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dagger00

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  1. Sorry for delay, I just figured out that I have to rewrite it for the last version (167c) This is definately not an improvement, but anyway. I made some pics to avoid heavy explanations on what it does, so, see attach. The mod is about autonomy. It provides several locations for the floor instead of one. So, sims will probably prefer floor animations to objects animations. It has some side effects though, like unwanted intersections. And, it breaks some limitations, like too low hygiene. The imprisoned.zip is another mod, it makes sims act normally while imprisoned, or at least tries to. I know that these mods will not work for anybody, because there is uncompiled python code and some people say that it's not working for them this way. Well, if this is the case for anybody, sorry, but I can't help. Screenshots explanation: locked sims start picking random locations on the floor(and elsewhere): TURBODRIVER_WickedWhims_Scripts.zip dagger_imprisoned.zip
  2. I've made a micro mod to WW. Can I share it here? If someone interested, the mod is about WW autonomy. I made it some time ago, and don't really remember everything, but here's a rough description: Without this mod, while choosing a place for "interaction", sims will prefer objects to floor, and will refuse any place on the floor of a room if there is already an interaction happenning on the floor, no matter how big the room is and how much free space it has. This leads to situation where sims can't find a place fo interact while there are tonns of space around them. The mod will make sims prefer a place on the floor, no matter if there are sims on the floor already. It will also remove some other limitations, like low hygiene or pregnancy, I don't remember exactly. It is not in a 100% ready state though. There's a second part of this mod, it's not for WW exactly but anyway: If you lock two sims in a room, you may assume them to become friends after a while and do something interesing. Instead, they will fall into some special "imprisoned" state where they act like a dummy. Their activity will be limited to constantly checking if they can leave. In between those checks they will simulate normal behaivior, but again very limited. They will not be able to even go to the bathroom often enought, and may die from hunger around plates with food. So, the mod will fix that. There were side effects though, like boosing flirt mood or something, don't remember exactly. I would make some pics, but don't have the game installed.
  3. Sorry for me being dead. I'm not visiting this site very often. May not respond at all. Sorry about that.

     

  4. yo are u dead

     

  5. Talking about autonomy location, can you add a check for closed doors please?
  6. In case you want to calculate exact pole angle there is a script for this
  7. well maybe this will help video.zip
  8. The clip would be the same anyway, so no, I don't think so. Alright, maybe this is unimportant, I just wanted it to work with WW.
  9. The engine uses hands bones as IK bones. Those slot bones you talking about are often used as targets for IK bones, but you can use any bone as IK target, not only those with _slot suffix. The engine uses IK targets to calculate positions of the IK bones. It sums position of IK target with offset from special channels in s3clip. You can calculate those offset channels in blender.
  10. What's that? I meant IK bones (Inverse Kinematic). Some animations in the game use them (those with "a2a_" prefix for example). I've made a small addition to s4studio's addon for blender that allows me to use IK bones for animations in game and it works, but for some reason only for a single actor animations. This kind of interaction between different actors doesn't seems to work with WickedWhims. WickedWhims doesn't really have anything to do with that, I just use the game engine to play animations. I don't know what do you mean by different actors, I hope you read how to make animations for Sims 4, you don't place multiple actors in one clip. Ok, for example, let's take an original animation from the game, let it be "a2a_friendly_T_hug" animation, export it from the game and put into a pack as for WickedWhims. Let's see how it looks: The girl tries to hug herself instead of her friend. Notice the hands position. This is because the engine can't find the second actor in this animation. Same thing happens with Adrews Poseplayer for a2a_ animations btw.
  11. What's that? I meant IK bones (Inverse Kinematic). Some animations in the game use them (those with "a2a_" prefix for example). I've made a small addition to s4studio's addon for blender that allows me to use IK bones for animations in game and it works, but for some reason only for a single actor animations. This kind of interaction between different actors doesn't seems to work with WickedWhims.
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