Omicr0n Posted August 11, 2024 Posted August 11, 2024 (edited) How difficult is it to edit older shoes that were made with the old Sim Lift script/slider in mind so that it's no longer required for the height adjustment? I downloaded some VenusPrincess shoes that require it, and while the script still works fine, it's kind of finicky. It's only supposed to apply the height adjustment for the current outfit it's used on, but I've noticed occasionally the height isn't always reverted to normal when sims switch to other outfits, so the sims end up floating above the ground. Is Blender knowledge needed to edit away the slider requirement, or is that something that can be done purely in S3PE? Edited August 11, 2024 by Omicr0n
landess Posted September 14, 2024 Posted September 14, 2024 Were you able to compare the nuts and bolts to the JoshQ shoes? Mesh is mesh and texture is texture, so there can be little left that determines how this works. 1
PrincessOlya Posted December 24, 2024 Posted December 24, 2024 You must alter the bonedeltas of the shoes. 1
Omicr0n Posted March 21, 2025 Author Posted March 21, 2025 (edited) On 9/14/2024 at 10:37 AM, landess said: Were you able to compare the nuts and bolts to the JoshQ shoes? Mesh is mesh and texture is texture, so there can be little left that determines how this works. On 12/24/2024 at 4:45 PM, PrincessOlya said: You must alter the bonedeltas of the shoes. I decided to take another look at this since I've been playing again recently. I did see in the Sim Lift thread that LadySmoks posted a guide on how to do it. Unfortunately the shoes I'm interested in editing don't have any BOND resources in the package, so I'm not really sure where to go from there. I guess my next step would be to figure if I can add that to the package somehow so I can make the adjustments. Edited March 21, 2025 by Omicr0n 1
Omicr0n Posted March 22, 2025 Author Posted March 22, 2025 (edited) Alright, I think I've figured out the process. Thanks to this comment in the same MTS thread I learned that you can get the missing BOND resources by cloning the shoes with s3oc. What the comment doesn't mention is that you have to have the "Find missing resources" option checked in order for the BONDs to be added to the cloned package. This also added a bunch of other resources to the package that I didn't need though, so I exported the BONDs from the cloned package, imported them into the original, and then renamed the resources. After that it was just a matter of following LadySmoks' guide. The only difficulty left is determining the correct height/OffsetY values from the chart for each pair of shoes. Seems like that's just a matter of trial and error. I've tested the modified package with the new BONDs in the CAS, and the shoes are now adjusting the height of the sim without the use of the script/slider, but they're still sunken into the ground a bit, so I think I just need to bump up the height some more. Edited March 22, 2025 by Omicr0n 1
JoshQ Posted March 22, 2025 Posted March 22, 2025 1 hour ago, Omicr0n said: trial and error Ok, bear with me because I’m rusted as hell and don’t remember all the details plus don’t have all my notes at hand. The bond resource list all the bones included on the armature, to allow elevating the sim you have to at least modify bone 54,55 and 56. 1 unit is 1.0117 for 54 and 0.1077 for 55 and 56 2 units: 1.0233 and 0.11936 3: 1.0350 / 0.131 4: 1.0466 / 0.1426 5: 1.0583 / 0.1543 6: 1.0700 / 0.1650 and so on... Now, I said at least because there are other bones that need to be modified for a correct posture, instead of trying to find which ones I just cloned one of Madlen’s shoes on TSRW, replaced textures and meshes and then modified the bond resource on s3pe for the bones I needed. You could do exactly the same with my shoes (if they are the same height), open them in TSRW and replace meshes and textures. Before I forget a unit is 0.0096 on the Y axis on milkshape and Z axis on blender. 4
