Author Topic: Procedure for Correcting CC Beds for Patch 1.26/Pets  (Read 9262 times)

Grant Hess

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Procedure for Correcting CC Beds for Patch 1.26/Pets
« on: October 23, 2011, 03:26:49 PM »
As a follow up to the corrupted _RIG resources that occurred with the patch 1.26 / Pets EP update, I have determined a working method for correcting issues with CC beds.  Bed rigs are too complex to be auto-converted correctly, so it is best to use the EA rig unless you (the creator) modified the rig values.

These directions are for people who understand s3pe and how to edit various resources with it.

Note:  Some CC beds will already have a rig with the correct Instance number present.  In that case, just skip step 2; the result will still operate correctly.

There are basically 3 steps involved in correcting a CC bed to work with the new patch.   Just open up the bed's package in s3pe and do the following:
  • find the _RIG resource and remove it from the package. 
  • find the VPXY resource and use the Edit VPXY feature (right click) to open the editor
    • use the TGI Block button to open the TGI Editor
    • find the entry for the _RIG and change the Instance value to 0x9F161663179CC6D0
  • edit the RSLT entry and add the following two items to the ChunkEntries->0->RCOLBlock->Containers section.
    • SlotName=0xBA00174D, BoneName=0xD0DECA8E, SlotPlacementFlags=0x00000000,X=(1,0,0,0),Y=(0,1,0,0),Z=(0,0,1,0)
    • SlotName=0xBA00174C, BoneName=0x47D5577D, SlotPlacementFlags=0x00000001,X=(1,0,0,0),Y=(0,1,0,0),Z=(0,0,1,0)
« Last Edit: October 23, 2011, 04:14:32 PM by Grant Hess »
codename: granthes -- Developer of Sims3 utilities
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nyadang

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Re: Procedure for Correcting CC Beds for Patch 1.26/Pets
« Reply #1 on: October 26, 2011, 08:45:43 PM »
I haven't updated to 1.26, but I'm curious if this will fix beds within combined packages. As far as i know, combined packages don't have a
_RIG resource. If not, will your rigfix tool fix those or will they be broken for good?

Grant Hess

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Re: Procedure for Correcting CC Beds for Patch 1.26/Pets
« Reply #2 on: October 26, 2011, 09:42:13 PM »
I haven't updated to 1.26, but I'm curious if this will fix beds within combined packages. As far as i know, combined packages don't have a
_RIG resource. If not, will your rigfix tool fix those or will they be broken for good?

Combined packages with beds may or may not have any rig resources.  It all depends on how they were created and how the were combined.

Fixing beds in a combined package is much more involved because you have to keep track of which bed each rig belongs to.

Much better to work on the individual packages and then recombine afterwards.
codename: granthes -- Developer of Sims3 utilities
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Killcia

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Re: Procedure for Correcting CC Beds for Patch 1.26/Pets
« Reply #3 on: October 28, 2011, 08:48:00 PM »
Thank you so much for finding out how to fix the beds  :). It worked for all my CC beds except bunk beds.

For people not so familiar with s3pe, I made some pictures: http://img339.imageshack.us/slideshow/webplayer.php?id=bedfix01.png

Winterhart

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Re: Procedure for Correcting CC Beds for Patch 1.26/Pets
« Reply #4 on: October 31, 2011, 09:36:24 PM »
I was able to follow steps 1 & 2 just fine but I can't find the "ChunkEntries->0->RCOLBlock->Containers" you refer to in the RSLT entry.  I probably just can't see what I'm looking at. Here is what I have:

