?
I have tried to do this with no good results a while back..


Title: Re: Updating CC for FT
Post by: bamwifey on 2008 April 07, 03:25:12
Ok, I figured out 'the not being able to work on things in Simpe' thing (see post before last for my weird rambling rant).  For some reason, I can't work on a package in Simpe if I open it in Object Workshop, but I can if I scan folders and then open it up from there.  Weird huh?  And now all my computers, stereos and bookcases work like Lord Darcy's dreams.
   Anyway, I was now wondering if anyone can tell me exactly what bits to replace if I want to update my CC showers so I can tinker with them?  Oh, and phones  ::)


Title: Updated Resources for Video Game Consoles
Post by: Lord Darcy on 2008 April 07, 17:14:07
How would I update a custom game station (wii, xbox, etc) so that sims would gain enthusiasm while playing it?

Custom video game console is a tricky object to update, as they have modified custom BHAVs to link the main console system to its own controller. As those custom BHAVs contain outdated pre-FT code, you cannot gain hobby enthusiasm from custom consoles. The Instance numbers of custom BHAVs can be different for each custom console, and some BHAVs contain GUID of custom console itself, so I can't provide an updater package which can be universally applied to all custom consoles.

This is the closest that I can get to the universal updater package.


Custom video game consoles often come in 2 separate packages, one for main console system and the other for controllers.

1. Open main console system file in SimPE.

2. Add 2 BHAVs in System/BHAV folder as usual, if they are missing from your custom console. Consoles cloned from later EPs already have those 2 BHAVs. Though it doesn't hurt to replace them anyway.

3. Open BHAV-VideoGame_System.package in another SimPE.

4. In your custom console, look for BHAV named "Interaction - Play". In Plugin View, look for the lines starting with [private...].  In most cases it would be located in 0xD (13). Select it, and copy OpCode.

5. Switch to the second SimPE with BHAV-VideoGame_System.package, select the matching BHAV, and go to the same line you just looked for. Set OpCode the same as your custom console. Commit.

6. Extract the edited BHAV, and replace "Interaction - Play" BHAV in your custom console with extracted resource.

7. Repeat the same process for the "Controllers - Drop Controller".  In most cases you have to edit OpCode of 0x28 and 0x29. Save.

8. Open controller file in SimPE, and replace OBJf as usual.

9. Open BHAV-VideoGame_Controller.package in another SimPE. Edit the GUID in BHAV to match the GUID of main system file of your custom console. Remember that you have to enter GUID backwards. (http://www.moreawesomethanyou.com/smf/index.php/topic,11589.msg326038.html#msg326038)
Sometimes the creator may have forgotten to fix GUIDs in other 2 self-referencing custom BHAVs (Interaction - Dispose - TEST and Interaction - Put Away - TEST), resulting in unusable controllers. Make sure they match the GUID of main system file of custom console as well.

10. Extract the resource and add it to the controller file. Adjust Instance number if required, to avoid conflict with the existing BHAVs.


Unlike Maxis console, custom video game consoles purchased from OFB business won't come with their own controllers. You can sell them to customers, but they will go to customer's inventory without its own controllers. I couldn't find a workaround for it yet.


Title: Re: Updating CC for FT
Post by: simaddict on 2008 April 09, 01:50:03
Wow, that does seem hard. I've never dealt with BHAV's & all, so I was kinda hoping for an easy fix like the bookshelf. Thanks for the info though! Maybe when I get more gutsy with SimPE I'll try it out.


Title: Updated Resources for Showers
Post by: Lord Darcy on 2008 April 25, 07:08:16
A rather tardy update, as I was busy cleaning up Kitchen crap mess these days.

Ok, I figured out 'the not being able to work on things in Simpe' thing (see post before last for my weird rambling rant).  For some reason, I can't work on a package in Simpe if I open it in Object Workshop, but I can if I scan folders and then open it up from there.  Weird huh?

Why did you open it in Object Workshop in the first place? You're not supposed to open it from OW unless you're cloning an object. Open package files in the top menu or toolbar.

I was now wondering if anyone can tell me exactly what bits to replace if I want to update my CC showers so I can tinker with them?

Attached required files. Should work for any showers, cheap or expensive. Don't use it on showertubs.

