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Phaenoh
Original Poster
Doing all the things, and *mostly* not failing.
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I'm working on changing up the Maxis majors and I am changing the skills they learn. I want to make the list on the major chooser reflect the required new skills, but I can't find where those are set. Does anyone know how to change them? I tested just changing the skills, but it didn't auto-update, so I think they are listed elsewhere. |
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#2 |
Chris Hatch
Scholar
Join Date: Dec 2005 |
The UI is reading the Focused Skills from each major's semi-attribute 0x0003, on initializing the major sets the value in that semi-attribute to constant 0x102A:0x00. That means after changing the value of the constant you'll need to find a way to re-initialize semi-attribute 0x0003 on the major in every lot, perhaps by adding a load function to the majors. The value is flags and the flag value for the skills are: 01000000 0x40 Cleaning 00100000 0x20 Creativity 00010000 0x10 Logic 00001000 0x08 Body 00000100 0x04 Charisma 00000010 0x02 Mechanical 00000001 0x01 Cooking |
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#3 |
Phaenoh
Original Poster
Doing all the things, and *mostly* not failing.
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Maybe its that I am way out of practice and haven't modded in forever, but I'm just lost. ![]() |
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#4 | |
Chris Hatch
Scholar
Join Date: Dec 2005 |
Quote:
I can do one better than that, whenever I see a quirk like this I'll make changes for A&N, creating a test file before compiling it in. Here is the file for A&N which will cause all of the default majors to update their Required Skill Flags on loading. If you look at the Function - Init on any of the majors it calls the semi-global Function - Init which ends with [prim 0x0002] Expression (My [semi] attribute 0x0003 ("Required Skill Flags") := Const 0x102A:0x00) |
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#5 |
Phaenoh
Original Poster
Doing all the things, and *mostly* not failing.
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Omg, thank you! They are now happily updating properly. Thank you!!! |
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