Version: 0x00000003
PublicChunks: 0x00000001
Unused: 0x00000000
--- CountedTGIBlockList: Resources (0x0) ---
---
--- ChunkEntryList: ChunkEntries (0x1) ---
--- ChunkEntries[0] ---
   --- 0xD3044521-0x00000000-0x44B7DB4F28B4A1F2 - RSLT ---
   Version: 0x00000004
   --- PartList: Routes (0x8) ---
   --- Routes[0] ---
      SlotName: 0x31229A4C
      BoneName: 0x4CF3F819
      X: Rot1: 0; Rot2: 0; Rot3: 1; Pos: -1.31
      Y: Rot1: 0; Rot2: 1; Rot3: 0; Pos: 0
      Z: Rot1: -1; Rot2: 0; Rot3: 0; Pos: -0.39
   --- Routes[1] ---
      SlotName: 0x31229A4D
      BoneName: 0xB5E33476
      X: Rot1: 0; Rot2: 0; Rot3: -1; Pos: 1.310067
      Y: Rot1: 0; Rot2: 1; Rot3: 0; Pos: 0
      Z: Rot1: 1; Rot2: 0; Rot3: 0; Pos: -0.39
   --- Routes[2] ---
      SlotName: 0x31229A4F
      BoneName: 0x663C6A51
      X: Rot1: 0; Rot2: 0; Rot3: 1; Pos: -1.19815
      Y: Rot1: 0; Rot2: 1; Rot3: 0; Pos: -5.199015E-05
      Z: Rot1: -1; Rot2: 0; Rot3: 0; Pos: -0.03960997
   --- Routes[3] ---
      SlotName: 0x31229A4E
      BoneName: 0x663C6A52
      X: Rot1: 0; Rot2: 0; Rot3: -1; Pos: 1.19777
      Y: Rot1: 0; Rot2: 1; Rot3: 0; Pos: 0.001000002
      Z: Rot1: 1; Rot2: 0; Rot3: 0; Pos: -0.03960997
   --- Routes[4] ---
      SlotName: 0x31229A49
      BoneName: 0xC4E2BB1A
      X: Rot1: 0; Rot2: 0; Rot3: -1; Pos: 0.919
      Y: Rot1: 0; Rot2: 1; Rot3: 0; Pos: 0
      Z: Rot1: 1; Rot2: 0; Rot3: 0; Pos: -0.39
   --- Routes[5] ---
      SlotName: 0x31229A48
      BoneName: 0x3E1521ED
      X: Rot1: 0; Rot2: 0; Rot3: 1; Pos: -0.919
      Y: Rot1: 0; Rot2: 1; Rot3: 0; Pos: 0
      Z: Rot1: -1; Rot2: 0; Rot3: 0; Pos: -0.39
   --- Routes[6] ---
      SlotName: 0x31229A4B
      BoneName: 0x64987630
      X: Rot1: 0; Rot2: 0; Rot3: 1; Pos: -0.920578
      Y: Rot1: 0; Rot2: 1; Rot3: 0; Pos: -0.0003859997
      Z: Rot1: -1; Rot2: 0; Rot3: 0; Pos: -0.03960997
   --- Routes[7] ---
      SlotName: 0x31229A4A
      BoneName: 0x8F8FD6A1
      X: Rot1: 0; Rot2: 0; Rot3: -1; Pos: 0.884888
      Y: Rot1: 0; Rot2: 1; Rot3: 0; Pos: -0.0006960034
      Z: Rot1: 1; Rot2: 0; Rot3: 0; Pos: -0.03960997
   ---
   --- SevenFloatsList: RouteFloats (0x0) ---
   ---
   --- SlottedPartList: Containers (0x6) ---
   --- Containers[0] ---
      SlotName: 0xBA00174D
      BoneName: 0xD0DECA8E
      SlotPlacementFlags: 0x00000000 (0)
      X: Rot1: 1; Rot2: 0; Rot3: 0; Pos: 0
      Y: Rot1: 0; Rot2: 1; Rot3: 0; Pos: 0
      Z: Rot1: 0; Rot2: 0; Rot3: 1; Pos: 0
   --- Containers[1] ---
      SlotName: 0xA820F8A6
      BoneName: 0xD5838EA7
      SlotPlacementFlags: 0x04000800 (EndTable, PlacementOnly)
      X: Rot1: 1; Rot2: 0; Rot3: 0; Pos: -1.384
      Y: Rot1: 0; Rot2: 1; Rot3: 0; Pos: 0
      Z: Rot1: 0; Rot2: 0; Rot3: 1; Pos: -1.011
   --- Containers[2] ---
      SlotName: 0xA820F8A7
      BoneName: 0xB7A07A50
      SlotPlacementFlags: 0x04000800 (EndTable, PlacementOnly)
      X: Rot1: 1; Rot2: 0; Rot3: 0; Pos: 1.384
      Y: Rot1: 0; Rot2: 1; Rot3: 0; Pos: 0
      Z: Rot1: 0; Rot2: 0; Rot3: 1; Pos: -1.011