Oh, and phones  ::)

As I'm using Pescado's phonehack, which seems to override all functions of both Maxis and custom phones, I'm not interested in updating custom phones themselves. If you have phonehack, all functions of custom phones will be automatically updated to the latest EP.

Edit: There is a new updater package for fridges in this post (http://www.moreawesomethanyou.com/smf/index.php/topic,11264.msg319972.html#msg319972). Added missing 2 resources for fridges. They are not really vital, so you don't really have to reapply them to already updated fridges.


Title: Re: Updating CC for FT
Post by: GrayDragonfly on 2008 April 25, 13:59:14
Custom baby changing tables were missing Outerwear option ever since Seasons came out. Just replacing pie menus are not enough for changing tables, as BHAVs were updated/added. You have to replace some BHAVs, TTAB, TTAs, and some STR#. I've attached required files below. Find and replace all of them. You can find the correct resources by the last group of numbers in their filenames. One BHAV for Outerwear needs to be added, as it does not exist in pre-Seasons changing tables.

Most of custom objects can be updated by this way.

1. In one SimPE window, make a fresh clone of the object that your custom object is based on.
(If the creator changed OBJD arbitrarily, you can use "open by GUID" button in the Object Workshop with Fallback GUID.)
2. Open another SimPE, and load outdated custom object in there.
3. Compare these resources one by one.

BCON
BHAV
OBJD -> RAW Data -> Resource cross-refs -> Interaction Table ID
OBJf
TTAB
TTAs
SLOT
STR#

4. Extract updated resources from fresh clone, replace/add them to the custom object.

Once you extract updated resources and organize them by folder, you can reuse them for other custom objects based on the same Maxis object. Keep it mind that sometimes you can't reuse them for other similar objects. For example, you can't reuse pie menus of sofa for park bench.

Thanks Lord Darcy and eveyone else who helped for all the great info on updating for FT. I've updated all the files for FT; bookcase, computers, fridges, etc.

Now I'm trying to update the changing tables for SS. It's bugged me for a very long time that my CC tables didn't have the outerwear option and none of the creators have updated them. So thanks for giving us the tools to do this ourselves. Problem though, I'm somewhat confused...Go figure! I'm confused with having to compare the resources. All my changing tables were cloned from the sanitation station, so what am I looking for when I'm comparing the resources? And since I know they were cloned from the sanitation station do I still need to compare the resource files or can I just replace all the files? 

One thing I noticed in my comparison was 1 resource in BHAV was missing 0x00001025. So I assume that means I only need to add that file to the CC table, right...but do I still need to replace all the other resources that were included in the download for BHAV?


Title: Re: Updating CC for FT
Post by: Lord Darcy on 2008 April 25, 14:29:18
Now I'm trying to update the changing tables for SS. It's bugged me for a very long time that my CC tables didn't have the outerwear option and none of the creators have updated them. So thanks for giving us the tools to do this ourselves. Problem though, I'm somewhat confused...Go figure! I'm confused with having to compare the resources. All my changing tables were cloned from the sanitation station, so what am I looking for when I'm comparing the resources? And since I know they were cloned from the sanitation station do I still need to compare the resource files or can I just replace all the files?

No need to compare resources for changing tables yourself. I already did the dirty work and supplied the updated resources. Just replace/add resources included in the attachment. The above instruction is only a general guideline, in case you want to update other type of objects for which I didn't supply updater package.

One thing I noticed in my comparison was 1 resource in BHAV was missing 0x00001025. So I assume that means I only need to add that file to the CC table, right...but do I still need to replace all the other resources that were included in the download for BHAV?

Yes, missing BHAVs without matching Instance number need to be added, and existing BHAVs with matching Instance number need to be replaced. There is a short instruction in the second post (http://www.moreawesomethanyou.com/smf/index.php/topic,11264.msg317089.html#msg317089) on how to use the files I supplied.


Title: Re: Updating CC for FT
Post by: GrayDragonfly on 2008 April 25, 18:46:26
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


Title: Updated Resources for TVs
Post by: Lord Darcy on 2008 May 07, 11:24:25
Updated resources for AL are now available here (http://www.moreawesomethanyou.com/smf/index.php/topic,13002.msg370726.html#msg370726).

