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Post by yepperz85 on Mar 30, 2021 19:08:01 GMT -5
Hey all, brand new to this program, and I literally only came here so that I could figure out what of my downloaded (not original) cc was overriding licensed EA content, as I'd like to be able to utilize the full game objects without having cc bury it. Everything I was able to find online sent me here, and I've fully downloaded S4S & blender, but how do I see what slots are being used/overridden by existing downloaded cc? If there's another thread for this already I'm happy to review if someone can point me in the right direction here.
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Post by freeasabird on Apr 1, 2021 7:21:54 GMT -5
What do you mean by slots? Are you referring to the slots that hold objects on tables etc? Or something else. Because if you want to see object slots just open the object with S4S, and go along to the end 'rigs & slots' there will show you where they are placed.
If you mean you have overrides and want to identify them you will need the original tuning name and id, find in warehouse /Object Definition. Then compare your objects tuning name and id number, if your object is showing in place of a game object then it has been made as an override and should show up in the tuning id number. A recolour will not (should not) override an object. For example I override the game plants to make their footprints smaller, I don't touch the tuning or the id numbers I just change the footprint size and label them as an override and put them in game. They still have all the original EA components except that I choose 'Override' when making the package. They show in game with the little spanner but they are still game objects. If finding overrides with tuning ids is not your thing then take out your cc and gradually put it back in noting what has been replaced. It fact that might be the easy solution.
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