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Nevermind, it's completely functional that way! (But I told you not to quote on me, lol)
So all I did was merely extracting the locomotion files (CT - Restore Loco BHAV & Bunny Hop Locomotion Text Lists) from the NPC template, updated them to match with the playable sim's group in the resource tab and added an additional line in the Function - Init BHAV to include the CT - Restore Loco BHAV.
This alone
won't make the sim hop though. As I said, the game does not use the sim's character file to determine their behaviour but what it's inside the original GUID template. So I replaced that with the sim's actual GUID. This made it work too! But 0 might just do it as well, I think the game will use what's in the fallback GUID then and that's the sim's actual GUID.
It's kinda hilarious seeing them hopping like that all the time, lol. You'd have to disable the "Run Here" animation though, as they will just stand around then and not go to the desired destination. So that part needs a bit more work. But it's definitely possible to customize the sim to behave like a special NPC without CC.
Quote: Originally posted by joandsarah77
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I'm not sure what the original question was or who posted it, but this walk style changer includes the social bunny hop.
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I think @Sokisims wanted to implement the social bunny hop into a playable sim for a custom neighborhood they wish to upload, so that the sim always hops by default. Kinda like Mr. Big or Diva's coded behaviour. The walk style changer can do that as well, sure, but I think they wanted it to be permament and CC-free so that the custom neighborhood wouldn't require the Sim Locomotor as a required mod.