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Post by cha0sdream on Aug 12, 2019 15:59:55 GMT -5
When a trash can is kicked over it generates a trash pile, using this script:
<V t="create_object"> <U n="create_object"> <V n="creation_data" t="definition"> <U n="definition"> <T n="definition">22174<!--trashGEN_01_trash (Trash Pile)--></T> </U> </V> <L n="initial_states" /> <V n="location" t="position"> <U n="position"> <T n="allow_off_lot_placement">True</T> <T n="ignore_bb_footprints">False</T> <V n="initial_location" t="from_participant"> <U n="from_participant"> <E n="participant">Actor</E> </U> </V> </U> </V> <V n="timing" t="on_xevt"> <U n="on_xevt"> <T n="xevt_id">200</T> </U> </V> </U> </V>
What I would like to know is what on earth that trashGEN thing is/does (I've searched and it isn't in the tuning files) and how can I replace it so it generates a different object?
I'm trying to create a pot/vase which breaks when kicked and reveals its contents. So the 'upright' mesh is replaced with a pot, the 'kicked over' mesh is replaced with a broken pot and 'trashGEN_01_trash (Trash Pile)' is replaced with 'itemGEN_01_item (Item Inside Pot)' (although that script wouldn't work it's an example of what I'm trying to do).
Does anyone know how to use tuning to generate a new item? Thank you in advance for any suggestions!
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Post by freeasabird on Aug 12, 2019 18:02:52 GMT -5
I am only just learning to change the tuning files but I have assumed (never tempted fate and tested it) that the GEN tag stood for generic? After some thought I can think of a few different trash piles; The one that is the leftovers from a broken object which sims can search for upgrade parts. Then there is the food piles that look the same but can only be cleared up not searched (if there is a can around). There is also the little trash looking piles in Cats & Dogs that can be searched, but I dont know if they have the same tag. And of course all the new trash that came with Island Adventure. This is not just on the beach but also in the ocean so I expect there is different tags for each. Nearly forgot, some trash pile stink after being left, but again I guess that's an effect rather than actual tuning, if that makes sense. You might try the beach trash tuning the 'Search for trash' interaction, as this does provide different objects even if they are put directly into the inventories. Like I said, totally new at this so the above may be of no use at all.
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Post by Leniad on Aug 12, 2019 18:09:50 GMT -5
GEN stands for generated and you can find the ids for the trash piles (there are at least 7 different ones) by create clone, tick debug and type trash in search line. Hover over the pile you want and the id 00000000... is displayed. Write that id down and create an override with that id, and that should do it.
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Post by cha0sdream on Aug 13, 2019 7:19:45 GMT -5
GEN stands for generated and you can find the ids for the trash piles (there are at least 7 different ones) by create clone, tick debug and type trash in search line. Hover over the pile you want and the id 00000000... is displayed. Write that id down and create an override with that id, and that should do it. That seems like a good starting point. Unfortunately when I override the trash pile with my new item, whenever a bin is kicked over it generates the item as well instead of trash. However at least I managed to change it and now I have lots of new ideas about how I might try and fix this mod so thanks!
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Post by Leniad on Aug 13, 2019 8:39:37 GMT -5
yw
If you copy/modify/rename the tuning from the trashcan and add that to the a pot/vase you will have more precise control. Selecting a less frequently used trashpile as your reward might also be helpful. Override means that, it overrides everywhere all the time. Good luck.
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Post by cha0sdream on Aug 13, 2019 14:48:14 GMT -5
Thank you for the suggestion. So far I've tried creating a completely new item and replacing trashGEN_01_trash (Trash Pile) with the name of my item (plus giving all the relevant files new unique instances and tuning IDs where necessary). No luck. I also tried creating a trash pile override with a new geostate and replaced (Trash Pile) with (0x3ADC2A0E) (that long string is the name of the new geostate). That successfully crashed the game I will try copying parts of the trashcan tuning to a new item like you suggested tomorrow and see if it helps 🤞
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Post by cha0sdream on Aug 15, 2019 13:15:21 GMT -5
Ok, so I'm getting somewhere now! But I still have some miscellaneous problems and I would appreciate it if anyone could provide some insight. Thank you Leniad and freeasabird for your help so far. I replaced <T n="definition">22174<!--trashGEN_01_trash (Trash Pile)--></T> with an override of an unused debug item from the base game (a WooHoo skill book which EA evidently changed their minds about lmao). I replaced the book mesh with my new item mesh and it worked! But here are the issues: Sims kick the pot. The pot breaks. Item falls out. All good. However, unlike when they kick over a trashcan, sims won't walk over to it first. They will just kick wherever they are standing even if it's on the other side of the lot. Secondly, I changed the tuning file so the item can be placed in sims inventories but for some reason it's not sellable/deletable. The object catalog tags all seem to be correct. I can't figure out why either of these things are happening! Here are the package files in case anyone would like to take a look: simfileshare.net/folder/74866/
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Post by cha0sdream on Aug 18, 2019 8:10:36 GMT -5
Bump
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Post by Leniad on Aug 18, 2019 10:04:24 GMT -5
Uncertain if this is helpful, but I have found odd behavior similar to described when the object catalog devcategoryflags id was incorrect. Not sure what it should be, but something to look at.
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