The catch to making your own traits and moodlets is that, unless you already have your own mod that uses them, they will do ABSOLUTELY NOTHING.
I have a mod that could use custom moodlets. I assume instructions are pretty much the same as these ones:
How to create a custom trait plugin that will work in AWESOMEMOD:
First, take a look at the relevant XML in AwesomeMod: THe instance is FNV64 of "AwesomeTraits". To create your own, use the value "<YOUR ASSEMBLY HERE>Traits", like "SimiusTraits".
Now, inside the Traits block, like so, you will need to have the following:
etc.
Repeat the last <TraitNames> block for every trait you wish to define.
Every trait may have an associated "Commodity" indicating that the sim desires that particular advertised commodity. You can leave it blank, or define it similarly to TraitNames, only with "CommodityKind". Add a blank header as above, then proceed to define CommodityKinds. Then proceed to the TraitList block definition as with AwesomeTraits, and define your trait below: The "Name" field will now recognize since you defined it in TraitNames. Two additional categories of trait exist in AwesomeMod: "HiddenInCAS", meaning "real trait, visible, can be learned in conversation, but cannot be chosen in CAS", for special visible-schtick traits, and "Administrative", meaning "not visible, doesn't count, can't be learned", for things like "Sacred" and "Radar".
To verify that your trait loaded successfully, use the "traitinfo" console command to see if data could be brought up.
First, take a look at the relevant XML in AwesomeMod: THe instance is FNV64 of "AwesomeTraits". To create your own, use the value "<YOUR ASSEMBLY HERE>Traits", like "SimiusTraits".
Now, inside the Traits block, like so, you will need to have the following:
Code:
<Traits>
<TraitNames>
<Name></Name>
<Hex></Hex>
</TraitNames>
<TraitNames>
<Name>NAME OF TRAIT VARIABLE HERE - NO SPACES, SIMILAR TO EAXIS ENUM</Name>
<Hex>HEX VALUE YOU WISH TO HAVE THAT TRAIT BY: ONCE YOU SET IT, NEVER CHANGE IT - MAKE SOME SHIT UP AT RANDOM - MUST BE UNIQUE</Hex>
</TraitNames>
Repeat the last <TraitNames> block for every trait you wish to define.
Every trait may have an associated "Commodity" indicating that the sim desires that particular advertised commodity. You can leave it blank, or define it similarly to TraitNames, only with "CommodityKind". Add a blank header as above, then proceed to define CommodityKinds. Then proceed to the TraitList block definition as with AwesomeTraits, and define your trait below: The "Name" field will now recognize since you defined it in TraitNames. Two additional categories of trait exist in AwesomeMod: "HiddenInCAS", meaning "real trait, visible, can be learned in conversation, but cannot be chosen in CAS", for special visible-schtick traits, and "Administrative", meaning "not visible, doesn't count, can't be learned", for things like "Sacred" and "Radar".
To verify that your trait loaded successfully, use the "traitinfo" console command to see if data could be brought up.
How do I verify if my moodlet loaded successfully?