View Full Version : Tutorial: Sims 3 Object Modding
Buzzler
20th Feb 2011, 11:28 PM
The Tutorial
The tutorial is located in the wiki: Tutorial:Sims_3_Object_Modding
Questions
If you have questions concerning the tutorial, this thread is the place to ask them.
Credits
The tutorial is based on Kolipoki's original object modding tutorial, so kudos to him!
cmomoney
21st Feb 2011, 01:31 PM
Great! That tutorial needed updating. :up:
cmomoney
13th Mar 2011, 09:33 AM
For some reason, I can't add the mscorlib.dll as a reference, even after checking Do not reference mscorlib.dll.
Buzzler
13th Mar 2011, 11:46 AM
For some reason, I can't add the mscorlib.dll as a reference, even after checking Do not reference mscorlib.dll.That's a known bug in Visual Studio.
Try to untick "Do not reference...", save your project, close and reload Visual Studio and then try to tick it again. If that doesn't help, delete the project and start a new one.
ashillion
13th Mar 2011, 04:15 PM
I have encountered the same error in my work as well. I have the new VS 2010.
cmomoney
13th Mar 2011, 04:16 PM
Tried your suggestions, but still getting the same error: 'This component is already referenced by the build system'.
cmomoney
13th Mar 2011, 04:25 PM
Yea, that's what I'm using for the first time. Before now I was using VS 2008.
Buzzler
13th Mar 2011, 04:34 PM
Ok, you might try to edit the .csproj file of the project. Create a new project, save it, set it to .NET 2.0 and save it again, nothing else. Then close VS and open the project folder and the project's .csproj file with a text editor.
Add <NoStdLib>true</NoStdLib> to <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' "> and <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">.
cmomoney
13th Mar 2011, 05:16 PM
That didn't work either. :(
Buzzler
13th Mar 2011, 06:06 PM
The intarwebz have no solution either. If you want, you can upload an affected project (with "Do not reference..." ticked) and I take a look at it.
ashillion
14th Mar 2011, 11:22 PM
I compiled with the existing mscorlib.dll ref with no issues... maybe it's a "unissue". Seems whatever ref it has is correct.
Buzzler
15th Mar 2011, 12:16 AM
I compiled with the existing mscorlib.dll ref with no issues... maybe it's a "unissue". Seems whatever ref it has is correct.Compiling is not the issue. The mscorlib.dll that comes with TS3 doesn't belong to .NET, but to MONO. If you call the wrong code, code the TS3 mscorlib doesn't implement or code that was stripped from it, your assembly won't link and it will be a PITA to debug it.
cmomoney
15th Mar 2011, 12:27 AM
When trying to compile I got the system.object error. I just redid the script in 2008. Thanks for you help. :)
Bluna The Sims
10th Apr 2011, 07:15 PM
There is how to translate into Portuguese of Brazil? I do not understand nor able to do. And I would like to create a mod object with the bear, but his image has changed, and when the sims were with him in the inventory option "try for baby" did not appear.
lorenrose1013
16th Apr 2011, 01:53 AM
Whenever I go to open the 'Gameplay' 'Scripts' or 'Gamecore' packages in S3PE I get an error message. I have Ambitions and Late Night, nothing else, and am patched to 6.2.4 (don't know if this makes a difference, but I put it anyway cuz Late Night seems to have created Modding Issues)
By the way, this is the error I get for each one:
Could not open package:
C:\Program Files\Electronic Arts\The Sims 3 Late Night\Game\Bin\gameplay.package
Front-end Distribution: 11-0402-0951
Library Distribution: 11-0402-0951
Source: mscorlib
Assembly: mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
Access to the path 'C:\Program Files\Electronic Arts\The Sims 3 Late Night\Game\Bin\gameplay.package' is denied.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)
at s3pi.Package.Package.OpenPackage(Int32 APIversion, String PackagePath, Boolean readwrite)
at S3PIDemoFE.MainForm.MainForm_PackageFilenameChanged(Object sender, EventArgs e)
-----
HugeLunatic
16th Apr 2011, 03:39 AM
When opening the files tick the Read Only box.
