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- Overriding Default Tuning?
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I'm trying to change the emotions that certain moodlets produce. For my first attempt at this, I tried changing the "Hungry" moodlet to give the "Dazed" moodlet. I edited the DATA file, and that went as planned. The information shown in the UI attached to the moodlet works properly, but it doesn't change the effect it has on the actual game. According to the official documentation, you also have to edit the XML file.
Problem is, the documentation only gives information on how to create new tuning. How do you override existing tuning? I tried simply putting the part of the code I wanted into a new XML file and importing it into the same package as the DATA file:
<?xml version="1.0" encoding="utf-8"?>
<I c="Buff" i="buff" m="buffs.buff" n="Buff_Motives_Hunger_Hungry" s="12820">
<r n="audio_sting_on_add" x="186" />
<r n="audio_sting_on_remove" x="187" />
<T n="buff_description">0xBA2D6E0F</T>
<T n="buff_name">0xEC47DDA4</T>
<r n="flip_arrow_for_progress_update" x="73" />
<U n="game_effect_modifiers">
<L n="game_effect_modifiers">
<V t="autonomy_modifier">
<U n="autonomy_modifier">
<L n="decay_modifiers">
<U>
<r n="key" x="3068" />
<r n="value" x="72882" />
</U>
</L>
<L n="stat_use_multiplier">
<U>
<r n="key" x="3068" />
<U n="value">
<r n="apply_direction" x="2299" />
<r n="multiplier" x="72882" />
</U>
</U>
</L>
<r n="subject" x="20329" />
</U>
</V>
</L>
</U>
<r n="icon" x="40409" />
<r n="icon_highlight" x="40409" />
<r n="interactions" x="40413" />
<r n="mood_type" x="1191" />
<r n="mood_weight" x="192" />
<r n="timeout_string" x="20334" />
</I>
But that didn't work, it just did nothing at all. I imported the XML file the exact same way the documentation told me to import new tuning.
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Just do what you did with the data file. Remember, tuning can't be merged, it can only be completely replaced. What you have to do is find the tuning resource for the Hungry moodlet, export the XML, edit it, then either import it back to the original build package, or import it into a new package retaining the same instance ID so that it gets replaced. |
Thanks, but where are the individual tuning files? The only file I know about is the combined one, which I copied the above code from.
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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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In the kingdom of the blind, do as the Romans do.
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ETA: It could also be that the type 0x266ca322 is incorrect since the tag we're supposed to use for generating it isn't present for modules, though I found something in the python code today that made me believe my guess of using the R tag instead was correct. I haven't actually tested this to verify that module overrides work.
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@kikiwalu: You're trying to mod townie names, right? I know that only the CAS name spawner instance is in the combined tuning, but 0x7036FF3703847744 seems to use the same format (sims.sims-spawner.tdesc) as 0x784760dd00959dfa, which is in the combined tuning, so have you tried setting the s attribute to "8085930792737601348" and renaming the file to 0x00000000!0x7036FF3703847744.0x266ca322? |
Yes I did exactly what you said before but it's not working. Maybe it's becasue the 7036 only contains the simspawner class tuning, while the 7847 is a whole module tuning.
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(I have also been looking at the townie names, like kikiwalu - have been trying various combinations for the type, but haven't had any success yet. But then I'm a total beginner at this format; I haven't worked with python before and am unfamiliar with how the data is loaded, if it's even a python thing or something proprietary to Sims 4, so I'm still struggling to learn.)
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I looked into the issue with overriding modules and I finally got one to work. 0x266ca322 is incorrect. The resource type should be 0x03b33ddf. I'll update the XmlExtractor to reflect that change. In the meantime, you can manually change the file extension. |
EDIT: Wait a minute – 0x03b33ddf? That's the ITUN from Sims 3. Oh damn, the solution was right under our noses, and no one thought of it!
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I didn't even realize that (I never did much with the ITUNs in Sims 3). So that's where it's coming from. It wasn't the FNV32 of "tun" or "tuning". I found the type in the python sources. I'm glad it works now. I have uploaded an updated version of the XmlExtractor that sets the correct type for the modules. |
Love u so much! I did it! All the weird townies's names are gone!
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What could I be missing, do you have any idea? Would you mind uploading your test file so that I have a working example to compare with?
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.
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I've attached my test resources (loose files in a .7z).
starting_funds_test.7z (500 Bytes, 25 downloads) - View custom content | ||
Date Time Attr Size Compressed Name ------------------- ----- ------------ ------------ ------------------------ 2014-09-15 13:10:29 ....A 203 249 0x00000000!0xd66f672e4576ec88.0x03B33DDF 2014-09-15 15:07:53 ....A 229 0x006CA304!0x292660BCDFD2A795.0x545AC67A 2014-09-15 15:07:53 ....A 229 0x006CA304!0xD66F672E4576EC88.0x545AC67A ------------------- ----- ------------ ------------ ------------------------ 661 249 3 files, 0 folders |
||
Description: My starting funds test that sets starting funds to 33333 and 2222 per sim |
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1. find something in game that I want to tweak,
2. look through the exported XML to find the parameter I want to change,
3. change the XML
4. (new! and working!) look at the instance of that XML, find the DATA resource with the same instance and export it
5. change the parameter in question in the DATA file as well,
so far so good .. but how did you make the connection to 0x006CA304!0x292660BCDFD2A795.0x545AC67A ? I can't see any reference to that anywhere .. how do I know that it may need to be edited? Or am I perhaps doing this backwards -- should I be looking at the DATA resources first, and then XML?
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ETA: I just saw that it worked without the other one. How do you see the starting funds for game generated households (or the new households at all)?
It could also be that the second DATA file is just old stuff that they left in. I just did a test and found the origin for the different instances. It's the following FNV64:
shared-native-tuning => 0xD66F672E4576EC88
shared.native.tuning.Shared_Settings => 0x292660BCDFD2A795
While looking for the module tuning resource type in the python code, I found that they implemented a getting of the module tuning files by replacing the "." with "-". I'm still not entirely sure what to make of that.
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ETA: I just saw that it worked without the other one. How do you see the starting funds for game generated households (or the new households at all)? |
I just start a new game, make a new household and then you can see their funds when moving in .. the funds of the game-generated households (it will generate them when you leave the game running for a bit) are displayed in Manage Worlds -> Household Management (the middle icon, with three little figures + huge pen).
While looking for the module tuning resource type in the python code, I found that they implemented a getting of the module tuning files by replacing the "." with "-". I'm still not entirely sure what to make of that. |
Maybe this is why it's not working? You mean shared-native-tuning vs. shared.native.tuning? That would result in a different hash, wouldn't it?
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Lesson learned: when searching for something, search the tdesc files as well.
Stuff for TS2 · TS3 · TS4 | Please do not PM me with technical questions – we have Create forums for that.
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