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Motive Sort Override

by Iced Cream Posted 16th Apr 2020 at 12:01 PM - Updated 5th Oct 2020 at 5:24 AM by Iced Cream
 
31 Comments / Replies (Who?) - 17 Feedback Posts, 13 Thanks Posts
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Test Subject
#26 Old 12th Sep 2020 at 5:17 PM
I'm not sure if you said this anywhere, or if I'm missing something, but is there a way to access the vampire perks with a vampire-spellcaster hybrid? I'm only able to spend spellcaster perks. Apologies if it's super obvious and I'm just being an idiot.
Lab Assistant
Original Poster
#27 Old 12th Sep 2020 at 11:27 PM
Quote: Originally posted by jay33721
I'm not sure if you said this anywhere, or if I'm missing something, but is there a way to access the vampire perks with a vampire-spellcaster hybrid? I'm only able to spend spellcaster perks. Apologies if it's super obvious and I'm just being an idiot.

Unfortunately, every new occult added to the game has a higher motive panel priority than any other added before. This means that mermaids and spellcasters, who were added after vampires, will override the vampire ui and prevent their bar and perk button from showing up. If EA adds a new occult to the game, it will have a higher priority than spellcasters and will block the spellcaster perk bar and button from showing up too. There also doesn't seem to be any script method to force the panel to show up either since its handled by the client itself.

If you want to be able to spend vampire perk points and weakness points, you can use this mod which adds a new pie menu option: https://modthesims.info/d/640535/bu...or-hybrids.html
Lab Assistant
THANKS POST
#28 Old 25th Sep 2020 at 3:27 AM
Hi Iced Cream!

I am doing some testing and this mod seems to be a solution for a problem I've been having hahaha, even for a regular player who wants to have a long bar displayed next to another.

Now, according to you "Traits which specify motive sort orders will have their motives sorted with higher priority." That statement makes me wonder:

1) How can a tunning modder make an approach to add a new need? Is enough to use the "ui_commodity_sort_override" with a trait method?

2) How can we add those multiple long bars you talked about? Should we give them different sort orders or keep em on 0 and this mod will automatically sort em?

Thank you in advance.
Lab Assistant
Original Poster
#29 Old 26th Sep 2020 at 4:52 AM
Quote: Originally posted by Marquillotuca89
Hi Iced Cream!
1) How can a tunning modder make an approach to add a new need? Is enough to use the "ui_commodity_sort_override" with a trait method?

2) How can we add those multiple long bars you talked about? Should we give them different sort orders or keep em on 0 and this mod will automatically sort em?


1) First, you need to add your need to "initial_commodities" so they are actually added to the sim.
Here is an example from the adult vampire trait:
Code:
<L n="initial_commodities">
    <T>150238<!--commodity_Motive_Visible_Vampire_Power--></T>
    <T>149541<!--commodity_Motive_Visible_Vampire_Thirst--></T>
    <T>151449<!--commodity_Vampire_SunExposure--></T>
  </L>

Next, add any needs meant to be displayed to your trait's "ui_commodity_sort_override." Be sure to put your long bar need on top, followed by all of a sim's normal needs.
Another example from the vampire trait. Note that any need not listed here will not be displayed. If it was not also added to"initial_commodities_blacklist," the need will still be active but will be invisible like the hidden vampire sun exposure need.
Code:
<V n="ui_commodity_sort_override" t="enabled">
    <L n="enabled">
      <T>150238<!--commodity_Motive_Visible_Vampire_Power--></T>
      <T>149541<!--commodity_Motive_Visible_Vampire_Thirst--></T>
      <T>16658<!--motive_Social--></T>
      <T>16657<!--motive_Hygiene--></T>
      <T>16655<!--motive_Fun--></T>
    </L>
  </V>


2) You can keep the sort order at 0 if it's in your trait's "ui_commodity_sort_override." The mod will stack the bars on top of each other.
.
Note that the needs panel can only display a limited amount of needs. 1 Orb, 2 Long, 6 Normal.
Lab Assistant
THANKS POST
#30 Old 30th Sep 2020 at 7:05 AM
That explanation is really good!

Thank you so much! I'm literally creating a mod that adds two long bars, so this is perfect.
Test Subject
#31 Old 8th Aug 2021 at 3:52 AM
Any update to this mod for the latest patch in the game?
Test Subject
THANKS POST
#32 Old 18th Mar 2023 at 9:17 PM
Update?
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