rudhira_sims: (Default)
Optional title: Why Are My Defaults Broken And How Do I Fix It?


I've been meaning to do this for a while, never gotten around to it, but here we are! This is meant to be an overview of how defaults work, how they don't work, what different types there are and how conflicts may occur.

I'm going to split these into three different groups, those being single-resource replacements (mesh or texture), mesh and texture replacements, and 3IDR and property set replacements.


1. Single resource replacements

Pros: Unlikely to conflict, work with texture referencing add-ons (textures) and custom recolours (meshes)

Cons: Not very customizable

Conflicts: Unlikely

These are, imo, the least invasive replacements, and the least likely to conflict with something else. You can often get even more use out of these, which I will explain later.

1.1 Texture replacements

Out of these two, texture replacements are probably the most common. The way these work is that the original textures are extracted, and are then overwritten/replaced with new textures. What you'll see from these are usually minor edits, editing colours, patterns, or removing painted-on jewelry. You can also see texture replacements for hairs, though it's not very common. The new textures still need to fit the old mesh, so there's not too much freedom to change things.



A typical texture replacement will look like this. Sometimes there are also material definitions, but I consider though basically the same because of how closely linked textures and material definitions are.



Here's what said replacement looks like. The top row shows the original outfit, and the bottom row shows the outfit with Katsurin's texture replacement. You can clearly see that it's the same mesh.

Another use for texture defaults is for outfits that are texture referenced to in-game textures.



Here is Skell's separated Adam tube top shown with anna's Less Jewellry default. The custom shirt picks up on the new textures. As someone who uses a lot of clothes like these, I love combining them with texture defaults to easily give things a new look.

1.2 Mesh replacements


Mesh replacements change something about the 3D model that the textures go on. Mesh replacement files should also just contain one resource, the geometric data container (gmdc). Sometimes, there will be geometric nodes, resource nodes and shapes, but they aren't needed. As with texture replacements, mesh replacements are used for minor edits, such as adjusting the shape of something, or adding preg morphs.



Here is Cat's mesh replacement, where changes have been made to the waist shape and underboob shadow. This is a pretty standard level of edits, mesh replacements rarely have drastic changes.

These types of replacements are also compatible with each other, so you can have both a texture replacement and a mesh replacement for the same outfit.

2. Mesh and texture replacements

Pros: Very easy to make

Cons: Renders meshes unusable for custom recolours, forces you to use the same mesh and texture for different age groups, requires a new mesh with the same groups (meaning it's hard to use this method for hair replacements, or to replace clothes with 3t2 or 4t2 conversions)

Conflicts:
With custom recolours of afflicted meshes and texture references to afflicted textures

These are... probably my least favourite default replacements. A tutorial for how to make them is here by Marja, though some of the steps for how you change the mesh are unnecessary. You only need to extract the original geometric data container and replace it with the new mesh.



This is what one of these replacements will typically contain. The highlighted resources are the only necessary ones, though. On their own, these defaults are fine, but there are a few ways they can conflict with other content.



The first image shows this replacement for daisydressboots by kamina, next to one of my defaults that uses textures from daisydressboots. Since defaults of this type replace the textures, any add-ons or whatever that is referenced to them will be broken.

The second image shows this replacement for pajamasclassic by Marja, and a custom recolour of pajamasclassic by nichellerj. Since the mesh for pajamasclassic has been swapped out, textures that are linked to the mesh will no longer be applied properly.

3. 3IDR and property set replacements

Pros: Highly customizable, will not affect unreplaced items using the same mesh or texture, only viable option for hair replacements

Cons: Somewhat tedious to make, enables delete button in-game

Conflicts: With hiders and recategorizers

These are the most common, and the most customizable. It's possible to replace just one outfit out of a bunch, like for these mix and match maternity replacements. A tutorial for how to make these is here by Marja. There isn't really that much to say about the defaults themselves, but I want to explain what happens when these conflict.



Here are two examples of that, shown on default replacements by me using Phaenoh's Great Clothing Migration Mod. So, why does this happen?



On the left is the property set from my default replacement, and on the right is the one from Phaenoh's mod. The way hiders and recategorizers work is by editing property sets, usually changing gender, flags or category. However, these types of default replacements also edit the property sets. If you compare the two, you can see that I've changed numoverrides and added another group to this, separating body and shoes. With the hider installed, the game reads that instead, so it only looks for the body group, not shoes, resulting in a Sim with missing feet.



Here's what it can looks like when it happens to hair.

Something to note is that defaults of this type also render recategorizers practically useless, since the same edits can be made to the property set in the default replacement.


So... that's pretty much it? I might add on to this in the future, but hopefully this is a good resource for now!

4. Miscellaneous conflicts


I'm adding this section because I have encountered issues relating to other things than strictly these "basic" conflicts, and even though they should be more rare, someone might still have these specific problems and not know why.