======================================================

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. (http://www.moreawesomethanyou.com/smf/Themes/babylon/images/english/new.gif)

  • Television - Floor - Expensive: 2-tiled Floor TV
  • Television - Floor - Moderate: 1-tiled Floor TV
  • Television - Wall: 2-tiled Wall TV
  • Television - 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 (http://www.modthesims2.com/showthread.php?t=292411)


Title: Updated Resources for Bars (Updated 2008/09/10)
Post by: Lord Darcy on 2008 May 09, 12:07:34
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 (http://www.moreawesomethanyou.com/smf/index.php/topic,11870.0.html).

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.

============================================================
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] (http://www.moreawesomethanyou.com/smf/Themes/babylon/images/english/new.gif)

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. (http://www.moreawesomethanyou.com/smf/Themes/babylon/images/english/new.gif)


Title: Re: Updating CC for FT
Post by: Ambular 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)


Title: Re: Updating CC for FT
Post by: Lord Darcy on 2008 May 12, 14:04:24
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. (http://www.moreawesomethanyou.com/smf/Themes/babylon/images/english/new.gif)


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.


Title: Re: Updating CC for FT
Post by: Ambular on 2008 May 12, 20:51:16

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.

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.

Thanks so much!  I'm not very experienced at cloning and some of the options are still a mystery to me.

Now, though, I wonder if the telescope's failure to function in my game was really a FT problem or if it was just due to the original borkenness.  XD  I use Categorizer all the time and it never seems to have caused a problem with anything else, so I doubt it was that.

And yes, Caravan Sims has some lovely items.  I'm a sucker for nice antique-looking objects.  :)


Title: Re: Updating CC for FT
Post by: Kazzandra on 2008 May 12, 23:47:43
Now, though, I wonder if the telescope's failure to function in my game was really a FT problem or if it was just due to the original borkenness.

Yes. It has always been borked, so I was joyful to see that Lord Darcy had fixed updated it.


Title: How to update Telescopes and Mirrors
Post by: Lord Darcy on 2008 May 13, 11:47:19
Updating Telescopes

Attached updated resources for telescopes. You must pick the correct type (cheap/expensive). Read RTFM for instruction on updating CRES.
I'm afraid flashlight beam for Summon Aliens interaction won't show up, as it requires editing of animated mesh. But it only affects appearance, and has nothing to do with telescope functions. Sims still can use updated telescope to summon aliens.

For custom telescopes cloned from Maxis cheap telescope, edit main OBJD (the one without top/bottom/left/right) like this:

Main Object Data > RAW Data > Select Decimal > 07. Resource cross-refs > Interaction Table ID 131 -> 129. Commit and Save.


Updating Mirrors

And as for this PM I just received:

Quote from: ********* link=action=profile;u=****** date=1210674522
Do you happen to have a "updated resources"-file to update mirrors for pets. Thanks!

I have no idea why people send PMs when an active discussion is going on the very topic. ::) Why not post on the existing topic, so that other people can benefit from shared information, instead of treating me as your personal tech support?

Download jfade's Pets Custom Content Updater (http://forum.jfade.com/viewtopic.php?f=11&t=60) here. Mirrors were not changed since Pets, so it will still work.
Don't forget to download additional resources for Mirrors here (http://jfade.com/temp/CCUpdaterResources.zip), otherwise pets will reset out of the mirrors.


Title: Re: Updating CC for FT
Post by: Lord Darcy on 2008 May 15, 10:55:13
Now, though, I wonder if the telescope's failure to function in my game was really a FT problem or if it was just due to the original borkenness.

Yes. It has always been borked, so I was joyful to see that Lord Darcy had fixed updated it.

Alchemy Telescope was updated again. (http://www.moreawesomethanyou.com/smf/index.php/topic,11264.msg335928.html#msg335928) Now clickable area is correctly assigned. Flashlight beam mesh was added for Summon Aliens interaction, though it's still a bit off.


Title: Re: Updating CC for FT
Post by: Kazzandra on 2008 May 15, 13:54:55
Lord Darcy, you're beyond awesome  ;D


Title: Re: Updating CC for FT
Post by: Ambular on 2008 May 15, 21:21:18
Now, though, I wonder if the telescope's failure to function in my game was really a FT problem or if it was just due to the original borkenness.

Yes. It has always been borked, so I was joyful to see that Lord Darcy had fixed updated it.

Alchemy Telescope was updated again. (http://www.moreawesomethanyou.com/smf/index.php/topic,11264.msg335928.html#msg335928) Now clickable area is correctly assigned. Flashlight beam mesh was added for Summon Aliens interaction, though it's still a bit off.

