I started a mod based on this mod from scratch

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ArthurGibraltarCondino
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I started a mod based on this mod from scratch

Post by ArthurGibraltarCondino » January 7th, 2020, 10:01 pm

because I don't have .NET Reflector and I need the dll files and something I can relate to to create something new based on test and error, but anyway:

I used to use Retuner for setting my Sim's Radius to a lower value and I can't find it in any namespace. I searched

Sims3.Gameplay.Actors.SimRoutingComponent
Sims3.Gameplay.Actors.Sim
Sims3.Gameplay.Abstracts.GameObject

But I can't find the setting! I think I'm missing it in some dumb way because I'm tired of searching line by line using Object Browser in Visual Studio, may someone help me find the setting?

It was something about this, the recommendation: "set the value to a lower one so Sims will move more like Sims 4", while walking and passing through other Sims or obstacles

EDIT: is it kPushSimsAwayDistanceFromFootprintMin? I got "Radius" stuck in my mind for some reason, but it may be Distance

EDIT: "The min distance away to which pushed sims (and smaller animals) will route from a footprint." No, it's not; I'm using Retuner to see the settings and the s2pe, but I really can't seem to find it! The s3pe doesn't state the Sims 4 tip, of course, that was from some forum or something I read around the internet.

EDIT: about tuning, I think this works?

Code: Select all

            foreach(var tuning in InteractionTuning.sAllTunings.Values){
                     if(tuning.FullInteractionName=="Sims3.Gameplay.Objects.Gardening.Plant+Graaiins+Definition"){
                        tuning.AddFlags(InteractionTuning.FlagField.DisallowAutonomous);
                     }
                     if(tuning.FullInteractionName=="Sims3.Gameplay.Services.ResortMaintenance+AutonomousSweep+Definition"){
                        tuning.AddFlags(InteractionTuning.FlagField.DisallowAutonomous);
                     }
            }
Last edited by ArthurGibraltarCondino on January 8th, 2020, 12:39 am, edited 3 times in total.
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ArthurGibraltarCondino
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I started a mod based on this mod from scratch

Post by ArthurGibraltarCondino » January 7th, 2020, 10:07 pm

So the reason I'm searching for it is because I want some settings to be changed by default by the mod with no need for ITUN and .package edits
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ArthurGibraltarCondino
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I started a mod based on this mod from scratch

Post by ArthurGibraltarCondino » January 8th, 2020, 12:34 am

So.... I've been searching for it for 2:30 hours straight, and I found it wasn't a ITUN or _XML, it's a config/ini file in Sims 3 installation, about DynamicAvoidance; but I think it can't be changed the same way with mods, just manually; if anyone knows how to change it by code, please, let me know.

...\The Sims 3\Game\Bin\Sims3.ini
DynamicAvoidance_FieldRadius
DynamicAvoidance_InactiveFieldLength
DynamicAvoidance_MinNonIntersectingDistance
DynamicAvoidance_FieldLengthPad
DynamicAvoidance_StopDistanceMultiplier
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sittingbear
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I started a mod based on this mod from scratch

Post by sittingbear » January 10th, 2020, 12:56 am

ArthurGibraltarCondino wrote:
January 8th, 2020, 12:34 am
So.... I've been searching for it for 2:30 hours straight, and I found it wasn't a ITUN or _XML, it's a config/ini file in Sims 3 installation, about DynamicAvoidance; but I think it can't be changed the same way with mods, just manually; if anyone knows how to change it by code, please, let me know.

...\The Sims 3\Game\Bin\Sims3.ini
DynamicAvoidance_FieldRadius
DynamicAvoidance_InactiveFieldLength
DynamicAvoidance_MinNonIntersectingDistance
DynamicAvoidance_FieldLengthPad
DynamicAvoidance_StopDistanceMultiplier
Tweaks to the INI/Config files haven't worked since patch 1.22 when everything related to routing was moved into the GameplayData.package and the script core. Those files AFAIK are just left over bits that are no longer being used.
ArthurGibraltarCondino wrote:
January 7th, 2020, 10:01 pm
It was something about this, the recommendation: "set the value to a lower one so Sims will move more like Sims 4", while walking and passing through other Sims or obstacles
The reason why sims are able to walk through objects in the Sims 4 is because most objects lack collusion data.

ArthurGibraltarCondino
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I started a mod based on this mod from scratch

Post by ArthurGibraltarCondino » January 13th, 2020, 10:47 pm

sittingbear wrote:
January 10th, 2020, 12:56 am
ArthurGibraltarCondino wrote:
January 8th, 2020, 12:34 am
So.... I've been searching for it for 2:30 hours straight, and I found it wasn't a ITUN or _XML, it's a config/ini file in Sims 3 installation, about DynamicAvoidance; but I think it can't be changed the same way with mods, just manually; if anyone knows how to change it by code, please, let me know.

...\The Sims 3\Game\Bin\Sims3.ini
DynamicAvoidance_FieldRadius
DynamicAvoidance_InactiveFieldLength
DynamicAvoidance_MinNonIntersectingDistance
DynamicAvoidance_FieldLengthPad
DynamicAvoidance_StopDistanceMultiplier
Tweaks to the INI/Config files haven't worked since patch 1.22 when everything related to routing was moved into the GameplayData.package and the script core. Those files AFAIK are just left over bits that are no longer being used.
ArthurGibraltarCondino wrote:
January 7th, 2020, 10:01 pm
It was something about this, the recommendation: "set the value to a lower one so Sims will move more like Sims 4", while walking and passing through other Sims or obstacles
The reason why sims are able to walk through objects in the Sims 4 is because most objects lack collusion data.

