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- Objects - Tutorial: How to Create Your Own Custom Memories (Easy Way)
#1
17th Jun 2014 at 6:33 PM
Last edited by HugeLunatic : 11th Jul 2022 at 11:51 AM.
Tutorial: How to Create Your Own Custom Memories (Easy Way)
Updated!Today I will teach you how to add custom memories to your game using my Tattered Diary technique.
This is the easy way, because you already have the object to mod and the memory template, so it's extremely simple.
Please read this thread to understand what it's all about.
Use at your own risk, always back-up your neighborhoods before doing this and be patient!
You will need:
1. Custom Memory Kit
2. SimPE
When you're ready, we begin.
0) First of all, create a folder somewhere and name it "Tutorial".
Put there the contents of Custom Memory Kit: icon.png, MEM_Template.package and OBJ_Picked! Memory Manager.package
Copy "MEM_Template" and paste it here. Rename to "MEM_Tutorial" or to the title of your memory.
Part I: Creating the Memory
1) Open MEM_Tutorial in SimPE.
Choose Behaviour Function on the left. Click on CT - Add Memory.
Choose the line 0x1 Sub - Add Memory Subject as nID.
Here we will change the background of our memory (green for good, red for bad) and choose between unique and repeatable memory.
2) Click on tiny icon of Pop-up Wizard.
4) The two lines we're interested in: "Quality" and "Exclusive?".
Quality manages whether our memory good or bad.
The template's good by default. We'll change it, just to learn
Highlight the last number (it will be zero here) and change it to 4.
Note that the text under the line has changed.
Note: set Quality to 0 for good (green) memory, to 4 for bad (red) memory.
5) Proceed to next line. Now it's set to 0 = Repeatable.
It means that the memory will be spawned as many times as you wish.
Let's change it to Unique Per Sim, which means every Sim will have only one memory of this kind.
Highlight the last number (zero again) and change it to 2. Now it shows "Unique Per Sim" under the line.
Note: set Exclusive? to 0 for repeatable memory, to 2 for unique per Sim memory.
6) Hit Okay and then Commit. If you forgot to commit the file, don't worry: SimPE always reminds you to commit.
7) Click Catalog Description in the Resource tree on your left and choose the only file of the same title on the right.
8) This file contains the Title and the Description of your future memory. This is very simple: choose the line 0x0000 to change the Title and the line 0x0001 to change the Description. There's special small window to type in your text. Also there's another small window on the right, you can use it, but this text won't show up anywhere but SimPE. I'll change the title to "Tutorial" and leave the description as it is. Don't forget to Commit! (the button's on your right)
9) Choose jpg/tga/png image in Resource Tree on your left. Click the only available file. You will see an icon at the bottom.
Here we will change the icon of your future memory.
10) Now right-click jpg/tga/png image in Resource List and choose "Replace".
11) Browse to your Tutorial folder and choose the icon.png (if you don't see any .png files, switch to All Files).
12) Hit Yes when SimPE asks to reload. Watch your new shiny icon at the bottom.
13) Move to Name Reference, choose "Memory_Custom_" and type in any title for your memory for easy identification. I recommend to stick to the same title through the creation of one memory: the title of the package, the title in Catalog Description, the title in Name Reference and (later) Filename in Object Data, the title of BHAV and so on. Remember to choose the same title when you're working on the same memory. It helps. So as I'm working on the "Tutorial" memory, I use here "Tutorial" title again.
14) And the last, but the most important part of editing the memory. Move to Object Data. Choose "Memory - Custom -", fill in the Filename (same title again) and hit Get GUID.
15) Fill in your username and password, click Register New User (Internet Connection required), then click Register Object.
You need to do this, because GUID is the unique number that helps the game identify your object and make sure it won't override or be overriden by another object.
16) When you got your new GUID, paste it to Original and Fallback GUIDs. Also, write it down somewhere, because we'll need it later.
Click Commit and Save.
Yep, we did it! Your memory's ready!
