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- Changing required EP of a cloned object
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- Changing required EP of a cloned object
Replies: 9 (Who?), Viewed: 1810 times.
#1
6th Jan 2014 at 3:52 PM
Last edited by danny_power : 6th Jan 2014 at 10:34 PM.
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Changing required EP of a cloned object
I have cloned the original Werknothom door because I'm creating a complete set of Werknothom doors, windows and arches.I'd like that all the set requires only the basegame; for example, the original Werknothom door requires the Apartment Life EP, but I'd like that it requires only the basegame.
How do I change the required EP? I have to modify only the specific line in the Raw Data inside the OBJD of the object?
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#2
6th Jan 2014 at 5:54 PM
You're doing this for your own personal use? 'Cause we're not going to offer advice on ripping content from EPs to share with people who don't own 'em
What I lack in decorum, I make up for with an absence of tact.
What I lack in decorum, I make up for with an absence of tact.
#3
6th Jan 2014 at 7:22 PM
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Quote: Originally posted by Nysha
You're doing this for your own personal use? 'Cause we're not going to offer advice on ripping content from EPs to share with people who don't own 'em |
I'm creating a set based on the original Werknothom door that requires Apartment Life and for creating this set I have to clone other objects that require other EPs. Since I want that my set requires entirely only the base game, how I can change the required EP of the cloned objects?
P.S.: to have greater credibility on what I'm writing, I have included some screenshots taken in Milkshape of the set I'm creating.
#4
6th Jan 2014 at 7:43 PM
Again, the question is: is this for your own personal use, or do you intend to share it with others? Site rules prevent us from helping you to do this if you intend to share it.
#5
6th Jan 2014 at 8:40 PM
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Thanks: 631 in 3 Posts
Quote: Originally posted by Mootilda
Again, the question is: is this for your own personal use, or do you intend to share it with others? Site rules prevent us from helping you to do this if you intend to share it. |
I don't know if you understand me.
However, if the question creates problems, I'll try to solve it by myself.
#6
6th Jan 2014 at 9:31 PM
Ahhhh, ok, I understand. You might want to change the thread title.
Is there a particular reason why you can't just clone basegame objects to begin with? And what kinds of objects are you cloning - just doors and windows?
What I lack in decorum, I make up for with an absence of tact.
Is there a particular reason why you can't just clone basegame objects to begin with? And what kinds of objects are you cloning - just doors and windows?
What I lack in decorum, I make up for with an absence of tact.
#7
6th Jan 2014 at 10:33 PM
Posts: 121
Thanks: 631 in 3 Posts
Quote: Originally posted by Nysha
Ahhhh, ok, I understand. You might want to change the thread title. Is there a particular reason why you can't just clone basegame objects to begin with? And what kinds of objects are you cloning - just doors and windows? |
For the doors I have cloned the Gone Legit door from Nightlife because I need to make single doors that match the original double Werknothom door; for the windows I've cloned the "false" Werknothom windows (1 tile and 3 tiles) from Apartment Life.
You'd understand that if I'll upload the set in the next future, I can't do it requiring more than one EP.
For this reason I need that all the objects have the same dependency.
#8
7th Jan 2014 at 12:32 AM
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Ideally you would have this set slaved to the original from AL for ease to the downloads folder and recoloring. However, to created base game objects you need to uncheck ALL EPs in SimPE, then restart before cloning.
FYI: I've already made those doors single tile.
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FYI: I've already made those doors single tile.
Life Stories || EA Sims 2 Store Items || EA Pre-Order Incentives || Pet Stories || Dog Agility Items || Castaway Stories || Holy Simoly Add-ons || Overrides and Defaults
4esf Archive || Holy Simoly Archive || Sims2Artists || tumblr || CEP-Extras List || Buyable Game Ojbects
If you enjoy the content on s2a or GoS, consider donating to support hosting costs.
#9
7th Jan 2014 at 8:56 AM
Posts: 121
Thanks: 631 in 3 Posts
Quote: Originally posted by HugeLunatic
Ideally you would have this set slaved to the original from AL for ease to the downloads folder and recoloring. However, to created base game objects you need to uncheck ALL EPs in SimPE, then restart before cloning. FYI: I've already made those doors single tile. |
My single doors are a bit different because from the original Werknothom door I've taken the part of the door that has the lock and now I have to make smaller the door otherwise the lock is hidden inside the doorframe.
Thanks for the advice on the EPs, I'll try it.
To make you understand better, I've made recolorable the glass of the original Werknothom door, so now the door and all the objects related to it have 2 subsets, one related to the frame and one related to the glass. I've made two packages to replace the original Werknothom door, one that goes inside the ProgramFiles and the other inside the Documents, both in the zCEP-EXTRA sub-folder, as I've learned from your CEP-EXTRA packages, and all works good
All the doors, windows and arches I'll make will be slaved to the original Werknothom door and they will use the same textures (only the wallshadows will have different textures).
If I'm able to have each object dependent on the same EP, at finished work each object will require only the Apartment Life EP, since all the objects will be slaved to the original Werknothom door that requires Apartment Life.
#10
7th Jan 2014 at 9:35 PM
Posts: 121
Thanks: 631 in 3 Posts
Quote: Originally posted by HugeLunatic
Ideally you would have this set slaved to the original from AL for ease to the downloads folder and recoloring. However, to created base game objects you need to uncheck ALL EPs in SimPE, then restart before cloning. FYI: I've already made those doors single tile. |
However, it seems I've solved in another way. I have changed the codes in the lines Valid EP Flags 1 and 2 (in the Raw Data of the OBJDs) in this way:
Valid EP Flags 1: 0x0000
Valid EP Flags 2: 0x0001
In the game, with the boolprop showcatalogepflags cheat activated, it shows me that each door is available with the Apartment Life EP, as I wanted.
Could I have problems changing the EP required in this way?
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