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Field Researcher
Original Poster
#1 Old 12th Jun 2015 at 4:57 PM
Default Adding Custom ingredients to my game by linking to preexisting maxis models
Hi. I read over Cinderellimouse's thread but I didn't get all the answers I needed. I'm trying to create some more custom ingredients but I want to link to preexisting maxis meshes. The one I am currently working on but don't plan to stop at is a store mesh. Where do I find the model name I put into the xml code? I noticed the resourcename of the modl in the purple eggplant package is different from the model name given in the xml file which is why I am asking. Also what is the prefix path for the stbl guid pre hexing? Like say I gave the ingredient the Ingredient_Key "Flour" what is the text I put before "Flour" before hashing in my stbl? I searched everywhere and couldn't find answers to those questions so if someone could help that would be nice. I'm using Sim3PE and a text editor for all of this if I need some more programs please let me know that too thanks.

I have moved again this time to a private domain here are the links:
Sims 4: https://monochaos.blog/
Sims 2: https://sims2.monochaos.blog/
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Instructor
#2 Old 13th Jun 2015 at 2:08 AM
Use the modelname in the EA's mesh. I did make custom food but If irgot the STBL key. And you have the necessary ingredients already. Good luck
Field Researcher
Original Poster
#3 Old 13th Jun 2015 at 12:17 PM
Quote: Originally posted by SimsMatthew
Use the modelname in the EA's mesh. I did make custom food but If irgot the STBL key. And you have the necessary ingredients already. Good luck


Thank you for your response. I got the models working now all I need to do is figure out the correct stbl key. I now have a bunch of working ingredients with missing strings >.<

I have moved again this time to a private domain here are the links:
Sims 4: https://monochaos.blog/
Sims 2: https://sims2.monochaos.blog/
Icy Spicy
#4 Old 13th Jun 2015 at 4:07 PM
Quote: Originally posted by MonoChaos
Thank you for your response. I got the models working now all I need to do is figure out the correct stbl key. I now have a bunch of working ingredients with missing strings >.<


For Ingredients - Gameplay/Excel/Ingredients/Data:Ingredient Name
Field Researcher
Original Poster
#5 Old 13th Jun 2015 at 5:32 PM
Quote: Originally posted by icemunmun
For Ingredients - Gameplay/Excel/Ingredients/Data:Ingredient Name

Thank you. Do you know of a list of the different keys available online for future reference on other projects? That would be quite helpful.

I have moved again this time to a private domain here are the links:
Sims 4: https://monochaos.blog/
Sims 2: https://sims2.monochaos.blog/
Icy Spicy
#6 Old 13th Jun 2015 at 5:51 PM
Quote: Originally posted by MonoChaos
Thank you. Do you know of a list of the different keys available online for future reference on other projects? That would be quite helpful.


I could not find any list but NRaas Untranslated Key can be helpful.
Instructor
#7 Old 14th Jun 2015 at 2:57 AM
Mind you, UntranslatedKey makes script errors logged often and should only be used for testing and modding. They make ingame blue screens pop up and give me surprise all the time (hate blue screens myself)
Icy Spicy
#8 Old 14th Jun 2015 at 11:07 AM
Yes, you should only use untranslated key for testing.It is not for regular gameplay!
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