The visibility definition was set to "false", which meant the buff was invisible. I took a quick look at the package for you and it turned out to be a very simple issue! The studio just came out with a beta that allows simdata editting however (which made me so flipping happy because for a non-programmer like me those binary files are a nightmare, Andrew and Orange, can I hug you?!), so if I can not find the issue in the XML file I can toss it in there, though technically it has no object reference so I am not sure how Studio will handle that, and finally test it out. If the problem lies in the simdata file, however, I may not be able to find it as I am only just starting to understand that resource. ![]() package I can take a look at those resources for you. My XML is pretty decent, so if you upload the. I am only starting to venture into modding myself, but I am doing everything from scratch so I understand the coding. Honestly, without the resource to look at, there is no way to tell where the issue lies. ![]() You might have defined the buff to be a hidden one (like most permanent trait-associated buffs), defined a specific buff trigger that your sims fail to meet, or the simdata input values may be wrong (which does seem unlikely considering the T&B factory automatically generates simdata files for each CML). ![]() There are a lot of different reasons why your buff may not be showing up.
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