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I figured it doesn't really matter because they all use the same character models anyway and this way, your game won't be constantly spawning new wildlife when your sims decide to go on a hunting spree. It will disappear for a while but might respawn back into the game at some point. Note that technically, hunting a deer or raccoon won't completely destroy it but rather “reset” it and wipe its relationships clean. I'm not 100% happy with the fighting animation but it was the best one I managed to come up with that didn't look completely broken lol. They will not be willing to hunt more deer or raccoons while having the “Bitten” moodlet. Added some more tuning values to make it possible to turn off minor pet, non-minor pet and autonomous minor pet huntingįinally your sims can hunt deer and raccoons! Unlike minor pets, they will actually fight them and get the “Bitten” and “Humiliated” moodlets if they lose the fight.Fixed an error that would appear when trying to play a hunting reaction for sims that have no suitable traits for reactions.Added an autonomous hunting interaction for NPC sims with certain traits.Added a hunting interaction for deer and raccoons.Just make sure that the values you add are valid ingredient keys, if you are unsure about it, you can find them all in Sims 3/Game/Bin/Gameplay/GameplayData.package under “Ingredients”. To: kRaccoonDrops value = “Hot Dogs, Burger Patty” Adjusting it is pretty easy, for example if you want raccoons to drop Links and Patties instead of Steak, change the following line:
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The XML file included in the package now has separate tuning values for different pet species in the game, allowing you to change the ingredients that are added to your sim's inventory after hunting a pet.
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