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#26 Old 28th Dec 2007 at 1:50 PM
Thanks, Echo. I might have to bug you again, it's a whole object set and they all affect different skills.

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#27 Old 28th Dec 2007 at 2:01 PM
I don't get it. It doesn't appear in the catalog at all in-game. Maybe it would be easier to simply remove the skill gain dialog. Can that be done?

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Retired Duck
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#28 Old 28th Dec 2007 at 2:08 PM
Not easily. Importing the dialog can't cause it to go out of the catalogue though, the only things which can do that are in the OBJD. Try reverting the OBJd to a previous version and see if that fixes it. If not, I'll take another look at it in the morning.
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#29 Old 29th Dec 2007 at 1:14 AM
I tried to change "ratingSkillFlags" back to its original value, but that didn't fix the problem, it still doesn't appear ingame. I looked at a couple of other objects that would have the same values in SimPE, but when I inserted the new values into "ratingSkillFlags" it was still not visible ingame. I'm stumped. Because this object is cloned off a career reward, does it become a completely different animal in SimPE than if your were to edit the BHAVs of a normal object?
I playtested all the other objects in the set and the skill gain is correct. It's not a big deal, it just bugs me that when the sim recieves a point of Logic, Mechanical or Charisma, it invariably says they gained a point in Cleaning. Why is it more difficult to get the skill gain dialog to display correctly than it is to change the skill that using the object actually gains?

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Retired Duck
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#30 Old 29th Dec 2007 at 5:14 AM
Well I can't tell what actually went wrong, but I just transferred the BHAVs, pie menus, scenegraph and pertinent info from the OBJd into a fresh clone and it's working okay. I've attached the result.
Attached files:
File Type: zip  Tricorder.zip (63.8 KB, 4 downloads) - View custom content
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Original Poster
#31 Old 29th Dec 2007 at 9:20 PM
Thank you, Echo. If any of the other objects in the set start acting up, should I just clone a new object to replace them?

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Retired Duck
retired moderator
#32 Old 29th Dec 2007 at 9:41 PM
Lol! Well it's one way of fixing things, but it's sort of a "I have no idea what's gone wrong, let's try this again" system. Not really a very reliable way of fixing things, but if all else fails it's worth a try.
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#33 Old 29th Dec 2007 at 10:56 PM
On closer inspection, the only thing different about the .package you edited and the others in the set is that the BHAV that says "CT- Skill Gain Dialog" has the string from the text list in command line 2. Somehow you linked the BHAV to the text list. What's your secret?

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Retired Duck
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#34 Old 29th Dec 2007 at 11:05 PM
If you open that node in the operand wizard, it has a box which specifies whether it is pulling the text from global, semiglobal or local text lists. I changed it from semiglobal to local, so that it would read the one you imported in.
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#35 Old 30th Dec 2007 at 1:16 AM
All those fried synapses over something so simple? If I had known how to do that, it would have saved me a ton of time. I think I can get them all working now. Thank you, Echo.

I'm no longer active here. My latest creations can be found here:

https://blueheavensims.wordpress.com
Retired Duck
retired moderator
#36 Old 30th Dec 2007 at 1:33 AM
Yeah, it's a bit like that. Unfortunately there are so many little things like that which are only problematic in a couple of objects, so they don't get mentioned unless something is not working as expected. It's only after I actually saw the clone that I realised that was why it wasn't working, since most objects look to the local text list by default.
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