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Mechanical Stitching Machine by Antique Artifacts - Fully Functional [BETA V1.0.6]

by Lyralei Posted 21st Jun 2020 at 4:12 PM - Updated 14th Oct 2020 at 2:14 PM by Lyralei : Added more helpful things
146 Comments / replies (Who?) - 18 Feedback Posts, 3 Thanks Posts
6 months ago, I decided to convert TS2's sewing table to TS3. But, as a decorative item, it just was... not that interesting! I had already done a few basic C# sims related things. Just sounded easy, though oh boy... was this one an intense one to code Especially if you have a brain like mine, once you have a new idea for a feature, it needs to be included. So, 6 months later, we're here with a functional ts2 table with even MORE stuff than ts2's did :D
UPDATES:


Quote:
IMPORTANT:
Some people seem to get bugs that actually end up happening due to having downloaded a previous version of this table and replacing it with a new one, without getting rid of the Caches. This is super important to remove when you download a new version. (This also counts if you had the ALPHA version before)

If any other issues persists, make sure to delete the old Sewing table and put a newly fresh one onto the world!



WHAT'S NEW: 

Quote:
[Version 1.0.1]23-06-2020:
- Fixed a bug where sims could not use the 'start project' interaction.
- Fixed an issue where using the start project interaction, despite the object existed, it would always return false, thus, the interaction could never be played.
- Tweaked the skill gaining points from 1 to 5 per tick. Skilling will now feel more natural to the game's skilling speed.

[Version 1.0.1] 29-06-2020:
- Now comes with a Brazilian Portuguese support! HUGE thanks to cabrera80!
[Version 1.0.1] 06-07-2020:
- Now comes with German support! Thanks again Simmortality!

[Version 1.0.2] 19-07-2020:
- Fixed an issue where the sewing skill books would disappear from the sim's inventory after reloading the save. This should no longer happen. (Big thanks to GameFreak!)
[Version 1.0.3] 31-07-2020:
- Fixed an issue where, when using interactions that would give you random patterns, you'd only get them after finishing the interaction. Your sim should now get patterns while doing the interaction. 
- Fixed an issue where the game would forget that the sim was in the 'pattern club' after quitting the game, which meant that you needed to re-join every play session. (Thanks to Battery and GameFreak130!)
- Fixed an issue where the game would also forget to give the sim the actual patterns when you joined the pattern club after quitting the game. (Thanks to Battery and GameFreak130!)
- Fixed an issue where the game wouldn't know anymore which sim discovered what patterns they already know, causing duplications after quitting the game. (Thanks to Battery!)
- Optimised the code a little.
- NEW FEATURE: Fail and success rates! Your sim can now fail a project. This is determined on the following maths: 10(Success Chance) + 5(Success Increase Per Level) * skillLevel. Once your sim fails the project, they'll let you know
[Version 1.0.3] 02-08-2020 - HOT FIX: 
- Accidentally forgot to remove a debug print statement from the release version :p Sorry about that! There shouldn't be any dialogues saying "alarm present" anymore
Version 1.0.3 06-08-2020:
- Removed the feature where Practise and Browse for Sewing would give you patterns while doing these interactions during the loop. The reason is due to the fact that on fast speed, this freezes the game entirely and the game only has 2GB to deal with big code (like this table), so sacrifices had to be made. I'll try and fix this somehow, but for now, this is the only way.
Version 1.0.4 20-08-2020:
- Reversed changes again so that the practise interaction doesn't freeze the game.

[Version 1.0.5] 20-09-2020:
- Sewing Skill now comes with various Challenges and Statistics. See image.
- Discovering a pattern will no longer freeze the game AND if you use the 'Browse about sewing' or the 'practise' interaction, it will give you numerous discoveries rather than after you quit the interaction! (as intended in 1.0.3, but awfully failed there :p)
- Browse about Sewing will now help to increase your Sewing skill, it's a tad slower, but it will still happen! (Thanks to the lovely Aurora on youtube for the suggestion!: https://youtu.be/_jqtoQQDUR4?t=582)
- You can now blog about sewing! Because social networking skill is pretty boring usually, I do hope that this will make it more fun! You can either blog on your Phone (This is however NOT under 'Social networking', but just another interaction on your phone.) You can also blog through your computer and it will also show up on your Blog app! This feature comes with 10 unique new posts!
- You can now Talk about Sewing! Make sure your sim is at least at skill level 2.
- Small bug fixes!
- Added more dutch translations. Thanks to Lessien Vardamir!
- Should now have Nraas traveller's support for phones and computer interactions when there aren't any computers/phones in the world. 
[Version 1.0.6] 30-09-2020:
- Fixed a bug where some people still had issues with Nraas traveller refusing to load in the phone interactions. This is now fixed and has been tested!
- Fixed a bug where (which really is what I get for moving lines of code around) a dialogue would pop up that states that it couldn't load in the sewing table settings. There might be a rare moment that this can still happen, but rest assured, it just means that the settings already exists and the table will function as expected