   --- Containers[3] ---
      SlotName: 0xBA00174C
      BoneName: 0x47D5577D
      SlotPlacementFlags: 0x00000001 (None)
      X: Rot1: 1; Rot2: 0; Rot3: 0; Pos: 0
      Y: Rot1: 0; Rot2: 1; Rot3: 0; Pos: 0
      Z: Rot1: 0; Rot2: 0; Rot3: 1; Pos: 0
   --- Containers[4] ---
      SlotName: 0xA820F8A4
      BoneName: 0x414DF542
      SlotPlacementFlags: 0x04000800 (EndTable, PlacementOnly)
      X: Rot1: 1; Rot2: 0; Rot3: 0; Pos: -0.994
      Y: Rot1: 0; Rot2: 1; Rot3: 0; Pos: 0
      Z: Rot1: 0; Rot2: 0; Rot3: 1; Pos: -1.011
   --- Containers[5] ---
      SlotName: 0xA820F8A5
      BoneName: 0xD6249C8B
      SlotPlacementFlags: 0x04000800 (EndTable, PlacementOnly)
      X: Rot1: 1; Rot2: 0; Rot3: 0; Pos: 0.994
      Y: Rot1: 0; Rot2: 1; Rot3: 0; Pos: 0
      Z: Rot1: 0; Rot2: 0; Rot3: 1; Pos: -1.011
   ---
   --- SevenFloatsList: ContainerFloats (0x0) ---
   ---
   --- PartList: Effects (0x9) ---
   --- Effects[0] ---
      SlotName: 0x9CEC4DCB
      BoneName: 0xD0DECA8E
      X: Rot1: 1; Rot2: 0; Rot3: 0; Pos: 0
      Y: Rot1: 0; Rot2: 1; Rot3: 0; Pos: 0
      Z: Rot1: 0; Rot2: 0; Rot3: 1; Pos: 0
   --- Effects[1] ---
      SlotName: 0x36F3D263
      BoneName: 0x36F3D263
      X: Rot1: 1; Rot2: 0; Rot3: 0; Pos: 0
      Y: Rot1: 0; Rot2: 1; Rot3: 0; Pos: 0
      Z: Rot1: 0; Rot2: 0; Rot3: 1; Pos: 0.1
   --- Effects[2] ---
      SlotName: 0x5012F387
      BoneName: 0x2177BEDB
      X: Rot1: -1; Rot2: 0; Rot3: 0; Pos: -0.391061
      Y: Rot1: 0; Rot2: 0; Rot3: 1; Pos: 0
      Z: Rot1: 0; Rot2: 1; Rot3: 0; Pos: -0.4
   --- Effects[3] ---
      SlotName: 0x5012F386
      BoneName: 0x48A396CE
      X: Rot1: -1; Rot2: 0; Rot3: 0; Pos: 0.391067
      Y: Rot1: 0; Rot2: 0; Rot3: 1; Pos: 0
      Z: Rot1: 0; Rot2: 1; Rot3: 0; Pos: -0.4
   --- Effects[4] ---
      SlotName: 0x5012F384
      BoneName: 0x48673EB4
      X: Rot1: -1; Rot2: 0; Rot3: 0; Pos: 0.391067
      Y: Rot1: 0; Rot2: 0; Rot3: 1; Pos: 0
      Z: Rot1: 0; Rot2: 1; Rot3: 0; Pos: 0.6
   --- Effects[5] ---
      SlotName: 0x5012F385
      BoneName: 0x21219979
      X: Rot1: -1; Rot2: 0; Rot3: 0; Pos: -0.391061
      Y: Rot1: 0; Rot2: 0; Rot3: 1; Pos: 0
      Z: Rot1: 0; Rot2: 1; Rot3: 0; Pos: 0.6
   --- Effects[6] ---
      SlotName: 0x318A282C
      BoneName: 0x8DE7106E
      X: Rot1: 1; Rot2: 0; Rot3: 0; Pos: 0
      Y: Rot1: 0; Rot2: 1; Rot3: 0; Pos: 0
      Z: Rot1: 0; Rot2: 0; Rot3: 1; Pos: 0.1
   --- Effects[7] ---
      SlotName: 0x50BF2028
      BoneName: 0x1AF4CD54
      X: Rot1: -1; Rot2: 0; Rot3: 0; Pos: 0
      Y: Rot1: 0; Rot2: 0; Rot3: 1; Pos: 0
      Z: Rot1: 0; Rot2: 1; Rot3: 0; Pos: -0.4
   --- Effects[8] ---
      SlotName: 0x50BF2029
      BoneName: 0x2D076151
      X: Rot1: -1; Rot2: 0; Rot3: 0; Pos: 0
      Y: Rot1: 0; Rot2: 0; Rot3: 1; Pos: 0
      Z: Rot1: 0; Rot2: 1; Rot3: 0; Pos: 0.6
   ---
   --- SevenFloatsList: EffectFloats (0x0) ---
   ---
   --- PartList: InverseKineticsTargets (0x0) ---
   ---
   --- SevenFloatsList: InverseKineticsTargetFloats (0x0) ---
   ---
   ----
---

