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- make a custom interaction inappropriate or embarrassing?
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- make a custom interaction inappropriate or embarrassing?
Replies: 0 (Who?), Viewed: 1545 times.
#1
13th Feb 2017 at 5:29 PM
Last edited by thewatcheruatu : 13th Feb 2017 at 5:47 PM.
Posts: 29
make a custom interaction inappropriate or embarrassing?
I've just been toying around with custom interactions. I created one modeled off of the "sim_TalkToSelf" interaction that Insane sims get. It's called "Talk to Imaginary Friend", and it really just does the same thing, but I wanted to play around with figuring out how some of these interaction settings work.Initially, I was wondering if there was a way to only make the interaction available when the Sim is alone. I spotted the "privacy" setting in the Interactions tdesc, and thought that might make sense, though when I looked more closely, it seemed like it probably would only make your Sim try to shoo away other Sims. Regardless, I added it like this:
Code:
<V n="privacy" t="enabled"> <U n="enabled"> <V n="privacy_snippet" t="reference"> <T n="reference">39325<!--Privacy: privacy_snippet_long_distance--></T> </V> </U> </V>
Didn't seem to have any effect on the interaction in game. The character will happily do it right in front of another Sim on the lot.
So I went and checked out a few tuning files for inappropriate behaviors, such as bed woohoo and sabotaging items, and got some ideas. I noticed that they use broadcasters to broadcast inappropriate behavior. Maybe there's something I'm not understanding about this, because the tdesc files don't really elaborate, but I went ahead and added it anyway:
Code:
<L n="basic_extras"> <V t="broadcaster"> <U n="broadcaster"> <L n="broadcaster_types"> <U> <T n="item">99813<!--Broadcaster: broadcaster_InappropriateBehavior--></T> </U> </L> </U> </V> </L>
Didn't change anything. Test character will still do it right in front of others, and nobody seems to react.
I noticed there's also an "appropriateness_tags" enum. I don't think that's it, though. I'm not sure at this point how to see a list of available tags, either. The only ones I've noticed are "Appropriateness_Visitor" and "Appropriateness_Touching".
Here's the entire interaction as of right now in case anybody is so inclined. I'm going to continue looking into it on my own, but--I realize this might be a long shot--I thought it couldn't hurt to see if anybody else has worked this out yet.
Code:
<?xml version="1.0" encoding="utf-8"?> <I c="SuperInteraction" i="interaction" m="interactions.base.super_interaction" n="sim_TalkToImaginaryFriend" s="12191329784171701135"> <V t="participant" n="_icon"> <U n="participant"> <L n="participant_type"> <E>Actor</E> </L> </U> </V> <V t="enabled" n="_saveable" /> <L n="_static_commodities"> <U> <T n="static_commodity">135217<!--StaticCommodity: commodity_RoleAutonomy_CityLifeWalkbys_ActWeird--></T> </U> </L> <T n="acquire_targets_as_resource">True</T> <T n="attention_cost">0.5</T> <V n="basic_content" t="flexible_length"> <U n="flexible_length"> <L n="conditional_actions"> <V t="list_reference"> <T n="list_reference">40705<!--ExitConditionList: ExitConditionList_MotivesNearFail--></T> </V> <V t="literal"> <U n="literal"> <L n="conditions"> <V t="time_based"> <U n="time_based"> <T n="max_time">4</T> <T n="min_time">4</T> </U> </V> </L> <E n="interaction_action">EXIT_NATURALLY</E> </U> </V> </L> <V n="content" t="looping_content"> <U n="looping_content"> <U n="animation_ref"> <T n="factory">11841<!--AnimationElement: Soc_Chat_Talk_Talk_Looping_basic--></T> <U n="overrides"> <V t="enabled" n="balloons"> <L n="enabled"> <U> <L n="balloon_choices"> <U> <V t="balloon_category" n="item"> <T n="balloon_category">97410<!