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Post by andrew on Mar 6, 2016 20:31:40 GMT -5
Hey Polyrhythm, sorry I missed your post. The live drag is different from the inventory. This tutorial shows how to add the inventory to the tuning of a new object, which is different from the live drag. If you want live drag and inventory, you will need to do both. ironleo78 glad you like the tut and the portable speaker turned out great!
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Post by SimmaFierce on Jul 16, 2016 4:14:34 GMT -5
So how would you make it so that an item can be used as an inventory/storage? I want to turn an item into a bookcase. And I wanna make the item so that it can store other objects.
MOD EDIT: removed tutorial quote.
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Post by Bakie on Jul 19, 2016 11:10:29 GMT -5
SimmaFierce, I don't have the answer to your question, but as this thread is about the tutorial on how to make it able to turn objects into inventories, you don't have to quote the whole first post/the whole tutorial. You can just ask your question. It's also much better readable without the whole quote in your post.
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Post by anska on Jul 19, 2016 11:17:37 GMT -5
Coolspear over at mod the sims might know how to do it, as he made an excellent storage mod which turns some of the nighttables, decorative hutches, etc. into containers.
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Post by SimmaFierce on Jul 20, 2016 10:41:02 GMT -5
SimmaFierce , I don't have the answer to your question, but as this thread is about the tutorial on how to make it able to turn objects into inventories, you don't have to quote the whole first post/the whole tutorial. You can just ask your question. It's also much better readable without the whole quote in your post. Sorry :( I have made two mods so far and still can't get the locker mod done.
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Post by anska on Jul 21, 2016 8:08:03 GMT -5
Thank you for the guide, andrew , it has been extremly helpful. I have now successfully created a tomato tin, which sims can put in their inventory and which will generate 5 tomatos when opened. My functional general store is one step closer. SimmaFierce have you tried combining the tunings of the bookshelves with those of the storage chests? What you are looking for sounds like that should do the trick, with the limitations of those chests of course. Good, giving the tuning a look I am not sure if you can classify your object as both a bookshelf and a storage chest. If you simply want the bookshelf to have the interactions of the storage chest, adding the chest's tuning to the bookshelf should work, doesn't it?
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Post by SimmaFierce on Jul 21, 2016 22:15:48 GMT -5
Thank you for the guide, andrew , it has been extremly helpful. I have now successfully created a tomato tin, which sims can put in their inventory and which will generate 5 tomatos when opened. My functional general store is one step closer. SimmaFierce have you tried combining the tunings of the bookshelves with those of the storage chests? What you are looking for sounds like that should do the trick, with the limitations of those chests of course. Good, giving the tuning a look I am not sure if you can classify your object as both a bookshelf and a storage chest. If you simply want the bookshelf to have the interactions of the storage chest, adding the chest's tuning to the bookshelf should work, doesn't it? That is very creative anska ! Oh, and I was trying to combine all those tunings to the lockers. The small ones. Thanks for your help. I appreciate it.
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Post by anska on Jul 22, 2016 8:01:33 GMT -5
SimmaFierce If you enter the following before the retail-options in then _components section of your locker tuning xml, it will add a bookshelf-inventory (and some starting books!): <V t="enabled" n="inventory"> <U n="enabled"> <E n="inventory_type">BOOKSHELF</E> <V t="disabled" n="purchasable_objects" /> <L n="starting_objects"> <T>19339<!--bookGENFlirty_02 (Untamed Treachery of the Heart)--></T> <T>32855<!--bookGENFlirty_07 (Reel Her In)--></T> <T>32635<!--bookGENPlayful_07 (Crisis Barn)--></T> <T>33012<!--bookGENInspired_11 (The First Unicorn)--></T> <T>32969<!--bookGENAngry_09 (The Lord of the Swings)--></T> <T>32572<!--bookGENSad_04 (Lucas Dark and The Increasingly Unlikely Series of Coincidences)--></T> <T>32578<!--bookGENMotive_17 (The Glutton Spiel)--></T> <T>32619<!--bookGENInspired_06 (Orbital Pudding)--></T> <T>32615<!--bookGENHappy_06 (Love in the Time of Sandwiches)--></T> <T>18960<!--bookGENMotive_01 (Point Farmer No More: The Downfall of Grant Rodiek)--></T> <T>33004<!--bookGENHappy_10 (My Pizzi-cat-o Polka)--></T> </L> <T n="visible">True</T> </U> </V> <V t="enabled" n="live_drag_target"> <U n="enabled"> <L n="drop_tests_and_actions"> <U> <E n="drop_type">BOOKSHELF</E> </U> </L> </U> </V> If you would like to also have the options to purchase a book, etc. you will have to add those too, as explained in the basic tuning tutorial. You can however not have a bookshelf and a storage chest in the same object, because - the way I understand it - the line which defines the inventory type <E n="inventory_type">BOOKSHELF</E> only allows for one inventory type to be entered.