The Sewing table: 

WHAT IS THIS?
This is TS2's sewing table. But converted and made functional in TS3 It has full chair support which you can choose yourself, so your simmies can sit comfortably!
First, you start out with 50 pieces of Denim, Leather, Cotton, Knitted, Synthetic and Satin. You also get 3 randomly chosen, easy patterns.

The sewing table has a few interactions. 'Start project/continue project', 'Practise sewing', 'Open inventory', 'Restock fabric', 'DEBUG_DiscoverAllPAtterns'.

Start project/continue project
This interaction will appear once your sim reached level 1 of sewing.
When this interaction is fired, the sim will walk to the sewing table. After that, a modal will show up. If your sim OR the sewing table's inventory has any patterns, the modal will show the projects to make.
You can only choose one (duh :p), and once you confirm your choice, the fabric pieces will be taken from the sewing table and your sim is ready to sew it!
Continue obviously means continue the project if you ever cancelled it

NOTE: In the next update I hope to have implemented some sort of 'fail/success' state. For now, you guys can sew without any worries of the project screwing up :p

Practise sewing
Not really into the continuously sewing objects? Well, then this one is for you! Your sim will infinitely sew (Unless they're dying or the game cancelled it... or you :p). You also got a 30% chance to discover a new pattern!
NPCs/townies will also do this autonomically if there's a sewing table nearby.

Open inventory
Obviously makes sense. But, it's not a fridge! So you can't store rubber duckies or soap in there, like you can with a fridge. Only fabric pieces and patterns can be stored inside the sewing table's inventory.

Restock fabric
In need of some fabric? Cool! It works basically the same as the scrap workbench would. So you got an option of:

- 5 for 250
- 100 for 5000
- 10 for 500.

Keep in mind that this restocks i.e 5 of each fabric piece! I might, later on, make this dependant on fabric pieces, so it's not all of them

DEBUG_DiscoverAllPAtterns
If you have NRaas debug enabled installed, you can also get this interaction Just click on the sewing machine > Nraas > DEBUG_DiscoverAllPAtterns. From there you'll unlock all of the patterns. But be aware! if your sim is level 1, a good 1/4 of them will show in the dialogue, since your sim doesn't know yet how to make more difficult patterns.

As a creator this is a great interaction to see if your content is included!

What else is included?

Patterns:

[img]//thumbs2.modthesims.info/img/8/4/9/4/5/9/1/MTS_thumb_Lyralei-1937643-Screenshot-1902.jpg[/img]

Patterns are the 'guideline' for a sim to sew an object. There are 4 different levels:

Level 0 To 2: Easy sewable projects
Level 3 to 5: Medium sewable projects
Level 6 to 8: Hard sewable projects
Level 9 to 10: Super hard sewable projects
(Special - being a supernatural sim) Level 9 to 10: Super hard sewable that require a bit of magic - your sim needs to be either a Witch, Fairy, Genie or an imaginary friend in order to unlock these.

You'll always get 3 easy sewables that your sim can practise on. However, to get more you also need to find them! Now I promise you it's not like an easter hunt I've also added a check that, once your sim is finding their own patterns, you will never get a duplicated one.

Note: The check doesn't actually keep in mind which random 3 patterns it got when placing it on the sewing table. This is entirely done on sim-level, whereas when placing the sewing table in the world is not. So you might end up with 3 duplicated ones.
Patterns can be stored in a sim's inventory or the Sewing table.

Note for creators:
Are you a creator and want to make your download "sew-able"? You actually can! It's super easy to do:
https://www.modthesims.info/showpos...070&postcount=2

COMPUTER INTERACTIONS:
There are 2 interactions. They're also both ways to get more patterns for your sim!

Join the Pattern club:
From the start, you should be able to join the pattern club! The pattern club will provide you patterns on every Thursday. And you only need to pay a lifetime fee of 200! It's strongly inspired by the book club. Every Thursday, you'll get random patterns in the mail.
If you ever feel like leaving the club, then that's also possible! Just go to the computer again and leave the pattern club.