What is the next step?
Now when we have our newly created memory, we need to assign it to the object that will spawn it in game. We'll use a special object I've created when my upload was picked
It's a golden star and its title is "Picked! Memory Manager", costs 0$, find under Misc/Misc.
There is a difference between assigning the first memory and the others, so I will explain both situations.
1) Open MEM_Tutorial in SimPE.
Choose Behaviour Function on the left. Click on CT - Add Memory.
Choose the line 0x1 Sub - Add Memory Subject as nID.
Here we will change the background of our memory (green for good, red for bad) and choose between unique and repeatable memory.
2) Click on tiny icon of Pop-up Wizard.
4) The two lines we're interested in: "Quality" and "Exclusive?".
Quality manages whether our memory good or bad.
The template's good by default. We'll change it, just to learn
Highlight the last number (it will be zero here) and change it to 4.
Note that the text under the line has changed.
Note: set Quality to 0 for good (green) memory, to 4 for bad (red) memory.
5) Proceed to next line. Now it's set to 0 = Repeatable.
It means that the memory will be spawned as many times as you wish.
Let's change it to Unique Per Sim, which means every Sim will have only one memory of this kind.
Highlight the last number (zero again) and change it to 2. Now it shows "Unique Per Sim" under the line.
Note: set Exclusive? to 0 for repeatable memory, to 2 for unique per Sim memory.
6) Hit Okay and then Commit. If you forgot to commit the file, don't worry: SimPE always reminds you to commit.
7) Click Catalog Description in the Resource tree on your left and choose the only file of the same title on the right.
8) This file contains the Title and the Description of your future memory. This is very simple: choose the line 0x0000 to change the Title and the line 0x0001 to change the Description. There's special small window to type in your text. Also there's another small window on the right, you can use it, but this text won't show up anywhere but SimPE. I'll change the title to "Tutorial" and leave the description as it is. Don't forget to Commit! (the button's on your right)
9) Choose jpg/tga/png image in Resource Tree on your left. Click the only available file. You will see an icon at the bottom.
Here we will change the icon of your future memory.
10) Now right-click jpg/tga/png image in Resource List and choose "Replace".
11) Browse to your Tutorial folder and choose the icon.png (if you don't see any .png files, switch to All Files).
12) Hit Yes when SimPE asks to reload. Watch your new shiny icon at the bottom.
13) Move to Name Reference, choose "Memory_Custom_" and type in any title for your memory for easy identification. I recommend to stick to the same title through the creation of one memory: the title of the package, the title in Catalog Description, the title in Name Reference and (later) Filename in Object Data, the title of BHAV and so on. Remember to choose the same title when you're working on the same memory. It helps. So as I'm working on the "Tutorial" memory, I use here "Tutorial" title again.
14) And the last, but the most important part of editing the memory. Move to Object Data. Choose "Memory - Custom -", fill in the Filename (same title again) and hit Get GUID.
15) Fill in your username and password, click Register New User (Internet Connection required), then click Register Object.
You need to do this, because GUID is the unique number that helps the game identify your object and make sure it won't override or be overriden by another object.
16) When you got your new GUID, paste it to Original and Fallback GUIDs. Also, write it down somewhere, because we'll need it later.
Click Commit and Save.
Yep, we did it! Your memory's ready!
What is the next step?
Now when we have our newly created memory, we need to assign it to the object that will spawn it in game. We'll use a special object I've created when my upload was picked
It's a golden star and its title is "Picked! Memory Manager", costs 0$, find under Misc/Misc.
There is a difference between assigning the first memory and the others, so I will explain both situations.
Part II: Assigning the First Memory
17) Open OBJ_Picked! Memory Manager in SimPE. Choose Behaviour Function on the left.
Click Add Memory - Template, change the filename to "Tutorial" or to the title of your memory, then choose line 0x01 Create New Object Instance.
18) Hit tiny Pop-up Raw Entry Box button on your right. Highlight first 8 numbers (others should be 060000000000000000000000) and delete them.
