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1  Awesomeware / The Armory / Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION on: 2006 September 17, 06:29:24
That link is too awesome for me. Is there a shorter tutorial about which files need to be deleted via SimPe after readying them in-game?
I'm decidedly non-awesome, but I think you're supposed to delete the relevant entries under Sim Description (SDSC) and Sim Wants and Fears (SWAF), in the NXXX_Neighborhood.package. You'll want Display Filenames turned on (under the Extra menu) so you can find the right Sim Descriptions easier. (Of course, you can also use the Sim Browser). To find the right SWAF entry for a specific Sim you need to load that Sim's Description and click on More, then "Open Wants & Fears" (note that More also has an "Open Character File" option that'll tell you what .package file under the Characters folder of that neighborhood belongs to that character, which is the last thing you delete, and that can't be deleted from SimPE. You'll have to find the folder and delete the file manually.)

When you've found the correct entries, right-click and choose Delete (it won't actually be gone until you save the Neighborhood.package, so you can right-click again and choose Restore if you accidently picked the wrong one). Obviously, you'd want to make a backup of the Neighborhood before you go deleting things.
2  TS2: Burnination / The War Room / Re: DNA with custom content on: 2005 November 18, 04:51:00
As you can see, the only way to be certain how the custom content matches up is to use a first generation sim from Create-A-Sim or Bodyshop - because you need the identical lines of DNA. I have no idea whether the same skintone or eyes in someone else's game would have the same number assigned to it - I'm thinking probably not.
I'm pretty sure the DNA coding would be the same on everyone's computer, because the strings are located in the .package file of the skin/eye/hair as well. (This only works if you know the name of the .package file, so you can open it in SimPE.)

For eyes, the DNA string is listed under the "Texture Overlay XML" Resource, in the "family (dtString)" entry.
For skin, the string is under the "Property Set" resource in the "skintone (dtString)" entry.
For hair, I believe it's under Property Set in "hairtone (dtString)" << I haven't actually tested this one.
 
For example, my (post-Uni) SelfSim's DNA looks like this:
6 (dtString) = 5a5a1f29-4b0b-5dfd-3479-d2b607a488f4
268435462 (dtString) = 5a5a1f29-4b0b-5dfd-3479-d2b607a488f4
2 (dtString) = 5a5a1f29-4b0b-5dfd-3479-d2b607a488f4
268435458 (dtString) = 5a5a1f29-4b0b-5dfd-3479-d2b607a488f4
1 (dtString) = 00000003-0000-0000-0000-000000000000
268435457 (dtString)= 00000003-0000-0000-0000-000000000000
3 (dtString) = 02ea878d-481f-c7a7-52e8-a6978e4036a7
268435459 (dtString) = 02ea878d-481f-c7a7-52e8-a6978e4036a7
5 (dtString) = nose,brow,cheek,jaw,
268435461 (dtString) =

I made her skin and eyes, and they have those same values in their .package files.
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