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Scholar
#35126 Old 20th Jan 2025 at 7:50 PM
Quote: Originally posted by Sokisims
I asked the AI ​​more about how to make the custom npc, but I don't even know where are BHAVs, CTSS, or TTAB. [..]

Step 5 is one of the most complex parts...

Did an AI write all of this including the step 5. I wouldn't expect the AI give anythign but a hallucination on a topic like this.

I don't think there is a way of doing a non-custom content neighborhood without making and including a mod. It could either be part of personglobals. Likely in Function - Pre Route where the walking style is decided. Or you can make a invisible controller object that pushes an interaction onto your specially sims, which does nothing but either sets the person data fields or pushes locomotion anims onto the stack like a tombstone does. Then if the mod is not installed, nothing happens and your sim walks normally.
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Mad Poster
#35127 Old 20th Jan 2025 at 7:54 PM
Quote: Originally posted by Jawusa
I haven't tested it out yet, so I can't tell for sure if it would crash the game or not, so don't quote me on that, lol.


Okay, I'll quote you.

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#35128 Old 20th Jan 2025 at 8:07 PM Last edited by Jawusa : 20th Jan 2025 at 8:18 PM.
Quote: Originally posted by jonasn
I don't think there is a way of doing a non-custom content neighborhood without making and including a mod. It could either be part of personglobals. Likely in Function - Pre Route where the walking style is decided. Or you can make a invisible controller object that pushes an interaction onto your specially sims, which does nothing but either sets the person data fields or pushes locomotion anims onto the stack like a tombstone does. Then if the mod is not installed, nothing happens and your sim walks normally.


This would definitely be the safer approach to this. Then, the players can decide on their own whether or not they want to install that additional mod.

The method I mentioned earlier with custom NPC templates may require them to have the mod installed. I don't think it would crash on neighborhood load or when playing a regular family. But whenever sims with that original GUID are spawned onto the lot, it would probably crash the game.

Or you might be lucky and nothing would happen. All possible scenarios, lol.

Catalogue of Custom Neighborhoods for TS2
All Hood Building Group neighborhoods are available here
Want to get rid of EA's sims in neighborhoods? Check out my Clean and Empty Steatlh Hoods and Clean and Empty Neighborhood Templates
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Mad Poster
#35129 Old 20th Jan 2025 at 9:08 PM
Quote: Originally posted by Jawusa
I might be wrong with this, but I don't think adding bits of social bunny behaviour code into the characrer file will make the sim actually hop. Sims never use the coding from their character file but use the code in the template they were made from which is determined by their original GUID. (This is also why we can assign any playable sim to behave like a NPC sim and move them into the NPCs household for them to be hirable. )

So, I'd suggest creating a custom NPC template completely from scratch and add the bits of social bunny code that way, similar to how the Diva or Mr. Big, etc. are coded. But then, your neighborhood would require that custom NPC template mod.. so it wouldn't be entirely CC-free and may even make the game crash if the mod is skipped, since the game might check for that original GUID, cannot find it and hence throw an error.

I haven't tested it out yet, so I can't tell for sure if it would crash the game or not, so don't quote me on that, lol.


If you set the template to 0, they will use the things in their character file. Or at least, that's how I've seen custom NPCs with special code made. If you just want one character to behave this way, there's no reason to make multiple files. And then it's not actually a mod, it's just that you've edited a character file to be a custom NPC. If you don't put the character file in downloads, that NPC won't get autopopulated to all your hoods and I wouldn't consider it a mod.
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#35130 Old 20th Jan 2025 at 9:09 PM
Quote: Originally posted by Jawusa
I might be wrong with this, but I don't think adding bits of social bunny behaviour code into the characrer file will make the sim actually hop. Sims never use the coding from their character file but use the code in the template they were made from which is determined by their original GUID. (This is also why we can assign any playable sim to behave like a NPC sim and move them into the NPCs household for them to be hirable. )

So, I'd suggest creating a custom NPC template completely from scratch and add the bits of social bunny code that way, similar to how the Diva or Mr. Big, etc. are coded. But then, your neighborhood would require that custom NPC template mod.. so it wouldn't be entirely CC-free and may even make the game crash if the mod is skipped, since the game might check for that original GUID, cannot find it and hence throw an error.

I haven't tested it out yet, so I can't tell for sure if it would crash the game or not, so don't quote me on that, lol.


