TwilightStorm Posted March 18, 2018 Author Posted March 18, 2018 20 minutes ago, namaradus said: Some Premium Store Items are that way and some not. The Sauna, Outdoor Shower, Fit as a Fiddle Violin and Massage Table are all Premium Store Items but they have references in the game. But then you get ones like the Classically Cool Fixer Upper Car and the Bakers Station that don't have those references. Always found it strange how EA did things that way. That's the hell correct and true Bro! The Store objects Core of this game, has some objects and not some other. I really don't understand, why they exclude FixerCar from Store Objects Core, when this object is older than massage table or violin. Core was not updated, for this object even in their super patch. So the idea was, keep modders out of it? I don't know.
Guest Posted March 18, 2018 Posted March 18, 2018 3 hours ago, TwilightStorm said: That's the hell correct and true Bro! The Store objects Core of this game, has some objects and not some other. I really don't understand, why they exclude FixerCar from Store Objects Core, when this object is older than massage table or violin. Core was not updated, for this object even in their super patch. So the idea was, keep modders out of it? I don't know. Actually Roaring Heights and it's associated Store items were some of the last December 12, 2013 Preceded by Midnight Hollow and it's Store items September 26, 2013 Dragon Valley and it's Store items (violin) May 30, 2013 Aurora Skies and Store items February 21, 2013 Monte Vista and Store items December 6, 2012 Sunlit Tides and Store items (Sauna and Outdoor Shower comes with Serenity Retreat and Massage Table) August 23, 2012 Lucky Palms and Store items June 28, 2012 Lunar Lakes and Store items February 16, 2012 Hidden Springs and Store items August 25, 2011 Barnacle Bay and Store items September 23, 2010 Riverview (was originally part of the Base game but was removed before the game went retail and given as a free download to encourage people to buy from the Store as well as an anti-piracy method since at the time only legitimate games could download and install it) the very first day The Sims 3 Store opened in June 2009. The Classic Fixer was probably excluded do to either laziness or oversight or it was a last minute addition to Roaring Heights as it was originally intended to be a standalone Store Item.
TwilightStorm Posted March 19, 2018 Author Posted March 19, 2018 17 hours ago, namaradus said: The Classic Fixer was probably excluded do to either laziness or oversight or it was a last minute addition to Roaring Heights as it was originally intended to be a standalone Store Item. I think, that it might be, because they made more than one Sims3Pack of it. I found a RoaringHeights_BoardwalkSET and a RoaringHeightsGold. I'm sure that Fixer Car is in RoaringHeightsGold and I don't know about the other one. As I faced a crash when first try mod this object, they might not have it, in the first release but in the second one. That means, if someone has the first release and suppose that it has a reference to this object, but not the object it self, the game will load and work correct. If someone has the first one and found and bought the second release, it's ok, it will be replaced. But if it's inside the core, there will be an S3SA resource conflict between Sims3 Store Objects core and this external reference. I even test that and it gives a crash, but not on load. During playing and always in the same memory address. That is why I warn people, about that. I mean, if you do have RoaringHeightsGold, remove that StoreObjects Package from passion, because you make an S3SA resource conflict. If you don't have RoaringHeightsGold add StoreObjects Package, because passion need to load a reference of it.
Guest Posted March 19, 2018 Posted March 19, 2018 2 hours ago, TwilightStorm said: I think, that it might be, because they made more than one Sims3Pack of it. I found a RoaringHeights_BoardwalkSET and a RoaringHeightsGold. I'm sure that Fixer Car is in RoaringHeightsGold and I don't know about the other one. As I faced a crash when first try mod this object, they might not have it, in the first release but in the second one. That means, if someone has the first release and suppose that it has a reference to this object, but not the object it self, the game will load and work correct. If someone has the first one and found and bought the second release, it's ok, it will be replaced. But if it's inside the core, there will be an S3SA resource conflict between Sims3 Store Objects core and this external reference. I even test that and it gives a crash, but not on load. During playing and always in the same memory address. That is why I warn people, about that. I mean, if you do have RoaringHeightsGold, remove that StoreObjects Package from passion, because you make an S3SA resource conflict. If you don't have RoaringHeightsGold add StoreObjects Package, because passion need to load a reference of it. It should be in Roaring Heights Standard at least according to the download page it is.