19) Now find your GUID we got in step 16. Divide it in twos (I don't know how to say it in English properly, sorry guys!) and then reverse.
Watch the screenshot to understand! My GUID was 0x00817513, I divided it in pairs (?) like this (without 0x) 00-81-75-13, then I wrote them backwards 13-75-81-00, and that's what I got - 13758100.
20) Now paste your new reversed GUID in the Pop-up Raw Entry Box before 060000000000000000000000. Hit Okay and Commit.
21) Move to Pie Menu Strings. Click the line 0x0000 "Template". Change it as you wish, I choose "Tutorial" again. Don't forget to Commit.
Note: If you want to group multiple Pie Menus, use ".../".
Write the name of a group, then .../ and then the name of a memory.
Now we don't do it, just so you know.
22) And the very last step. Move to Pie Menu Functions, choose the line 0x00.
It shows the title you put in Pie Menu Strings, right?
Also pay attention to Pie String ID and Action BHAV: these lines should reflect the changes you've made in steps 21 and 17 resp.
Now look at the Flags and Flags2 area. Tick the boxes for those ages appropriate for your new memory (with blue dots - for Sims and with green dots - for Pets).
Immediately is always ticked!
Note: You can try to enable memories for babies, but you won't be able to add them unless you make the baby selectable in game. However, I don't know is it safe to do so, cause babies aren't supposed to have memories.
23) Commit, save, close SimPE. Move your Tutorial Folder to your Downloads and launch the game (delete icon.png and move MEM_Template.package to another place). Find the Picked! Memory Manager under Misc/Misc, it costs 0$.
24) Click on it and choose your string (mine was Tutorial, step 21). Enjoy!
What is the next step?
Now that we have our first memory working, we need to assign more memories to our object.
This procedure will be slightly different from that we've just finished.
17) Open OBJ_Picked! Memory Manager in SimPE. Choose Behaviour Function on the left.
Click Add Memory - Template, change the filename to "Tutorial" or to the title of your memory, then choose line 0x01 Create New Object Instance.
18) Hit tiny Pop-up Raw Entry Box button on your right. Highlight first 8 numbers (others should be 060000000000000000000000) and delete them.
19) Now find your GUID we got in step 16. Divide it in twos (I don't know how to say it in English properly, sorry guys!) and then reverse.
Watch the screenshot to understand! My GUID was 0x00817513, I divided it in pairs (?) like this (without 0x) 00-81-75-13, then I wrote them backwards 13-75-81-00, and that's what I got - 13758100.
20) Now paste your new reversed GUID in the Pop-up Raw Entry Box before 060000000000000000000000. Hit Okay and Commit.
21) Move to Pie Menu Strings. Click the line 0x0000 "Template". Change it as you wish, I choose "Tutorial" again. Don't forget to Commit.
Note: If you want to group multiple Pie Menus, use ".../".
Write the name of a group, then .../ and then the name of a memory.
Now we don't do it, just so you know.
22) And the very last step. Move to Pie Menu Functions, choose the line 0x00.
It shows the title you put in Pie Menu Strings, right?
Also pay attention to Pie String ID and Action BHAV: these lines should reflect the changes you've made in steps 21 and 17 resp.
Now look at the Flags and Flags2 area. Tick the boxes for those ages appropriate for your new memory (with blue dots - for Sims and with green dots - for Pets).
Immediately is always ticked!
Note: You can try to enable memories for babies, but you won't be able to add them unless you make the baby selectable in game. However, I don't know is it safe to do so, cause babies aren't supposed to have memories.
23) Commit, save, close SimPE. Move your Tutorial Folder to your Downloads and launch the game (delete icon.png and move MEM_Template.package to another place). Find the Picked! Memory Manager under Misc/Misc, it costs 0$.
24) Click on it and choose your string (mine was Tutorial, step 21). Enjoy!
What is the next step?
Now that we have our first memory working, we need to assign more memories to our object.