I am attaching the bed package with the changes saved from steps 1 & 2.  If you could point me in the right direction I would appreciate it.  Thank you so much for the instructions.


Grant Hess

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Re: Procedure for Correcting CC Beds for Patch 1.26/Pets
« Reply #5 on: October 31, 2011, 09:49:12 PM »
I was able to follow steps 1 & 2 just fine but I can't find the "ChunkEntries->0->RCOLBlock->Containers" you refer to in the RSLT entry.  I probably just can't see what I'm looking at. Here is what I have:

Version: 0x00000003
PublicChunks: 0x00000001
Unused: 0x00000000
--- CountedTGIBlockList: Resources (0x0) ---
---
--- ChunkEntryList: ChunkEntries (0x1) ---
--- ChunkEntries[0] ---
   --- 0xD3044521-0x00000000-0x44B7DB4F28B4A1F2 - RSLT ---
   Version: 0x00000004
   --- PartList: Routes (0x8) ---
   --- Routes[0] ---
      SlotName: 0x31229A4C
      BoneName: 0x4CF3F819
      X: Rot1: 0; Rot2: 0; Rot3: 1; Pos: -1.31
      Y: Rot1: 0; Rot2: 1; Rot3: 0; Pos: 0
      Z: Rot1: -1; Rot2: 0; Rot3: 0; Pos: -0.39
   --- Routes[1] ---
      SlotName: 0x31229A4D
      BoneName: 0xB5E33476
      X: Rot1: 0; Rot2: 0; Rot3: -1; Pos: 1.310067
      Y: Rot1: 0; Rot2: 1; Rot3: 0; Pos: 0
      Z: Rot1: 1; Rot2: 0; Rot3: 0; Pos: -0.39
   --- Routes[2] ---
      SlotName: 0x31229A4F
      BoneName: 0x663C6A51
      X: Rot1: 0; Rot2: 0; Rot3: 1; Pos: -1.19815
      Y: Rot1: 0; Rot2: 1; Rot3: 0; Pos: -5.199015E-05
      Z: Rot1: -1; Rot2: 0; Rot3: 0; Pos: -0.03960997
   --- Routes[3] ---
      SlotName: 0x31229A4E
      BoneName: 0x663C6A52
      X: Rot1: 0; Rot2: 0; Rot3: -1; Pos: 1.19777
      Y: Rot1: 0; Rot2: 1; Rot3: 0; Pos: 0.001000002
      Z: Rot1: 1; Rot2: 0; Rot3: 0; Pos: -0.03960997
   --- Routes[4] ---
      SlotName: 0x31229A49
      BoneName: 0xC4E2BB1A
      X: Rot1: 0; Rot2: 0; Rot3: -1; Pos: 0.919
      Y: Rot1: 0; Rot2: 1; Rot3: 0; Pos: 0
      Z: Rot1: 1; Rot2: 0; Rot3: 0; Pos: -0.39
   --- Routes[5] ---
      SlotName: 0x31229A48
      BoneName: 0x3E1521ED
      X: Rot1: 0; Rot2: 0; Rot3: 1; Pos: -0.919
      Y: Rot1: 0; Rot2: 1; Rot3: 0; Pos: 0
      Z: Rot1: -1; Rot2: 0; Rot3: 0; Pos: -0.39
   --- Routes[6] ---