DarKRapoZ Posted March 19, 2018 Posted March 19, 2018 On 18/03/2018 at 8:13 PM, TwilightStorm said: Sure, in the AW version of those animations. There are also in KW at the beginning of the topic and this one has the genders declared. I just looked at the script. Passion does not replace Cmar penis. It adds Peener accessory and an invisible pants, to cover Cmar penis. So the gender is detected the same way as those objects were not added. When SM animation change to another creator, it removes them. That's how it works. This script was written one year ago and I didn't remember very well what I did with it. i'm sorry but i didn't make myself very clear what i'm trying to do, everything you're saying i understand perfectly, what i'm trying to do is have the nude category just for cmar and i use another category(sleepwear) just for SM, and i do the exact same thing about creating a different bottom just to make cmar penis look invisible just in sleepwear, i do that so i can use my own custom made sizes just for it, at least i used to when passion didn't auto change to that specific resource key everytime, so now it makes more sense. On 18/03/2018 at 8:13 PM, TwilightStorm said: No matter how many peener accessories you might create, passion reads the CASP resource key of its known peener, so it will never load any other peener clone with a different resource key. Exactly, there's nothing wrong about your version of passion in fact you're making passion a more complete light mod and it works so great with it's new features, it's just i was looking for way to have my own custom made peener accessory because we can't morph it like cmar, so that was the only way i used to do it. 1
TwilightStorm Posted March 19, 2018 Author Posted March 19, 2018 31 minutes ago, DarKRapoZ said: just for SM, and i do the exact same thing about creating a different bottom just to make cmar penis look invisible just in sleepwear When passion was by Alfiechan, I was doing exactly the same thing for SM animations. The first script mod that I wrote, was the override outfit changer. This mod has the ability to change an outfit during animation, because it overrides any sim animation and I used it to change from nude to sleepwear and vice versa. When I got passion script code, that was the first thing, that I wanted to add autonomous and not by my interaction. But I'm steel curious to see, what you made and how much different, it looks. Can you post a screenshot of any SM animation and this modding accessory? Maybe this could be a new passion object. I'm always glad, to anyone, who spends personal time and create something new. 1
Guest Posted March 20, 2018 Posted March 20, 2018 15 hours ago, TwilightStorm said: I think, that it might be, because they made more than one Sims3Pack of it. I found a RoaringHeights_BoardwalkSET and a RoaringHeightsGold. I'm sure that Fixer Car is in RoaringHeightsGold and I don't know about the other one. As I faced a crash when first try mod this object, they might not have it, in the first release but in the second one. That means, if someone has the first release and suppose that it has a reference to this object, but not the object it self, the game will load and work correct. If someone has the first one and found and bought the second release, it's ok, it will be replaced. But if it's inside the core, there will be an S3SA resource conflict between Sims3 Store Objects core and this external reference. I even test that and it gives a crash, but not on load. During playing and always in the same memory address. That is why I warn people, about that. I mean, if you do have RoaringHeightsGold, remove that StoreObjects Package from passion, because you make an S3SA resource conflict. If you don't have RoaringHeightsGold add StoreObjects Package, because passion need to load a reference of it. The Classic Fixer Upper Car is in both the Standard and Gold versions of Roaring Heights (at least in the Standard version I have). I also went ahead and tested for the naughty people (you know who are ) who have decrapped versions of Roaring Heights and they should remove the Store Objects package also if they have Roaring Heights installed.
Guest Posted March 20, 2018 Posted March 20, 2018 7 minutes ago, sim333 said: Hi. How do I know about having RoaringHeights? Roaring Heights https://store.thesims3.com/roaringheights.html?categoryId=12642§ion=UpSell Do you own this one. But if you mean how do you know if you have it installed go into your Documents>Electronics Arts>The Sims 3 folder and look for an Installed Worlds folder and see which Store or CC worlds you have installed.
maraas Posted March 20, 2018 Posted March 20, 2018 I was wondering if the - fixer car, boats, jetskis and more clone animations -animation conversions from aw to kw -simjmfan aw to kw conversions works with kw and not only passion? If so what registration code do I use to register them within kw?
