![]() This only includes an override for the base game crib (no supernatural cribs).Then simply open the custom crib package in S4S, select the Warehouse tab, select Footprint, then click import to import the footprint file and save the file. In this case, you need to import this footprint binary file (Google Drive) into the custom crib package. However, based on feedback I received, sometimes simply removing the footprint isn’t enough and your sims will route-fail when interacting with the baby placed in a custom crib. Here’s an easy tutorial on how to remove an object’s footprint. In order to use the invisible crib mod with custom cribs, these custom cribs need to have their footprint removed. I decided to update PandaC’s mod, because it includes a handy bear anchor to place the crib more easily. The old invisible crib mods were broken and would assign the same skin tone to all babies, except when held. If you have no babies, then it's something else.This is an updated version of PandaC’s Invisible Crib Mod, compatible with the latest patch (Snowy Escape). Once the connections between the bassinets and babies are reestablished, then the game bassinet should show up in the catalog again. Because if that is the case and you have babies, there might be a way to fix it by moving the families out of their homes and then back in so it forces the game to generate new bassinets for the babies. Just look at the family portraits there so see if there are any babies. Do it by looking at the households in Manage Households. That might cause the babies to disappear which could lead to other problems. And it could potentially cause other problems. And worst case, it may have caused all babies still in your save that were generated using the default replacement object to disappear from your save since they aren't connected to the bassinet they were generated in when you go to live mode for the household. Since the CC bassinet was a default replacement, then deleting the object with a baby still connected may have caused your babies to remain connected to the default replacement somehow and the game can't reestablish a connection with the game bassinet which is now blocking the game object. You are stuck with the one the baby is generated in until age up. The game does not allow you to move a baby to another bassinet. Until a baby is aged up to toddler, it remains an object and becomes a sim on age up which breaks the connection between the two objects. ![]() What I am thinking is that for all practical purposes, babies and bassinets are connected objects. Hope this you deleted the bassinet, did you have a baby in the household at the time? Did you have any babies in any household anywhere else in the save at the time you deleted the bassinet? For instance, the one I have, hides all base game beds rather than having a separate hider for each one. And some of those hider files will hide multiple objects. If you had one of those and it's still in your mods folder, then the bassinet would still be hidden. I've used those to hide the game beds in the catalog since I use separated beds instead. The other thing it could be is if you also have a separate hider file for the object. Have you tried deleting your localthumbcache file? That will make the game generate new thumbnails and it should show up if the catalog was showing your CC item particularly if the CC bassinet you were using was a default replacement. Mine is on the 3rd row but I have CC in the rows above so yours might be on the 2nd row. It should be in the same relative position in your catalog beside the shelf. I would think that other things would be missing as well if not the entire catalog. It would be highly unlikely to be the only thing missing if your catalog is bugged somehow. It is a base game object so it should still be there. ![]() This is the one you're looking for, correct? ![]() Information, Guides and Announcements for the EA app.
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