http://direct.simswiki.info/index.php?title=Special:NewPages&feed=atom&limit=50&offset=&namespace=0&username=&tagfilter=SimsWiki - New pages [en]2024-03-28T15:07:08ZFrom SimsWikiMediaWiki 1.20.2http://direct.simswiki.info/wiki.php?title=TS3PR/Sims3GameplaySystems/Sims3.Gameplay.Socializing/SocialRuleLHSBaseTS3PR/Sims3GameplaySystems/Sims3.Gameplay.Socializing/SocialRuleLHSBase2023-11-13T08:24:19Z<p>Feet269: /* SocialRuleLHSBase(string key, XmlElement headElement) */</p>
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<div>== SocialRuleLHSBase(string key, XmlElement headElement) ==<br />
Used to parse an <LHS> row as part of an interaction's SocialData. See [[TS3PR/Sims3GameplaySystems/Sims3.Gameplay.Socializing/SocialRuleLHS]] for more info.<br />
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Parsed XML tags:<br />
* '''<LHS com=CommodityType val=SpecificityOverride ltro=LTROOverride TP=thirdParty cp=STCommodityPositive SA=SpeechAct>''' The main parent tag.<br />
** Specifity overide: Used to rank rules. A rule is considered greater if it has a lower specificity override.<br />
* '''<LLTR mood=targetMood min=LTRMin max=LTRMax key=LongTermRelationshipTypes is=bool)>'''<br />
* '''<SK key=skillname val=skillLevel is=skillThresholdAbove>'''<br />
* '''<SC com=commodityType is=bool stc=shortTermContextType val=bool>'''<br />
* '''<SE x=actorIncreasedEffectiveness rem=actorReducedEffectiveness y=targetIncreasedEffectiveness remY=targetReducedEffectiveness>'''<br />
* '''<AGE x=actorAgeRestrictions y=actorAgeRestrictions>'''<br />
* '''<Trait x=actorTraits y=targetTraits>'''<br />
* '''<MAYBE part=partner wgp=wrongGenderPreference rep=repetition tb=targetBetrayed>''' All attributes are [[TS3PR/Sims3GameplaySystems/Sims3.Gameplay.Socializing/MaybeBool]] values</div>Feet269http://direct.simswiki.info/wiki.php?title=TS3PR/Sims3GameplaySystems/Sims3.Gameplay.Socializing/MaybeBoolTS3PR/Sims3GameplaySystems/Sims3.Gameplay.Socializing/MaybeBool2023-11-13T08:21:50Z<p>Feet269: Created page with "Enum, sbyte type. Like a bool, but maybe. * False = -1 * EitherTrueOrFalse * True"</p>
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<div>Enum, sbyte type. Like a bool, but maybe.<br />
* False = -1<br />
* EitherTrueOrFalse<br />
* True</div>Feet269http://direct.simswiki.info/wiki.php?title=TS3PR/Sims3GameplaySystems/Sims3.Gameplay.Socializing/SocialRuleLHSTS3PR/Sims3GameplaySystems/Sims3.Gameplay.Socializing/SocialRuleLHS2023-11-13T08:10:15Z<p>Feet269: Created page with "== SocialRuleLHS(string key, CommodityTypes intendedCommodity, XmlElement element) == Used to parse an <LHS> row as part of an interaction's SocialData. See [[TS3PR/Sims3Gamep..."</p>
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<div>== SocialRuleLHS(string key, CommodityTypes intendedCommodity, XmlElement element) ==<br />
Used to parse an <LHS> row as part of an interaction's SocialData. See [[TS3PR/Sims3GameplaySystems/Sims3.Gameplay.Socializing/ActionData]] for more info. <br />
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Parsed XML tags:<br />
* '''<LHS ProcTest=proceduralPreConditionSocialTestMethod>''' Specifies MethodInfo of type SocialTest.<br />
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See [[TS3PR/Sims3GameplaySystems/Sims3.Gameplay.Socializing/SocialRuleLHSBase]] for more parsed tags.</div>Feet269http://direct.simswiki.info/wiki.php?title=TS3PR/Sims3GameplaySystems/Sims3.Gameplay.Socializing/SocialRuleRHSBaseTS3PR/Sims3GameplaySystems/Sims3.Gameplay.Socializing/SocialRuleRHSBase2023-11-13T08:02:31Z<p>Feet269: /* SocialRuleRHSBase(string key, XmlElement headElement) */</p>
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<div>== SocialRuleRHSBase(string key, XmlElement headElement) ==<br />
Used to parse an <RHS> row as part of an interaction's SocialData. See [[TS3PR/Sims3GameplaySystems/Sims3.Gameplay.Socializing/SocialRuleRHS]] for more info. Looks to define the interaction functionality<br />
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Parsed XML tags:<br />
* '''<RHS com=CommodityType state=JazzState>''' The main head tag.<br />
* '''<Anim tpa=thirdPartyAnim>''' Animation used by third party observers? Defaults to "a2a_soc_Neutral_EnthuseAbout_Friendly_Neutral_y"<br />
* '''<EndStance>'''<br />
* '''<RPROC pebu=EffectBefore peau=EffectAfter>''' Procedural effect before and after the interaction. You can use custom or EA methods, as shown [https://modthesims.info/showthread.php?p=4018846 here]<br />