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Post by SimmaFierce on Jul 22, 2016 18:56:46 GMT -5
SimmaFierce If you enter the following before the retail-options in then _components section of your locker tuning xml, it will add a bookshelf-inventory (and some starting books!): <V t="enabled" n="inventory"> <U n="enabled"> <E n="inventory_type">BOOKSHELF</E> <V t="disabled" n="purchasable_objects" /> <L n="starting_objects"> <T>19339<!--bookGENFlirty_02 (Untamed Treachery of the Heart)--></T> <T>32855<!--bookGENFlirty_07 (Reel Her In)--></T> <T>32635<!--bookGENPlayful_07 (Crisis Barn)--></T> <T>33012<!--bookGENInspired_11 (The First Unicorn)--></T> <T>32969<!--bookGENAngry_09 (The Lord of the Swings)--></T> <T>32572<!--bookGENSad_04 (Lucas Dark and The Increasingly Unlikely Series of Coincidences)--></T> <T>32578<!--bookGENMotive_17 (The Glutton Spiel)--></T> <T>32619<!--bookGENInspired_06 (Orbital Pudding)--></T> <T>32615<!--bookGENHappy_06 (Love in the Time of Sandwiches)--></T> <T>18960<!--bookGENMotive_01 (Point Farmer No More: The Downfall of Grant Rodiek)--></T> <T>33004<!--bookGENHappy_10 (My Pizzi-cat-o Polka)--></T> </L> <T n="visible">True</T> </U> </V> <V t="enabled" n="live_drag_target"> <U n="enabled"> <L n="drop_tests_and_actions"> <U> <E n="drop_type">BOOKSHELF</E> </U> </L> </U> </V> If you would like to also have the options to purchase a book, etc. you will have to add those too, as explained in the basic tuning tutorial. You can however not have a bookshelf and a storage chest in the same object, because - the way I understand it - the line which defines the inventory type <E n="inventory_type">BOOKSHELF</E> only allows for one inventory type to be entered. That's what I was thinking, and that truly sucks :( So you can't truly put books into inventory unless you make it so that the object can go into inventory? I think I'd rather do it that way. How do I do that?
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Post by anska on Jul 22, 2016 20:00:03 GMT -5
All (or at least most) ingame objects have certain types of inventory defined, which they can be stored in. Books for example can be stored in the Sim's inventory, in bookshelves and in retailshelves. While a tomato on the other hand may be stored in the sim's inventory, the mailbox, the fridge, the retail fridge and the storage chest. I have copied the respective lines for you here: <V t="enabled" n="inventory_item"> <U n="enabled"> <E n="stack_scheme">DEFINITION</E> <L n="valid_inventory_types"> <E>SIM</E> <E>BOOKSHELF</E> <E>RETAIL_SHELF</E> </L> </U> </V> <V t="enabled" n="inventory_item"> <U n="enabled"> <T n="inventory_only">True</T> <T n="remove_from_npc_inventory">True</T> <L n="valid_inventory_types"> <E>SIM</E> <E>MAILBOX</E> <E>FRIDGE</E> <E>RETAIL_FRIDGE</E> <E>STORAGE_CHEST</E> </L> </U> </V> As you can see, this also means that some items can't be put in certain inventories, for exmaple you can't put books in the fridge or tomatos in the bookshelf. Which means you have to decide which type of inventory you want and then add a variation of what I wrote in my last post to your container/dresser. To find out how, you best look into the tuning file of the object of which you want to copy the behaviour. The only type of inventory most things can be placed in, is the sim's inventory. As I have written before, Coolspear over at Mod the Sims has made storage-mod based on Sim-inventory which allows you to store just about everything. I have however no idea, how he made it. So, if this approach interests you, you will have to ask him.
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Post by hopetah on Sept 9, 2016 0:52:19 GMT -5
So glad I found this tutorial - finally able to have a portable easel to bring to the secret lots and camping!
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Post by SimDoughnut on Apr 13, 2017 9:51:15 GMT -5
Hi Andrew! The tutorial worked gangbusters. I was able to take a magazine from debug and make it both readable and inventoryable. My question is what do I have to do to keep those two function, but also be able to move my new magazine from my personal inventory to the inventory of the "Come and Get It" street store table that came with City Living? For some reason the street store table won't accept my new magazine into it's inventory. Is there some specific line of code that has to be added to the tuning to make this possible? Thanks in advance. Have Fun !
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Post by fiqahn on May 23, 2017 9:21:08 GMT -5
hi andrew / orangemittens! so i tried doing this as practice, but i still cant put the item in the inventory :( i even used the exact gnome for practice haha. can anyone help look for my mistakes please? heres the link thank you so much!! <3
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Post by cloeanderson on Jun 4, 2017 10:36:38 GMT -5
Now I just feel like giving up on this desire :c
I cant find _components
Again, I have Harmony version
Can someone please help me out?
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Post by andrew on Jun 4, 2017 10:48:01 GMT -5
Hi fiqahn , You need to make sure to add the inventory_component inside the _components section. Right now yours is like this (i have shortened the other components for readability): <U n="_components"> <V t="enabled" n="focus"> ... <V t="enabled" n="line_of_sight" /> ... <V t="enabled" n="retail_component"> ... <V t="enabled" n="state"> ... <V t="enabled" n="tooltip_component" /> ... </U> <V t="enabled" n="inventory_item"> <U n="enabled"> <T n="skip_carry_pose">True</T> <L n="valid_inventory_types"> <E>SIM</E> </L> </U> </V>
But it needs to be like this: <U n="_components"> <V t="enabled" n="focus"> ... <V t="enabled" n="line_of_sight" /> ... <V t="enabled" n="retail_component"> ... <V t="enabled" n="state"> ... <V t="enabled" n="tooltip_component" /> ...
<V t="enabled" n="inventory_item"> <U n="enabled"> <T n="skip_carry_pose">True</T> <L n="valid_inventory_types"> <E>SIM</E> </L> </U> </V>
</U> Also, since you have multiple swatches, don't forget to change the tuning and tuning id in all object definitions. cloeanderson , the _components line should be in the object tuning resource. Which step are you on and do you have an object tuning resource in your package?
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