IgorVolkov
24th Apr 2011, 06:41 AM
Good tutorial, but I do not understand=(
Cosmas
22nd May 2011, 12:14 AM
I was able to figure this one out the hard way. Using VS2008 I created a new project, deleted all references, and set it to .Net 2.0 then saved the solution to the project folder. Closed VS, reopened and then I could import S3 mscorlib.dll. It would appear as though the order of operations is critical.
I haven't tested this on VS2010, but I'm pretty sure it won't work.
cmomoney
22nd May 2011, 02:11 AM
I was able to figure this one out the hard way. Using VS2008 I created a new project, deleted all references, and set it to .Net 2.0 then saved the solution to the project folder. Closed VS, reopened and then I could import S3 mscorlib.dll. It would appear as though the order of operations is critical.
I haven't tested this on VS2010, but I'm pretty sure it won't work.
So, what is it exactly that you figured out?
Cosmas
22nd May 2011, 04:44 AM
Why I was unable to import mscorlib.dll. That seems to be the major problem these users above describe.
I think what this tutorial needs now is a hand-off to the next section, or maybe the interaction API on the wiki to help new users understand the available actions they can do with this code. That's certainly where I am... I can model, animate, and mod, I just need to tie it all together with code.
cmomoney
22nd May 2011, 06:11 AM
The problems described above were occurring in VS2010. That's why I went back to '08, because before I didn't have that problem.
orangemittens
22nd May 2011, 06:31 AM
The tutorial is linking to VS 2010. Prolly that's why everyone who's trying it is having this issue.
Buzzler
22nd May 2011, 12:41 PM
I was unaware that you need to take the steps to set up the project in a certain order. I can't rule out that I always do it in the same order without thinking about it, though. If anyone is positive about this order and knows the order, feel free to alter the related wiki page. It's outdated anyway.
I think what this tutorial needs now is a hand-off to the next section, or maybe the interaction API on the wiki to help new users understand the available actions they can do with this code. That's certainly where I am... I can model, animate, and mod, I just need to tie it all together with code.Hmm, that's actually a pretty big step from a beginner's tutorial. I'm not sure how to cover that.
The tutorial is linking to VS 2010. Prolly that's why everyone who's trying it is having this issue.I don't see a way to directly link to VS2008.
orangemittens
22nd May 2011, 02:14 PM
http://www.microsoft.com/visualstudio/en-us/products/2008-editions/express
3MTA3
5th Jun 2011, 01:08 AM
I am seeing a difference in the tutorial where we look at "ScrapPaintingInteraction interaction" via Reflector.
The tutorial shows the class as public "public sealed class ScrapPaintingInteraction : ImmediateInteraction<Sim, Easel>". But looking with Reflection or ISpy it shows up as private "private sealed class ScrapPaintingInteraction : ImmediateInteraction<Sim, Easel>"
Is that a change I should be making when copying existing classes? Or did I miss some step?
Thanks,
3M
Buzzler
5th Jun 2011, 10:14 AM
Ah, sorry about that. The assemblies I compile against have all the access modifiers changed to public. There was no reason to assume this particular interaction would be private. I'll see about changing that.
Just use it with the public modifier. There's really no reason to make an interaction so restricted (private) that "outsider" code doesn't know of its existence (during compile time, i.e. when you write your code).
3MTA3
5th Jun 2011, 02:20 PM
Cool, thanks! I complied it both as private and public and it worked either way; just wanted to know if that was a general rule.
Another general question that might not belong here... Intellisense doesn't work for me in this test project. Is that normal when dealing with these Sims reference libraries?
Buzzler
5th Jun 2011, 02:49 PM
Another general question that might not belong here... Intellisense doesn't work for me in this test project. Is that normal when dealing with these Sims reference libraries?The QuickInfo popups don't work for obvious reasons; everything else seems to work, though.
ShortYute
10th Jun 2011, 07:09 PM
The tutorial refers to object modding but I wanted to add interactions to a specific type of objects in a given world and it didn't work...
