kingtorrid
11th Aug 2007, 02:41 AM
I hope I'm posting this message to the right place. If this is the wrong place, I won't feel bad if this post is deleted or moved. I apologize in advance if I'm doing something wrong.
I have been playing with SimPE for a few months, and noticed that there is a 'Species' option in the overview. Being my inquisitive self, I decided to experiment with it. I made some interesting discoveries:
1.) The affected sims were moved to the pet column, and could no longer be controlled (boolprop ControlPets on remedies control issues)
2.) The affected sims started acting like cats and had some human animations. They eventually quit using human animations altogether. The cat animations were severely flawed (I can only assume that the animation nodes are oriented differently)
3.) Other sims still have the interactions list for dealing with human sims, but the affected sims have menus appropriate for pets. The affected sims could still beg for treats. Any time a human sim tried to interact with the affected sims (as humans), the action would cancel (I assume because of missing animations) Also, the only way affected sims could recover was if they used items available to all sim types (namely the beds)
4.) After a while, the game kept halting because of the missing animation numbers. This increased in frequency until I was forced to either delete the affected sims, or leave the house.
5.) The first time I tried to use SimPE to do plastic surgery to replace the human models with cat models, I got twisted cats as a result. The second time I tried, I reduced the StretchSkeleton variable, and got better results: perfect cat models, albeit a frozen world from missing animations.
I have (attempted to) attatched an image of the "affected sim" (I couldn't figure out how to put it into the message body)
Here are my questions regarding this post:
1.) Is there a way to replace a sim's animations on a single-sim level, like replacing references so the sim's object looks to different animations? (I know creating animations from scratch or by modification is a nightmare, and I probably won't need to go that far. I'm assuming that you could probably copy the anims/ references from a pet and insert them into the target sim)
2.) If it is possible to to get everything to work, is there a way to make a batch file plug-in for SimPE to automate it (or at least speed things up)? (similar to the plastic surgery system for changing a sim's appearance)
3.) If any of this is remotely possible, can someone point me to some information that would tell me where to look in a sim .package file for the animation data? I don't think I'm at risk of damaging my high-value sims (I made a separate Windows User Account on my computer to separate and protect them)
4.) Is there any way to make it so other sims will have proper pet interactions with the affected sims?
(If any of this would take too long to explain, I'll accept the abreviated version or "That would take an overhaul of the entire engine")
Any help in this area would be greatly appreciated :D
(Skippable story from here down)
The Pyromaniac Sim
(A reason for something this strange)
Once upon a time, there was a sim who was disaster-prone. Everything she touched that could catch on fire did catch on fire. The stove was easy, but one day she decided to challenge herself, so she set her favorite hot tob on fire. Amazingly enough, water is flammable, (all you have to do is separate the oxygen atom from hydrogen atoms, then superheat the hydrogen until the hydrogen atoms fuse together into helium atoms, -physics 101)
The Player noticed this ability and decided that no sim should be allowed to perform alchemic transmutations of this kind. Instead of allowing the sim's fires to kill her, the player turned her into a cat so she couldn't set things on fire anymore.
The End.
I have been playing with SimPE for a few months, and noticed that there is a 'Species' option in the overview. Being my inquisitive self, I decided to experiment with it. I made some interesting discoveries:
1.) The affected sims were moved to the pet column, and could no longer be controlled (boolprop ControlPets on remedies control issues)
2.) The affected sims started acting like cats and had some human animations. They eventually quit using human animations altogether. The cat animations were severely flawed (I can only assume that the animation nodes are oriented differently)
3.) Other sims still have the interactions list for dealing with human sims, but the affected sims have menus appropriate for pets. The affected sims could still beg for treats. Any time a human sim tried to interact with the affected sims (as humans), the action would cancel (I assume because of missing animations) Also, the only way affected sims could recover was if they used items available to all sim types (namely the beds)
4.) After a while, the game kept halting because of the missing animation numbers. This increased in frequency until I was forced to either delete the affected sims, or leave the house.
5.) The first time I tried to use SimPE to do plastic surgery to replace the human models with cat models, I got twisted cats as a result. The second time I tried, I reduced the StretchSkeleton variable, and got better results: perfect cat models, albeit a frozen world from missing animations.
I have (attempted to) attatched an image of the "affected sim" (I couldn't figure out how to put it into the message body)
Here are my questions regarding this post:
1.) Is there a way to replace a sim's animations on a single-sim level, like replacing references so the sim's object looks to different animations? (I know creating animations from scratch or by modification is a nightmare, and I probably won't need to go that far. I'm assuming that you could probably copy the anims/ references from a pet and insert them into the target sim)
2.) If it is possible to to get everything to work, is there a way to make a batch file plug-in for SimPE to automate it (or at least speed things up)? (similar to the plastic surgery system for changing a sim's appearance)
3.) If any of this is remotely possible, can someone point me to some information that would tell me where to look in a sim .package file for the animation data? I don't think I'm at risk of damaging my high-value sims (I made a separate Windows User Account on my computer to separate and protect them)
4.) Is there any way to make it so other sims will have proper pet interactions with the affected sims?
(If any of this would take too long to explain, I'll accept the abreviated version or "That would take an overhaul of the entire engine")
Any help in this area would be greatly appreciated :D
(Skippable story from here down)
The Pyromaniac Sim
(A reason for something this strange)
Once upon a time, there was a sim who was disaster-prone. Everything she touched that could catch on fire did catch on fire. The stove was easy, but one day she decided to challenge herself, so she set her favorite hot tob on fire. Amazingly enough, water is flammable, (all you have to do is separate the oxygen atom from hydrogen atoms, then superheat the hydrogen until the hydrogen atoms fuse together into helium atoms, -physics 101)
The Player noticed this ability and decided that no sim should be allowed to perform alchemic transmutations of this kind. Instead of allowing the sim's fires to kill her, the player turned her into a cat so she couldn't set things on fire anymore.
The End.