|
Post by nukael on Apr 16, 2015 12:24:59 GMT -5
I've been flagging CAS parts (hats and hair) to be not valid for random, because I don't like these on townies. Now, the way I'm doing it is making a package for every single recolor of one hat or one hair and unticking AllowForRandom in each one, which gets mindnumbing fast, because there are by and large 18 recolors for every piece... Is there a way to do this so I only set the base hat/hair not valid for random and all the recolors are also set not valid for random?
|
|
|
Post by andrew on Apr 16, 2015 16:42:28 GMT -5
Sure, we could add that to the Categorization tab with an apply to all button like how we do the tags.
|
|
|
Post by nukael on Apr 16, 2015 23:41:52 GMT -5
That would be awesome! It would sure help speed up that process of unticking random stuff you don't wanna see on townies. I gave up for now, I thought I was gonna be able to do the grunt work, but there's soooo many files if doing each individual recolor.
|
|
|
Post by andrew on Apr 16, 2015 23:43:40 GMT -5
I've made the changes already, and this should be in the next version (very soon)
|
|
|
Post by nukael on Apr 17, 2015 4:08:36 GMT -5
Awesome, thank you SO MUCH! Just to be sure, in order to make this default override, I choose "Replacement CAS part" in the main menu, right? If I untick "AllowForRandom" (and very soon "apply to all swatches"!), this will override the default Maxis random setting and Sims 4 Studio will automatically add the necessary files to the one package to untick all swatches?
EDIT: Am I doing something wrong? I tried out the "apply to all swatches" button to test whether I could easily uncheck some shirts for swimwear. What I do is: "Replacement CAS part", choose one particular swatch from a shirt, then untick "swimwear" and click "apply to all swatches" and save the package. Yet when going into the game, I see that the other swatches (and thus the shirt) are still available in simwear. Only when I go through every swatch indivdually (and save it as its own package file), unticking each swatch seperately for swimwear, does the shirt no longer show up in swimwear... Maybe I'm just doing it the wrong way?
EDIT 2: Okay, I see what's probably happening here. The "apply to all swatches" only applies to the swatches that are in the Sims 4 studio project package for that one CAS part. If I select a shirt from Maxis, it seems to only load the one swatch associated with the CAS part I selected and none of the other swatches. So applying to all swatches only applies it to the one swatch that got loaded in the package file, since that's the only one present. If this will be the case with the AllowForRandom, I'll run into the same problem I have now: I'll have to manually select each swatch and set it to invalid for random. Unless there's a way to load all existing swatches for a CAS part at once?
EDIT 3: Sorry! I just keep experimenting. :D Okay, so, if I choose one swatch, make that into a package, then choose another swatch, make that into a package and then combine those packages and open that in Sims 4 studio, I have the swatches in one project and then the "apply to all swatches" works. I'd still have to make package files out of every individual swatch first, though.
|
|
|
Post by nukael on Apr 17, 2015 14:46:04 GMT -5
I've been thinking about the above tests I've been doing. I don't know if there is a way for Sims 4 Studio to know what all the swatches are that belong to a particular Maxis CAS part? So that Studio could pull in all existing swatches at once when making a Maxis override CAS part.
If there's no way for Studio to recognize the swatch parts, maybe an option would be to be able to select multiple CAS parts in the selection screen (for instance, by holding shift or CTRL)? That way I could select all the swatches I'd like Studio to pull into one package and be able to "apply to all swatches" in one go, instead of exporting one swatch at a time and combining them into one package manually.
|
|
|
Post by orangemittens on Apr 17, 2015 15:11:47 GMT -5
Hmm...now that you point this out I see the multiswatch selection doesn't work for default CAS Parts and is only working for standalones. This was not intentional and it will be fixed in the next version of Studio.
|
|
|
Post by nukael on Apr 17, 2015 17:08:46 GMT -5
Oh my, you're right! I just tested this on a stand-alone CAS part and it perfectly lets you select multiple swatch parts and puts them in one package! I didn't know because I was only using the default override option. Thank you for for putting it on the fixes list. That and the "apply to all swatches" option for AllowForRandom will certainly make it all much easier. Thank you soooo much for all the time spent working on this amazing program.
|
|
|
Post by andrew on Apr 18, 2015 23:34:10 GMT -5
This is along with many other fixes and features are in the latest version of Sims 4 Studio (2.4.1.6). Check out the bottom of the categorization tab for the Allow For Random checkbox with an apply to all swatches. In addition we made batch cloning available for overrides and added a shortcut to select all swatches for cloning (shift+click). Let us know if you have any other suggestions.
|
|
|
Post by nukael on Apr 19, 2015 8:50:58 GMT -5
I tested it and all seems to be working perfectly. I did get two out of memory crashes, but don't know if it was specific to what I was doing. Thank you sooo much for adding this functionality! I've now set all of the things that I don't want to be not valid for random! And it only took a few minutes. :D Some things take longer to load into packages than others (some hairs for instance are loaded immediately whereas other hairs take a good 30 seconds to be cloned into a package), but that's just because the meshes/textures/whatevers are bigger, maybe?
|
|
|
Post by andrew on Apr 19, 2015 20:22:10 GMT -5
I'm glad its working for you I'll look into the issues with out of memory exceptions. It may be that studio is caching too much and with the batch clone, you ran into something that would have other wise taken a lot longer to reach.
|
|