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- Gameplay - Base Game Objects and CC Objects
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- Gameplay - Base Game Objects and CC Objects
Replies: 1 (Who?), Viewed: 577 times.
#1
15th Jan 2021 at 3:11 AM
Posts: 44
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Base Game Objects and CC Objects
Do Base Games Objects have the same coding as custom content objects which are slaved to the original base game objects. Also are most CC objects recognized in game as base game objects ?This is so that the game can recognize a CC object as a base game object.
TIA
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#2
15th Jan 2021 at 1:41 PM
Last edited by simmer22 : 15th Jan 2021 at 7:35 PM.
Posts: 12,849
Thanks: 3 in 1 Posts
Custom content comes in all kinds of variations, so I think the easiest answer is "no" (at least if you mean whether something is immediately BG compatible if it's repo'd/slaved to a BG item). You can still find a lot of basegame compatible items (items that work with only the basegame installed), but a lot of CC these days require one or more EPs installed.
Whether or not the CC item is basegame compatible depends how it's made and often which object it's cloned from. If you use an object that has EP functions, you usually need that EP for the item to work. If you clone a basegame object, and make sure to change certain settings (some will occasionally have had EP functions added at a later point), you can make it compatible with the basegame.
You can turn off the CC-star and "de-customize" the CC, making it blend with EAxis items (like CEP/CEP-extras and clothes). It's still CC and is still treated as such by the game, but will surface-level behave more like default objects/CAS items. It's sometimes used for maxis-match items that are repositoried/slaved (texture-linked) to ingame objects or CAS items.
I'm not entirely sure what you mean by having "the same coding" - the items use pieces of the same coding (it's the same game, after all). You can't start using a completely different code.
Here's a few of the things that need to be there for an object to be BG compatible: https://modthesims.info/wiki.php?ti...tible_Checklist
(But just setting an object as such doesn't necessarily mean it will be BG compatible - it could also depend on whether it was cloned from an item with EP functions).
Whether or not the CC item is basegame compatible depends how it's made and often which object it's cloned from. If you use an object that has EP functions, you usually need that EP for the item to work. If you clone a basegame object, and make sure to change certain settings (some will occasionally have had EP functions added at a later point), you can make it compatible with the basegame.
You can turn off the CC-star and "de-customize" the CC, making it blend with EAxis items (like CEP/CEP-extras and clothes). It's still CC and is still treated as such by the game, but will surface-level behave more like default objects/CAS items. It's sometimes used for maxis-match items that are repositoried/slaved (texture-linked) to ingame objects or CAS items.
I'm not entirely sure what you mean by having "the same coding" - the items use pieces of the same coding (it's the same game, after all). You can't start using a completely different code.
Here's a few of the things that need to be there for an object to be BG compatible: https://modthesims.info/wiki.php?ti...tible_Checklist
(But just setting an object as such doesn't necessarily mean it will be BG compatible - it could also depend on whether it was cloned from an item with EP functions).
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