For example ( Add a new interaction to all plants on a lot ).
Would startup work for this or OnWorldLoadFinishedHandler?
Also would I use a foreach function get all the objects of the type then add an interaction?
Good tutorial but I'm wondering if it would apply to a case like that because it hasn't worked for me.
Buzzler
10th Jun 2011, 07:16 PM
You need a pure scripting mod for that. I'll answer to your thread in Modding Discussion soonishly.
Simaholic123
14th Jul 2011, 02:17 AM
I recently purchased the Gothic Library with SimPoints on EA's website and I want to try to create an object mod to rig the Book of Spells with more interactions. I'm following the tutorial, but I got stuck at the part where you have to clone the object because I can't find the Book of Spells (or any of the other downloaded content) in the list of items. How can I access these items in s3oc? All help is appreciated; thanks in advance.
Buzzler
14th Jul 2011, 09:47 AM
I'm not at my workstation right now, but IIRC you need to load the object's package directly to clone a custom object (custom as in not part of the fullbuild/deltabuild packages).
Simaholic123
15th Jul 2011, 02:22 AM
I'm not at my workstation right now, but IIRC you need to load the object's package directly to clone a custom object (custom as in not part of the fullbuild/deltabuild packages).
Do you know where I would find the package? I see that in the Sims 3 folder in My Documents there is a downloads folder that contains the set as a TS3 custom content file, but I can't find where the individual packages for the objects are located. I tried looking in the Sims 3 folder in the program files too but I haven't found anything with a recognizable name.
Edit: Googling led me to this info: my documents>electronic arts>the sims 3>DCCache It's a strange and clunky system that makes one big file, so it's impossible to get rid of things one by one. Also, when you do delete them from your game, you don't get the disk space for it back. When I learned this, I stopped downloading anything that requires the launcher, because it's just not right to do stuff that way.
So, if this is true, I'm not sure how I can open it directly. Does anyone know how to get around this? Is there a way to resave the item in a different way or something?
whiterider
15th Jul 2011, 02:38 AM
Use Delphy's Sims3pack Multi-Extractor to extract the .package files from those nasty sims3packs. Store content isn't designed for conversion, though, so you might have to run it through the s3rc tool (http://www.moreawesomethanyou.com/smf/index.php/topic,15129.0.html) first.
Simaholic123
15th Jul 2011, 06:34 PM
Thanks so much, whiterider for that; I think that part worked fine.
New problem though, one of the steps in the tutorial says to find the objects original class and in the example it uses "Sims3.Gameplay.Objects.Miscellaneous.StuffedAnimal." For me this was "Sims3.Store.Objects.SpellBook" though and it wouldn't let me follow any of the next steps in the tutorial. I don't know how to fix this, though I know for a fact that it's possible to mod this item because I found someone on another site who made one to allow children to use it. Anyway, I'm guessing this problem has to do with the fact that one of the references I added was "Sims3GameplayObjects," but there wasn't one for the store items so I can't reference them properly... is there something I can do to fix this? Thanks in advance :)
Buzzler
16th Jul 2011, 07:52 AM
If you want to use that particular item in your code, you need to extract the dll (from the S3SA) from the package (the one you extracted from the sims3pack) and add it to the references in your Visual Studio project. Load it to your assembly browser if you want to see its code.
BTW: That other mod you've seen is probably just a simplistic XML mod.
Simaholic123
17th Jul 2011, 03:35 AM
Ah, got it to work now! Thanks so much for all your help, I really appreciate it :)
lorenrose1013
23rd Aug 2011, 12:59 AM
I just started script modding and got stuck on the first step. When it says to find the objects original class, there is no original class. The string is greyed out and empty. (I cloned a lollipop and am trying to add the 'Eat' interaction)
Buzzler
23rd Aug 2011, 06:44 AM
@lorenrose1013: The object you cloned is a prop, like the pencil for homework or knife/spoon for cooking. Props are instantiated for animations and are destroyed immediately afterwards. Therefore they have no functionality on their own and need no script class.