Code: Select all

Route.AboutToPlanCallback-=OnAboutToPlan;
//[...] plus:
        protected static void OnAboutToPlan(Route r,string routeType,Vector3 point){
                try{
 Sims3.SimIFace.Route.SetAvoidanceFieldRangeScale(r.Follower.ObjectId,0.5f);
 Sims3.SimIFace.Route.SetAvoidanceFieldSmoothing( r.Follower.ObjectId,1.0f);
                                                  r.CanPlayReactionsAtEndOfRoute=(false);
                }catch(Exception exception){
                  Alive.WriteLog(exception.Message+"\n\n"+
                                 exception.StackTrace+"\n\n"+
                                 exception.Source);
                }finally{
                }
        }
It has done something to my Sims' routing; It's kind of weird how they move now; but they can go through things or other Sims in a better way, not totally; if you are modding give it a try, I don't know the best values yet. If I set the values to 0, Sims sometimes go through walls, and if I set Smoothing to 0, they stutter while moving.

CanPlayReactionsAtEndOfRoute doesn't work because it's changed while routing: do any of you guys now how to stop the Tantrum Animation?
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ArthurGibraltarCondino
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I started a mod based on this mod from scratch

Post by ArthurGibraltarCondino » January 13th, 2020, 11:17 pm

ArthurGibraltarCondino wrote:
January 13th, 2020, 10:47 pm
CanPlayReactionsAtEndOfRoute doesn't work because it's changed while routing: do any of you guys now how to stop the Tantrum Animation?

Code: Select all

    public enum RouteFailFrequency : byte
    {
      AlwaysPlayRouteFail,
      PlayRouteFailNextTimeOnly,
      NeverPlayRouteFail,
    }
?
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sittingbear
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I started a mod based on this mod from scratch

Post by sittingbear » January 14th, 2020, 1:13 am

ArthurGibraltarCondino wrote:
January 13th, 2020, 10:47 pm
how to stop the Tantrum Animation?
You mean the route fail animation? If so over at Sims Asylum bluegenjutsu has a mod NoRouteFailAnimation that stops it.
http://simsasylum.com/tfm/index.php?/forum/7-guests/

As for the INI you'll just have to play with them not sure why those are working for you but if they do then that's great. But I think those control certain visual effects and animations but not routing.

ArthurGibraltarCondino
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I started a mod based on this mod from scratch

Post by ArthurGibraltarCondino » January 14th, 2020, 2:06 am

sittingbear post_id=71469 time=1578982393 user_id=16428 wrote:
ArthurGibraltarCondino post_id=71466 time=1578973624 user_id=19920 wrote: how to stop the Tantrum Animation?
You mean the route fail animation? If so over at Sims Asylum bluegenjutsu has a mod NoRouteFailAnimation that stops it.
http://simsasylum.com/tfm/index.php?/forum/7-guests/

As for the INI you'll just have to play with them not sure why those are working for you but if they do then that's great. But I think those control certain visual effects and animations but not routing.
Thanks, but I don't want to use multiple mods, I'm creating my own, in one Visual Studio Solution project, adding what I like from other mods, and creating new behaviours for the Sims.

To remove the Animations, I think so far, at least for routing, I did this (every Sim hour as new Sims appear) and it worked:

Code: Select all

                   foreach(Sim sim in Sims3.Gameplay.Queries.GetObjects<Sim>()){
                               sim.PlayRouteFailFrequency=Sim.RouteFailFrequency.NeverPlayRouteFail;
                   }
I changed the INI files, I don't know if it was a placebo or not, but then I actually changed the

Code: Select all

 Sims3.SimIFace.Route.SetAvoidanceFieldRangeScale(r.Follower.ObjectId,0.5f);
Sims3.SimIFace.Route.SetAvoidanceFieldSmoothing( r.Follower.ObjectId,1.0f);

Code: Select all

 
as I said the post before, which actually changed how the Sims are moving, in a better way, now they can go through each other in small corridors, except when they are exactly in the same position; which I dunno why this happens sometimes.
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I started a mod based on this mod from scratch

Post by igazor » January 14th, 2020, 2:32 am

ArthurGibraltarCondino wrote:
January 14th, 2020, 2:06 am
Thanks, but I don't want to use multiple mods, I'm creating my own, in one Visual Studio Solution project, adding what I like from other mods, and creating new behaviours for the Sims
I think the point is that you might want to look over what a successful mod has already accomplished in that regard to see how it was done and what its effects are in-game instead of reinventing that part of the wheel.

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sittingbear
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I started a mod based on this mod from scratch

Post by sittingbear » January 15th, 2020, 12:59 am

Okay after playing around with the INI I see what is going. What it's doing is eliminating certain visual effects the best example I can think off is an INI tweak to Skyrim SE there's a tweak to the INI file that can make a lot of the grass seem to disappear but what actually is happening is the grass is still there you just no longer see it but has a nice improvement to performance.
The same thing is happening here sims are still avoiding objects it's just that the game no longer shows it to you giving the optical illusion of them going through objects and other sims I had to analyze a video frame by frame. And since the game is doing less it does give a performance boost which does have an indirect benefit of giving the game more muscle to power a stuck sim loose with less impact on the game (less lag).
What you have found is a possible decent performance boost which could benefit people with computers that have lower specs if you can figure out the optimal settings.

It's still not the same as the Sims 4 as I had already said most objects in that game lack collusion data. Only on lots do objects have collusion data.

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