      SlotName: 0x31229A4B
      BoneName: 0x64987630
      X: Rot1: 0; Rot2: 0; Rot3: 1; Pos: -0.920578
      Y: Rot1: 0; Rot2: 1; Rot3: 0; Pos: -0.0003859997
      Z: Rot1: -1; Rot2: 0; Rot3: 0; Pos: -0.03960997
   --- Routes[7] ---
      SlotName: 0x31229A4A
      BoneName: 0x8F8FD6A1
      X: Rot1: 0; Rot2: 0; Rot3: -1; Pos: 0.884888
      Y: Rot1: 0; Rot2: 1; Rot3: 0; Pos: -0.0006960034
      Z: Rot1: 1; Rot2: 0; Rot3: 0; Pos: -0.03960997
   ---
   --- SevenFloatsList: RouteFloats (0x0) ---
   ---
   --- SlottedPartList: Containers (0x6) ---
   --- Containers[0] ---
      SlotName: 0xBA00174D
      BoneName: 0xD0DECA8E
      SlotPlacementFlags: 0x00000000 (0)
      X: Rot1: 1; Rot2: 0; Rot3: 0; Pos: 0
      Y: Rot1: 0; Rot2: 1; Rot3: 0; Pos: 0
      Z: Rot1: 0; Rot2: 0; Rot3: 1; Pos: 0
   --- Containers[1] ---
      SlotName: 0xA820F8A6
      BoneName: 0xD5838EA7
      SlotPlacementFlags: 0x04000800 (EndTable, PlacementOnly)
      X: Rot1: 1; Rot2: 0; Rot3: 0; Pos: -1.384
      Y: Rot1: 0; Rot2: 1; Rot3: 0; Pos: 0
      Z: Rot1: 0; Rot2: 0; Rot3: 1; Pos: -1.011
   --- Containers[2] ---
      SlotName: 0xA820F8A7
      BoneName: 0xB7A07A50
      SlotPlacementFlags: 0x04000800 (EndTable, PlacementOnly)
      X: Rot1: 1; Rot2: 0; Rot3: 0; Pos: 1.384
      Y: Rot1: 0; Rot2: 1; Rot3: 0; Pos: 0
      Z: Rot1: 0; Rot2: 0; Rot3: 1; Pos: -1.011
   --- Containers[3] ---
      SlotName: 0xBA00174C
      BoneName: 0x47D5577D
      SlotPlacementFlags: 0x00000001 (None)
      X: Rot1: 1; Rot2: 0; Rot3: 0; Pos: 0
      Y: Rot1: 0; Rot2: 1; Rot3: 0; Pos: 0
      Z: Rot1: 0; Rot2: 0; Rot3: 1; Pos: 0
   --- Containers[4] ---
      SlotName: 0xA820F8A4
      BoneName: 0x414DF542
      SlotPlacementFlags: 0x04000800 (EndTable, PlacementOnly)
      X: Rot1: 1; Rot2: 0; Rot3: 0; Pos: -0.994
      Y: Rot1: 0; Rot2: 1; Rot3: 0; Pos: 0
      Z: Rot1: 0; Rot2: 0; Rot3: 1; Pos: -1.011
   --- Containers[5] ---
      SlotName: 0xA820F8A5
      BoneName: 0xD6249C8B
      SlotPlacementFlags: 0x04000800 (EndTable, PlacementOnly)
      X: Rot1: 1; Rot2: 0; Rot3: 0; Pos: 0.994
      Y: Rot1: 0; Rot2: 1; Rot3: 0; Pos: 0
      Z: Rot1: 0; Rot2: 0; Rot3: 1; Pos: -1.011
   ---