Huzzah!  Thanks again, LD!


Title: Re: Updating CC for FT
Post by: knightguy on 2008 May 18, 06:33:17
Here are the files to update the CC Easels to FT (with Pets options)  ;) 

figure someone would want them


Title: Re: Updating CC for FT
Post by: Kazzandra on 2008 May 21, 22:42:12
Here are the files to update the CC Easels to FT (with Pets options)  ;) 

figure someone would want them

Yes, and I have used them!

I have been really into updating abandoned content lately. Here's an object that's needed updating since Bon Voyage:Xanathon's PC (http://www.modthesims2.com/showthread.php?t=144180&c=1&ht=0&page=2&pp=25#startcomments)
My period Sims really need to have a PC in Uni, and nothing but this looks appropriate.
Here's a pic:

(http://i287.photobucket.com/albums/ll123/mount_tazneen/snapshot_9538b09a_35408f3a.jpg)

And finally, if Xanathon wishes, I will happily remove this download if he will update it himself.

Major fix: I accidentally uploaded the wrong file. Please redownload for the computer updated for Freetime.


Title: Updating Computers
Post by: Lord Darcy on 2008 May 27, 14:37:17
Updating computers to FT:

Object Data > RAW Data > Select Decimal > 07. Resource cross-refs > Interaction Table ID 128 -> 129. Commit.


Additional step for updating computers to be Uni compatible:

To enable "Write Term Paper" for YAs, you need to make sure that the custom computer has a reference to Term Paper computer screen movie.
Look for Text Lists (STR#) > Model - Materials. Set the language to English, and see if you can find these strings:

0x0F  EP1 New Movies
0x10  computer_typetext_movie1
0x11  computer_typetext_movie2

If you can, you're done. But if you can't, you must add these strings after existing ones, otherwise YAs will reset out of the custom computer when they're trying to write term papers.

I attached updated resource as usual, but you should NOT use it to replace the whole resource when there are existing strings starting with ##0x1C050000!. If you do, all custom computer screens will revert to Maxis defaults.

To keep custom computer screens intact, you have to manually add those strings by yourself.

1. In Plugin View, set the language to English. Click Add button several times to add new strings until you reach 0x0015(21).

2. Click the first newly added line, 0x000E. Click Replace string button on the left. A popup window will come up.
    Click ComputerGlobals tab, select 0x0088 Model - Materials, and click Okay.

3. A new popup window will come up. Choose the same line as you chose in Plugin View, 0xE. Click OK. The 0x000E string will be replaced with the blank string.

4. Repeat the same process for all newly added lines up to 0x15. Click Commit File and save.

You may have to sell and re-buy custom computers for them to pick up the change.

More detailed version with screenshots (http://www.modthesims2.com/showthread.php?p=1953068#post1953068)


Title: Re: Updating CC for FT
Post by: dragonarts on 2008 June 01, 19:36:17
First, thanks tons for all this. Very helpful.

Second, I don't find anywhere to update custom stoves. I imagine it's not an easy and simple fix, but I have one I'd like to see updated. Actually, it's boblishman's ceramic hob. It hasn't been updated since base game. I don't feel competent to just dive in. Any suggestions/ideas/links that would be helpful?


Title: Re: Updating CC for FT
Post by: Lord Darcy on 2008 June 02, 12:45:57
I don't find anywhere to update custom stoves. I imagine it's not an easy and simple fix, but I have one I'd like to see updated. Actually, it's boblishman's ceramic hob. It hasn't been updated since base game. I don't feel competent to just dive in. Any suggestions/ideas/links that would be helpful?

You mean this one (http://www.modthesims2.com/showthread.php?t=127495)?
I could have sworn it was updated to OFB. Try redownload.
AFAIR this hob lacks an oven like Uni dorm cooktop, so certain meals will not appear.

I don't think stoves need to be updated. Like wardrobes, stove pie menus are handled in semi-global level, so they're automatically updated by each EP. EAxis should have done the same thing to all objects, then none of this dance would have been necessary.


Title: Re: Updating CC for FT
Post by: Kazzandra on 2008 June 04, 19:13:21
(http://i287.photobucket.com/albums/ll123/mount_tazneen/snapshot_9538b09a_3540902e.jpg)

Wintermuteai1 TVs.  (http://www.modthesims2.com/showthread.php?t=106532)

If wintermuteai1wishes, I will happily remove this download if he will update it himself.