Browse for Patterns:
Unless your sim has the trait 'Anti TV', your sim will check the internet about sewing. After stopping this interaction, During the interaction, there's a 30% chance to find a pattern. And if you do, the sim will notify you as well as the pattern appearing in your sim's inventory

[20-09-2020]  Blog about sewing:
Your sims can now blog about sewing! It does require you to have at least a minimum level of 3 for both social networking and sewing. You also need to make sure that you've already created a blog . After using this interaction, you'll see one of the 10 unique new posts that your sim can create on the blog app. This interaction will both slightly increase your sewing and social networking skills.

PHONE INTERACTIONS:

[20-09-2020]  
Blog about sewing:
Same as the computer interaction. Excepts, this is of course on a phone!  the interaction itself, however, isn't found under 'social networking' but as a regular phone interaction. For this, you also need a blog app and a minimum skill level of 3 for both social networking and sewing. This interaction will both slightly increase your sewing and social networking skills.

SOCIAL INTERACTIONS:

[20-09-2020] Talk about Sewing
An easy, but lovely interaction! your sim can finally talk about their hobbies with their friends, families, acquaintances, etc. Your sim needs a minimum skill level of 2 to do this. It will also slightly increase their sewing skill level. Sims with the Charisma skill will also benefit from this . The interaction can be found under 'friendly...'

SEWING SKILL:
The table also comes with a skill! There are obviously 10 levels. All patterns are linked to a particular sim skill, so check out the pattern section if you want to understand how that works

Now, you can gain more skill points in various ways:

- Using the sewing table
- Buying the Sewing books in the store.

When buying the sewing books, you'll get treated with not just a skill, but after each time you've levelled up after reading one of those books, you'll unlock a pattern! This will also appear in your inventory.

OBJECT INFORMATION
The sewing table can be found under: Office > Hobbies and skills. Just for 1.250
The pattern is obviously obtainable, and can't be bought through the catalogue. Same for the book.
It comes with 3 channels. It also comes with 4 variations to choose from

Technical issues





BUG REPORTS:
Stuff you guys mention and I'll fix
- The table turns invisible on the lowest texture setting.
- Teen animation needs some tweaking (hands are currently going through the table)

UPCOMING VERSIONS:
I'll work in themes. Since that's easier to implement things with

- V1.1.0 Will be focused on the Skilling aspect. (Any ideas are welcome!!) Already done!
- V1.1.0 Will be only focused on making custom Clothing.
- V1.2.0 Will be only focused on magical features.
- V1.3.0 Will be focused on the social aspects of skilling.

Information for Creators



Information for Script modders


POLYCOUNT:
Sewing table:
LOD0:3229
LOD1:2224

Pattern:
LOD0:4
LOD1:4

Fabric pieces:
LOD0:396
LOD1:174

Additional Credits:
Massive thanks to: rosy-daylight, Zoe22, michela1390, LucyBorgia, desiree-uk and Victor_tor for testing the ALPHA version of this!

More massive thanks to: Zoe22, Battery, KittyTheSnowcat, PuddingFace and especially Tashiketh for helping me out on the super coding logistical issues I had! If I could give you guys some bonbons or chocolates, I'd have done it right away!

And of course, all people on tumblr who have supported this project with their enthusiasm!

If I could give you all a hug, I'd totally do so!

Skill icon: https://www.flaticon.com/free-icon/...e=1&position=61

Programs used:
- S3PE - S3OC - Blender
- Visual Studio 2019
- Sharp Develop
- TS3 :p
- TSRW
- Milkshape 3D
- STBLize
- xNormal
- TextureTweaker

You must have the expansion or stuff packs listed below installed to use this custom content. Please see the post text for any exceptions.

Sims 3
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
LYRALEI_GREENPLUMBBOBLOVER_SewingTable_BETA_V1.0.6.zip | UPDATED 30-09-2020. Same as 1.0.5, but with some bug fixes. DOWNLOAD THIS ONE

Size: 7.27 MB · Downloads: 2,026 · 30th Sep 2020
7.27 MB 2,026 30th Sep 2020
LYRALEI_GREENPLUMBBOBLOVER_SewingTable_BETA_V1.0.4.zip | Fallback for if 1.0.5 doesn't work. UPDATED 19-07-2020 (see updates in description)

Size: 7.25 MB · Downloads: 498 · 21st Sep 2020
7.25 MB 498 21st Sep 2020
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
Basic Download and Install Instructions:

See: Game Help:TS3 CC Basicswiki for a full guide!
 