* '''<LTRBits>''' Interaction bits.<br />
* '''<Buff x=moodletName y=moodletName remX=moodletName remY=moodletName cus=customBuff??>''' Moodlet that will be added to the initiator (x) and target (y) or removed after the interaction.<br />
* '''<TUN val=STEffectAmount petRej=useGenericPetReject is=learnRandomTrait, lvl=iintimacyLevel charInc=charismaIncrease>'''<br />
** val: short term effect amount. Affects how strongly the short term context in a relationship is affected.<br />
* '''<Trait x=ActorTraitsLearned y=TargetTraitsLearned>''' Traits that will be learned after the interaction<br />
* '''<Topic x=topicEffectOnActor y=topicEffectOnTarget teo=topicParameter rem=topicToRemove>'''<br />
* '''<Reinforce key=trait ra=reinfornceAmount val=allowPraise is=allowScold>''' Defines ReinforncementData</div>Feet269http://direct.simswiki.info/wiki.php?title=TS3PR/Sims3GameplaySystems/Sims3.Gameplay.Socializing/SocialRuleRHSTS3PR/Sims3GameplaySystems/Sims3.Gameplay.Socializing/SocialRuleRHS2023-11-13T07:52:15Z<p>Feet269: Created page with "== SocialRuleRHS(string key, string jazzGraph, string startStanceX, string startStanceY, string animationSuite, XmlElement element, bool bNeedWandZAnimations) == Used to parse..."</p>
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<div>== SocialRuleRHS(string key, string jazzGraph, string startStanceX, string startStanceY, string animationSuite, XmlElement element, bool bNeedWandZAnimations) ==<br />
Used to parse an <RHS> row as part of an interaction's SocialData. See [[TS3PR/Sims3GameplaySystems/Sims3.Gameplay.Socializing/ActionData]] for more info. Looks to define an animations that aren't already explicitly set, based on animation suite and commodity type.<br />
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Parsed XML tags:<br />
* '''<RHS val=CommodityType>''' The main parent tag. val defaults to STEffectCommodity.<br />
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See [[TS3PR/Sims3GameplaySystems/Sims3.Gameplay.Socializing/SocialRuleRHSBase]] for more parsed tags.</div>Feet269http://direct.simswiki.info/wiki.php?title=TS3PR/Sims3GameplaySystems/Sims3.Gameplay.Socializing/ActionDataBaseTS3PR/Sims3GameplaySystems/Sims3.Gameplay.Socializing/ActionDataBase2023-11-13T07:42:45Z<p>Feet269: /* ActionDataBase(string actionKey, CommodityTypes intendedCom, XmlElementLookup table) */</p>
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<div><br />
== ActionDataBase(string actionKey, CommodityTypes intendedCom, XmlElementLookup table) ==<br />
Used by ActionData to parse part of an <Action> row in an xml file, which defines a social interaction. See the SocialData _XMLs in Sims 3's GameplayData.package for examples. <br />
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Parsed XML tags:<br />
* '''<Text key=??? pvt=???>''' Active/action and passive/reaction localization keys, e.g., "Talk About Art" and "Listen". Localization key: "Gameplay/Excel/Socializing/Action:KEY_OR_PVT_VALUE"<br />
* '''<SA key=???>''' SpeechAct<br />
* '''<AD val=??>''' ActionData bits. See "Sims3.Gameplay.Socializing.ActionData.ActionDataBits" and add wanted values together.<br />
* '''<FOL x=AwarenessLevel y=AwarenessLevel>''' FreeOverlayLevel, for initiator (x) and target (y). If tag is present but fails to parse, defaults to AwarenessLevel.OverlayUpperbody.<br />
* '''<Misc r=numRecharges, c=numChances, ITLA=interestingnesstolookat, JL=jealousy level>''' <br />
** Interestingness to look at: Chance that other sims will watch the interaction. See [https://modthesims.info/showthread.php?p=4018846#post4018846 here] for a list of example vanilla values.<br />
** Jealousy level: The jealousy level broadcast when this interaction is performed ("High" performs a breakup if you are caught)<br />
* '''<AA oaend=OnlyAvailableEveryNDays (int)>''' <br />
* '''<ALTR min=? max=?>''' Defines the range of long term relationship in which this interaction can be autonomously chosen.<br />
* '''<AGE x=ActorAgeAllowed y=TargetAgeAllowed>''' Comma-separated allowed age groups e.g "C,T,Y,A,E" See CASAGSAvailabilityFlags.ParseAllowableAgeSpecies() for all possible values.<br />
* '''<AWT>''' Comma-seperated list of allowed types of world e.g." Base,Downtown,Vacation,University,Future"<br />
* '''<Available auto=Bool udo=Bool>''' "True" or "False". Whether the interaction is autonomous or user-directed only<br />
* '''<ParMen key=parentMenu>'''<br />
* '''<AKTT val=ActorKnowsTargetHasTraitList>'''<br />
