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- About smoking and weed mods.
Replies: 10 (Who?), Viewed: 9413 times.
#1
20th Oct 2014 at 10:18 AM
Posts: 7
About smoking and weed mods.
Hello everybody, do you know if is possible to modify or create a new plant and after make the possibilitie of "make" a "Joint" from it? Or in other way, simply buy tobacco like the mod of Sims 3... Thanks for everyone!
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#2
20th Oct 2014 at 12:42 PM
Posts: 11,006
Thanks: 422945 in 1121 Posts
That would most likely be mostly a scripting/tuning thing, so I’m moving this to Modding Discussion (where all the coding stuff goes). Maybe start with modifying some of the in-game plants, try to edit one into a custom one, and take it from there? From what I’ve seen custom plants don’t seem overly difficult (at least not as long as you’re OK with using an existing harvest prop for it, until there are tools for custom meshes).
Stuff for TS2 · TS3 · TS4 | Please do not PM me with technical questions – we have Create forums for that.
In the kingdom of the blind, do as the Romans do.
Stuff for TS2 · TS3 · TS4 | Please do not PM me with technical questions – we have Create forums for that.
In the kingdom of the blind, do as the Romans do.
#3
20th Oct 2014 at 1:18 PM
Posts: 7
Quote: Originally posted by plasticbox
That would most likely be mostly a scripting/tuning thing, so I’m moving this to Modding Discussion (where all the coding stuff goes). Maybe start with modifying some of the in-game plants, try to edit one into a custom one, and take it from there? From what I’ve seen custom plants don’t seem overly difficult (at least not as long as you’re OK with using an existing harvest prop for it, until there are tools for custom meshes). |
Hello, and thank you for answering. I do not have much idea about modding, and also my s4pe does not work (not fixable Error reading resource ).
I wonder if there is any way to modify any original plant , and especially how to get my " sim" can smoke in some way...
I hope someone can help me out . Thank you very much , see you soon!
#4
20th Oct 2014 at 1:27 PM
Posts: 7
I apologize , I was able to fix the error , it was just that it had not unpacked it with " 7-zip "... Can you tell me where are the plants package? Thank you so much!
#5
20th Oct 2014 at 1:29 PM
Posts: 11,006
Thanks: 422945 in 1121 Posts
To get started with getting into XML tuning you can read this, and of course the Maxis CC guide (see sticky). There is also a nice “scripting for beginners” walkthrough in Tutorials.
Stuff for TS2 · TS3 · TS4 | Please do not PM me with technical questions – we have Create forums for that.
In the kingdom of the blind, do as the Romans do.
#6
20th Oct 2014 at 1:53 PM
Posts: 7
Thank you ! I will have a great read.
#7
22nd Oct 2014 at 9:15 AM
Posts: 7
I'm trying to find the .package that includes the plants and i'ts impossible
#8
22nd Oct 2014 at 12:13 PM
Posts: 11,006
Thanks: 422945 in 1121 Posts
How are you searching for it?
I recommend a text search over your XML folder (what you extracted with velocity's tool), e.g. for "plant". Same for the tdesc folder (what you downloaded from Maxis).
Stuff for TS2 · TS3 · TS4 | Please do not PM me with technical questions – we have Create forums for that.
In the kingdom of the blind, do as the Romans do.
I recommend a text search over your XML folder (what you extracted with velocity's tool), e.g. for "plant". Same for the tdesc folder (what you downloaded from Maxis).
Stuff for TS2 · TS3 · TS4 | Please do not PM me with technical questions – we have Create forums for that.
In the kingdom of the blind, do as the Romans do.
#9
22nd Oct 2014 at 1:58 PM
Posts: 7
I found this in Puddle.tdesc:
And this 2 in the ScriptObject.tdesc:
And now... what?
