View Full Version : How to Disable Sim Standing on Horse Saddle Following Mounted RouteFail in .jazz Script?
23rd Nov 2011, 10:06 AM
See post 16 for latest issue
I'm in the process of altering a Jazz script so it can disable a certain animation, but theres one thing preventing me from finishing it. I'm not sure exactly where to get the _KEY file that all the animating disabling mods here seem to have. Where is this ingame\sims\soloanims\ directory or whatever directory that contains the _KEY files? Where are they found?
23rd Nov 2011, 10:26 AM
Someone else who knows more about the subject may be able to tell you where to find the _KEY file, but I edit the jazz scripts for my mods by using Smooth Jazz (http://www.modthesims.info/d/365465 ), then save it as a package using Smooth Jazz's packaging function, and when it creates the package file, on opening the package file with s3pe a _KEY file is already in there along with my jazz script, so there is no need to find or make one yourself. Where it pulls the _KEY file from, though, I have no idea.
(I did ask if anyone knows where the _KEY file comes from, in a jazz-related thread I created on this forum recently, but no-one replied so it may be that no-one knows.)
23rd Nov 2011, 10:36 AM
Ok, so it's auto generated. Thanks for that.
I'm just in the process of (in amongst other things) attempting to update Stevebo77s No Route Fail mod to apply for Pets to apply for Animals as well (for my own personal use).
Everythings fine, except one line with the cat. For some reason its saying in Smooth Jazz that theres a Syntax error. I removed the Play 0x6b20c4f3:0x48000000:0x132DF71C7D3B74C6 for "x" under Value "cat" which has worked for removing the equivalent Plays for everything else except the cat:
} <-- THIS one curly bracket that turns red is the offender thats preventing me from saving the .package. I can't quite work out whats causing the error at this stage.
23rd Nov 2011, 10:51 AM
If you remove the lines to do with cats, it will mess up the mod because you'll then start having jump bugs with the cats rather than having the cat behave the way it should do with the mod. That happened to me with my No Coughing mod when at first I simply removed the 'Throw Scrap' animation, because I couldn't get SmoothJazz to save due to syntax error. You will need to rewrite those lines as I describe below.
The parenthesis error might be to do with the lines you removed, by having deleted one parenthesis too many in process, or, it might be something along the lines of what happened to me - see if what happened to me is of any help in your case:
When I updated my No Coughing While Eating mod for Pets. I too thought it was erroring on a random line that wasn't an error, because SmoothJazz was saying 'Syntax error on Line xxx', where Line xxx had no error, which is probably what's happening to you with your curly bracket. What was actually happening, I discovered later, was that what was causing the error was the first colon in a new state machine added at the end of the Eating jazz script by Pets (in my case, in the new 'Throw Scrap' state machine), where EA has changed their animation naming format from using 'English' names such as 'Play eat.with.fork' to TGI references such as 'Play 0x123456:012345678:1234567890'. SmoothJazz doesn't know how to deal with colons. If you look closely, you'll probably see that Smooth Jazz has given you the wrong line number for the error and the red error highlighter is actually on the first colon that comes along after the line error.
The only way out of this is to change all the TGI references to just Instance references by deleting the Type and Group numbers and the offending colons that follow them, and only leaving the Instance numbers. Now Smoothjazz will finally allow you to package your file, because it will no longer see errors. Before you do this, make sure you write down all the TGI numbers in their entirety, because you will need them for the next step.
Next you have to open the package file with s3pe and replace the T and G numbers you deleted. They will be found in the Chunk Entries within the Grid feature of s3pe. It's a real pain, but it works. (A big thanks goes to another member, bluegenjutsu, who discovered this process and told me about it, otherwise I'd still be scratching my head in despair over how to fix my No Coughing mod!) Hope that works for you - good luck!
23rd Nov 2011, 11:08 AM
Yeah you're right, there's a new state entry at the end of the .jazz script that wasn't in Steveobos original: RouteFailMounted and as you said, it's got play lines with colons in it.
I'll follow through with your instructions and if all goes well, it works and I decide to upload (assuming Stevebo doesn't return or someone else uploads this within the next few days) i'll be sure to give you and bluegenjutsu due credit for your assistance. Thanks again.
23rd Nov 2011, 11:25 AM
s3oc and s3pe create new _KEY files when needed, that is if you give a resource a name, or if the resources you are getting for a clone already have names attached. Otherwise, you can find _KEY files in probably fullbuild0 and deltabuild0 that often have listings for resources in other packages. Once you pull in the Key file with the relevant entry in it, your resources will magically sprout names. But actually this is for user convenience only, the game doesn't use these names.
23rd Nov 2011, 2:50 PM
Thanks Inge, i'll keep that mind for next time.