I'm not sure what the original question was or who posted it, but this walk style changer includes the social bunny hop.
https://modthesims.info/download.php?t=298515

"I dream of a better tomorrow, where chickens can cross the road and not be questioned about their motives." - Unknown
~Call me Jo~
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#35131 Old 20th Jan 2025 at 9:57 PM Last edited by Jawusa : Yesterday at 1:09 AM.
Nevermind, it's completely functional that way! (But I told you not to quote on me, lol)

So all I did was merely extracting the locomotion files (CT - Restore Loco BHAV & Bunny Hop Locomotion Text Lists) from the NPC template, updated them to match with the playable sim's group in the resource tab and added an additional line in the Function - Init BHAV to include the CT - Restore Loco BHAV.

This alone won't make the sim hop though. As I said, the game does not use the sim's character file to determine their behaviour but what it's inside the original GUID template. So I replaced that with the sim's actual GUID. This made it work too! But 0 might just do it as well, I think the game will use what's in the fallback GUID then and that's the sim's actual GUID.

It's kinda hilarious seeing them hopping like that all the time, lol. You'd have to disable the "Run Here" animation though, as they will just stand around then and not go to the desired destination. So that part needs a bit more work. But it's definitely possible to customize the sim to behave like a special NPC without CC.

Quote: Originally posted by joandsarah77
I'm not sure what the original question was or who posted it, but this walk style changer includes the social bunny hop.


I think @Sokisims wanted to implement the social bunny hop into a playable sim for a custom neighborhood they wish to upload, so that the sim always hops by default. Kinda like Mr. Big or Diva's coded behaviour. The walk style changer can do that as well, sure, but I think they wanted it to be permament and CC-free so that the custom neighborhood wouldn't require the Sim Locomotor as a required mod.
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Catalogue of Custom Neighborhoods for TS2
All Hood Building Group neighborhoods are available here
Want to get rid of EA's sims in neighborhoods? Check out my Clean and Empty Steatlh Hoods and Clean and Empty Neighborhood Templates
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Mad Poster
#35132 Old 20th Jan 2025 at 10:46 PM
Quote: Originally posted by jonasn
Did an AI write all of this including the step 5. I wouldn't expect the AI give anythign but a hallucination on a topic like this.


Most likely it more or less copy/pasted from an already given answer somewhere, or dug around to find a few posts that roughly said the same and "smashed" it all toghether into a step by step guide. I'd not expect AI to know what to do with a question like this, either - not unless it had spesific sources...

I don't think people understand that this kind of AI doesn't really come up with anything "new" - it just finds various sources and smashes it together. Doesn't list the sources either, I imagine (now, that would've been very useful, because I'd rather trust a tutorial written by an actual person than one thrown together by AI)...
Mad Poster
#35133 Old 20th Jan 2025 at 11:54 PM
I've seen lots of garbage code come out of AI.

I'm secretly a Bulbasaur. | Formerly known as ihatemandatoryregister

Looking for SimWardrobe's mods? | Or Dizzy's? | Faiuwle/rufio's too! | Simlogical Archives | smorbie1's Chris Hatch archives
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#35134 Old Yesterday at 1:07 AM
Quote: Originally posted by Jawusa
Nevermind,
I think @Sokisims wanted to implement the social bunny hop into a playable sim for a custom neighborhood they wish to upload, so that the sim always hops by default. Kinda like Mr. Big or Diva's coded behaviour. The walk style changer can do that as well, sure, but I think they wanted it to be permament and CC-free so that the custom neighborhood wouldn't require the walk style changer as a required mod.


Perhaps the code could be taken and made into a mod, or at least into a trait like the fairy floating mod. I can't see another way around it?

"I dream of a better tomorrow, where chickens can cross the road and not be questioned about their motives." - Unknown
~Call me Jo~
Alchemist
#35135 Old Yesterday at 4:03 AM
Agree. There's a trait mod that lets sims with the Flirty trait do the sexy walk when performing romantic interactions--perhaps it's possible to mod it to do it all the time, and then you can just change the trait the mod is looking for to a custom trait specifically for your npc.

"Thinking of you, wherever you are. We pray for our sorrows to end, and hope that our hearts will blend." - Kingdom Hearts

XPTL Mod Archive | Change a Mod's Mesh into a CC Object | Increasing the Game Difficulty | Editing ACR 4 Your Age Mod
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Mad Poster
#35136 Old Yesterday at 4:13 AM
Quote: Originally posted by Jawusa
Nevermind, it's completely functional that way! (But I told you not to quote on me, lol)

So all I did was merely extracting the locomotion files (CT - Restore Loco BHAV & Bunny Hop Locomotion Text Lists) from the NPC template, updated them to match with the playable sim's group in the resource tab and added an additional line in the Function - Init BHAV to include the CT - Restore Loco BHAV.