* '''<ATE val=ActorTraitsEncourage>''' Traits that encourage the interaction for Sim x<br />
* '''<ATREQ val=ActorTraitsRequired>''' Traits that are require for the interaction for sim x<br />
* '''<ATR val=ActorTraitsRestrict>''' Traits that restrict the interaction for Sim x and prevent it from showing<br />
* '''<ATRA val=ActorTraitsRestrictWhenAutonomous>''' Traits that prevent the interaction from being performed autonomously<br />
* '''<Graph val=JazzGraph suite=AnimationSuite data=productionVersion x=startStanceForX y=startStanceForY jigM=jigMedator jigData=JigVersion >''' The animation script that will be used in the interaction<br />
* '''<LS state=loopState min=minNumberOfLoops max=maxNumberOfLoops fun=funDeltaPerHour >''' The loop state.</div>Feet269http://direct.simswiki.info/wiki.php?title=TS3PR/Sims3GameplaySystems/Sims3.Gameplay.Socializing/ActionDataTS3PR/Sims3GameplaySystems/Sims3.Gameplay.Socializing/ActionData2023-11-13T07:15:26Z<p>Feet269: /* ActionData(string actionKey, CommodityTypes intendedCom, ProductVersion ver, XmlElementLookup table, bool isEp5Installed) */</p>
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<div><br />
== ActionData(string actionKey, CommodityTypes intendedCom, ProductVersion ver, XmlElementLookup table, bool isEp5Installed) ==<br />
Used to parse an <Action> row in an xml file, which defines a social interaction. See the SocialData _XMLs in Sims 3's GameplayData.package for examples. [https://modthesims.info/showthread.php?p=4018846 It can also be used to load custom interactions.]<br />
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Parsed XML tags:<br />
* '''<ParMen val=parentTopicTestFunction>'''<br />
* '''<ProcTest key=testName>''' The procedural test that is called before displaying the interaction in the pie menu. To use an existing EA method, look for the method in "Sims3.Gameplay.Socializing.SocialTest." If you want to use a method of your own, specify your class name with full namespace, the assembly of your assembly and the method, as shown [https://modthesims.info/showthread.php?p=4018846 here].<br />
* '''<Graph jig=socialJigOnePerson>'''<br />
* '''<RHS>''' SocialData can contain multiple RHS entries. Defines a [[TS3PR/Sims3GameplaySystems/Sims3.Gameplay.Socializing/SocialRuleRHS]] - see page for its xml parsing.<br />
* '''<LHS>''' SocialData can contain multiple LHS entries. Defines a [[TS3PR/Sims3GameplaySystems/Sims3.Gameplay.Socializing/SocialRuleLHS]] - see page for its xml parsing.<br />
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See [[TS3PR/Sims3GameplaySystems/Sims3.Gameplay.Socializing/ActionDataBase]] for more tags.</div>Feet269http://direct.simswiki.info/wiki.php?title=The_Sims_4:_A_Virtual_Odyssey_of_Creativity_and_DiversityThe Sims 4: A Virtual Odyssey of Creativity and Diversity2023-11-11T12:44:42Z<p>Pottslewis: Created page with "Embark on a virtual journey where imagination knows no limits - welcome to The Sims 4. Released in 2014, this installment of the iconic life simulation franchise has continued..."</p>
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<div>Embark on a virtual journey where imagination knows no limits - welcome to The Sims 4. Released in 2014, this installment of the iconic life simulation franchise has continued to capture the hearts of players worldwide with its refined gameplay, enhanced graphics, and a commitment to diversity and inclusivity.<br />
<br />
Visual Splendor:<br />
<br />
The Sims 4 introduces a visual feast, with stunning graphics that bring the virtual world to life in unprecedented detail. From the mesmerizing sunsets that cast warm hues on your Sims' homes to the intricately designed interiors, the game's aesthetic is nothing short of a visual delight.<br />
<br />
Create-a-Sim Mastery:<br />
<br />
Creating Sims has never been more intricate and personalized. The revamped Create-a-Sim (CAS) tool in The Sims 4 allows players to fine-tune every aspect of their Sims' appearances, from the shape of their nose to the way they walk. This level of customization ensures that each Sim is a unique reflection of the player's creativity.<br />
<br />
Emotional Depth:<br />
<br />
In a groundbreaking move, The Sims 4 introduces a dynamic emotional system. Sims now experience a range of emotions, from joy and love to sadness and anger, influencing their actions and interactions. This emotional depth adds a new layer of realism, making the virtual lives you shape feel more authentic and responsive.<br />