UPDATE: So far, i've removed and kept the following (which of the first and second numbers are the T AND G NUMBERS?):
0x132DF71C7D3B74C6 <-- I thought this was the instance number along with all the longer numbers below;
0x132DF71C7D3B74C6 (standing) and 0x2B412BF3BBE5A245 (pool)
0x132DF71C7D3B74C6 (standing) and 0x2B412BF3BBE5A245 (pool)
ROUTE FAIL MOUNTED
0x6b20c4f3:0x48000000: and 0x6b20c4f3:0x48000000
0x132DF71C7D3B74C6 and 0x7B7AC6C84D11189E
This allowed me to save the .jazz script in Smooth Jazz. Stevebos original mod had everything deleted for the human bits, eg:
Select on Parameter "Crawling"
Doing this with the current .jazz script though causes syntax errors. Also, as per the attached image, where are you typically supposed to replace the TGI numbers because none of the values seem to correspond with anything from the .jazz script? I'm probably completely confused/wrong with this, but this .jazz script stuffs new to me.
23rd Nov 2011, 5:16 PM
The first number in those long three-number strings separated by colons is the Type, the second is the Group, and the third is the Instance.
Editing them in s3pe is the hard part, unless, like in my case, the new Pets state machine that you need to edit is at the end of the jazz script, in which case you're in luck - just go to the bottom of the Chunk Entries list and work your way up. For instance, if there were six 'Play' entries in the new Pets section and it's at the bottom of the jazz script, just start with the bottom Chunk Entry and go up through the previous 5. But otherwise, you may need to hunt & peck to find them all.
So, open the Chunk Entry that you want to edit, then under that, open RCOLBlock, and within RCOLBlock, the entry you want is the ClipResource. That line is the TGI reference, which you need to edit. It will say 0x00000000:0x00000000:0x1234567890 [or whatever], where the first two numbers are all zeroes and the third number is the correct numeric/alpha string from the SmoothJazz script - you need to change those two 0x00000000 values to their correct values. Then repeat for each of the other 'Play' lines that you had to change in SmoothJazz.
See attached screenshot of the ClipResource entry to help you see where to find it. Good luck!
24th Nov 2011, 12:57 AM
IT WORKED (for the most part)!*
Looking through the Chunk Entries in S3P3, I found 5 that needed to be edited:
 ChunkEntries/RCOLBlock/ClipResource: 0x00000000-0x6B20C4F3-0x132DF71C7D3B74C6
 ChunkEntries/RCOLBlock/ClipResource: 0x00000000-0x6B20C4F3-0x2B412BF3BBE5A245 (Human and Dogs Swimming)
 ChunkEntries/RCOLBlock/ClipResource: 0x00000000-0x6B20C4F3-0x53C47000C61B686D (Humans)
 ChunkEntries/RCOLBlock/ClipResource: 0x00000000-0x6B20C4F3-0x132DF71C7D3B74C6
[1A] ChunkEntries/RCOLBlock/ClipResource: 0x00000000-0x6B20C4F3-0x7B7AC6C84D11189E (Last one at the end)
As bolded, two of the plays were identical and had no type and group numbers in the .jazz script which made things somewhat confusing. In S3PE, they seemed to display the 0x6B20C4F3 value (type) in the reverse order (in the second field) to the .jazz script which displays it first. So when I put in the 0x48000000 first rather than second in S3PE, it didn't work. When I swapped them around and inputted the 0x6B20C4F3 (type) and 0x48000000 (group) in the fields under ClipResource and reversed their order (i.e. put first 0x6B20C4F3 and then 0x48000000), eg: 0x6B20C4F3-0x48000000-0x7B7AC6C84D11189E, presto, no route fail!
It's strange because you would've thought that removing values was the way to remove the animations, but here it seems the opposite, you need to ADD values to remove the animations. Weird.
In my game, Pets deform horribly when theres a route fail. Not anymore it seems, just the thought bubble appears on the top of their heads with route fail symbol. But now it seems *Child sims are deforming instead (see attached image) which they don't with the regular route fail animation.
So far i've tested this in a room with no door for babies/toddlers, adult sims, dogs, cats and horses and its fine except [B]*Child sims deform and stretch in height (see attached image).
I've also tested this with a 1x1 pool and all Dogs and Sim ages except Children work fine. *Again Child sims don't chuck a tantrum but deform and stretch in height greatly (see attached image) following the no route fail with a pool which doesn't happen with the default .jazz script.
Deers and Raccoons have also been tested. :alarm: EDIT: Now fixed, wild Raccoons and Deer don't deform. :alarm:
I never used Stevebos original, were children stretched in that version also? There was nothing in the description or comments to know whether the original was tested with child sims as well as adults and worked without deformation.
24th Nov 2011, 8:49 AM
I still can't find a way to resolve the Child Stretching issue. I'm not even sure its possible to fix because the .jazz script seems to lump all Sims into one category in humans, rather than separately into Adult, Children, Elder etc.
I've attached the "in-progress" version of the mod if anyone wants to look at the .jazz script to work out a possible solution to the above issues or try it out in game. The issue above with Child sims be present in game, Child stretching for route failures. I'm not sure how to fix this at this stage.
