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Just so the answer is here for anyone looking for it, as it's far more useful to have it archivable instead of lost in a chat server-
The XML snippet is:
Code:
<L n="basic_extras">
<V t="change_outfit">
<U n="change_outfit">
<V n="outfit_change" t="for_reason">
<U n="for_reason">
<V n="on_entry" t="enabled">
<E n="enabled">Category_Athletic</E>
</V>
</U>
</V>
</U>
</V>
</L>
Which can be added to the Interaction/SuperInteraction in S4S, just about anywhere that isn't breaking an existing pair of brackets.
This is how interactions like jogging do it, but it isn't present in the object interactions for the treadmill or workout machine. It's possible it tests for this externally based on tags either on the object or the interaction. If you wanted to match that, you could compare the CC tuning to the EA ones to narrow down what is missing.
You can comb through the tuning quite easily with the TDESC Builder:
https://tdesc.lot51.cc/builder
Just select Import EA Tuning and type in keywords to find the relevant files
Such as 'treadmill' turning up
object_treadmill and
treadmill_workout, which are where I would start comparing to their equivalents in the CC package.