This procedure will be slightly different from that we've just finished.
Part III: Assigning Second and Further Memories
25) Run through steps 1-16 to create another memory or more (don't forget to Copy-Paste your memory template before modifying, because SimPE's "Save As..." is not working properly). I've created the "New" memory, it's good and repeatable. Description's the same. My GUID is 0x00817507.
Note: You can get a lot of TS2 icons at MATY [first link is broken, see my post #8 here].
26) Now move your MEM file(s) to the Tutorial folder (you can rename it as you wish) in your Downloads and open "OBJ_Picked! Memory Manager.package" in SimPE.
Click Behaviour Function, sort by Instance, then right-click the line with highest Instance (here it's 1002), click Clone.
26) Find the BHAV in italics, this is for your new memory.
Change the Filename and switch to Resource Tab.
27) You should increase the Instance by 1, if it's 1002+1 then we get 1003. No need to commit here. Write down the Instance somewhere, we will need in step 31.
28) Switch back to Plugin View. Note that Instance's changed.
Click the line "Create New Object Instance" and repeat steps 18-20 of this tutorial, using the GUID of your new memory.
29) Move to Pie Menu Strings. Hit Add on the left of Plugin View. You'll get a copy of a 0x0000 string "Tutorial" sharing its name. Now change the line 0x0001 as we did in step 21.
30) Move to Pie Menu Functions, click Add, and choose your new cloned line (at the end of the list). Choose your new Pie String ID. In the Action BHAV put the Instance of your cloned BHAV (step 27).
Then, tick the boxes as we did in step 22. Make sure "immediately" is on.
31) Commit, save, close SimPE. Test in game.
Congrats! Now you're able to have both my Tattered Diary and your modified Picked! Memory Manager for even more custom memories! Happy simming!
25) Run through steps 1-16 to create another memory or more (don't forget to Copy-Paste your memory template before modifying, because SimPE's "Save As..." is not working properly). I've created the "New" memory, it's good and repeatable. Description's the same. My GUID is 0x00817507.
Note: You can get a lot of TS2 icons at MATY [first link is broken, see my post #8 here].
26) Now move your MEM file(s) to the Tutorial folder (you can rename it as you wish) in your Downloads and open "OBJ_Picked! Memory Manager.package" in SimPE.
Click Behaviour Function, sort by Instance, then right-click the line with highest Instance (here it's 1002), click Clone.
26) Find the BHAV in italics, this is for your new memory.
Change the Filename and switch to Resource Tab.
27) You should increase the Instance by 1, if it's 1002+1 then we get 1003. No need to commit here. Write down the Instance somewhere, we will need in step 31.
28) Switch back to Plugin View. Note that Instance's changed.
Click the line "Create New Object Instance" and repeat steps 18-20 of this tutorial, using the GUID of your new memory.
29) Move to Pie Menu Strings. Hit Add on the left of Plugin View. You'll get a copy of a 0x0000 string "Tutorial" sharing its name. Now change the line 0x0001 as we did in step 21.
30) Move to Pie Menu Functions, click Add, and choose your new cloned line (at the end of the list). Choose your new Pie String ID. In the Action BHAV put the Instance of your cloned BHAV (step 27).
Then, tick the boxes as we did in step 22. Make sure "immediately" is on.
31) Commit, save, close SimPE. Test in game.
Congrats! Now you're able to have both my Tattered Diary and your modified Picked! Memory Manager for even more custom memories! Happy simming!
There is an issue with this Memory Manager. Please do not put it into your Sim's inventory. I didn't test it myself yet, but gummilutt seems to have troubles. I will update when I find out what's causing the trouble
Attached files:
CustomMemoryKit.rar (13.7 KB, 578 downloads) - View custom content | ||||||||||||||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- icon.png 2137 2137 100% 31-05-14 01:33 .....A. AA92A1D7 m0b 2.9 MEM_Template.package 3907 2847 72% 31-05-14 17:43 .....A. 7AF97777 m3b 2.9 OBJ_Picked! Memory Manager.package 21979 8889 40% 20-06-14 04:33 .....A. 723FE8A9 m3b 2.9 ------------------------------------------------------------------------------- 3 28023 13873 49% |
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#2
17th Jun 2014 at 9:25 PM
You'll want to move this to the proper tutorials forum. If you don't know how, ask in the Site Questions forum.