:alarm: EDIT: FILE NOW REMOVED DUE TO FIXING CHILD STRETCH ISSUE WITH NEW VERSION :alarm:
24th Nov 2011, 10:49 AM
Whoa, unfortunately you've lost me at this point - no idea about the child stretching or the Salvador Dali-esque animals. I never used the original Route Fail mod so don't know what issues, if any, it might have had re child stretching, nor what to do about it. Am glad you got some of it to work, but I hope someone more knowledgeable than myself will be able to help with those issues!
The loss of the petting menu is possibly to do with a line or lines you've inadvertently either deleted from the jazz script or have not fixed in s3pe, but I'm not sure.
24th Nov 2011, 12:13 PM
Just managed to fix the issue with the Raccoons and Deers not being clickable and they also no longer deform when trapped. I reversed the order of the type and group numbers for the last 1189E chunk entry and it worked.
Now, the only thing preventing this mod from being complete is the child stretching issue. I'm not sure if anyone else here knows, but i'll wait around and see if theres a solution.
25th Nov 2011, 11:54 PM
I finally discovered how to fix the Child Stretch issue. I tried changing the HUMAN value to adult and it worked!
The no route fails for other ages remain unaffected. The mod is now complete.
I'll have this uploaded within the next day or so and give credit where it's due.
:alarm: EDIT: I just discovered an issue with horses deforming when a Sim is mounted on a horse and a route fail occurs. But i've immediately applied a fix. I simply had the type and group numbers the wrong way round for one of the instance numbers relating to Sims and being mounted on horses. Providing the upload gets approved, i'll just need to update the file once it appears online with the fixed version. :alarm:
26th Nov 2011, 10:46 AM
That's great, glad you've solved it!
EDIT: Forgot to say, if your mod is in the Upload queue and you want to upload the fixed package file before the thread gets accepted, just post in Creator Issues ('Create' menu, then choose 'Creator Issues') explaining the situation and they will release your upload thread so that you can see it again and replace your package file. They'll release it by sending you a 'Changes Required' PM and then you can access your thread from there.
26th Nov 2011, 2:27 PM
Thanks for the tip! I may just do that!
28th Nov 2011, 4:04 AM
Right after applying a fix for horses deforming (screwing up like picture above for the deer) on residential lots, I found a totally weird random bug that actually occurs by default without using my no route fail mod. It seems to occur when you have a horse on a community lot trapped in a room with no door and on the other side of the room, there being a door to another small room like a shower room. If you teleport the horse and a Sim, to a community lot of that nature (e.g. the Pool community lot in Appaloosa Plains), mount the Sim on the horse and try to ride out of the room following removing the door to get out, the following glitch occurs (as pictured). This has nothing to do with my mod, but the mod doesn't correct this. I've been attempting to alter the .jazz script thus far to remove horse animations all together but have had no luck so far. It might be a bug with the game itself in the animations EA did for the horse mount and may not be fixable. The actual mod itself can be used as normal because it removes route fails just for Sims, but i'd like to try and find a solution to this in-game glitch relating to horses (if possible).
28th Nov 2011, 7:35 AM
When does these deformations actually happen, i have those routefail balloons hundreds of times but sims/animals never deform?
28th Nov 2011, 9:16 AM
The twisted Deer above was from me putting Type and group numbers the wrong way round in a No Route Fail mod I updated, and is now no longer an issue, but the abvoe with the horse was something I discovered purely by chance today while playing in Appaloosa Plains.
I found that if you have a horse on a community lot (the example above is at the Appaloosa Plains Public Pool community lot) and you trap the horse in there, mount a Sim on the horse and attempt to ride out/exit after deleting the entrace door in a room that has another door to another area (in the case of the Appaloosa Plains Public pool, theres a couple of showers at the back with some doors leading into them), that glitched animation occurs where the Sim stands on the horses saddle. Try it. It happens everytime with me running no mods whatsoever. The RouteFail .jazz script actually has an entry for Mounted Horses and Route fail which is why I thought it may be possible to remove the animation all together so that glitch doesn't happen. Oddly enough, the problem doesn't seem to occur on Residential Lots, although i'm about to test it again just to make sure. Its weird.
EDIT: I've found the cause. If you are trapped in a room (either community OR residential lot) with a Sim and horse and a Sim is mounted on the horse, you trap it in a room, removing the door to exit but there's another door in the room you're trapped in, that's when the glitched animation occurs with the Sim standing on the horses saddle.
Having given this a bit more thought, it seems like such a minute thing, how many people are really going to intentionally trap a Sim mounted on a horse without an exit door in a room with another door? Having gone through the Route Fail jazz script, i'm not even sure a fix to this glitch is possible. It's probably not worth exploring in the end, for a glitch that isn't going to affect a great deal of people, but its on my radar, just in case.
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