Title: Working with Max Trait Limits Post by: drycat on 2010 July 29, 00:32:45 I'm just beginning to work with the DLL's and wanted to change the max number of traits allowable for teens and younger. I know that the Awesome mod makes it possible to have unlimited traits for adult and older. I am running into some problems locating where the max number of traits is set in the Sims3GameplaySystems.dll. I have managed to find what looked like the proper method, Get_MaxTraitsFor(this.age), but every call and instance I search through does not seem to contain the code I'm looking for. I am going to assume that the value for the max traits is somewhere defined in the Sims Descriptiopn file.
But, I could really use some hints or just plain telling me where to look :P.. ;D Title: Re: Working with Max Trait Limits Post by: Rainbow_Brite on 2010 July 29, 06:27:46 I have a mod that caps off at 20 along with some other versions. There are separate amounts for toddler, child, teen, young adult, adult and elder. You can find it here: http://www.modthesims.info/download.php?t=410544.
You can use this with or without AM installed. If you use it without AM, you have to have Twallan's Master Controller installed. Title: Re: Working with Max Trait Limits Post by: drycat on 2010 July 29, 17:23:36 Thanks for the reply Rainbow. I did stumble onto that XML mod at ModTheSims. I guess this means that the actual maxtraits variables get set by tunable XML files. And you're right it definitely works well, and it is easily modable for any number of traits you desire. I was beating my ehad against the wall looking for the variables in code, and not finding them. I guess this makes more sense in retrospect ::)
Title: Re: Working with Max Trait Limits Post by: drycat on 2010 July 29, 17:27:03 Which really makes sense that you would put variables with ranges in seperate files that can be tweaked by users.
Title: Re: Working with Max Trait Limits Post by: J. M. Pescado on 2010 July 30, 15:39:41 Changing the basic maximum trait limits is not advised, because then every single new NPC generated will also have a metric assload of traits. Sims shouldn't have that much personality unless they're based on an actual person.
Title: Re: Working with Max Trait Limits Post by: drycat on 2010 July 30, 17:59:12 That is the unfortunate drawback. However, I can put up with it in the meantime. Whcih makes sense, since the NPC's are probably created using the same classes and methods that our Sims are using. Would make good sense to reuse code that way. Do you think it would be a worthwhile, and possible endeavor to try to put a switch case in the Sim constructor to check whether the Sim is flagged as a PC or an NPC? ( Could use this check to provide maxtraits for PC's and NPC's... if my assumption is correct )
Not even certain if this is how the structure is set up. But, the game certainly would have to have some way of flagging a Sim as an NPC or not, otherwise we would be able to select NPC's without mods. Title: Re: Working with Max Trait Limits Post by: J. M. Pescado on 2010 July 30, 18:25:01 Well, you COULD, but that would involve a core mod. At that point, you may as well just use AwesomeMod's system.
Title: Re: Working with Max Trait Limits Post by: drycat on 2010 July 30, 19:15:56 You're right. I just hate being lazy. Always more fun to code than just be a consumer sometimes. And other times, the other way around I guess.. :-X
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