#3
18th Jun 2014 at 12:28 AM
Posts: 1,794
What if we want to remove custom memories? Are there any complicated special steps we need to take? Or do we just need something like the FFS Lot Debugger and burninate away?
#4
18th Jun 2014 at 9:41 AM
@k6ka, if you want delete a memory from a Sim, just do ot as regular in SimPE, in Neighborhood Memory section. But if you want to delete the whole mod, you need to clear up all the gossip (using BatBox) and delete every single custom memory you used. It probably will (there‘s no proof for that) corrupt your neighborhood, so think twice before uninstalling because while all the files in Downloads folder, it‘s safe to play
#5
18th Jun 2014 at 6:55 PM
Posts: 2,091
Thanks: 531 in 3 Posts
DiLight - I love you gurl. :lovestruc I usually play by memories quite a lot, and your tutorial is going to help me spend hours making memories for all those events EA considered unimportant. Thanks so much!
DJ. who?
The Sims: Castaway Stories Advanced Guide || Felicity Island for TS2 || All simler90's Mod Descriptions TL;DR
Haluun olla sekasin ja vapaa huolista
#6
18th Jun 2014 at 7:12 PM
Quote: Originally posted by DJ.
DiLight - I love you gurl. :lovestruc I usually play by memories quite a lot, and your tutorial is going to help me spend hours making memories for all those events EA considered unimportant. Thanks so much! |
Thank you! I'm glad you like it!
Please let me know if you have any difficulties or if you need additional information.
Also, if you don't mind, show us some screenshots when it's ready
#7
18th Jun 2014 at 8:52 PM
The MATY thread you linked with icons, does the links work for you? The Seasons one works, as do the ones posted later in the thread, but the first one.
Also, I have a question regarding this part.
That seems odd to me. Are you saying that if you update your mod to include more memories, I can't use that if I made memories of my own? Would you mind explaining why that is, if so? Seems to me, with my limited understanding of modding, that it should be possible to make them compatible.
Also, I have a question regarding this part.
Quote: Originally posted by DiLight
If you download my version of this mod, it will conflict with the one we make here. |
That seems odd to me. Are you saying that if you update your mod to include more memories, I can't use that if I made memories of my own? Would you mind explaining why that is, if so? Seems to me, with my limited understanding of modding, that it should be possible to make them compatible.
#8
18th Jun 2014 at 9:13 PM
Quote: Originally posted by gummilutt
The MATY thread you linked with icons, does the links work for you? The Seasons one works, as do the ones posted later in the thread, but the first one. |
I have this .rar, get it here: direct link.
Quote: Originally posted by gummilutt
That seems odd to me. Are you saying that if you update your mod to include more memories, I can't use that if I made memories of my own? Would you mind explaining why that is, if so? Seems to me, with my limited understanding of modding, that it should be possible to make them compatible. |
Well, technically, here we use my object, and if you change something in it and then put in your Downloads folder with my another (original) object, one of them will override another, because they share the same GUID. Also, a lot of memories and interactions will be duplicated, which is..stupid.
I just thought that if people will learn to add their own memories, they will no longer need my version.
Am I wrong, should I create a stand-alone template object to work on in this tutorial? Yeah, maybe I should..
#9
18th Jun 2014 at 9:28 PM
Well, if one hasn't made a memory that you make, and would like to have it, it seems silly to have to remake them yourself. In my head there should be a way to add memories others made to "my" book, as in, just using their memory templates, not the book-object. If that makes any sense. I'll get back to you once I read the entire tutorial and tried it, I ought to have a better understanding of it then.