146 Comments / Replies (Who?) - 94 Feedback Posts, 47 Thanks Posts
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Test Subject
#126 Old 28th Sep 2020 at 4:45 PM
I have the exact error pop up as SimC, rumbutter and Bibble. The blue dialogue box doesn't appear after reloading another save once I exit to the main menu, but the NRaas Traveler error notification still pops up

The kids of tommorrow don't need today,
when they live in the sins of yesterday...
Virtual gardener
staff: administrator
Original Poster
#127 Old 29th Sep 2020 at 11:12 AM
Hrm interesting, thanks for sharing more of the errors with me! I think in the case of Rumbutter, it's probably that the save already had those sewing items. So more checks have to be added

in the case of traveller, I got myself the 'developer' debug thing, so lets see if that comes with any helps. I'll look into this today! Sorry for the delay!

Weird question here, but the household doesn't have any object phones, does it? (so phones that are NOT in the sim's inventory)
Test Subject
#128 Old 29th Sep 2020 at 12:24 PM
Quote:
Originally Posted by Lyralei
Weird question here, but the household doesn't have any object phones, does it? (so phones that are NOT in the sim's inventory)


Do you mean phones that can be purchased through Buy Mode and placed in the house? Some of my families do (some elderly sims, for instance), but most of my families don't. They only use their mobile phone that is attached to them by default.
Could these phones be the problem? Is it worth a try deleting them all and seeing if the error persists?

The kids of tommorrow don't need today,
when they live in the sins of yesterday...
Virtual gardener
staff: administrator
Original Poster
#129 Old 29th Sep 2020 at 12:32 PM
Hey @Bibble , @Annie280 , @rumbutter !

I modified the code a little to even work with switching saves. Which was the issue that Rumbutter had. In the case of the Phones issue, I limited it to only smart phones and the future phones. Because of course you can't do social networking on a regular phone :p

I attached the file that worked for me, but I noticed that this is really dependant on save files, so could you guys also test this new package with your game before I publish it? I'd really appreciate it!
Download - please read all instructions before downloading any files!
File Type: zip LYRALEI_GREENPLUMBBOBLOVER_SewingTable_BETA_V1.0.6.zip (7.27 MB, 14 downloads)
Description: Traveller compatible? Who knows!
Test Subject
#130 Old 29th Sep 2020 at 1:03 PM
Some of the lots do have phones already placed in them,
In the new game for testing purposes lot name: shotgun style has a table phone
In my main save lot name:Ye Olde Tudor there is a wall phone in the kitchen
And i know Agnes Crumplebottom lot has a phone too
Virtual gardener
staff: administrator
Original Poster
#131 Old 29th Sep 2020 at 3:15 PM
Quote:
Originally Posted by rumbutter
Some of the lots do have phones already placed in them,
In the new game for testing purposes lot name: shotgun style has a table phone
In my main save lot name:Ye Olde Tudor there is a wall phone in the kitchen
And i know Agnes Crumplebottom lot has a phone too
For me, it seemed to work after I filtered out all phones to just the smartphones  (This is including traveller, which seemed to finally keep it quiet as well on the errors lol) This was also in sunset valley, so given how I ask the code to give me back ALL the smartphones in the world, it should have not picked up on Agnes's phone

Hope the testing works out!  It did for me, but this is really just for double-checking
Virtual gardener
staff: administrator
Original Poster
#132 Old 29th Sep 2020 at 3:20 PM
Quote:
Originally Posted by Yuiri
Do you mean phones that can be purchased through Buy Mode and placed in the house? Some of my families do (some elderly sims, for instance), but most of my families don't. They only use their mobile phone that is attached to them by default.
Could these phones be the problem? Is it worth a try deleting them all and seeing if the error persists?
Hrm technically it shouldn't be, especially in version 1.0.6 since I specifically made it so that it's only for smartphones  But it sounds like a cool save to test 1.0.6 with!  Since I have no idea how to get the old phones back that were there before university came out :p
Test Subject
#133 Old 29th Sep 2020 at 3:55 PM
Probably the way to get the old style mobile phone would be to un-tick uni pack in the launcher.I'll check that in a minute as I'm still testing
Test Subject
#134 Old 29th Sep 2020 at 4:52 PM
Thank you -so- much for the update!! The new v.1.0.6 works!!

