My friend has discovered that houses where are paintings made on the base photos will be not being flagged, if before saving house to library we will remove all CC and mods from game. I don't know why script mods and another mods are causing this flagging but if we will remove all mods and CC it it will be working.
Hello @BryonyRae. Thankyou very much for your very helpful tutorial and for your advice to builders. I have posted a link to your post on the first page of this thread.
My friend has discovered that houses where are paintings made on the base photos will be not being flagged, if before saving house to library we will remove all CC and mods from game. I don't know why script mods and another mods are causing this flagging but if we will remove all mods and CC it it will be working.
Hello @kreatora Thankyou very much for your helpful tips on stopping the build being flagged as modded. Thankyou for sharing it here. It is very helpful
@kreatora I just tried this in game, and it didn't work, at least not for the scenario I used. Perhaps you can find out from your friend what I'm missing. The steps I took:
Loaded a save game where I have CC on a lot.
Moved my sims onto the lot and painted a couple of pictures of the CC.
Put the paintings on a wall and removed the actual CC from the lot (note that I also tried putting the pictures in the sims inventory instead of on the wall).
Saved the game, exited, and removed all CC from my mods folder.
Restarted the game, loaded my save, went into the lot and saved it to my library - it gets flagged as modded.
I would love for this method to work, as then we could get much closer to the CC we want to paint or photograph...
@BryonyRae
I have checked
Painting painted in the game when already there is no cc or mods in game will be not causing flagging.
Painting created in the game with CC will be causing flagging - even if you remove after this all CC and mods
Another thing is that you are using CC in game and you are saving rooms with paintings created in the same time. I really don't understand this. Moving paintings to another lot will be "clean" it and this room will be not flagged?
Edit: In my game I don't have CC only script mods and EVERY painting created on base of photo is causing "flagging" house.
Of course this mods are cause of this.
Sorry for my poor English
Ah, I see @kreatora. I do not use script mods, so I was unaware of that issue. What I've been talking about (and my tutorial above was for) is getting around the paintings/photos taken on a lot with CC on it subsequently being flagged as CC. I thought your friend had perhaps discovered a more efficient workaround than mine, but I misunderstood.
Hello @Donsvlinder Thankyou very much for creating this very helpful tutorial and for posting the link to it here! I will post a link to it on the first page of this thread. Thankyou!
I don't really know if this is considered a 'building' tip but more of a furnishing tip.
You can place the pool floor mosaic that can also be found in the fountain decorations section and put it on a rug.
This is will give a nice looking border on your rug just to spice things up.
Here's what it looks like when you placed it correctly.
Hello @DeKay Thankyou very much for your helpful furnishing tip on placing the pool mosaic on a rug. It looks very nice! Thankyou very much for posting about it here! I have posted a link to your post on the first page of this thread. Thankyou
I don't really know if this is considered a 'building' tip but more of a furnishing tip.
You can place the pool floor mosaic that can also be found in the fountain decorations section and put it on a rug.
This is will give a nice looking border on your rug just to spice things up.
Here's what it looks like when you placed it correctly.
Wow what a great idea. I had never thought of that. Thank you for sharing.
*** Important Edit *** -- the 12/4/15 patch changed the behavior of basement spaces. If you elevate an object from the basement that is not within a room in the basement, it will drop down to the basement floor upon placement from the Library/Gallery. The game is basically treating basements as outdoor spaces now. However, if you elevate the object from a room in the basement, it will not drop. I hope that Maxis will revert this behavior, but if they don't, I strongly recommend elevating all objects from within room(s) in the basement going forward.
I would like to add my basement spaces tutorial. Utilizing basement spaces in conjunction with bb.moveobjects is a technique I discovered that enables builders to embed objects in the ground as well as height elevate objects anywhere on a lot (and the objects will not drop to the ground). The objects are routable too! I go over the technique in detail in my video here, but if you're unable to watch it, I'll try to walk you through the steps via text below.
Type CTRL+SHIFT+C to bring up the console and type bb.moveobjects on in order to be able to freely place objects.
