Like the title says. What is it (specifically, which file) that stops ghosts from being socialized with over the phone and computers?
I'm trying to make a mod that lets ghosts be chatted with online (if my unique "commune with spirits" interaction is chosen), but after the Sim picker comes up with all the available ghosts in the game, nothing happens, as I can't actually select one of those ghosts to begin socialising. What gives?
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You will have to override sim filters and remove the is_ghost from filter terms tunable:
For Base_Game
There are more for EP02, GP04, EP03, let me know if there is a specific invite type from these that you are looking for.
Hope that helps,
SGMS
This forum is for creating mods. You want General Modding Discussion. Just go there and click "New Discussion," and that'll let you make a, well, new discussion.
It's a pretty weird bug, though.
@SimGuruModSquad Thanks so much! I'll have to take a look at this when I have time.
There's some other bits and pieces, such as "friendship-nemesis" being blacklisted, but that's irrelevant to what I need.
In theory, I should just be able to point the "Chat" computer interaction to use the isGhost filter instead of computerChat, and I should be able to chat with any ghost in the game, but disallow living Sims (shouldn't I?) But that doesn't happen, because while it filters for the ghosts just fine, I can't interact with them. I'll select a ghost, but I don't get any relationship gains.
This is an old mod that I abandoned a few months ago that I decided to take another crack at just recently, so odds are I missed something vital at the time, and I simply don't remember what it is. Anyway, I've included a link to the file itself, if that helps: simfileshare.net/download/JWbKn1lMCqMaCSyP5MVtsyoiqN1rq2wailT1ESnklUBadO9YJMHqMJks0dEbMRsz/
Since she brought it up, what does need to happen for a modder to get the ability to make a thread here? I've been scouring to figure it out because I don't want to hijack peoples' threads, but I can't find it anywhere.
http://forums.thesims.com/en_US/discussion/770609/member-or-new-member-everything-you-need-to-know/p1
Sure, let's all hijack my thread to ask unrelated questions. I'm sure I won't mind at all.
I'm assuming that's sarcastic. If it's not, let me know, because I'd love to actually go ahead and post my real question here rather than go through all this work to get to member (and it IS crazy work, a day of searching like crazy for stuff to comment on and I'm only halfway to "achieving" the right to ask my own question here) and having hundreds of people waiting on me to figure out how to bring in a requested feature.
I didn't do that earlier out of respect for you.
Yes, it was sarcasm. I was only mildly annoyed when AmySims09 did it, but it feels like my being helpful to her sort of opened the floodgates for every other newbie to crawl out of the woodworks, when my own question hasn't even been fully answered yet.
@SimGuruDrake would you terribly mind cleaning up this thread for me? Thanks.
@SimGuruDrake please delete this post.
Well, first of all, I don't think one extra person qualifies as "floodgates". Secondly, I made one post, got a clue in one post, and that was the end of it - the only reason there's anything more from me in this thread is because you keep engaging me directly, thus basically self-inflicting your own clutter (seriously, I passed 30 posts awhile ago now, so I'm not even talking to add to my post count anymore). Thirdly, I doubt the existence of this little side conversation is going to in any way affect @SimGuruDrake in terms of actually answering your question. Fourthly, I don't see a request to add a stickied "new members look here" thread to the top of every category, which would have prevented this. You're a modder, you of all people should appreciate that a permanent solution is better than just treating the symptom.
Fifth, finally and MOST seriously, I realize with your 1363 post count over there that it's probably been some time since you were a New Member, and likely you actually enjoy participating in this forum beyond just asking questions of the devs. But your rather dismissive statement that I'm "just a newbie in the woodworks" is beyond lack of empathy, and surprising considering you actually took the time to give Amy help, thus making someone like me think "oh hey, this person is decent, they'll mind less than if I just post in some random topic". That sort of welcome is precisely why I won't be joining this community - I'm just going to ask my question, get my answer and get the heck out of here. Shame. A more welcoming and friendly attitude, like the one _A_ showed me, might have encouraged me to actually answer a few questions as well as ask them.
By the way, I encountered a problem very similar to yours when writing my child vampire mod. I found that there were two separate age checks involved in making human children turnable - one on the testSet variable to identify who can be turned, and a second one on the interaction to allow for the actual turning itself. I'm sure the answer to your dilemma is similar, and I might have actually considered looking into it for you.
No way that's happening now.
