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Original Poster
#1 Old 12th Apr 2025 at 5:54 AM
Default Visible markers in a build/buy mode "debug view"?
I've heard a lot about the various markers left on lots as sims interact with eachother and the environment, I was wondering if there has ever been an attempt to enable/create a 'debug mode' where these markers are visible (and deletable?) similar to The Sims 3's debug mode where various markers appeared as floating metal orbs, item spawners as cubes with a circle around them, etc. This is based on the assumption that these markers have a lcoation in the 3-dimesional game space.
Thinking in particular of the process of creating a lot with the intention of sharing it online.
Mad Poster
#2 Old 12th Apr 2025 at 12:06 PM
Not sure about ways to make them visible, but there are mods that remove some of them, such as CH's lot cleaner and the Batbox.
Scholar
#3 Old 12th Apr 2025 at 5:57 PM
The only way I know how to do it would be to add a Graphic like the yellow placeholder box with an arrow to each of these service objects, which would be tedious and create conflicts. A few objects have it included by default and it can be switched. But to have the object switch itself by looking the debug mode would create more conflicts. This is only practical for stuff that is useful to move around like the car portal.

If you have a person on the lot or may spawn one, you can see what exists on the lot with Charles Object Editor. You can filter by room, or a 3 by 3 square around the box.
Test Subject
Original Poster
#4 Old 13th Apr 2025 at 5:35 AM
Quote: Originally posted by jonasn
The only way I know how to do it would be to add a Graphic like the yellow placeholder box with an arrow to each of these service objects, which would be tedious and create conflicts. A few objects have it included by default and it can be switched. But to have the object switch itself by looking the debug mode would create more conflicts. This is only practical for stuff that is useful to move around like the car portal.

I'm curious about the nature of these conflicts, is this due to editing the objects themselves? If someone were to do this, tedium put aside, would separate objects ~linked~ to the markers make more sense? Can't help thinking of a mod I used in Fallout 4 for seeing & moving spawn points around the edges of settlenents via colour coded traffic cones.

Quote: Originally posted by jonasn
If you have a person on the lot or may spawn one, you can see what exists on the lot with Charles Object Editor. You can filter by room, or a 3 by 3 square around the box.

Might use this too sate my curiousity if nothing else :)
Scholar
#5 Old 13th Apr 2025 at 10:38 AM
Adding a "placeholder" graphic (model) to table 85 might not cause conflict if the object was never visible in the first place. I was thinking how if might already have one or more graphics. But these things probably don't. Conflict would arise if you wanted to add something to the OBJf or function main, to have the object appear and disappear. Graphic can be switched from another object. I have this in COE; it shows the names that the target has. But a graphic must exist in the object's own private lists already.

You could spawn a new visible object and place it underneath the target. Then you could delete the target from a menu on this object. But you can delete anything already so that doesn't add much new apart from highlighting the locations. I don't think you can grab the marker object and cause the target to move precisely to a new spot. If you use Find Location For, the target would drop somewhere near and not in a specific rotation.
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