#2
25th Dec 2013 at 10:45 AM
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1. Yes. Have an invisible "out of world" object which has in its main function a loop which waits several sim minutes, checks for the condition, then if it is met calls Create New Object Instance with the GUID of the thing you want to spawn.
2. The easiest way is just to pass through a negative value for the change. Skim down to "Managing Motives" here:
http://modthesims.info/showthread.php?t=222531
3. Yes, and no. It depends on the whether it's just replacing because there's a GUID conflict, whether it's an internal code reference, or whether it's part of a multi-object system. For most objects, it's just a matter of changing the GUID. If it's self referencing though, you need this one:
http://modthesims.info/showthread.php?t=127742. If it's part of a multi-object system (like the instruments) then it's similar to the self-referencing process but at a much larger scale.
4. It'll still be an object, just not a visible one. In SimPE's object workshop, switch to list view (click the "catalog" button in the top right) and scroll down to the items beginning with "Social - ". You should find most social interactions there.