<br />
Building Dreams:<br />
<br />
The Sims 4 elevates the art of architecture and interior design. With an intuitive build mode, players can effortlessly create their dream homes or meticulously design intricate structures. The addition of pre-designed rooms and the ability to adjust the height of walls provides unprecedented flexibility in crafting the perfect living space.<br />
<br />
Expansive Community and Inclusivity:<br />
<br />
The Sims 4 places a strong emphasis on inclusivity and diversity. The game offers a wide array of skin tones, hairstyles, and clothing options, allowing players to create Sims that more accurately represent the rich tapestry of the real world. This commitment to diversity extends beyond aesthetics, with expansions and updates introducing various cultural elements and lifestyles.<br />
<br />
https://simswiki.info/wiki.php?title=Sims_4:Main_Page<br />
<br />
Expansion Packs Galore:<br />
<br />
The Sims 4 continues the tradition of expanding its universe with a myriad of expansion packs. From the bustling city life in "City Living" to the supernatural adventures in "Realm of Magic," each expansion adds a new dimension to the gameplay, ensuring that there's always something fresh for players to explore and experience.<br />
<br />
In conclusion, The Sims 4 stands as a testament to the franchise's ability to evolve and adapt to the changing landscape of gaming. It's not merely a game; it's a canvas for creativity, a reflection of our diverse world, and a virtual playground where players can explore the endless possibilities of life simulation. As The Sims 4 continues to receive updates and expansions, it remains a vibrant and dynamic digital realm where players can craft, explore, and live out their wildest virtual fantasies.</div>Pottslewishttp://direct.simswiki.info/wiki.php?title=Merge_Multiple_.PackagesMerge Multiple .Packages2022-03-21T23:56:01Z<p>Porkypine: </p>
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<div>{{TS4ModdingHeader}}<br />
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This TS4 tutorial will show you how to merge multiple .packages into one package. Useful for making a jumbo package containing multiple packages.<br />
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===How To Merge Multiple Packages Into One Package File===<br />
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<b>Using Sims4Studio</b><br />
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* Open the Sims4Studio Main Menu<br><br />
* Click 'Content Management'<br><br />
* Select 'Merge Packages'<br><br />
* Drag and drop your packages into the 'Merge Packages' pop-up window.<br />
* S4s will show the numbers of packages that were successfully merged.<br />
* Give the combined package file a new filename and save.<br />
* Remove your old packages from your Mods folder and Test your new combined package in-game.<br />
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<gallery mode=packed style='text-align:left"><br />
<!-- CAS-strawberry.png|Example of Cas Clutter --><br />
MergePackages.png|Select Merge Image <br />
Drag-drop-merge.png|Drag, Drop and Merge <br />
3-3-merged.png|Number of successfully merged packages <br />
Filename.png|Give a new filename to the package <br />
</gallery><br />
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<!--<br />
===Method 2:===<br />
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Does CAS have Multiple recolors of the same item by different artists? Do you want to make it easier to find basic styles without having to scroll through tons of recolors? Try setting their prototype IDs the same so they appear under the same mesh but as a recolor option.<br />
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* Open your first package with S4S<br />
* Go to the warehouse tab<br />
* Click the CAS Part<br />
* On the right, Scroll down to find the PrototypeID<br />
* Copy the number that is in the box<br />
* Open the other package that you would like to appear in CAS under as the same catalog entry<br />
* Go to each CAS Part in warehouse view and paste the ProtoitypeID number from the first package into the current one.<br />
* Save your package and test in-game.<br />
<br />
(credit_Alistu a.k.a. Menaceman44)<br> --><br />
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{{TS4ModdingHeader}}<br />
[[Category:Sims 4 CAS Tutorials]]</div>Porkypine