- Jun 15, 2020
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in C:\...\LifePlay\Content\ModulesSo which folder do I toss it into and do I toss the folder in or the contents of the folder. (New to modding this game.)
replace/drop files inside appropriate folders
in C:\...\LifePlay\Content\ModulesSo which folder do I toss it into and do I toss the folder in or the contents of the folder. (New to modding this game.)
According to Ravenger this is different. Because when I did pop it into modules it did not work.in C:\...\LifePlay\Content\Modules
replace/drop files inside appropriate folders
Pretty sure you need to go deeper into the folders C:\...\LifePlay\Content\Modules\vin_Base\Scenes drop the whole police folder in there.According to Ravenger this is different. Because when I did pop it into modules it did not work.
[Also looking at this post https://f95zone.to/threads/lifeplay-v4-2-vinfamy.11321/post-6011896]I will add these scene to rk_Vin_Base if you accept. The scenes I already have edited will be mixed with yours....
It has been asked before (search thread for 'mac').Sorry if this question has been asked before, is there a Mac version for this game?
Yes. In your script use the 'moveTo(home)' command. This ensures that your PC and his companion move there only. After that line use setBackGound3D(roompresetwithpath). In 'home' location behind only spawns what you call.Has anyone figured out how to prevent temporary NPCs from spawning in a building or how to clear them from the room until you move to another building? I'm trying to add a new room to a building, but I don't want a bunch of random people jammed into it since it doesn't make any sense.
Kind of bad advice. Because the 'moveTo(home)' command can be rather disruptive;Yes. In your script use the 'moveTo(home)' command. This ensures that your PC and his companion move there only. After that line use setBackGound3D(roompresetwithpath). In 'home' location behind only spawns what you call.
For removing npc from scene use 'Actor.Delete()' command instead of 'Actor.hide()'.
Yes. In your script use the 'moveTo(home)' command. This ensures that your PC and his companion move there only. After that line use setBackGound3D(roompresetwithpath). In 'home' location behind only spawns what you call.
For removing npc from scene use 'Actor.Delete()' command instead of 'Actor.hide()'.
Yea I've already tried the moveTo(home) route and due to the problems Ravenger mentioned plus others it's not a viable solution. I've given up on the idea for now since it seems like proper tools/API methods aren't there yet.Kind of bad advice. Because the 'moveTo(home)' command can be rather disruptive;
A. it teleports you home. which means you have to travel back to where you were if you looking for a different scene to trigger.
B. it cancels the action your PC is currently doing. Some actions like looking for a photo shoot take a while to complete, and can only trigger the scene once action is completed.
Thanks for that. Is there a way to manually trigger the events? Having horrid luck getting them to trigger.That one can just be added/dropped into base game scenes. It's not it own independent mod.
Hit the tilde key and type the name of the scene in the textbox at the bottom right of the screenThanks for that. Is there a way to manually trigger the events? Having horrid luck getting them to trigger.
You can get police job at police station.Thanks for that. Is there a way to manually trigger the events? Having horrid luck getting them to trigger.
Sry, maybe I misunderstanded the problem. But as I know 'home' is the only location type where not spawn npc (from AI). Otherwise the AI try fill the other places with npcs according to the predefined location type (shows in edit building). The npcs as I expected start disappear if location is closed, so there must be a mechanism for that, but likely nobody knows (except the dev).Yea I've already tried the moveTo(home) route and due to the problems Ravenger mentioned plus others it's not a viable solution. I've given up on the idea for now since it seems like proper tools/API methods aren't there yet.
No, you understood correctly. Using a home building is an idea that came to me as well while I was awaiting answers, but there's too many issues with it for it to be viable. I was hoping somebody else had some other workaround since it seems like there's no officially implemented way of preventing them from spawning, but it seems like there's no solutions currently.Sry, maybe I misunderstanded the problem. But as I know 'home' is the only location type where not spawn npc (from AI). Otherwise the AI try fill the other places with npcs according to the predefined location type (shows in edit building). The npcs as I expected start disappear if location is closed, so there must be a mechanism for that, but likely nobody knows (except the dev).
No I mean I hit street work and for 3 days straight not a single one of the scenes popped up, just a bunch of hey you wanna hang out, hey you wanna talk etc. Or for one whole day, nothing... Nothing at all triggered.You can get police job at police station.
Then you have three action options:
Street work
Guard work
Paper work
Each one will trigger different set of scenes.
First thank you to let me include your works inside that[Also looking at this post https://f95zone.to/threads/lifeplay-v4-2-vinfamy.11321/post-6011896]
Okay.
Do you need me to make any changes?
If I make any changes, in the future, will I have to notify you about them?
Need any help?
Like Grim said: Hit the tilde or insert key and type the name of the scene (without .lpscene) in the textbox at the bottom right of the screenNo I mean I hit street work and for 3 days straight not a single one of the scenes popped up, just a bunch of hey you wanna hang out, hey you wanna talk etc. Or for one whole day, nothing... Nothing at all triggered.
So wondering is there a way to manually trigger say the dark alleyway or the pickpocket etc.
Thanks that got it to trigger. Now to figure out how to get the scene to work till the end. Hitting peep just ends the scene and transports back to the station. Also only the victim spawns, not the attacker. Do I need to install more of Ravenger's files than just the police module and Ravenger scenes folder?Like Grim said: Hit the tilde or insert key and type the name of the scene (without .lpscene) in the textbox at the bottom right of the screen