#10
18th Jun 2014 at 10:42 PM
Last edited by DiLight : 20th Jun 2014 at 2:57 PM.
Quote: Originally posted by gummilutt
Well, if one hasn't made a memory that you make, and would like to have it, it seems silly to have to remake them yourself. In my head there should be a way to add memories others made to "my" book, as in, just using their memory templates, not the book-object. If that makes any sense. I'll get back to you once I read the entire tutorial and tried it, I ought to have a better understanding of it then. |
Yes, it is possible to share memory files only. All you need to do is to assign these memories to your object.
I'm thinking of adding a special object for this tutorial, so you don't need to re-assign every memory once I upload the updated version of mine
Test Subject
#11
19th Jun 2014 at 12:57 AM
Last edited by Agausia95 : 19th Jun 2014 at 1:42 AM.
Posts: 25
THANK YOU! In this moment I try to make polish translation of Your memories. So... lets test it ;D
Edit: So, my translation works .
But my new memory not It's on list:
but when I choose it, this won't add to my sim memories
And I got one question for You DiLight , can you add Polish Translation ? I can put It into a .rar, and send to You.
Sorry for my English , I belive You're understand
Edit: So, my translation works .
But my new memory not It's on list:
but when I choose it, this won't add to my sim memories
And I got one question for You DiLight , can you add Polish Translation ? I can put It into a .rar, and send to You.
Sorry for my English , I belive You're understand
#12
19th Jun 2014 at 1:41 AM
Posts: 492
Alright, pretty in-depth. I will try this out and share my results this weekend. I think I'll tackle the first crush/love ones first, then move on to make the BFF and multiple babies ones. Although I might wait for that special object that lets other user had my memories if other users show interest.
#13
19th Jun 2014 at 2:09 AM
@Agausia95, let me see your package
Sure, I will add your Polish translation with the next upload, that would be great!
Sure, I will add your Polish translation with the next upload, that would be great!
Test Subject
#14
19th Jun 2014 at 10:58 AM
Posts: 25
@DiLight I sent you a PM
#15
19th Jun 2014 at 12:53 PM
@Agausia95, in the Add Memory - Pierwsza Roslina BHAV, your GUID is wrong. You forgot to divide it in pairs before reversing: your GUID is 00861300, divide it: 00-86-13-00, then reverse: 00-13-86-00, 00138600, instead of 00683100 in your Create New Object Instance (step #21-22)
By the way, I've made very similar memory for my update - "Found a Hobby - Gardening"
By the way, I've made very similar memory for my update - "Found a Hobby - Gardening"
Test Subject
#16
19th Jun 2014 at 12:57 PM
Posts: 25
Thank You very much! I made a two new memories and they works ;D
And the icons needn't 40x44. In my memories they are 30x30
And the icons needn't 40x44. In my memories they are 30x30
#17
19th Jun 2014 at 1:05 PM
Quote: Originally posted by Agausia95
Thank You very much! I made a two new memories and they works ;D |
Yaaay congrats!
Quote: Originally posted by Agausia95
And the icons needn't 40x44. In my memories they are 30x30 |
I just used standard EAxis size
#18
19th Jun 2014 at 3:32 PM
Last edited by DJ. : 19th Jul 2017 at 7:28 PM.
Reason: fixed pic links
Posts: 2,091
Thanks: 531 in 3 Posts
I made it!
My imagination and creativity levels are way below zero at the moment. But I just wanted to make my first memory, and... here it is!
I'm so thankful for your mod. Props!
ETA: Ooh, and a question. Is it possible to make bundles of memories in a single package file? For example, "vacation related," containing three random memories. Would it be too much of a hussle? If so, I'd rather stick with this method, as I find it quite simple... it just takes practice.
My imagination and creativity levels are way below zero at the moment. But I just wanted to make my first memory, and... here it is!
I'm so thankful for your mod. Props!