4.1 Recycled resources

This can happen when a creator replaces the contents of the resources in an existing default replacement, rather than starting from scratch and completely relinking it to new resources. So far, I've only ever seen it in this replacement for fhairflypigtails by xwhitepolar. The way they made it was by extracting the gmdc resource from amidala's Birds mesh, and replacing the gmdc resource for 3t2 Steampunk Pigtails in an existing default replacement with that. If you only have one of those two meshes in your game, you will probably never notice the conflict, but if you have both, it'll look something like this.

https://i.imgur.com/zBF8yWt.png

As far as the game is concerned, you only have two instances of the exact same resource. In this case, I have a custom version of 3t2 Steampunk Pigtails and xwhitepolar's default replacement for fhairflypigtails. On the top, the game reads the unedited mesh version, which leads to the custom hair showing up correctly, and the default replacement appearing broken. On the bottom, the opposite. The game reads the edited mesh version, so the custom hair appears broken and the default replacement looks fine.

The way to fix this is to... just remake the default replacement from scratch with the correct mesh, or decide that you only really want one of these hairs in your game, anyway.


Okay, now it's pretty much it for real! I'll add more things to this section if I ever encounter anything else.
rudhira_sims: (Default)
Backstory: Since I started my "project" to not only default replace all (well, most) hairs, but also add ages to make most of them toddler-elder, I've had to pay attention to hair families a lot more. Here I'm going to summarize my findings, mostly to keep track of it myself though hopefully someone else finds it helpful.

If you don't know what families are, it's how the game keeps track of what attributes should follow a Sim through the ages. Hair, skin, eyebrows, for example. If a toddler Sim has a hair with family 1651 (not a real line, they are much longer), they'll get a hair with family 1651 as a child, teen, (young) adult and elder as well. Provided there is one. If not, it should be a random towniefied hair.

Here are some examples of hair families from the game, and what they contain.


  
1b902cd8-ed69-4896-ba9e-b0f8215588a7


    
23849b4b-db3b-44c8-9083-56eacb4770a5


  
48b77f24-5b4e-4243-b548-ee106f6dd053


  
62a1173a-b6b2-4ad2-b18e-6eb729aff8c0


  
76a76737-63fb-40ca-ac31-ffa5d2c3cdf4


  
dde0bfd9-1814-4921-a400-26cdaa3d08c4


  
edc45966-1e01-45f4-9319-88d1aee136a0


I will probably add more at some point, but I think you get the point. A toddler wearing the mob hair will always grow up to wear the barrette hair, at least in a vanilla game. If you were to edit the family line for either hair, it wouldn't work anymore. Now, what I think is more interesting is how this works for hair families that aren't available for all ages.

Here's a child-teen male hair.



You'd think that the family would only consist of this hair, and that a Sim wearing this would get a random hair as (young) adults! Not the case! For hairs up to around OFB (I'm not really sure), there are a gazillion clones of so many hairs. Everyone who's made a default replacement for a Base Game hair probably knows the pain. You just want to find afhairlongsimple but there are so many property sets. So, here's what this family really looks like.

    
cd49bf6a-c241-4617-a3b5-35a62fe3c5b9

A teen Sim growing up will get dreadlocklong as his hair, good enough. However, it's a different dreadlocklong than the one you'd select from change appearance or CAS. Curiously enough, there's also a clone of puff even though there's no way for Sims to age down in a vanilla game. You can still check this out if you make a child or teen male Sim, give him dreadlockshort, and age him down to toddler. If you scroll to puff in the hair catalog, you'll see that it's actually not selected.



This is what SimPE shows me when I search for dreadlocklong. See how there are two of each colour? One is the regular version that you'd select in CAS or when changing appearance, while the other one is a hidden clone linked to dreadlockshort (though the cd49... family). frontalwave has even more clones, but that's another can of worms.

Since everything I care about is default replacements, here's how it'll affect those: Even if you have a replacement for dreadlocklong, you can still have a Sim grow up wearing the EAxis dreadlocklong, if they had dreadlockshort as a teen. You could get around this by also replacing the clone version of the hair, I guess. This is doable for hairs with just one clone, but some hairs have like 20 clones. For each colour.



Here's puff, for reference, though some of these are for female toddlers. So one is the female toddler hair, one is the male toddler hair, and the other seven probably go in the same families as hairs like round, getfabulous, cornrows and whatever.

If you'd like, you could choose a hair you want as a replacement for dreadlockshort and replace the versions of puff and dreadlocklong from the same families with it as well, but... It won't show up in the catalog. You can always create a child or teen Sim in CAS, select dreadlockshort and age them up or down. If you're playing as a child or teen Sim with dreadlockshort, they'll grow up wearing the clone of dreadlocklong or any replacement for it. However, there's no way to select the hair as a toddler Sim. Simply changing flags to 0x00000000 won't make it show up, and I'm not entirely sure how to go about it.

Update 21/04/23: This may be how you go about it, courtesy of themeasureofasim.

So, I'm done rambling for now! If you ever wondered why there are so many clones of some hairs, now you know. If you want to replace one of the hairs with many clones, the property sets you want are those with flags ending in 0, 2, 4, 8 or A. Those are the ones that actually show up in the catalog. And... that's probably the only important thing you'll learn from this wall of text and images.
rudhira_sims: (Default)
Hi! Ever since I started uploading default replacements where the Maxis hair isn't all ages, but the replacement is, I've gotten questions on how to do that. Afaik there isn't really a tutorial for this, so... guess I'll make one. This assumes that you're already comfortable with making default replacements, and that you've followed this method.
Read more... )

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