Quote:
<TunableTuple name="evaporation_outcome" class="TunableTuple" display="Evaporation Outcome" filter="0" group="Puddles"> <Tunable name="nothing" class="TunableRange" type="int" default="5" display="Nothing" filter="0" group="General" tuning_state="NeedsTuning" min="1" max="None" description="Relative chance of nothing." /> <Tunable name="plant" class="TunableRange" type="int" default="1" display="Plant" filter="0" group="General" tuning_state="NeedsTuning" min="0" max="None" description="Relative chance of plant." /> <Tunable name="weeds" class="TunableRange" type="int" default="2" display="Weeds" filter="0" group="General" tuning_state="NeedsTuning" min="0" max="None" description="Relative chance of weeds." /> |
And this 2 in the ScriptObject.tdesc:
Quote:
<TunableVariant name="gardening_component" class="TunableGardeningComponent" type="None" default="disabled" display="Gardening Component" filter="0" group="General"> <TunableTuple name="fruit_component" class="TunableGardeningFruitComponent" display="Fruit Component" filter="0" group="General" description="Objects with a GardeningFruitComponent are fruits, flowers, and seeds that
can germinate and become plants that will produce more of themselves."> |
Quote:
</TunableList> <Tunable name="base_weight" class="Tunable" type="float" default="100" display="Base Weight" filter="0" group="General" tuning_state="NeedsTuning" description="The base weight of a fruit if its size gene's value is 1. The value of
that gene is controlled by the range of the SCALE_COMMODITY." /> <Tunable name="fruit_name" class="TunableLocalizedString" type="int" default="0x0" display="Fruit Name" filter="0" group="General" description="Fruit name that will be used on the spliced plant description." /> <Tunable name="plant" class="TunableReference" type="object" display="Plant" filter="0" group="General" description="The plant that this fruit will grow into if planted or if it
spontaneously germinates." /> <Tunable name="spawn_slot" class="TunableReference" type="slot_type" display="Spawn Slot" filter="0" group="General" restrict="SlotType" /> <TunableVariant name="fruit_fall_behavior" class="OptionalTunable" type="None" default="fruit_does_not_fall" display="Fruit Fall Behavior" filter="0" group="General" description="Controls automatic fruit-fall behavior."> <TunableTuple name="fruit_falls_to_ground" class="TunableTuple" display="Fruit Falls To Ground" filter="0" group="General"> <TunableTuple name="search_radius" class="TunableInterval" display="Search Radius" filter="0" group="General" description="A tunable interval between lower_bound and upper_bound."> <Tunable name="lower_bound" class="TunableRange" type="float" default="0.5" display="Lower Bound" filter="0" group="General" tuning_state="NeedsTuning" min="None" max="None" description="The lower bound of the interval." /> <Tunable name="upper_bound" class="TunableRange" type="float" default="3" display="Upper Bound" filter="0" group="General" tuning_state="NeedsTuning" min="None" max="None" description="The upper bound of the interval." /> </TunableTuple> <Tunable name="fall_at_state_value" class="TunableReference" type="object_state" display="Fall At State Value" filter="0" group="General" restrict="ObjectStateValue" /> </TunableTuple> <Tunable name="fruit_does_not_fall" class="TunableExistance" display="Fruit Does Not Fall" /> </TunableVariant> |
And now... what?
#10
22nd Oct 2014 at 2:00 PM
Posts: 7
Ând this! In ScriptObjects.tdesc
Quote:
</TunableTuple> <TunableTuple name="plant_component" class="TunableGardeningPlantComponent" display="Plant Component" filter="0" group="General" description="Objects with a GardeningPlantComponent are fruit-bearing plants."> <TunableList name="states_that_support_fruit" class="TunableSet" display="States That Support Fruit" filter="0" group="General" unique_entries="true" description="Any time the plant goes from a state in this list to one that is not,
all fruit currently on the plant will be destroyed."> <Tunable class="TunableReference" type="object_state" filter="0" group="General" restrict="ObjectStateValue" /> </TunableList> </TunableTuple> |
#11
22nd Oct 2014 at 9:10 PM
Posts: 3,552
Thanks: 55562 in 750 Posts
You have extracted the XML files with the velocitygrass Extractor? Look in the folder called 'object'. Scroll down to objectGardeningPlant; these are the plants files. There are also other gardening and plants files spread around other places, maybe in the folders 'object-state' or 'interaction' or 'buff' maybe. Things in this game are split up into smaller Xml files and spread out all over the place.
MedievalMods and Sims3mods: Dive Cave Reset Fix, Resort Revamp, Industrial Oven Revamp, Will O' Wisp fix, UI Sounds Disabled, No Cars, Gnome Family Planner, Townies Out on the Town, No Martial Arts Clothes, Fast Skilling, etc. http://simsasylum.com/tfm/
MedievalMods and Sims3mods: Dive Cave Reset Fix, Resort Revamp, Industrial Oven Revamp, Will O' Wisp fix, UI Sounds Disabled, No Cars, Gnome Family Planner, Townies Out on the Town, No Martial Arts Clothes, Fast Skilling, etc. http://simsasylum.com/tfm/
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