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Post by simme2 on Jan 21, 2020 23:19:38 GMT -5
Is there a tutorial that shows how to mod an on-grid object into an off-grid object?
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Post by simme2 on Apr 25, 2020 16:36:02 GMT -5
Every time I look for a tutorial to do this, I get the "alt" move trick. I'm trying to find out what tuning I need to do to a package file, like for candles and lanterns, so I can use them on my off-grid lot. My Sim Worlds are usually pre-industrial age, so not having power is a common setting for me.
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Post by MizoreYukii on Apr 25, 2020 18:24:56 GMT -5
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Post by suceress on Jul 28, 2020 22:46:45 GMT -5
I'm trying to find this information as well. The google searches turn up how to stop items from snapping to grid. Nothing on how to make stuff operate on eco-friendly lots. I downloaded some CC sinks that look like they should function off the grid but they were made before the Eco Life pack so they are flagged as on the grid. I'm a novice with object modding (only made some CC eye colors for my own game thus far). Only other thing I've messed with was the Tags for CC skintones and eyes to flag them to work with Witches.
I have no earthly clue where to even look. I want to be able to set objects as off the grid, green, and minor plus to environment. I cloned an Eco Life sink to look at but it was all Greek to me. LOL.
(I realize I haven't posted on this site in forever so Hi to orangemittens and others). Err, maybe it wasn't this site but insiminator or another similar site? Anyway, I'm hoping to find out what flags something as off the grid so I can start editing CC I downloaded to work.
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Post by menaceman44 on Jul 29, 2020 11:22:23 GMT -5
As far as I am aware it is a combination of things that make an object function off-the-grid as well as get marked as such in the catalogue. The object tuning needs to include the off-the-grid interactions and references and the Object Catalog resource needs to have the relevant flags set for it to show the eco details in the catalogue entry. I can't be any more specific than that though as I haven't made anything that is eco compatible yet.
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Post by madfishmonger on Oct 13, 2020 17:49:09 GMT -5
I would also very much like to know how to do this there aren't enough wall and ceiling lamps that are off the grid.
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Post by zoragraves on Nov 4, 2020 13:18:55 GMT -5
I tried fiddling with a Basegame lamp today and found the relevant flags. menaceman444 was right in that it's a combination of multiple values in the Object Catalog entries that makes the whole thing work. First, still in Studio (so you don't have to do it in the Warehouse later in a slightly more complicated way), set the OTG tag to Lighting, click Apply to all swatches. In the Warehouse tab, click on ObjectTooltipTags, add the tag OffTheGrid and set the Value to 0. Then, under Tags in Warehouse, add two new entries, one with the value 2219 (for general Off the grid functionality) and the other with 1374 (for non-electric lights). Do this for every Object Catalog entry, save package, done. I haven't looked into other objects like plumbing but I imagine it's the same process except for the lighting-specific value of course. I could also write up a more in-depth tutorial with images if you want madfishmonger Edit: went ahead and did it, you can find it here
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Post by madfishmonger on Apr 29, 2021 19:49:25 GMT -5
I tried fiddling with a Basegame lamp today and found the relevant flags. menaceman444 was right in that it's a combination of multiple values in the Object Catalog entries that makes the whole thing work. First, still in Studio (so you don't have to do it in the Warehouse later in a slightly more complicated way), set the OTG tag to Lighting, click Apply to all swatches. In the Warehouse tab, click on ObjectTooltipTags, add the tag OffTheGrid and set the Value to 0. Then, under Tags in Warehouse, add two new entries, one with the value 2219 (for general Off the grid functionality) and the other with 1374 (for non-electric lights). Do this for every Object Catalog entry, save package, done. I haven't looked into other objects like plumbing but I imagine it's the same process except for the lighting-specific value of course. I could also write up a more in-depth tutorial with images if you want madfishmonger Edit: went ahead and did it, you can find it hereI suck at checking up on things, thank you so much!!!
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Post by haituva on Jun 1, 2021 7:32:22 GMT -5
Hi zoragraves, I'm new to modding and tried following your tutorial to make some CC lights to work off-the-grid. Somehow it didn't work though. Has something changed or am I missing something?
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Post by zoragraves on Aug 8, 2021 19:13:09 GMT -5
Sorry for the late reply, I never got the notification for your post haituva! The tutorial is still being shared on tumblr and nobody has complained about it not working so far, so I don't think about anything having changed? I also tried it again just now, with a different light too, and it worked just like I described in the tutorial. Did you make sure to click "Save" at the very end?
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Post by kalkkalks on May 27, 2023 22:15:35 GMT -5
I struggle with zoragraves' tutorial for an hour to make a lamp off-grid. In game it is marked as off-the-grid, but it still generate power usage in the bill information board. Finally by observing the Crystal of the Air object, I realize off-the-grid objects use their own tuning as well. For the table lamp, by copy the tuning from the Crystal of the Air, finally it didn't generate power usage.
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