Decide what type of effect you are trying to achieve. For instance, in my video, I use a glass top table as flooring, place an enlarged goblin head poking up through the ground, and set up fence post lights,
If you are going to enlarge your object, I recommend doing so above ground, so that you can get a general idea of the amount of space it will take up and how tall it will be (SHIFT+] to enlarge, SHIFT+[ to shrink from an enlarged state).
Optionally create a basement wall or wall(s) to act as a guideline for object positioning. This isn't necessary, but it's very helpful to shorten the time it takes to get the object exactly where you want it. If you are concerned about the cost of walls, I recommend drawing your guide wall one tile away from where you will place your object, so that you can later delete the wall without losing the object (objects placed by/near walls often get deleted with the wall). Also, if you are able to delete all of the walls, the basement level(s) won't show up in your Gallery images, which is helpful for keeping downloaders focused on the pretty parts of the build.
Drop down to your basement level and press G to turn grid lines on if they are not already on. Grid lines must be on.
Using the guideline wall you built (or not), place your object where you think it should go. Note that if you enlarged an object a great deal, you may want to consider dropping to the lowest basement level for placement.
If you need to height adjust it upward (necessary in most cases), press CTRL+9 repeatedly to raise the object by a small amount for each press(CTRL+0 lowers it back down). This part is largely trial and error, although you can use the top of the basement guideline wall as an indicator for where your object will break ground above.
Bump up to ground level to see where your object broke through and if it is at the height you wanted. If not, bump back down and change positioning/height as necessary. Note that height will be reset to the bottom in most cases when you pick up the object. This is a bit of a bummer. I typically cope with a tricky adjustment by counting the number of times I've bumped up the object's height. If I find I've raised it too high, then next time, I won't bump it up as many times, or vice versa if I need it higher. By keeping track of my count, I can get pretty exact with my placement.
Additional Note: If you have object(s) that intersect with walls of the structure above ground, moving those walls can also move the object. In order to avoid this, trying drawing new rooms/walls and deleting the old instead. The object will remain where it was originally positioned.
I don't really know if this is considered a 'building' tip but more of a furnishing tip.
You can place the pool floor mosaic that can also be found in the fountain decorations section and put it on a rug.
This is will give a nice looking border on your rug just to spice things up.
Here's what it looks like when you placed it correctly.
Hello @BryonyRae Thankyou very much for posting your Basement Spaces tutorial. It is very helpful! I have posted a link to the post on the first page of this thread. Thankyou!
Comments
Hero on EA AHQ
http://forums.thesims.com/en_US/discussion/817478/hello-come-and-introduce-yourself
http://tinyurl.com/OneRoomOneWeek
http://tinyurl.com/rosemow
My Showcase thread https://forums.thesims.com/en_US/discussion/948861/rosemow-s-rooms-showcase
Hello @kreatora Thankyou very much for your helpful tips on stopping the build being flagged as modded. Thankyou for sharing it here. It is very helpful
http://forums.thesims.com/en_US/discussion/817478/hello-come-and-introduce-yourself
http://tinyurl.com/OneRoomOneWeek
http://tinyurl.com/rosemow
My Showcase thread https://forums.thesims.com/en_US/discussion/948861/rosemow-s-rooms-showcase
I would love for this method to work, as then we could get much closer to the CC we want to paint or photograph...
I have checked
Painting painted in the game when already there is no cc or mods in game will be not causing flagging.
Painting created in the game with CC will be causing flagging - even if you remove after this all CC and mods
Another thing is that you are using CC in game and you are saving rooms with paintings created in the same time. I really don't understand this. Moving paintings to another lot will be "clean" it and this room will be not flagged?
Edit: In my game I don't have CC only script mods and EVERY painting created on base of photo is causing "flagging" house.
Of course this mods are cause of this.