Title: Re: Updating CC for FT
Post by: ingeli on 2008 June 07, 17:53:27
Is it possible to update the Autonomous Obstacle Course by the late Squinge for Freetime?(file attached)
 I am grateful for all help OR needed instructions, and Ill give it a try myself even if I am somewhat hack impaired.


Title: Re: Updating CC for FT
Post by: Richief on 2008 June 25, 23:45:57
Thanks a lot Lord Darcy! This really helped me updating my custom TVs and computers!

The only two things I cannot update by myself are one bar and a console system! Can someone help me with it?
The bar has a lightning line in the CRES and I cannot find the Interaction - Play in the console system!

I'm posting the bar in case someone can help me with it.


Title: Re: Updating CC for FT
Post by: Blueblood on 2008 June 26, 04:25:12
Sometimes the creator may have forgotten to fix GUIDs in other 2 self-referencing custom BHAVs (Interaction - Dispose - TEST and Interaction - Put Away - TEST), resulting in unusable controllers. Make sure they match the GUID of main system file of custom console as well.
I have a file here that doesn't even have those BHAVS. o.O That must explain why Sims actually throw the controllers in the trashcan instead of putting them away... Is there any way I can fix it? I don't know anything about modding, but I really hate giving up on things after I've started. I want my Sims to be able to use their Gamecube again, damn it. xD


Title: Re: Updating CC for FT
Post by: Lord Darcy on 2008 June 27, 15:25:58
The only two things I cannot update by myself are one bar and a console system! Can someone help me with it?
The bar has a lightning line in the CRES and I cannot find the Interaction - Play in the console system!

I couldn't update Life Stories bar. This issue was discussed here (http://www.moreawesomethanyou.com/smf/index.php/topic,11870.msg336979.html#msg336979).


Sometimes the creator may have forgotten to fix GUIDs in other 2 self-referencing custom BHAVs (Interaction - Dispose - TEST and Interaction - Put Away - TEST), resulting in unusable controllers. Make sure they match the GUID of main system file of custom console as well.
I have a file here that doesn't even have those BHAVS. o.O That must explain why Sims actually throw the controllers in the trashcan instead of putting them away... Is there any way I can fix it? I don't know anything about modding, but I really hate giving up on things after I've started. I want my Sims to be able to use their Gamecube again, damn it. xD

Sims will throw controllers away if the GUID is wrongly assigned in those BHAVs.
You can extract those missing BHAVs from this PS3 (http://www.ogularama.com/objects.php) from Ogularama.
You'll have to add those missing BHAVs (be sure to adjust Instance number to prevent resource conflict if need be), fix GUIDs, and fix TTAB of controller file to redirect the Dispose and Put Away menu to the newly added custom BHAVs.


Title: Re: Updating CC for FT
Post by: Blueblood on 2008 June 27, 20:36:42
The only two things I cannot update by myself are one bar and a console system! Can someone help me with it?
The bar has a lightning line in the CRES and I cannot find the Interaction - Play in the console system!

I couldn't update Life Stories bar. This issue was discussed here (http://www.moreawesomethanyou.com/smf/index.php/topic,11870.msg336979.html#msg336979).


Sometimes the creator may have forgotten to fix GUIDs in other 2 self-referencing custom BHAVs (Interaction - Dispose - TEST and Interaction - Put Away - TEST), resulting in unusable controllers. Make sure they match the GUID of main system file of custom console as well.
I have a file here that doesn't even have those BHAVS. o.O That must explain why Sims actually throw the controllers in the trashcan instead of putting them away... Is there any way I can fix it? I don't know anything about modding, but I really hate giving up on things after I've started. I want my Sims to be able to use their Gamecube again, damn it. xD

Sims will throw controllers away if the GUID is wrongly assigned in those BHAVs.
You can extract those missing BHAVs from this PS3 (http://www.ogularama.com/objects.php) from Ogularama.
You'll have to add those missing BHAVs (be sure to adjust Instance number to prevent resource conflict if need be), fix GUIDs, and fix TTAB of controller file to redirect the Dispose and Put Away menu to the newly added custom BHAVs.
I was thinking about extracting the BHAVS from another system but I wasn't sure if it would work or if it was okay to do. I have no experience in these kinds of things. I'm not sure what you're talking about with the TTAB thing but I'm sure I can work it out when I open the file again. Thanks for the help.