--BalloonCategory: BalloonCategory_SetConspiracyTheory_Thought--></T> </V> </U> </L> <L n="balloon_target"> <E>Actor</E> </L> </U> </L> </V> </U> </U> </U> </V> <V n="periodic_stat_change" t="enabled"> <U n="enabled"> <L n="operations"> <V t="statistic_change"> <U n="statistic_change"> <T n="advertise">False</T> <T n="amount">0.5</T> <T n="stat">16658<!--Commodity: motive_Social--></T> </U> </V> </L> <T n="trigger_gain_on_start">True</T> </U> </V> <T n="start_autonomous_inertial">False</T> </U> </V> <L n="basic_extras"> <V t="broadcaster"> <U n="broadcaster"> <L n="broadcaster_types"> <U> <T n="item">99813<!--Broadcaster: broadcaster_InappropriateBehavior--></T> </U> </L> </U> </V> </L> <V n="privacy" t="enabled"> <U n="enabled"> <V n="privacy_snippet" t="reference"> <T n="reference">39325<!--Privacy: privacy_snippet_long_distance--></T> </V> </U> </V> <T n="display_name">0xC918924F<!--String: "Talk to Imaginary Friend"--></T> <U n="display_name_text_tokens"> <L n="tokens"> <V t="participant_type"> <U n="participant_type"> <E n="participant">Actor</E> </U> </V> <V t="participant_type"> <U n="participant_type"> <E n="participant">Object</E> </U> </V> </L> </U> <L n="interaction_category_tags"> <E>Interaction_Super</E> <E>Interaction_All</E> </L> <V n="outcome" t="dual"> <U n="dual"> <U n="failure_actions"> <V t="enabled" n="response"> <V n="enabled" t="individual"> <U n="individual"> <L n="animations"> <U> <E n="target">Actor</E> <U n="animation"> <T n="factory">28336<!--AnimationElement: Socials_Responses_Angry_LowIntensity--></T> </U> </U> </L> </U> </V> </V> </U> <U n="success_actions"> <V n="response" t="enabled"> <V n="enabled" t="individual"> <U n="individual"> <L n="animations"> <U> <E n="target">Actor</E> <U n="animation"> <T n="factory">11990<!--AnimationElement: Soc_React_Laugh_basic--></T> </U> </U> </L> </U> </V> </V> </U> <U n="success_chance"> <T n="base_chance">50</T> </U> </U> </V> <T p="InGame\UI\Icons\PieMenu\Traits\trait_bookworm_cas_piemenu.png" n="pie_menu_icon">2f7d0004:00000000:685aefdd103f665c</T> <U n="progress_bar_enabled"> <T n="bar_enabled">False</T> </U> <E n="scoring_priority">NORMAL</E> <T n="subaction_selection_weight">1</T> <V t="literal" n="super_affordance_compatibility"> <U n="literal"> <V n="default_inclusion" t="include_all"> <U n="include_all"> <L n="exclude_affordances"> <T>13998<!--SocialSuperInteraction: sim_Chat--></T> <T>13991<!--SocialSuperInteraction: sim_BeAffectionate--></T> </L> </U> </V> </U> </V> <E n="target_type">ACTOR</E> <L n="test_globals"> <V t="buff"> <U n="buff"> <L n="blacklist"> <T>26171<!--Buff: buff_Sim_IsDying--></T> </L> </U> </V> <V t="sim_info"> <U n="sim_info"> <V t="specified" n="ages"> <L n="specified"> <E>TEEN</E> <E>YOUNGADULT</E> <E>ADULT</E> <E>ELDER</E> <E>CHILD</E> </L> </V> <V t="specified" n="species"> <L n="specified"> <E /> </L> </V> <E n="who">Actor</E> </U> </V> <V t="identity"> <U n="identity"> <T n="subjects_match">True</T> </U> </V> <V t="user_running_interaction"> <U n="user_running_interaction"> <L n="affordances"> <T>13998<!--SocialSuperInteraction: sim_Chat--></T> </L> <E n="participant">Actor</E> <T n="test_for_not_running">True</T> </U> </V> <V t="user_running_interaction"> <U n="user_running_interaction"> <L n="affordances"> <T>13991<!--SocialSuperInteraction: sim_BeAffectionate--></T> </L> <E n="participant">Actor</E> <T n="test_for_not_running">True</T> </U> </V> </L> <L n="tests"> <L> <V t="trait"> <U n="trait"> <L n="whitelist_traits"> <T>27916<!--Trait: trait_Bookworm--></T> </L> </U> </V> </L> <L> <V t="situation_job_test"> <U n="situation_job_test"> <L n="situation_jobs"> <T>134263<!--SituationJob: jobs_OpenStreets_CityLife_Weirdo--></T> <T>151728<!--SituationJob: jobs_OpenStreets_MyshunoMeadows_Weirdo--></T> <T>145027<!--SituationJob: jobs_OpenStreets_CityLife_Weirdo_BathrobeElder--></T> </L> </U> </V> </L> </L> <T n="time_overhead">30</T> </I>
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