This alone won't make the sim hop though. As I said, the game does not use the sim's character file to determine their behaviour but what it's inside the original GUID template. So I replaced that with the sim's actual GUID. This made it work too! But 0 might just do it as well, I think the game will use what's in the fallback GUID then and that's the sim's actual GUID.

It's kinda hilarious seeing them hopping like that all the time, lol. You'd have to disable the "Run Here" animation though, as they will just stand around then and not go to the desired destination. So that part needs a bit more work. But it's definitely possible to customize the sim to behave like a special NPC without CC.



I think @Sokisims wanted to implement the social bunny hop into a playable sim for a custom neighborhood they wish to upload, so that the sim always hops by default. Kinda like Mr. Big or Diva's coded behaviour. The walk style changer can do that as well, sure, but I think they wanted it to be permament and CC-free so that the custom neighborhood wouldn't require the Sim Locomotor as a required mod.


Good to know that those are the only modifications that are needed. Since the character file functions aren't used normally, I did wonder if they might be a little incomplete, and disconnecting the sim from PersonGlobals would render them semi-functional without some additional editing.
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#35137 Old Yesterday at 7:50 AM
Quote: Originally posted by joandsarah77
Perhaps the code could be taken and made into a mod, or at least into a trait like the fairy floating mod. I can't see another way around it?

Sure! Instead of extracting the locomotion files from the game files, one could also just add the Primitive 0x0072 - Assign Locomotion Animations as an additional in the "Function - Init" BHAV of the sim to implement that. No need for a mod as it will be part of the sim's character file then. This is also the very same primitive that is also used in the mod mentioned above. The mod first checks if the sim has that trait and if yes, makes the sim walk like that when performing romantic interactions.

Quote: Originally posted by kestrellyn
Good to know that those are the only modifications that are needed. Since the character file functions aren't used normally, I did wonder if they might be a little incomplete, and disconnecting the sim from PersonGlobals would render them semi-functional without some additional editing.


It definitely needs for testing, as in some parts, they may be semi-functional... especially if the sim was generated in the base game or early EPs. But I think since the game uses the NPC templates to create sims, they should have already inherited all the behaviour functions and such from the parent template and may technically also be used as templates themselves.

Otherwise, the game wouldn't choose the sim's actual GUID as the fallback GUID, so maybe the game has a check for that. For instance if it can't find the original GUID of a specific NPC template and as a result, it chooses to use the sim's actual GUID to determine their behaviour.

Catalogue of Custom Neighborhoods for TS2
All Hood Building Group neighborhoods are available here
Want to get rid of EA's sims in neighborhoods? Check out my Clean and Empty Steatlh Hoods and Clean and Empty Neighborhood Templates
My Simblr
Theorist
#35138 Old Yesterday at 1:34 PM
Perhaps that's been here from the base game? Pleasantview's scripted events have to do with maids, and this one particular maid is present on two lots, Kaylynn. Don hires her and Daniel romances with her. Perhaps this is coded in her character file, and her GUID is 0? Also, to quote @Jawusa, "don't quote me on this" just spitballing here

Jonain päivänä mä toivon, että pääsen käymään Suomessa – ja heti perillä unohdan kaiken, mitä oon oppinut suomen kielestä, ja sanon vaan 'kahvia'.
DJ. who?
Alchemist
#35139 Old Yesterday at 1:47 PM
Quote: Originally posted by joandsarah77
I'm not sure what the original question was or who posted it, but this walk style changer includes the social bunny hop.
https://modthesims.info/download.php?t=298515


And @Jawusa,

I experimented a bit with this mod and the bunny hop persisted on exiting to hood and on exit and reload game but has that issue of reverting if the Sim goes to a community lot. I know we've seen this with ghosts flags, too. Do you know how to solve that? I was also wondering IF this mod does change the locomotion, where is the information stored? I assumed in the character file but couldn't find it.
Scholar
#35140 Old Yesterday at 3:37 PM Last edited by Sokisims : Yesterday at 10:28 PM.
@Jawusa It's incredible that you achieved it, it really makes me super happy to know that it is possible. Although as you say, things like running would have to be tested and disabled in the case of the rabbit. I'm sorry for quoting you but I don't know how to answer without doing so. xDD I hope that a tutorial can be created one day to achieve the different gaits. I will wait patiently. I am carefully rereading what you have written ^^

simmer22 I copied and pasted the entire conversation, making it clear that I am Soki and the rest are the forum, I told him what I wanted to understand, and he told me that he analyzed the conversation and also searched his database about SimPE and Sims 2, although I He acknowledged that there is little information and it would be better to ask in the forum. AIs are very useful if you have knowledge about what you are asking to advance work or analyze concepts, and their reasoning capacity is advancing a lot in my opinion. They seem like just another tool to me, they should not be demonized or deified.
Top Secret Researcher
#35141 Old Yesterday at 4:51 PM
While "burying" a sim, I realized her husband's headstone was missing.

