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  • I have the same issue, also from Denmark. When I select the pack from Origin I just get error 404, trying to purchase it in game doesn't work either.
  • The last posted .bt should still be valid, I use it in a tool I made to search the combined tuning resources, what you are seeing is probably just random data from memory used for padding/alignment.
  • The following visual effects have been added: gp10_bunk_bed_fail_c_dust gp10_bunk_bed_fail_dust gp10_undercovers_play So bunk beds may be part of a new Game Pack.
    in Deleted Comment by Denton47 March 2021
  • The special npcs Kylo Ren, Hondo Ohnaka and Rey have their own voice types (_ky, _ho, _re), I don't know how to select those voice types for played Sims, but if you don't mind doing the work you could remap Rey's voice to Female Voice Type 3 for example, of course all Sims with that voice type would then sound like Rey…
  • The insects are visual effects: gp1_collecting_insect_dragondragonfly gp1_collecting_insect_willothewisp gp1_collecting_insects_bees gp1_collecting_insects_blue_morpho_butterfly gp1_collecting_insects_crawl_dust_spirit gp1_collecting_insects_crawl_fire_ants gp1_collecting_insects_crawl_jewel_beetle…
  • > @Suceress said: > Thanks @Denton47 I take it I need to update my Sims4 Studio & find where the occult tag would go. What section would it be in? I can't post screenshots so I have to explain in plain text, if you use S4Studio: 1. Click My Projects to open the CC package. 2. Click on the Warehouse tab and select the first…
  • If items or skintones don't show up in CAS for Spellcasters then you most likely need to add the following Occult tag: Occult_Witch (0x08E7) While you are editing you should also check for the other Occult tags: Occult_Vampire (0x068D) Occult_Mermaid (0x08A0) Occult_Alien (0x301F)
  • The first test version of my tool is now in the Creator Feedback Forum on modthesims.info
  • It is possible (and required) to merge new effects, I have built in a function to merge packages containing visual effects into a single package and build the necessary 0x1B19204A resource containing both the EA effects and the merged effects, I just need to add duplicate checking.
  • Since we have a quarantine in effect where I work I had time to do some testing on custom visual effects, unfortunately I haven't had much success, the only way I can get new custom effects to play is by merging their IID's with the EA IID's in the single 0x1B19204A resource, so unless somebody can come up with a bright…
  • The visual effects themselves (the Swarm binaries) can be separated now in the new 0x1B192049 resource, they don't have to be merged, it is the 0x1B19204A resource which is one big table that maps the instance ID of all the EA effects to the instance ID of the 0x1B192049 resource they are stored in, it is likely that…
  • I don't have a new template but these are the two changes as I recall: 1. In the ShaderSets section there is a new byte field after mNormalAndSpec in the Param structure. 2. In ShaderBlocks/Shaders/Techniques/Passes, if mRTOps has an enumeration larger than 0xFF then there are two new byte fields (or one uint16) after…
  • Modding existing visual effects should be pretty straight forward, you select the effect and the tool will load all associated effects, you edit whatever you want to edit and save directly to a package and put it in your mod folder. Only thing you need to be aware of is that EA tend to change this resource quite often and…
  • I will be posting more here as I need credits to become a forum member so I can post links and screenshots, when the VFX tool is ready for testing it will be on modthesims.info I think, I have also been thinking about putting my sound tool up there to make it more widely available for modding. Regarding the cars, I don't…
  • The flames for the Tiki torches are created from four particle effects, two for the flames and two for the smoke I think and also a sound effect, I changed the values in the color curve table for the first two particle effects in the test I did. 0x1B192049 has the same format as 0xEA5118B0 except for the version field in…
  • I made a little experiment where I changed the color of the flames in island_tiki_torch_flame in one of the new resources: 0x1B192049-0x0051185B-0x613534C3B6CDD1A3 and the flames did indeed change color in game (sorry I am not allowed to post images), so to answer my own question, the new 0x1B192049 and 0x1B19204A…
  • I would also like to know what 0x1B192049 and 0x1B19204A are used for, they appear to duplicate the information in 0xEA5118B0 but there are now over 7000 instances instead of just one, are they supposed to replace 0xEA5118B0 ?
  • > @SimGuruModSquad said: > > These file types are similar type of thing but have additional naming conventions for generating the file names, I can provide those if needed: > * “voe” : Emotional variation added to the name, in addition the sim type and name. > * “voc”: Toddler samples impacted by communication skill level.…
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