Omicr0n Posted March 22, 2025 Author Posted March 22, 2025 (edited) On 3/22/2025 at 5:12 AM, JoshQ said: Ok, bear with me because I’m rusted as hell and don’t remember all the details plus don’t have all my notes at hand. The bond resource list all the bones included on the armature, to allow elevating the sim you have to at least modify bone 54,55 and 56. 1 unit is 1.0117 for 54 and 0.1077 for 55 and 56 2 units: 1.0233 and 0.11936 3: 1.0350 / 0.131 4: 1.0466 / 0.1426 5: 1.0583 / 0.1543 6: 1.0700 / 0.1650 and so on... Now, I said at least because there are other bones that need to be modified for a correct posture, instead of trying to find which ones I just cloned one of Madlen’s shoes on TSRW, replaced textures and meshes and then modified the bond resource on s3pe for the bones I needed. You could do exactly the same with my shoes (if they are the same height), open them in TSRW and replace meshes and textures. Before I forget a unit is 0.0096 on the Y axis on milkshape and Z axis on blender. There is a picture of a chart in that MTS thread that I've been referencing which matches up with the values you listed. I ended up making a spreadsheet out of it so that I could easily copy and paste the values. The trial and error for me is just figuring out which set of values to use for which shoes. Since I'm still learning as I go, one thing I apparently missed was generating a new FNV hash for the BOND resources and then linking the new hashes in the CASP. I managed to get the first pair of shoes working with the new height adjustment no problem, and then I tried a 2nd pair, but no matter what values I tried the height wasn't changing. Turns out the BONDs in the first package I edited were overriding the BONDs in the 2nd package because the hashes were the same. Not sure if there's an easier way of doing this that I'm unaware of. Edit: Using the "Renumber/rename internally" option in s3oc seems to save a bit of time. Edit 2: It was tedious, and time consuming, but I managed to edit away the Sim Lift requirement from all the shoes I had requiring it. Edited March 23, 2025 by Omicr0n 3
PrincessOlya Posted March 28, 2025 Posted March 28, 2025 On 3/22/2025 at 3:55 AM, Omicr0n said: There is a picture of a chart in that MTS thread that I've been referencing which matches up with the values you listed. I ended up making a spreadsheet out of it so that I could easily copy and paste the values. The trial and error for me is just figuring out which set of values to use for which shoes. Since I'm still learning as I go, one thing I apparently missed was generating a new FNV hash for the BOND resources and then linking the new hashes in the CASP. I managed to get the first pair of shoes working with the new height adjustment no problem, and then I tried a 2nd pair, but no matter what values I tried the height wasn't changing. Turns out the BONDs in the first package I edited were overriding the BONDs in the 2nd package because the hashes were the same. Not sure if there's an easier way of doing this that I'm unaware of. Edit: Using the "Renumber/rename internally" option in s3oc seems to save a bit of time. Edit 2: It was tedious, and time consuming, but I managed to edit away the Sim Lift requirement from all the shoes I had requiring it. I was going to say to ask LadySmoks on MTS, but she learned from JoshQ.
landess Posted April 26, 2025 Posted April 26, 2025 Now If there was a way to 'drop' a sim to floor level with certain shoes that when worn have the sim standing on several inches of air. The lift Sim slider I have starts at the far left with a value of Zero. Unlike other sliders which are centered and allow a negative value. Obviously adding that information to the shoe as a negative lift as opposed to a positive one would do what was needed. I always get the feeling we will never see game modding on this scale again. 1
Omicr0n Posted April 27, 2025 Author Posted April 27, 2025 12 hours ago, landess said: Now If there was a way to 'drop' a sim to floor level with certain shoes that when worn have the sim standing on several inches of air. The lift Sim slider I have starts at the far left with a value of Zero. Unlike other sliders which are centered and allow a negative value. Obviously adding that information to the shoe as a negative lift as opposed to a positive one would do what was needed. I always get the feeling we will never see game modding on this scale again. The problem with the script I was using is that it worked inconsistently, and the problem with only using the slider assuming that it allowed for negative values is that the adjustment would be permanently applied no matter what shoes the sim is wearing or not wearing, so you'd have to go into CAS to revert it each time. Adding the info to the shoes directly definitely seems like the best solution since you just set it and forget it 1
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