Sorry for my poor English
Hero on EA AHQ
http://forums.thesims.com/en_US/discussion/838133/build-challenges-links-thread
http://forums.thesims.com/en_US/discussion/817478/hello-come-and-introduce-yourself
http://tinyurl.com/OneRoomOneWeek
http://tinyurl.com/rosemow
My Showcase thread https://forums.thesims.com/en_US/discussion/948861/rosemow-s-rooms-showcase
Hello @gklecha I am glad that you are finding the links helpful. Happy simming!
http://forums.thesims.com/en_US/discussion/817478/hello-come-and-introduce-yourself
http://tinyurl.com/OneRoomOneWeek
http://tinyurl.com/rosemow
My Showcase thread https://forums.thesims.com/en_US/discussion/948861/rosemow-s-rooms-showcase
http://forums.thesims.com/en_US/discussion/817478/hello-come-and-introduce-yourself
http://tinyurl.com/OneRoomOneWeek
http://tinyurl.com/rosemow
My Showcase thread https://forums.thesims.com/en_US/discussion/948861/rosemow-s-rooms-showcase
Origin ID: Livele
My showcase
Hello @chiaradnyn I am glad that you are finding the thread links helpful. Enjoy building in Sims 4!
http://forums.thesims.com/en_US/discussion/817478/hello-come-and-introduce-yourself
http://tinyurl.com/OneRoomOneWeek
http://tinyurl.com/rosemow
My Showcase thread https://forums.thesims.com/en_US/discussion/948861/rosemow-s-rooms-showcase
You can place the pool floor mosaic that can also be found in the fountain decorations section and put it on a rug.
This is will give a nice looking border on your rug just to spice things up.
Here's what it looks like when you placed it correctly.
http://forums.thesims.com/en_US/discussion/817478/hello-come-and-introduce-yourself
http://tinyurl.com/OneRoomOneWeek
http://tinyurl.com/rosemow
My Showcase thread https://forums.thesims.com/en_US/discussion/948861/rosemow-s-rooms-showcase
Wow what a great idea. I had never thought of that. Thank you for sharing.
Rosebud Challenge
My Drifter Challenge II
Orgin ID: Glimmer50
*** Important Edit *** -- the 12/4/15 patch changed the behavior of basement spaces. If you elevate an object from the basement that is not within a room in the basement, it will drop down to the basement floor upon placement from the Library/Gallery. The game is basically treating basements as outdoor spaces now. However, if you elevate the object from a room in the basement, it will not drop. I hope that Maxis will revert this behavior, but if they don't, I strongly recommend elevating all objects from within room(s) in the basement going forward.
I would like to add my basement spaces tutorial. Utilizing basement spaces in conjunction with bb.moveobjects is a technique I discovered that enables builders to embed objects in the ground as well as height elevate objects anywhere on a lot (and the objects will not drop to the ground). The objects are routable too! I go over the technique in detail in my video here, but if you're unable to watch it, I'll try to walk you through the steps via text below.
Additional Note: If you have object(s) that intersect with walls of the structure above ground, moving those walls can also move the object. In order to avoid this, trying drawing new rooms/walls and deleting the old instead. The object will remain where it was originally positioned.
Such a great idea
Read my Legacy story's or atttempt one of my Sims 4 challenges.
Charlii Mai's Blogs and Challenges
Read All of my Latest stories all in one place.
RainbowPlumbob (Wordpress)
http://forums.thesims.com/en_US/discussion/817478/hello-come-and-introduce-yourself
http://tinyurl.com/OneRoomOneWeek
http://tinyurl.com/rosemow
My Showcase thread https://forums.thesims.com/en_US/discussion/948861/rosemow-s-rooms-showcase
Hello @friendsfan367 Happy simming and building!
http://forums.thesims.com/en_US/discussion/817478/hello-come-and-introduce-yourself
http://tinyurl.com/OneRoomOneWeek
http://tinyurl.com/rosemow
My Showcase thread https://forums.thesims.com/en_US/discussion/948861/rosemow-s-rooms-showcase
Hello @aurora16xd I am glad that the thread is helpful for you. Happy simming and building!
http://forums.thesims.com/en_US/discussion/817478/hello-come-and-introduce-yourself
http://tinyurl.com/OneRoomOneWeek
http://tinyurl.com/rosemow
My Showcase thread https://forums.thesims.com/en_US/discussion/948861/rosemow-s-rooms-showcase