ETA: Ooh, and a question. Is it possible to make bundles of memories in a single package file? For example, "vacation related," containing three random memories. Would it be too much of a hussle? If so, I'd rather stick with this method, as I find it quite simple... it just takes practice.
DJ. who?
The Sims: Castaway Stories Advanced Guide || Felicity Island for TS2 || All simler90's Mod Descriptions TL;DR
Haluun olla sekasin ja vapaa huolista
#19
19th Jun 2014 at 4:23 PM
Quote: Originally posted by DJ.
I made it! :D |
Congrats! Nice one
Quote: Originally posted by DJ.
Is it possible to make bundles of memories in a single package file? For example, "vacation related," containing three random memories. Would it be too much of a hussle? If so, I'd rather stick with this method, as I find it quite simple... it just takes practice. |
I'm not sure if it's possible, you can always group your memories creating subfolders
#20
19th Jun 2014 at 6:45 PM
@Agausia95, @DJ., will you try to modify the new object to see how difficult it is for you?
Test Subject
#21
19th Jun 2014 at 7:53 PM
Last edited by Agausia95 : 19th Jun 2014 at 8:03 PM.
Posts: 25
So...I don't understand what is it and how to use it
#22
19th Jun 2014 at 8:49 PM
Quote: Originally posted by Agausia95
So...I don't understand what is it and how to use it |
@Agausia95, it's just another object to link your memories. You can use it instead of using my Tattered Diary.
Just download it (first post) and open it in step 17, then go through steps 20-26.
In step 20, click on existing BHAV "Add Memory - Template"
In steps 23 and 24 don't click Add, just change the "Template" line
#23
19th Jun 2014 at 10:33 PM
Quote: Originally posted by Agausia95
What do You think about it? |
Whoa, you've made a lot of memories here
If I were you, I would adjust the icons so they all would be the same size.
Personally, I don't like this much memories, but a lot of yours are on my next-upload-list, such as fit/fat and majors.
Anyway, good for you! Nice results I think
#24
20th Jun 2014 at 9:22 AM
Posts: 2,091
Thanks: 531 in 3 Posts
Making memories with the Picked! memory manager is also easy. First I created the memory using the template package. Modifying the manager is only different when it comes to assigning the first memory. (There are less steps to be taken - instead of cloning the "Template" BHAV, simply rename the BHAV to the memory's name, and don't change the instance. Under STR#, rename "Template" to the willing pie menu title; don't add anything. And tick corresponding age groups under TTABs; again, without adding anything.) Once the first memory's added, everything's the same as in TD.
Both of the memory managers are easy to handle... at least for me. But, for those who have issues finding their preferred one, which memory manager would you recommend them to get?
Both of the memory managers are easy to handle... at least for me. But, for those who have issues finding their preferred one, which memory manager would you recommend them to get?
DJ. who?
The Sims: Castaway Stories Advanced Guide || Felicity Island for TS2 || All simler90's Mod Descriptions TL;DR
Haluun olla sekasin ja vapaa huolista
#25
20th Jun 2014 at 2:55 PM
@DJ., thanks for testing!
I'm 100% sure that this tutorial will no longer use my Tattered Diary. The reason is - in my uploads I add new memories using the same instances as you. You will need to re-assign every single memory I upload to match your (already modified) Tattered Diary. This object was created so you could have both memory managers without conflicts and duplicates. I need to re-write the whole tutorial for beginner level, so people don't get confused, adding first memory. I appreciate your feedback, thanks!
Quote: Originally posted by DJ.
Both of the memory managers are easy to handle... at least for me. But, for those who have issues finding their preferred one, which memory manager would you recommend them to get? |
I'm 100% sure that this tutorial will no longer use my Tattered Diary. The reason is - in my uploads I add new memories using the same instances as you. You will need to re-assign every single memory I upload to match your (already modified) Tattered Diary. This object was created so you could have both memory managers without conflicts and duplicates. I need to re-write the whole tutorial for beginner level, so people don't get confused, adding first memory. I appreciate your feedback, thanks!
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