#128
25th Feb 2016 at 10:20 PM
Last edited by K9DB : 26th Feb 2016 at
12:31 AM.
Posts: 857
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Thanks for taking a look!
And thanks for the link to your download, I was actually looking for that, but I'd completely forgotten you'd made them and that they weren't actually an original feature in my game :P
I'll take a look, but actually, I wonder if it's such a big deal if it doesn't work out, I could just add that to the text description if need be...but did it bother you? Did you craft one on the table? That's what I meant, yup, it's just one object, but when it's crafted it has a different description. It will say "Quality:...., description, Price, and environment score" Not the toy tags, but it does still function as one, so maybe no one will care anyway?
In my attempts to improve the matter, I figured out how to add the "Talk to" interactions from the big stuffed animal. I removed the ones that require animations and left the one that made sense. It works! Buuut, it seems to require a "relationship status" that shows up in the "sims you know" tab. Not sure how I feel about this...what do you think? Does that make sense?
Also wanted to add a "claim" interaction, so my sim would "have a favourite toy" kinda thing and prefer that one. I used the one for beds. The interaction works...but it doesn't seem to have an effect...looking into that right now...maybe it's just a minor XML adjustment...I HOPE!
E: Figured out how to remove the "relationship" status and requirements from the stuffed animal interactions!! Oh yeah! I'm just that smart...today at least, lol! I think that makes more sense for these particular toys, it's more work, but giving them the same gameplay as the stuffed animals might get annoying after a while? Or not? Now let's see if I can tweak them a little!