Guest Posted March 20, 2018 Posted March 20, 2018 32 minutes ago, maraas said: I was wondering if the - fixer car, boats, jetskis and more clone animations -animation conversions from aw to kw -simjmfan aw to kw conversions works with kw and not only passion? If so what registration code do I use to register them within kw? For the clone animations that would depend on the objects being in KW's Objects Directory. As for the conversions from AW to KW they might be confusing KW's Legacy System as per this post https://www.loverslab.com/topic/82485-passion-requires-patch-level-163/?do=findComment&comment=2174583 Also the AW to KW conversions lack the KW Arousal settings so technically if sims use them they won't be able to increase or decrease their ST/LT Arousal. As how to Register them dunno.
maraas Posted March 20, 2018 Posted March 20, 2018 1 hour ago, namaradus said: For the clone animations that would depend on the objects being in KW's Objects Directory. As for the conversions from AW to KW they might be confusing KW's Legacy System as per this post https://www.loverslab.com/topic/82485-passion-requires-patch-level-163/?do=findComment&comment=2174583 Also the AW to KW conversions lack the KW Arousal settings so technically if sims use them they won't be able to increase or decrease their ST/LT Arousal. As how to Register them dunno. that was a fast answer, thanks I guess i`ll just test it to see. Hopefully i`ll find out how to register them in KW Peeking at the xml for the animations -adding the arousal settings should not be hard, unless there is more to it then simply adding numbers to the <Arousal>0</Arousal>.
DarKRapoZ Posted March 20, 2018 Posted March 20, 2018 13 hours ago, TwilightStorm said: But I'm steel curious to see, what you made and how much different, it looks. Can you post a screenshot of any SM animation and this modding accessory? Maybe this could be a new passion object. I'm always glad, to anyone, who spends personal time and create something new. I actually just scaled it just to have a couple of different sizes, but i'm thinking of making some animations for passion though, first i've got a couple of questions that i don't know if you know the answer to them, well here goes. To make a penis have animation just like SM Peener can i do it just by adding bones to the penis in blender or does it need any extra scripting coding for sims 3 to recognize it? Is it possible for sims 3 to play an animation with custom made shape keys and bone constraints or do i have any limitation?
TwilightStorm Posted March 20, 2018 Author Posted March 20, 2018 3 hours ago, DarKRapoZ said: To make a penis have animation just like SM Peener can i do it just by adding bones to the penis in blender or does it need any extra scripting coding for sims 3 to recognize it? Is it possible for sims 3 to play an animation with custom made shape keys and bone constraints or do i have any limitation? Good questions and I really like them!!! First of all we need the object. Sure you can add a bone to it but this mesh needs to be in some sims 3 clothing or body accessory. To give you a clue, if you don't know it. The CramyBoy penis is the first penis that ever created for sims. It starts in sims 2 and continues to a Bloom conversion for sims 3 as accessory. This mesh was always on hard on state. There goes SM. Cmar took the same mesh, "shortened" it and add scripts to make it what you see in sims 3. Beyond all these, even Cmar penis is a lower body outfit or body accessory (Cmar Female penis proves that). Both are modding the naked sim outfit. As far, I think that I already have proved that you can add anything that you want on sims outfits. The SM animations and the auto change of penis, is the proof. The rest is what animators choose as penis object, in their animations. I suggest to make a sample of this penis mesh, in blender and show it to the last of "the Mohicans" animators that we have here for sims 3. And I'm talking about K69 and MaryJane. Or even challenge anyone else, who start it and stopped. As about scripting all this... I don't have limitations!!!
