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- A little lost
Replies: 6 (Who?), Viewed: 1727 times.
#1
7th Jul 2015 at 11:56 PM
Posts: 18
A little lost
Hello all,I'm new to Sims modding but not new to modding in general as I've been able to reverse engineer every aspect of Elder Scrolls modding dating back to Morrowind. However, I'm a little flummoxed with where I'm supposed to be looking for basic DATA for Sims 4.
What I wanted to do was customize the NoPrivacy mod as it's a little loose, logic-wise. I've been able to export the xml using S4PE and understand it well enough to make the necessary edits, HOWEVER I need to uncover what the specific IDs are for certain relationship types and I haven't a clue where to find it. I've scoured the TuningDesc export I'd made with TS4 Combined XML Extractor and find plenty of references to relationship, but nothing that includes a list. I've also searched for specific IDs (such as 15825 that appears in the default privacy xml) and didn't come up with anything.
I'm presently trying to get The Sims 4 Mod Workshop 2 up and running but trying to get the DATA export out of S4PE is killing my machine right now (and still churning after 15 minutes so I'm not sure I'm doing it right).
I've read through all the forum posts on the subject I could find here and none seem to point out where this data is held and how to access it.
I'm used to seeing a list of data records presented via a purpose-built modding UI in a human-readable format but so far I'm coming across a whole lot of hex and compiled code with no apparent way to read it.
Can someone point me in the right direction?
Thanks,
D
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#2
8th Jul 2015 at 12:10 AM
Posts: 11,006
Thanks: 422944 in 1121 Posts
Any IDs you see referenced in the tuning files are normally the actual ID of that tuning, only in decimal. If you search your XML folder for “15825” (or even better: “s="15825"”) it’ll find one document: /relbit/S4_074DFB83_00000000_0000000000003DD1.xml (romantic-Significant_Other). If you want a list of all relbits, just search the /relbit folder for something like “m="relationships.relationship_bit" n="” (which is what they all have in the first line).
For viewing/editing DATA files you can use the DATA file editor posted in Tools.
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.
For viewing/editing DATA files you can use the DATA file editor posted in Tools.
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
8th Jul 2015 at 7:28 AM
Posts: 18
I managed to find much of what I needed with The Sims 4 Mod Workshop thankfully. But perhaps someone can help me locate the following...
<V t="buff">
<U n="buff">
<V t="enabled" n="whitelist">
<L n="enabled">
<T>104587</T>
<T>105208</T>
<T>105209</T>
<T>105210</T>
I don't have these IDs listed under Buffs but these IDs are referenced in several xml files so I have to imagine they exist somewhere. I'm copying a block of code from once file to another but I'd like to know what buffs are being added versus just blindly adding them.
Thanks!
<V t="buff">
<U n="buff">
<V t="enabled" n="whitelist">
<L n="enabled">
<T>104587</T>
<T>105208</T>
<T>105209</T>
<T>105210</T>
I don't have these IDs listed under Buffs but these IDs are referenced in several xml files so I have to imagine they exist somewhere. I'm copying a block of code from once file to another but I'd like to know what buffs are being added versus just blindly adding them.
Thanks!
#4
8th Jul 2015 at 8:14 AM
Posts: 11,006
Thanks: 422944 in 1121 Posts
Those might be from EPs/GPs you don’t have installed. You can get all of the EP/GP/etc tuning from Maxis, though – they have posted it in their forum. (Modding > Techical Discussion IIRC, is stickied.)
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.
#5
8th Jul 2015 at 5:25 PM
Posts: 18
That was my first thought so I exported the remainder of the tuning files I'd retrieve from Maxis and couldn't find them there either. The number sequence tells me that they should be in the base game but they just don't match up with anything. My only guess is that they were deprecated in a previous patch or never actually made it into the game but weren't removed from these particular XMLs.
#6
9th Jul 2015 at 3:05 AM
Posts: 2,671
Thanks: 62708 in 190 Posts
Those are in GTW:
- 104587 = buff/S4_6017E896_00000002_000000000001988B.xml:<I c="Buff" i="buff" m="buffs.buff" n="Buff_Object_HerbalistPotion_FertilityPotion" s="104587">
- 105208 = buff/S4_6017E896_00000002_0000000000019AF8.xml:<I c="Buff" i="buff" m="buffs.buff" n="buff_Object_HerbalistPotion_FertilityPotion_Normal" s="105208">
- 105209 = buff/S4_6017E896_00000002_0000000000019AF9.xml:<I c="Buff" i="buff" m="buffs.buff" n="buff_Object_HerbalistPotion_FertilityPotion_Outstanding" s="105209">
- 105210 = buff/S4_6017E896_00000002_0000000000019AFA.xml:<I c="Buff" i="buff" m="buffs.buff" n="buff_Object_HerbalistPotion_FertilityPotion_Masterwork" s="105210">
#7
9th Jul 2015 at 3:47 AM
Posts: 18
Thank you! And now they are showing up in s4mw...
That really helps explain what the heck this xml was attempting to do,
That really helps explain what the heck this xml was attempting to do,
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