Can someone give me the link or directions on how to respawn it again? This has happened before but I cannot for the life or me remember how I retrieved them.
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#35142 Old Yesterday at 6:08 PM
@Sunrader Not only when visiting community lots but also when the sim is getting reset, which will always happen if you install a custom neighborhood or subhood and load the family for the first time. So no, the mod doesn't store the walk style in the characters file unfortunately.

What you could do to fix this, however, is to edit the sim's "Function - Init" BHAV and add the bunny hop locomotion there, so everytime the sim is initialized (i.e. if you load the family the sim is in, if you reset the sim, or if you go to a community lot, etc.) the game will re-apply the bunny hop walk style, making it persistent, even when the sim ages up.

@Sokisims Feel free to quote me, lol. I just wanted to empathize that I haven't tested out what would happen if the game checks for an original GUID that it cannot find. And it looks like I wrote complete rubbish in my earlier post. It doesn't make the game crash, it will just check for the fallback GUID and by default, that's the sim's own GUID.

As for the running issue, the same thing also happens if you temporarily assign the bunny hop to a sim using the Sim Locomotor. If you select "Run Here", the sims will simply refuse to move. This is also true for the Reaper or Ghost Float. Though, "Run Here" works perfectly fine for the walk style based on moods (i.e. angry, sad, happy, etc.).

But unfortunately, they come with their own problems, they don't seem to stick well like the bunny hop. The sims walk like that for a few walks but then revert back to the default walk style. If you reload the lot, it's fixed again.. but it takes only a couple of "Go Here"'s until it reverts back to the default walk style again.

I'll try my best to make them work as well. But at least we know that it's possible to create custom special townies/NPCs with annoying coded behaviour like Mr. Big or Diva. ^^

Catalogue of Custom Neighborhoods for TS2
All Hood Building Group neighborhoods are available here
Want to get rid of EA's sims in neighborhoods? Check out my Clean and Empty Steatlh Hoods and Clean and Empty Neighborhood Templates
My Simblr
Scholar
#35143 Old Yesterday at 7:06 PM Last edited by Sokisims : Yesterday at 7:43 PM.
I'm so happy you're experimenting with it, I hope one day it's possible to get some ways to walk! ^^ When you see him in the game you realize the personality it gives to many sims and how versatile it can be. You can make kids that always walk happy or jump, or use the sad walk to create shy or depressed Sims. Or evil or crazy sims with different ways of walking. I have also realized that the happy walk fits with self-confident sims. The rabbit thing is also hilarious. The Calientes always walking sexy, or also posh sims, is also very fun.
Mad Poster
#35144 Old Yesterday at 7:12 PM
Shy and depressed sims already have lots of support from the animation.

Ugly is in the heart of the beholder.
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Scholar
#35145 Old Yesterday at 8:05 PM
Quote: Originally posted by Peni Griffin
Shy and depressed sims already have lots of support from the animation.

Yes, but for example having a sim that almost always has their head down but their expression is different can make you can make sims that have that body posture due to the different contexts and personalitie that you want to give to the sim. And the same with the rest of the walk styles.
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#35146 Old Yesterday at 10:10 PM
Quote: Originally posted by Sokisims
@joandsarah77 I copied and pasted the entire conversation, making it clear that I am Soki and the rest are the forum, I told him what I wanted to understand, and he told me that he analyzed the conversation and also searched his database about SimPE and Sims 2, although I He acknowledged that there is little information and it would be better to ask in the forum. AIs are very useful if you have knowledge about what you are asking to advance work or analyze concepts, and their reasoning capacity is advancing a lot in my opinion. They seem like just another tool to me, they should not be demonized or deified.


Say what?? What or who is being "demonized or deified"?? I just gave a link to a mod with the bunny hop thinking someone could possibly use the code. I have no idea who "he" is. Love, I'm an old lady with memory problems and you are speaking Greek.

"I dream of a better tomorrow, where chickens can cross the road and not be questioned about their motives." - Unknown
~Call me Jo~
Scholar
#35147 Old Yesterday at 10:27 PM
Oh my god, I thought I had answered simmer22 about AI use, sorry!!!
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#35148 Old Today at 1:44 AM
Quote: Originally posted by Sokisims
Oh my god, I thought I had answered simmer22 about AI use, sorry!!!


No worries.

"I dream of a better tomorrow, where chickens can cross the road and not be questioned about their motives." - Unknown
~Call me Jo~
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