Now to start an object from scratch, derive it from the abstract GameObject class. Be aware, though, that what you're planning is not really a beginner's project. I dare say it's not even intermediate. An Eat interaction is a non-immediate interaction and needs a whole lot more than what's needed for the basic interaction from the tutorial.
lorenrose1013
23rd Aug 2011, 07:31 AM
@lorenrose1013: The object you cloned is a prop, like the pencil for homework or knife/spoon for cooking. Props are instantiated for animations and are destroyed immediately afterwards. Therefore they have no functionality on their own and need no script class.
Now to start an object from scratch, derive it from the abstract GameObject class. Be aware, though, that what you're planning is not really a beginner's project. I dare say it's not even intermediate. An Eat interaction is a non-immediate interaction and needs a whole lot more than what's needed for the basic interaction from the tutorial.
Darn I thought this would be simple! If it's not even intermediate, I'm re-thinking this...(Tucks idea in the very back of notebook)
Oh well, thanks for the tip about it not being a beginners project. Now I just have to think of something that is beginner!
BloomsBase
5th Oct 2011, 02:56 PM
According to the tutorial(the video) Koli imports 11 .DLL files as reference files in MS visual C but i only have 8....
Following the tutorial I took the files from:
Gameplay.package wich has 3 files in it(Sims3GameplaySystems.dll / Sims3GameplayObjects.dll / UI.dll)
SimsCore.package wich has 3 files in it(System.Xml.dll / System.dll / mscorlib.dll)
Script.package wich has 3 files in it(SimIFace.dll / ScriptCore.dll / Sims3Metadata.dll)
A total of 9 but according to the tut you dont need the mscorlib.dll as it is integrated in MS visual C already, so i have 8
I am still missing 3 files, wich ones and were to locate them?
Odistant
5th Oct 2011, 04:04 PM
Its the testing Dlls that were removed a while ago. They were put into the main Dlls.
abd123
18th Feb 2012, 11:45 AM
I followed your tutorial and when I upload everything it say there is no interaction! is my problem within my script or within my uploading my namespace in the game OBJK?
Buzzler
18th Feb 2012, 12:22 PM
Your script's namespace is Sims3.Gameplay.Objects.Decorations.Mimics.PrayingRug2x1, your class name is TalkingTeddy. Thus the full type name is Sims3.Gameplay.Objects.Decorations.Mimics.PrayingRug2x1.TalkingTeddy. The latter one is what you need to use as the script class in the OBJK.
Also the choices for the names are pretty poor. Take another modder who picks names like that and we're bound to have conflicts.
abd123
19th Feb 2012, 07:10 PM
Your script's namespace is Sims3.Gameplay.Objects.Decorations.Mimics.PrayingRug2x1, your class name is TalkingTeddy. Thus the full type name is Sims3.Gameplay.Objects.Decorations.Mimics.PrayingRug2x1.TalkingTeddy. The latter one is what you need to use as the script class in the OBJK.
so that solved a part of my problem
before I continue with this:
is this code inheritance because if it's correct then I made this code correct sense all rugs are suppose to inherit rug class!
Also the choices for the names are pretty poor. Take another modder who picks names like that and we're bound to have conflicts.
you got that right over there!
class TalkingTeddy : Rug
First poorly named is
TalkingTeddy it should of been TalkingRug to make it more understandable for others.
This is what it should look like:
class TalkingRug : Rug
but still that doesn't do anything since it's just a name.
