Sims 2 Modding - Custom Socials
This is a custom social mod and a template for custom social interactions. It adds the interaction "Ask about Work" under the Ask menu. The mod is a simple interaction that provides two results and two dialogs based on the Sim you are asking's Job performance.
In order to make custom social interactions that don't conflict with major mods, we use what is called a "Social Plug-in". It consists of a controller file and an interaction file, two invisible objects that get spawned on your Sim's lot and commands the Sims to do the interaction.
This will be a brief tutorial that assumes you already know a good bit about SimPe and BHAV editing. I will post a PDF of a more in-depth tutorial.
First, give your interaction and the controller a new GUID using the Hash Generator under Tools.
Controller
CT - Object Menu acts as the Guardian for the interaction. It determines whether or not it is appropriate for the pie menu interaction to show up
CT- Object Menu Command is what spawns the interaction object and actually pushes the Social interaction. The interaction object's GUID must be plugged in to Node 5.
Action Strings is where you plug in the actual text for what you see in-game. Notice the three dots and the slash mark. This is how actions can be placed into Submenus such as "Ask" or "Talk". In order to put an interaction into the Ask submenu, you just write "Ask.../(your interaction)".
Interaction
Interaction - Person A codes for what the initiating Sim does. Animations, facial expressions, etc. Animations can be plugged into the Animate Sim primitive using text found in game files. They are found by the Animate Sim primitive in a text list. Here is a tutorial about how to find in-game animations: Mod The Sims - Tutorial: Making Your First Custom BHAV . If your anim name starts with "soc" then you must use the Anims-Social text list, 0x0083. If your anim name starts with "a", you must use Anims- Adult text list 0x0081. In my template, you can ignore "Anims-Social" unless your anims start with “soc”.
Interaction - Person B codes for what the receiving Sim does, and here, you can add dialogs if necessary. When using a dialog, you may want to play around with the Stack Object ID but if you get any errors, it's likely because the Stack Object ID gets lost. In order to make sure the Stack Object ID is set to the invisible social object, use "Stack Object ID := My Current Interaction Object ID." You can see how this works in the template.
Set Result is the trickiest but it's very important. It actually codes for whether or not the Sim rejects or accepts the social. I suggest looking at other "Set Result" BHAVS in objects.package to see what is going on, because mine is very simple. It simply checks the Sim's job performance. Other Set Result BHAVs check for mood and relationship levels. Pay special attention to how the invisible object has attributes. For example, Person A is an attribute of the social object and it stands for the Sim initiating. Person B stands for the Sim receiving. Once again, when playing around with the Stack Object (you can see where I did this when I check job performance), it can lose the invisible object so once again, I used Stack Object ID := My Current Interaction Object ID.
Social and Relationship Change codes for the numerical amount that is added or subtracted from the two Sim's relationship, and Social drain/gain if any. It uses Locals to shift around numbers for use in the final BHAV which adjusts the Sim's relationship accordingly using the values that are set in the Locals.
TTAB Just make sure Interaction A is Line 0 and Interaction B is Line 1, and set up the TTAS accordingly
Dialogs (if you want to use them)
BCONS are there for use in Social and Relationship Change and Set Result if you need them.
DOWNLOAD THE TEMPLATE HERE
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