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SimGuruTwoLegs SimGuru (retired)

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  • My recommendation would be to adhere to the 180 bone limit with slots all having a corresponding bone in the rig. This is future proof and mimics our internal tools that only allows creating a slot that has an associated bone. Exceeding 180 walks into the caveats that I've mentioned above -- it works if slotted objects are…
  • I'll be consolidating information into a single (locked) thread so information doesn't get lost among the discussion: https://forums.thesims.com/en_US/discussion/969550/ Also, as of the patch that went out today, excessively large rigs will load without crashing and should be placeable/useable. There are caveats to what…
  • This thread is locked to prevent answers from being buried. Discussion is in this thread: https://forums.thesims.com/en_US/discussion/968967 The above post will be updated as needed.
  • Hey all. I'm still gathering information, but I'll share what I know so far. The bone limit for a rig is 180. This limit has actually been in since the game's launch in 2014 and we intended for all rigs, Maxis made or otherwise, to follow it. However, a flaw in code allows mods/CC to very unsafely exceed that limit which…
  • Still no guarantees, but I've bumped it up on the tracker.
  • I dug up some weather related textures. You can find them here: https://forums.thesims.com/en_US/discussion/comment/17119253/#Comment_17119253
  • Here's the instance ids for various aspects of snow: Snowflake: c49af4d5a64f308f SnowDiffuseMap: 25c6373205c293f4 SnowNormalMap: 80e39ca39d435037 ObjectSnowVariation: 62e154f6fff63434 SnowSurfaceGlobal_s: 80e39ca39d43502a Let me know if you discover there are others.
  • We did something like this for GP07's military personnel (and conspiracy theorists and scientists). You can use that as a pattern. It's self contained (don't need to inject into existing tuning) and it roughly goes: trait_Hidden_Strangertown_Military buffs_add_on_spawn_only is enabled, and buffs has…
  • It looks like you're using the existing get water animations for the sink? I don't think there's a quick way to move the Sim back. The offset from the object's root is inside the animation clip. The most straightforward solution would be to dupe the clip and modify the offset, then create a new interaction and animation…
  • Issues of these nature are better reported here: https://answers.ea.com/t5/Technical-Issues-PC/bd-p/The-Sims-4 This subforum is specifically for technical discussions for mods and doesn't get much visibility.
  • This issue should be resolved with today's update. For more details: https://forums.thesims.com/en_US/discussion/958547/april-19th-2019-patch-notes
  • In a more ideal world I'd agree that everyone should adhere to best practices and wait for the update. Unfortunately, the first steps toward that ideal world involves not mass breaking string tables for following said best practices to begin with :|. My take is that the workaround has enough value, both for local testing…
  • SimGuruGraham has posted an update about this issue: https://forums.thesims.com/en_US/discussion/958413/custom-text-affected-by-the-4-16-update/
  • Thanks for reporting. We are currently investigating.
  • Hey simmersimsimmersim, here's a command I whipped up that outputs the stats. Hopefully you can adapt it to your needs. Despite its name, simology stats are different from statistics on sim infos. They're actually a specific type of aspiration, so we need to dig through aspiration tracker to get the info. import…
  • Tdesc (tuning description) files contain the tuning structure used by the game, plus documentation on what tuning fields do. Essentially they're a guide for modifying and creating tuning files.
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