   --- SevenFloatsList: ContainerFloats (0x0) ---
   ---
   --- PartList: Effects (0x9) ---
   --- Effects[0] ---
      SlotName: 0x9CEC4DCB
      BoneName: 0xD0DECA8E
      X: Rot1: 1; Rot2: 0; Rot3: 0; Pos: 0
      Y: Rot1: 0; Rot2: 1; Rot3: 0; Pos: 0
      Z: Rot1: 0; Rot2: 0; Rot3: 1; Pos: 0
   --- Effects[1] ---
      SlotName: 0x36F3D263
      BoneName: 0x36F3D263
      X: Rot1: 1; Rot2: 0; Rot3: 0; Pos: 0
      Y: Rot1: 0; Rot2: 1; Rot3: 0; Pos: 0
      Z: Rot1: 0; Rot2: 0; Rot3: 1; Pos: 0.1
   --- Effects[2] ---
      SlotName: 0x5012F387
      BoneName: 0x2177BEDB
      X: Rot1: -1; Rot2: 0; Rot3: 0; Pos: -0.391061
      Y: Rot1: 0; Rot2: 0; Rot3: 1; Pos: 0
      Z: Rot1: 0; Rot2: 1; Rot3: 0; Pos: -0.4
   --- Effects[3] ---
      SlotName: 0x5012F386
      BoneName: 0x48A396CE
      X: Rot1: -1; Rot2: 0; Rot3: 0; Pos: 0.391067
      Y: Rot1: 0; Rot2: 0; Rot3: 1; Pos: 0
      Z: Rot1: 0; Rot2: 1; Rot3: 0; Pos: -0.4
   --- Effects[4] ---
      SlotName: 0x5012F384
      BoneName: 0x48673EB4
      X: Rot1: -1; Rot2: 0; Rot3: 0; Pos: 0.391067
      Y: Rot1: 0; Rot2: 0; Rot3: 1; Pos: 0
      Z: Rot1: 0; Rot2: 1; Rot3: 0; Pos: 0.6
   --- Effects[5] ---
      SlotName: 0x5012F385
      BoneName: 0x21219979
      X: Rot1: -1; Rot2: 0; Rot3: 0; Pos: -0.391061
      Y: Rot1: 0; Rot2: 0; Rot3: 1; Pos: 0
      Z: Rot1: 0; Rot2: 1; Rot3: 0; Pos: 0.6
   --- Effects[6] ---
      SlotName: 0x318A282C
      BoneName: 0x8DE7106E
      X: Rot1: 1; Rot2: 0; Rot3: 0; Pos: 0
      Y: Rot1: 0; Rot2: 1; Rot3: 0; Pos: 0
      Z: Rot1: 0; Rot2: 0; Rot3: 1; Pos: 0.1
   --- Effects[7] ---
      SlotName: 0x50BF2028
      BoneName: 0x1AF4CD54
      X: Rot1: -1; Rot2: 0; Rot3: 0; Pos: 0
      Y: Rot1: 0; Rot2: 0; Rot3: 1; Pos: 0
      Z: Rot1: 0; Rot2: 1; Rot3: 0; Pos: -0.4
   --- Effects[8] ---
      SlotName: 0x50BF2029
      BoneName: 0x2D076151
      X: Rot1: -1; Rot2: 0; Rot3: 0; Pos: 0
      Y: Rot1: 0; Rot2: 0; Rot3: 1; Pos: 0
      Z: Rot1: 0; Rot2: 1; Rot3: 0; Pos: 0.6
   ---
   --- SevenFloatsList: EffectFloats (0x0) ---
   ---
   --- PartList: InverseKineticsTargets (0x0) ---
   ---
   --- SevenFloatsList: InverseKineticsTargetFloats (0x0) ---
   ---
   ----
---