so I thought the problem was that maybe the rug doesn't have any interaction from the beginning so the said let me create a new script with the same code and the same object which was a "teddy bear" you give in the tutorial but the problem that happen is that when I used that code below with the "teddy bear"
using System;
using System.Collections.Generic;
using System.Text;
using Sims3.Gameplay.Objects.Miscellaneous;
using Sims3.Gameplay.Interactions;
using Sims3.Gameplay.Actors;
using Sims3.Gameplay.Autonomy;
using Sims3.SimIFace;
using Sims3.UI;
namespace Sims3.Gameplay.Objects.Miscellaneous.KolipokiMod
{
class TalkingTeddy : StuffedAnimal
{
public sealed class TalktoMe : ImmediateInteraction<Sim, TalkingTeddy>
{
public static readonly InteractionDefinition Singleton = new Definition();
protected override bool Run()
{
base.Actor.ShowTNSIfSelectable("Hello!", StyledNotification.NotificationStyle.kSimTalking);
return true;
}
[DoesntRequireTuning]
private sealed class Definition : ImmediateInteractionDefinition<Sim, TalkingTeddy, TalkingTeddy.TalktoMe>
{
protected override string GetInteractionName(Sim a, TalkingTeddy target, InteractionObjectPair interaction)
{
return "Talk To Me";
}
protected override bool Test(Sim a, TalkingTeddy target, bool isAutonomous, ref GreyedOutTooltipCallback greyedOutTooltipCallback)
{
return !isAutonomous;
}
}
}
public override void OnStartup()
{
base.OnStartup();
base.AddInteraction(TalktoMe.Singleton);
}
}
}
and with using
Sims3.Gameplay.Objects.Miscellaneous.KolipokiMod.TalkingTeddy
it says that there is no interaction with this object.
can I have a correct package for that talking teddy? to check what I made wrong ?
I hope I am not taking non-sense hehe! :giggler:
Buzzler
20th Feb 2012, 07:48 AM
is this code inheritance because if it's correct then I made this code correct sense all rugs are suppose to inherit rug class!Correct.
This is what it should look like:
class TalkingRug : Rugnamespace Sims3.Gameplay.Objects.Miscellaneous.KolipokiMod{...}
Sims3.Gameplay.Objects.Miscellaneous.KolipokiMod.TalkingTeddy
it says that there is no interaction with this object.The script class entry in the OBJK resource must be the full type name of your class. Full type name is namespace plus class name. In this case Sims3.Gameplay.Objects.Miscellaneous.KolipokiMod.TalkingRug. If you change the class name or namespace, you need to alter the OBJK entry as well.
The "no interactions available" thing is usually a dead certain sign that the game didn't find the script class referenced in the OBJK. In that case the object won't be instantiated with your class, but with a fallback class called FailureObject which has no actual functionality.
abd123
20th Feb 2012, 11:21 AM
I have solved my problem !
the problem was with this code:
class TalkingTeddy : Rug
Wrong inheritance ! //This made my object look scraped and I couldn't buy it!
The correct code for my Inhertitance was:
class TalkingRug:RugCountryOval2x1
Correct inheritance!
and in the script:
Sims3.Gameplay.Objects.Decorations.Mimics.TalkingRug2x1.TalkingRug
I am glade I fixed it ! :D now I can try and give it my animation !
nonamena
5th Mar 2012, 04:42 PM
I've been trying to poke around in Tree Of Prosperity script, to remove the check for the WishingWell to spawn the LightShow. This is what I did and it didn't work, obviously.
1. Opened the .dll in ILSpy.
2. Saved the code as a cs project.
3. Opened the cs project in VS 2008.
4. Specific not to use mscorlib.dll
5. Changed the reference path so it points to where I keep the game dlls
6. Add the mscorlib extracted from the game files
7. Change Copy Local to False for the references
So now I want to remove: && this.HasWishingWellOnLot from the function that checks if it's time to start the Light Show. I do that, but I can't compile because I get an error:
The type or namespace name 'IsValid' does not exist in the namespace 'Sims3.Store.Objects' (are you missing an assembly reference?)
I saw Buzzler say this:
If you want to use that particular item in your code, you need to extract the dll (from the S3SA) from the package (the one you extracted from the sims3pack) and add it to the references in your Visual Studio project. Load it to your assembly browser if you want to see its code.
But if I add the .dll for the Tree of Prosperity as reference in my project, I get many more errors, because there is a conflict.
Do I need to create a different namespace for the tree of prosperity to get this to work?
Buzzler
5th Mar 2012, 05:34 PM
@nonamena: Please attach your code, so it's possible to see where and how exactly the error occurs.
nonamena
5th Mar 2012, 05:58 PM
@nonamena: Please attach your code, so it's possible to see where and how exactly the error occurs.
