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gesimz
10th Mar 2012, 10:03 PM
The Object in question i'm referring to here is the Mechanical Bull introduced in Showtime. In the later stages of the Skill (Level 7 I think), any Sim that goes to ride it will spin into a Cowboy/Cowgirl outfit. Tuning the MechanicalBull XML does nothing to stop the change clothes spin. I've looked at the Mechanical Bull in Reflector but can't quite identity what has to actually be done/changed to prevent Sims from changing into Cowboy clothing when using the Mechanical Bull. So my question is basically the thread title, how do you (generally) disable Sims from changing clothes for a specific object, in this case, the Mechanical Bull?

nonamena
10th Mar 2012, 10:56 PM
Sims3.Gameplay.Objects.Entertainment.MechanicalBull.RideBull.Run()

Look at protected override bool Run()

but, you could also set the skill required in the XML to 11.

gesimz
10th Mar 2012, 11:14 PM
Setting it to 11 didn't work, but setting it to 12 did.

Thanks Nonamena!

EDIT: Weird, now 11 is working as well. Not sure what was happening exactly, but I got the desired result, that's the main thing.

gesimz
19th Mar 2012, 02:51 AM
I am bumping this thread as a result of a request I received for disabling the Lab Outfit change when using the Chemistry Table in Generations and relates to the original query.

Unlike the mechanical bull, this appears to not be tunable via XML and requires an object script mod.

Within the protected bool SwitchToLabOutfit I located the Actor.SwitchToOutfitWithSpin(outfit.Key);
return true; and changed that to false while keeping the rest of the SwitchToLabOutfit in tact,

The final script did not work in-game.

Any ideas on what needs to be changed specifically to disable spin changing into Lab Coats in-game when using the Generations Chemistry Table?