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Forum Resident
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#1 Old 26th Feb 2025 at 1:18 PM
Default Adding extra stuff to memories/ finding memories to copy...
Half of the recent threads here are mine - sorry! Everyone's been very helpful, so I'm hoping someone knows the answer to my next question

I can make a custom memory. There are some nice tutorials around, and I've made a few that are happy or sad and have a subject and a description etc. But now I'm making a pair of custom engagement memories (kind of "I hope my arranged marriage turns out well"/"Oh no, my family is making me marry that horrible person!") and I've discovered that the default engagement memories (a) give the sims getting engaged shiny rings above their heads, coloured to match their memory type, and (b) also give their immediate family the "Family member got engaged" memory. How can I get my memories to do the same thing?

Where are default memories saved? I've looked in objects.package and found the Memory semi-globals, but not the memories themselves, though that doesn't mean they're not there... I know the GUID. If I can find the default memories hopefully I can copy what they're doing.

I don't want to over-write the originals - I still want them for when a sim's family arranges for them to marry someone they're already in love with - so "replace the text for those" isn't a solution unfortunately.

Thank you very much for any suggestions.
Scholar
#2 Old 26th Feb 2025 at 2:31 PM
They are all there and are each individual object with a name starting with "Memory -". If you go to the OBJd and sort it, you will see them. I think you might be browsing the objects in a different manner somehow.

0xAC9BF983=0x7FE0C1A0=0x7F575EBF=0x000F=Memory - Family - Engagement - Success

Look in "CT - Add Memory". In it, a new memory object is created, a different memory that goes to the friends. And this one is then added via 201D "Relative - Memory Distribution by NID".

The rings overhead is called a "headline effect". It is played out of the Function - Main. The memory "object" kinda sits on the lot for a short while to do those things. See in "Play Effects" it starts effect 0, which is taken from the private text list 0x7FE0C1A0:0x8F "Effect Names" - memoryEngagedPosFx.
Forum Resident
Original Poster
#3 Old 27th Feb 2025 at 12:08 PM
Thank you very much - for some reason I didn't think about searching through the OBJD files, and so wasn't searching effectively. Both effects have now been added to my new memories and it's all working beautifully.
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