I am attaching the bed package with the changes saved from steps 1 & 2.  If you could point me in the right direction I would appreciate it.  Thank you so much for the instructions.

That already has the new slots added.  :)

  --- Containers[0] ---
      SlotName: 0xBA00174D
      BoneName: 0xD0DECA8E
      SlotPlacementFlags: 0x00000000 (0)
      X: Rot1: 1; Rot2: 0; Rot3: 0; Pos: 0
      Y: Rot1: 0; Rot2: 1; Rot3: 0; Pos: 0
      Z: Rot1: 0; Rot2: 0; Rot3: 1; Pos: 0
 
   --- Containers[3] ---
      SlotName: 0xBA00174C
      BoneName: 0x47D5577D
      SlotPlacementFlags: 0x00000001 (None)
      X: Rot1: 1; Rot2: 0; Rot3: 0; Pos: 0
      Y: Rot1: 0; Rot2: 1; Rot3: 0; Pos: 0
      Z: Rot1: 0; Rot2: 0; Rot3: 1; Pos: 0

The bed should work fine if you've used the first 2 steps of the process.  :)

I think these slots depend on what original bed you clone the object from.  But I'm not sure.
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Re: Procedure for Correcting CC Beds for Patch 1.26/Pets
« Reply #6 on: October 31, 2011, 10:46:30 PM »

That already has the new slots added.  :)

  --- Containers[0] ---
      SlotName: 0xBA00174D
      BoneName: 0xD0DECA8E
      SlotPlacementFlags: 0x00000000 (0)
      X: Rot1: 1; Rot2: 0; Rot3: 0; Pos: 0
      Y: Rot1: 0; Rot2: 1; Rot3: 0; Pos: 0
      Z: Rot1: 0; Rot2: 0; Rot3: 1; Pos: 0
 
   --- Containers[3] ---
      SlotName: 0xBA00174C
      BoneName: 0x47D5577D
      SlotPlacementFlags: 0x00000001 (None)
      X: Rot1: 1; Rot2: 0; Rot3: 0; Pos: 0
      Y: Rot1: 0; Rot2: 1; Rot3: 0; Pos: 0
      Z: Rot1: 0; Rot2: 0; Rot3: 1; Pos: 0

The bed should work fine if you've used the first 2 steps of the process.  :)

I think these slots depend on what original bed you clone the object from.  But I'm not sure.

Didn't work.  See Picture.  I double checked to be sure the rig resource was actually removed, and I couldn't have messed up the instance number because I did copy and paste.

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Re: Procedure for Correcting CC Beds for Patch 1.26/Pets
« Reply #7 on: October 31, 2011, 11:48:48 PM »

That already has the new slots added.  :)

  --- Containers[0] ---
      SlotName: 0xBA00174D
      BoneName: 0xD0DECA8E
      SlotPlacementFlags: 0x00000000 (0)
      X: Rot1: 1; Rot2: 0; Rot3: 0; Pos: 0
      Y: Rot1: 0; Rot2: 1; Rot3: 0; Pos: 0
      Z: Rot1: 0; Rot2: 0; Rot3: 1; Pos: 0
 
   --- Containers[3] ---
      SlotName: 0xBA00174C
      BoneName: 0x47D5577D
      SlotPlacementFlags: 0x00000001 (None)
      X: Rot1: 1; Rot2: 0; Rot3: 0; Pos: 0
      Y: Rot1: 0; Rot2: 1; Rot3: 0; Pos: 0
      Z: Rot1: 0; Rot2: 0; Rot3: 1; Pos: 0

The bed should work fine if you've used the first 2 steps of the process.  :)

I think these slots depend on what original bed you clone the object from.  But I'm not sure.