(EDIT: My initial suggestion was crap. Hang on, looking into it more.)
Okay, I think I've got something. You're attempting to call the Rel_Gain_Large loot tuning file, but when I look at Phone_Chat for a baseline comparison, it's not handling the relationship gain that way at all. It's doing it with this code:
I think if you stick this (adjusted to taste, of course) in place of your variable call, you'll probably get the result you want.
Hey, here's hoping @SimGuruDrake doesn't clear this post out before you read it, ey? Although that would be poetic justice, I think.
I have asked for some restrictions (inability for new members to post, inability to use formatting) to be lifted for this specific forum, but it doesn't seem like Vanilla actually supports this. Sorry.
Can I get a quick recap of all the pending questions? Is the Ghost issue resolved? Is there a question about rel gains?
Kwanzaabot's mod (which he linked here) was made to commune with ghosts through an object. He was having trouble with reputation gain not showing up for those ghosts. I looked at it and determined that the code above, rather than a call to the rel_gain_large tuning file like he was doing, should get him what he wanted. I don't think he's had a chance to test it yet, but if it works that should solve his problem.
Does that solution seem like the best fit for him?
To the best of my knowledge, there are no other pending questions, but of course it's Kwanzaa's thread so he'd be the final authority on that.
@SimGuruEugi Okay, so what I'm dealing with at the moment, is I have a tablet that has a "Commune with Spirits" interaction (a reskinned "Chat") that exclusively allows the user to chat with ghosts, rather than living Sims.
I've updated the mod with jerrycnh's suggestion, except that for now, I've kept the "phone chat" relationship gain (because there's nothing in there that actually singles out or blacklists ghosts). I've provided a new XML for the mod to point to, but for all intents and purposes, it's phone chat. It's a unique XML and has a unique name and ID, mind you.
What happens now, is that when a Sim interacts with the tablet and chooses a ghost, the interaction drops out of the queue, and for a split second they revert to a T-pose.
Jerry's suggestion seems to only provide one range for a relationship (-100 to 50), while the default phone loot has a range of relationships, as well as bonuses based on certain traits, or whether or not the Sims are family. But nothing about ghosts, which is why I left it as is. There didn't seem to be any point to changing it, when all I want is a standard relationship gain.
Here's the updated mod: simfileshare.net/download/FQAeWXJgmNUK1aPtAMtwK68pgRY3ntbeGw0PCsRRU881wSZ7FzlThSt0VbFTYo8F/
This indicates that Python is throwing an exception. What does your lastException.txt file say?
<?xml version="1.0" ?><root>
<report><version>2</version><sessionid>89984d55ebc6101b589a589d</sessionid><type>desync</type><sku>ea.maxis.sims4_64.15.pc</sku><createtime>2017-02-08 09:33:20</createtime><buildsignature>Local.Unknown.Unknown.1.27.80.1020-1.200.000.262.Release</buildsignature><categoryid>sim_focus.py:194</categoryid><desyncid>89984d55ebc6101b589a589d</desyncid><systemconfig/><screenshot/><desyncdata>Exception in Sim Timeline: Exception running Element (AttributeError: 'danburite2:object_tablet' object has no attribute 'get_focus_bone') Traceback (most recent call last): File "T:\InGame\Gameplay\Scripts\Server\scheduling.py", line 212, in simulate File "T:\InGame\Gameplay\Scripts\Server\elements.py", line 373, in _run File "T:\InGame\Gameplay\Scripts\Server\postures\transition.py", line 628, in _run_gen File "T:\InGame\Gameplay\Scripts\Server\postures\transition.py", line 498, in _do_transition File "T:\InGame\Gameplay\Scripts\Server\carry\carry_postures.py", line 451, in add_transition_extras File "T:\InGame\Gameplay\Scripts\Server\interactions\utils\sim_focus.py", line 222, in with_sim_focus File "T:\InGame\Gameplay\Scripts\Server\interactions\utils\sim_focus.py", line 194, in __init__ AttributeError: 'danburite2:object_tablet' object has no attribute 'get_focus_bone' </desyncdata></report>
</root>
No, but neither does the base game tablet, AFAIK. All I did was duplicate the original, add some unique IDs to it.
The only difference between mine and the original tablet tuning (except for the ID, which is n="danburite2:object_tablet" s="11665561330038041981") are the interactions:
So I should add a line in the object tuning file? Or the interactions?
Thanks, I'll look into that.