Title: Re: Updating CC for FT
Post by: Lord Darcy on 2008 June 27, 22:29:47
I was thinking about extracting the BHAVS from another system but I wasn't sure if it would work or if it was okay to do. I have no experience in these kinds of things. I'm not sure what you're talking about with the TTAB thing but I'm sure I can work it out when I open the file again.

As you're already going to extract custom BHAVs from PS3 controller, you can probably extract TTAB as well.


Title: Re: Updating CC for FT
Post by: Blueblood on 2008 June 29, 04:29:13
As you're already going to extract custom BHAVs from PS3 controller, you can probably extract TTAB as well.
Finally had some time to get back to this. Extracting and replacing the TTAB worked. Now my Simmy fanwanks can all have their console of choice, and they won't throw the controllers away anymore. xD

I've put the consoles I updated on my 4shared if anyone wants them.

http://www.4shared.com/file/53149863/aa660be7/Updated_Video_Game_Consoles_for_EP7_FT.html

Credit list:

Xbox, Xbox 360 and N64 are by Toddfx at TSR (http://www.thesimsresource.com/artists/Toddfx/).

PS3s and Wiis are by Ogularama (http://ogularama.com/objects.php).

Gamecube is by psyckotic and TheSims2Master at MTS2 (http://modthesims2.com/showthread.php?t=58564).

And the Playstation 2 is by Kabismeboy at MTS2 (http://modthesims2.com/showthread.php?t=46239).


Title: Re: Updating CC for FT
Post by: Cappuccino on 2008 July 04, 14:17:37
^ Thanks for those consoles!


Lord Darcy (or anyone else who might know) how do you update a tv for FT, without adding the pull and push-back animation to it for tinkering and/or repairing? I tried to replace SLOT, TTAB and TTAs from a different tv (the Life Stories one, I got it from a thread here, not sure who updated it) that worked in the way I wanted (tinkering was done in the front, like both the FT tvs) but it didn't work.

The Ikea pre-order bonus tv that Richief updated (and I had done it myself too) has weird animations for tinkering from behind (lol, this sounds wrong in a way) that's why I was wondering how to do it. The Ikea tv that you fixed, has the correct tinker animation that I'm talking about (but I didn't manage to copy that either). What am I doing wrong?

(Thanks in advance!)


Title: Re: Updating CC for FT
Post by: Lord Darcy on 2008 July 04, 14:34:01
Lord Darcy (or anyone else who might know) how do you update a tv for FT, without adding the pull and push-back animation to it for tinkering and/or repairing? I tried to replace SLOT, TTAB and TTAs from a different tv (the Life Stories one, I got it from a thread here, not sure who updated it) that worked in the way I wanted (tinkering was done in the front, like both the FT tvs) but it didn't work.

The Ikea pre-order bonus tv that Richief updated (and I had done it myself too) has weird animations for tinkering from behind (lol, this sounds wrong in a way) that's why I was wondering how to do it. The Ikea tv that you fixed, has the correct tinker animation that I'm talking about (but I didn't manage to copy that either). What am I doing wrong?

Replace SLOT, TTAB, TTAs as usual, depending on the type of TVs.

TVs have a line in "Function - Init" BHAV to determine whether they need to be pulled out for repairing/tinkering. 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.

I only discovered this while updating IKEA TV. Will add the information in the TV updater post.
Still no joy for wonky tinkering/repairing animation in all custom 2-tiled floor TVs though, Sims holding the driver in the wrong way.  :(
ETA: Joy. Fixed now. Repair Animation Fix for 2-tiled Floor TVs - Sims hold the screwdriver correctly (http://www.modthesims2.com/showthread.php?t=292411)

I'll upload the fixed version of IKEA TV in my decustomized preorder thread (http://www.moreawesomethanyou.com/smf/index.php?topic=11573.0) soon. Stay tuned.


Title: Re: Updating CC for FT
Post by: Cappuccino on 2008 July 04, 16:24:53
I did that, and it worked (partially). The animation as you said didn't look so good (it wasn't the animation used by FT tvs, I guess you'll fix it in time like you did with the other Ikea tv) but I also encountered a problem that I had before:

(http://img57.imageshack.us/img57/2679/snapshot5550a026957a98eis0.jpg)

That happens after tinkering stops, the sim pushed the tv back (although it hadn't been pulled at all this time) and it snapped to the right tile's position. It happened before too, when they used to pull+push back for tinkering.