I tested it in a new Sims 3 folder without mods and new saved it worked!! And it also works in my current save with mods. The family has a wall phone for the gardening service.
Test Subject
#135 Old 29th Sep 2020 at 5:29 PM
Default Deleting Smart Phone
Quote:
Originally Posted by rumbutter
Probably the way to get the old style mobile phone would be to un-tick uni pack in the launcher.I'll check that in a minute as I'm still testing


There may not be a way to turn off the "Smart" phone that came with either Showtime or University. Can't remember which it came with. If using the disc/Steam version of the game.

When I tried to delete it out of my Sim's inventory earlier this year with Nraas Master Controller. It messed something up and had to quit without saving.

I could use the Game Selector mod to turn off either Showtime or University or both, but would prefer not to.
Test Subject
#136 Old 29th Sep 2020 at 5:46 PM
Quote:
Originally Posted by Annie280
There may not be a way to turn off the "Smart" phone that came with either Showtime or University. Can't remember which it came with. If using the disc/Steam version of the game.

When I tried to delete it out of my Sim's inventory earlier this year with Nraas Master Controller. It messed something up and had to quit without saving.

I could use the Game Selector mod to turn off either Showtime or University or both, but would prefer not to.


I see thanks for that . but I'm thinking too if people don't have that specific pack if it works without Uni installed or unticked it'll be interesting to know if it works or not.
Test Subject
#137 Old 29th Sep 2020 at 6:10 PM
Yep unticking uni the old style mobile phone is there

Back from testing

Traveller is not having any hissy fits Thank you.

So far so good loaded up a new save no traveller notices popped up played the test save for 15 minuties.

Saved went to main menu-my main save.

Got the same dialogue box as previous post-exit to main relaunched that save replaced the sewing machine saved-quit cleared the cache relaunched the main save No dialogue box popped up No notices from traveller either

Third test loaded a save i never had the machine placed dialogue box popped up ticked accept saved as quit cleared the cache again relaunched the save no dialogue box popped up

So for previous saves (for me and probs something my end) the dialogue box pops up but once i tick accept then save as new name quit clear the cache the newly renamed save the dialogue box does not pop up

Unticked uni for testing purpose for old style mobile started a new save phone no issues, no notices from traveller Choose the Wan household Pauline, had Pauline use the machine can sew/talk about sewing and join the pattern club

p.s Thank you lots for the 1.0.6 update and is working sew well.

edit to add bracket info
Test Subject
THANKS POST
#138 Old 29th Sep 2020 at 6:11 PM
1.06 works for me! Thank you so much.

Heads up, I don't use this mod but it looks like something that might conflict with this one, I think? https://modthesims.info/d/593951/cu...-backpacks.html

It's worth noting that it might not work in the mod description.
Virtual gardener
staff: administrator
Original Poster
#139 Old 30th Sep 2020 at 1:45 PM
Heya @SimC !

From reading the code, it actually shouldn't conflict. And it seems like it should have the same interactions as we see on Arsil's phone mod So with the way the script injects my 'blog about sewing', it should work with Arsil's phone. I'll double check this myself, because the game likes to surprise us modders from time to time But in theory, this should work with the sewing table
Virtual gardener
staff: administrator
Original Poster
#140 Old 30th Sep 2020 at 1:57 PM
Quote:
Originally Posted by Annie280
Thank you -so- much for the update!! The new v.1.0.6 works!!

I tested it in a new Sims 3 folder without mods and new saved it worked!! And it also works in my current save with mods. The family has a wall phone for the gardening service.

Quote:
Originally Posted by Annie280
There may not be a way to turn off the "Smart" phone that came with either Showtime or University. Can't remember which it came with. If using the disc/Steam version of the game.

When I tried to delete it out of my Sim's inventory earlier this year with Nraas Master Controller. It messed something up and had to quit without saving.

I could use the Game Selector mod to turn off either Showtime or University or both, but would prefer not to.

Good to hear it works! :D I've indeed heard that deleting the phone from the sim's inventory is the worst thing you can do. Part of the reason IIRC, is because there's just so much Sim data that's linked with the sims's phone. hence why Nraas always checks the debug options on the phone, rather than the sim
Virtual gardener
staff: administrator
Original Poster
#141 Old 30th Sep 2020 at 2:11 PM
Quote:
Originally Posted by rumbutter
Yep unticking uni the old style mobile phone is there

Back from testing

Traveller is not having any hissy fits Thank you.

So far so good loaded up a new save no traveller notices popped up played the test save for 15 minuties.

Saved went to main menu-my main save.