TwilightStorm Posted March 20, 2018 Author Posted March 20, 2018 10 hours ago, maraas said: I was wondering if the - fixer car, boats, jetskis and more clone animations About those cloned animations... I made them cloned of known animations creators, because I don't want, specially newbies in sims 3 to spawn the same and same questions over and over again. These clone animations work for those objects, because I moved them programmatic to the "best" by my eyes spots of other objects. So this, works only for passion, since Oniki never made such thing in KW. The AW->KW conversions, I think that must work in KW, except SM animations that need a special penis. I mean that you can see then in KW but not the same way as passion. ...and for any bad mouth, passion is not better nor worse than KW in this. It just use an accessory that KW does not use, as far... 1
DarKRapoZ Posted March 20, 2018 Posted March 20, 2018 Spoiler There, i guess it's working fine ingame you see lag in this preview because i'm using my laptop it's not the animation, only if i could animate the penis that would be awesome, i'm still not satistfied with my rig, i will try and improve it so i may make animations public for sims3! 3
maraas Posted March 20, 2018 Posted March 20, 2018 2 hours ago, TwilightStorm said: Thanks for letting me know. I think Kw and passion are both great mods. I often end up playing my kw-world, since that is the oldest save and the one i have spent most time adjusting, but that does not mean I don`t like passion. They are both excellent for different gameplays. But i do miss features from passion in kw, so of course I will try to use most of what _is_ compatible from passion in kw, and vica versa. I hope you don`t mind! I do appreciate that you are so inclusive and helpful not only with your mod, but with other questions as well. Not sure you`ll find this interesting but I tried the converted animations with kw. My registered animations in KW now are: kw_k69_animations 57 kw_amra72_animations 158 kw_swanny_animations 2 kw_mike24_pets 41 kw_mike24_classics 24 kw_mike24_lesbians 30 kw_l666_animations 171 kw_l666_kinky_animations 44 kw_l666_rapebdsm_animations 33 kw_maryjane_animations 30 kw_galgat_animations 13 kinkyworldmasteranimations 88 kinkystages 29 hdscreations 11 afterdusksims 23 sfanimations 12 wtwanimations 70 smanimations 70 jezaanimations 1 fixercar_sink_animations 27 kiwanimations 14 I did notice that the single handjob for one wtw and one sm-animation was playing the wrong animation. But that is as far as i have tested it. 2
maraas Posted March 20, 2018 Posted March 20, 2018 1 hour ago, DarKRapoZ said: Hide contents There, i guess it's working fine ingame you see lag in this preview because i'm using my laptop it's not the animation, only if i could animate the penis that would be awesome, i'm still not satistfied with my rig, i will try and improve it so i may make animations public for sims3! animated penis sounds awesome! I`d really like to see an animation for slapping someone with a schlong in the face
TwilightStorm Posted March 21, 2018 Author Posted March 21, 2018 6 hours ago, maraas said: fixercar_sink_animations 27 Since Oniki never moved any of those animations to use with Fixer Car, Sinks and boats, nor added interactions to such objects, I think that they are useless duplicates for kinky world. 6 hours ago, maraas said: I will try to use most of what _is_ compatible from passion in kw, and vica versa. I hope you don`t mind! I don't mind. Everything I do is for Sims 3 players. So use what ever you want the way, you like. Mod them, change them and if you discover something new, please share it.
DarKRapoZ Posted March 21, 2018 Posted March 21, 2018 16 hours ago, maraas said: animated penis sounds awesome! I`d really like to see an animation for slapping someone with a schlong in the face I'm working on it, but we won't be able to morph it like cmar because it's going to be an accessory, i try my best modding model wise(meshes,animations), sims 3 may be almost 10 years old but i still think it deserves some attention, it's so great to still have TwilightStorm with knowledge on coding. 1
sim333 Posted March 22, 2018 Posted March 22, 2018 On 21.03.2018 at 2:23 AM, maraas said: My registered animations in KW now are: sfanimations 12 Hello! You have OKW_SFanimations.package? Share please! I only found AW. And in it seems 8 animations, not 12.. Thank
maraas Posted March 22, 2018 Posted March 22, 2018 9 minutes ago, sim333 said: Hello! You have OKW_SFanimations.package? Share please! I only found AW. And in it seems 8 animations, not 12.. Thank it is first page of this topic. SimJMfan aw to kw conversions. 1
sim333 Posted March 22, 2018 Posted March 22, 2018 If there is no STBL with 0x12, then it can be copied and pasted? Or is it not needed?
antediluvian Posted March 22, 2018 Posted March 22, 2018 1 hour ago, sim333 said: If there is no STBL with 0x12, then it can be copied and pasted? Or is it not needed? If you wanted to make a copy of the 0x00############## STBL, paste it, and change the first two digits of the instance ID to 0x12, that does indeed work fine to allow you to make your own translations. However, you're also right that it's not needed -- the game will automatically default to English locale for any string it can't find a translated one for. The only instance in which you would see broken translation strings is if you're using NRaas UntranslatedString, since what that does is prevent the automatic fallback and force it to display the translation key if it hasn't been properly translated for a specific language. 1
Guest Posted March 22, 2018 Posted March 22, 2018 23 minutes ago, antediluvian said: The only instance in which you would see broken translation strings is if you're using NRaas UntranslatedString, since what that does is prevent the automatic fallback and force it to display the translation key if it hasn't been properly translated for a specific language. Do you mean Nraas Untranslated Key? It's primary purpose is to see untranslated strings keys. And is useful only for script modders so they can attach the proper text to an internal reference so that the game understands that you mean "1883abcd3099234def" if you click "Go Here". It has nothing to do with language translations.
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