Anyway, since you're gonna update them (and you usually clean the files from unnecessary stuff too, which I'm not in the place to do), I won't bother too much, but it's cool learning how to do stuff in SimPE myself.

Thanks for the help!


Title: Re: Updating CC for FT
Post by: enenen on 2008 July 06, 15:26:35
I'm sorry if this is obvious and I'm missing something, but you didn't say anything about it in the instructions (only There is a simpler way to update computer. Like bookcase, just changing the Object Data is enough in FT.)- with custom computers, do I replace the 0x00001008 BCON with the one in the attachment? That's what I did - didn't test yet - but replacing "write novel" with "write restaurant guide" seems weird.  ???

Smack me if I'm being stupid here.


Title: Re: Updating CC for FT
Post by: Lord Darcy on 2008 July 06, 15:49:55
(only There is a simpler way to update computer. Like bookcase, just changing the Object Data is enough in FT.)

When I made that statement, I was not aware of the changed BCON or Uni term paper movie issue.

That changed 0x1008 BCON is not really important. In fact you can safely ignore to update it. It seems that this 0x1008 BCON is no longer used by new FT novel writing, instead it's now used by writing restaurant guide. But the first BCON value is the same as base game (0x96), so it wouldn't matter whether you update that BCON or not. Change in filename is only cosmetic.


Title: Re: Updating CC for FT
Post by: enenen on 2008 July 06, 16:07:19
That clears it up; thank you for replying so fast!  :) (And for the instructions and resources, too ! :P)

*scurries off to finish updating her cc*


Title: Re: Updating CC for FT
Post by: Lord Darcy on 2008 August 22, 13:35:02
One last update for FT. Maybe I'd better to make a new CC update thread after AL is released.

New updater package for telescopes was attached in this post (http://www.moreawesomethanyou.com/smf/index.php/topic,11264.msg336080.html#msg336080). Pie menu strings were fixed for all non-English languages.

Caravan Alchemy telescope was updated again to fix pie menu strings. (http://www.moreawesomethanyou.com/smf/index.php/topic,11264.msg335928.html#msg335928) Please download the new version. I hope that AL does not touch telescopes.


Title: Re: Updating CC for FT
Post by: Ambular on 2008 August 22, 18:09:53
One last update for FT. Maybe I'd better to make a new CC update thread after AL is released.

New updater package for telescopes was attached in this post (http://www.moreawesomethanyou.com/smf/index.php/topic,11264.msg336080.html#msg336080). Pie menu strings were fixed for all non-English languages.

Caravan Alchemy telescope was updated again to fix pie menu strings. (http://www.moreawesomethanyou.com/smf/index.php/topic,11264.msg335928.html#msg335928) Please download the new version. I hope that AL does not touch telescopes.

You rock, LD!  Thanks again!  :D


Title: Re: Updating CC for FT
Post by: rhldavies on 2008 September 07, 22:00:25
Lord Darcy, how would I go about updating the 12-hour clock mod by Pilot76103 on MTS2 for Apartment Life?  Not sure where to start... :-X

(http://hideki.modthesims2.com/showthread.php?t=91189 (http://hideki.modthesims2.com/showthread.php?t=91189))


Title: Re: Updating CC for FT
Post by: Lord Darcy on 2008 September 08, 12:12:36
Lord Darcy, how would I go about updating the 12-hour clock mod by Pilot76103 on MTS2 for Apartment Life?  Not sure where to start... :-X

(http://hideki.modthesims2.com/showthread.php?t=91189 (http://hideki.modthesims2.com/showthread.php?t=91189))
I posted AL info in the above MTS2 thread.

Why did you post it in this thread, anyway? What does it have anything to do with updating custom objects? ::)


Title: Re: Updating CC for FT
Post by: rhldavies on 2008 September 08, 17:20:03
Thank you Lord Darcy! :D

*speaks in a tiny quiet child-like voice*

I posted it here because I read you don't take requests on your MTS2 profile and I didn't know where else to let you know... and ahh...ahh..
I'm too scurred to post a new thread on MATY because I might get set on fire... I don't like being on fire :'(