Got the same dialogue box as previous post-exit to main relaunched that save replaced the sewing machine saved-quit cleared the cache relaunched the main save No dialogue box popped up No notices from traveller either

Third test loaded a save i never had the machine placed dialogue box popped up ticked accept saved as quit cleared the cache again relaunched the save no dialogue box popped up

So for previous saves (for me and probs something my end) the dialogue box pops up but once i tick accept then save as new name quit clear the cache the newly renamed save the dialogue box does not pop up

Unticked uni for testing purpose for old style mobile started a new save phone no issues, no notices from traveller Choose the Wan household Pauline, had Pauline use the machine can sew/talk about sewing and join the pattern club

p.s Thank you lots for the 1.0.6 update and is working sew well.

edit to add bracket info
Wooh! Nice to hear that it's working!  

I've personally noticed that there are these super rare cases that it might popup. And that's seemingly also with saves that are so old, they weren't originally saved with the 1.67/1.69 patch. But it also happens with saves that either already has issues saving and loading those up are already half corrupted I'd say? Or even using the save cleaner program. Although for that program, even that is so rare that it happens. it's quite hard to pinpoint what exactly in those save files is the thing that screws it up and what checks need to be put in the code to prevent it from happening.

However, I do want to say that if it ever comes up in those rare occasions, it doesn't hurt the mod (or game)per se. It just means that the list with patterns that the sewing table collects already exists in the game, and therefore it didn't want to duplicate those items  (Sorry if that was a bit too technical there :p I actually have no idea how to explain it any less technical)
Test Subject
#142 Old 1st Oct 2020 at 4:02 PM
Default New Version
Quote:
Originally Posted by Lyralei
Hey @Bibble , @Annie280 , @rumbutter !

I modified the code a little to even work with switching saves. Which was the issue that Rumbutter had. In the case of the Phones issue, I limited it to only smart phones and the future phones. Because of course you can't do social networking on a regular phone :p

I attached the file that worked for me, but I noticed that this is really dependant on save files, so could you guys also test this new package with your game before I publish it? I'd really appreciate it!


It's working perfectly for me now. Thanks for the mod it is really great to see stuff I missed from TS2 back in the game
Test Subject
THANKS POST
#143 Old 3rd Oct 2020 at 12:27 PM
I've just try the V1.0.6, and found that, I can't continue my project. When i try to continue my project it says that the object is used by that sim even though no one use it and i should reset the sewing machine from buy mode to make this sewing machine work again and continue my project.
Virtual gardener
staff: administrator
Original Poster
#144 Old 4th Oct 2020 at 1:13 PM
Quote:
Originally Posted by kaciws
I've just try the V1.0.6, and found that, I can't continue my project. When i try to continue my project it says that the object is used by that sim even though no one use it and i should reset the sewing machine from buy mode to make this sewing machine work again and continue my project.
Hey there!

Unfortunately, programmatically it's afaik not too possible to get rid of that issue without hard resetting the table :/  (which can also be done through Nraas master controller)I do get that it's quite annoying though! But this actually seems more of the way how EA constructed their code which really makes it hard to fix this in my code. So it's always a good idea with each new update, to place a new and fresh sewing table  I think in this case it was due to the massive change in the discovery registering code. 

Sorry about this again! 
Test Subject
THANKS POST
#145 Old 14th Oct 2020 at 11:08 PM
Amazing the ability of the Sims modding community! Love it! But love read your code even more, good to learn from someone experienced hah. Still amazed you can do custom skills in the game, never thought we'd see the day!
Virtual gardener
staff: administrator
Original Poster
#146 Old 19th Oct 2020 at 2:45 PM
Quote:
Originally Posted by Nytician
Amazing the ability of the Sims modding community! Love it! But love read your code even more, good to learn from someone experienced hah. Still amazed you can do custom skills in the game, never thought we'd see the day!
Heya! Thank you!

The custom skill stuff was a really tedious one to accomplish :p In fact, what I had to do (which I was surprised to find out others who made custom traits in some way or shape didn't have to), was to rewrite EA's 'XML to skill list' code a little. So feel free to copy-paste that if you ever need to, given that it was only slightly altered to work with custom traits  

But funnily enough, anything that was released as a store item (so a store item that comes with new traits/skills/buffs/etc) will actually grant us modders a great backdoor to break through in order to make the mods we wanna make!  So ts3 can be highly customizable in that regard
Test Subject
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23rd Nov 2020 at 10:24 PM
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