Didn't work.  See Picture.  I double checked to be sure the rig resource was actually removed, and I couldn't have messed up the instance number because I did copy and paste.

Double check to make sure that the base-game beds work correctly.  If not, you may have yet another un-fixed bed installed.  Many CC beds include a copy of the original rig without renumbering and that causes all beds to fail.
codename: granthes -- Developer of Sims3 utilities
Check out Sims 3 Custom Launcher and let me know what you think!

Shalunyturns

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Re: Procedure for Correcting CC Beds for Patch 1.26/Pets
« Reply #8 on: December 05, 2011, 05:49:15 PM »
Will it hurt to run Sliders, Overrides and Default Replacement objects through this? Thanks, but if you don't mind can someone post exactly what type of stuff can and should never be used by this mod?

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Re: Procedure for Correcting CC Beds for Patch 1.26/Pets
« Reply #9 on: December 06, 2011, 10:27:55 AM »
Will it hurt to run Sliders, Overrides and Default Replacement objects through this? Thanks, but if you don't mind can someone post exactly what type of stuff can and should never be used by this mod?

I'm somewhat confused by your question.   There isn't really a mod involved, just a procedure to fix beds.  By now, most creators will have updated their objects so you probably won't need to do it at all.
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Re: Procedure for Correcting CC Beds for Patch 1.26/Pets
« Reply #10 on: December 07, 2011, 02:09:44 AM »
Will it hurt to run Sliders, Overrides and Default Replacement objects through this? Thanks, but if you don't mind can someone post exactly what type of stuff can and should never be used by this mod?

I'm somewhat confused by your question.   There isn't really a mod involved, just a procedure to fix beds.  By now, most creators will have updated their objects so you probably won't need to do it at all.

I meant will it break the files? Bc for some reason I ran, the sliders through the RigFix, I don't want to break my game but I noticed they have BONE assignments you stated somewhere that those mods that do should never be ran through RigFix. I'm just checking, and sorry for posting in the wrong thread,  ::) I didn't even notice

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Re: Procedure for Correcting CC Beds for Patch 1.26/Pets
« Reply #11 on: December 07, 2011, 10:29:44 AM »
Will it hurt to run Sliders, Overrides and Default Replacement objects through this? Thanks, but if you don't mind can someone post exactly what type of stuff can and should never be used by this mod?

I'm somewhat confused by your question.   There isn't really a mod involved, just a procedure to fix beds.  By now, most creators will have updated their objects so you probably won't need to do it at all.

I meant will it break the files? Bc for some reason I ran, the sliders through the RigFix, I don't want to break my game but I noticed they have BONE assignments you stated somewhere that those mods that do should never be ran through RigFix. I'm just checking, and sorry for posting in the wrong thread,  ::) I didn't even notice

Oh.  Sorry about that.  I didn't even think that it might be part of the rigfix question.

Sliders should be fine being run through rigfix because even though they have bone assignments, they don't have the _rig resource in them and won't be modified.  The other types of CC you mention should all be fine as well.

The type of rig with bone assignments that this breaks on is something that CC Makers should *not* be making or modifying since the details of what those extra parts do isn't known yet.  As a blanket statement, I'd say 99.999% of all CC should be fine with RigFix.
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Re: Procedure for Correcting CC Beds for Patch 1.26/Pets
« Reply #12 on: December 07, 2011, 08:23:29 PM »
Thanks, I understand, lol, and much less anxious too ;D Like you said, the sliders still "work" how they should anyways, I experiment too much for my own good sometimes though...I really have to stop doing things when I'm so doggone tired also, I confuse everyone lol. Blaming it on winter holiday syndrome I guess. Merry Christmas!