Thanks, Buzzler. I've attached the original .dll for the Tree of Prosperity as well as my own cs project.
Buzzler
5th Mar 2012, 06:17 PM
All right, you need to change the namespace. Something with your name in it, like Sims3.Nonamena. Since your namespace is currently called Sims3.Store.Objects, the compiler searches for a type named Valid in it. It's not smart enough to see that Objects is a class name in this case and IsValid() a method. You could also change the call to Sims3.SimIFace.Objects.IsValid() to make it unambiguous, but using someone else's namespace is a big no anyway. ;)
nonamena
5th Mar 2012, 07:23 PM
All right, you need to change the namespace. Something with your name in it, like Sims3.Nonamena. Since your namespace is currently called Sims3.Store.Objects, the compiler searches for a type named Valid in it. It's not smart enough to see that Objects is a class name in this case and IsValid() a method. You could also change the call to Sims3.SimIFace.Objects.IsValid() to make it unambiguous, but using someone else's namespace is a big no anyway. ;)
Oh my, it compiled. Thank you very much. I was actually trying to change the namespace before I posted, but I was doing some weird complicated things that were totally screwing everything up even more. So I just did what you said and tada. Now I just have to get it into a package and see if the pixies will spawn on their own.
nonamena
7th Mar 2012, 01:48 PM
Not sure if this is the correct place to ask, so if it's not, sorry. Since I was so "successful" with my Tree of Prosperity script I though I'd look at the Cow Plant to find out why Vampires can't Eat Cake. Now I've noticed that the XML tuning that comes with the cow plant/tree of prosperity isn't working with the modded object. Does anyone know why that is or how I can make it work?
Update: I've tried adding [assembly: Tunable] to the assemblyinfo.cs, and I've tried changing all the tunables to public, since they were private, but none of that worked :/
Buzzler
7th Mar 2012, 05:29 PM
ETA: I see that in EA's version there is: [assembly: Tunable] and mine doesn't have that, but I can't figure out why.Open AssemblyInfo.cs in Visual Studio (in the Solution Explorer under Properties) and add [assembly: Tunable] and using Sims3.SimIFace to it. You'll know where. Then compile and try again. HTH
nonamena
7th Mar 2012, 05:38 PM
Open AssemblyInfo.cs in Visual Studio (in the Solution Explorer under Properties) and add [assembly: Tunable] and using Sims3.SimIFace to it. You'll know where. Then compile and try again. HTH
Oh, thank you very much for responding. I was in the middle of updating my post when you replied. I actually did find that out (it's in the scripting tutorial, *duh* me) but that didn't help, nor did changing everything to public.
I was looking at your coding for Moar Interactions though and I wish EA's was as organized.
Buzzler
7th Mar 2012, 06:01 PM
Changing modifiers won't do anything. Tunable fields can be private no problem. They just have to be static.
Is the EAxian package with its tuning still present in your game? Is it possible that they tangle? How exactly is the tuning not working? Are the testing values from the script being used or how do you know?
And if you want me to have a look, please attach your package.
nonamena
7th Mar 2012, 06:43 PM
Changing modifiers won't do anything. Tunable fields can be private no problem. They just have to be static.
Is the EAxian package with its tuning still present in your game? Is it possible that they tangle? How exactly is the tuning not working? Are the testing values from the script being used or how do you know?
And if you want me to have a look, please attach your package.
Thanks for that information. I was using the same XML that EA made to change energy loss form imbuing the tree, and chance of successful imbue, how often the tree changes fruit in sim hours, etc.. I believe it is using the the values in the script because none of those changes I make in the XML do anything. When I remove my package with the script and the OBJK resource, the tuning file works.
I also tried making a new XML with a new instance ID and using the same tunables but there was no difference in result. I have the of Prosperity installed via the Launcher, so the only packages I have in my game relating to the tree are the one with the OBJK and S3SA overrides and one package with the XML tuning.
I admit, I'm not sure which package you want, so here's everything. Thank you for looking.
Buzzler
7th Mar 2012, 07:11 PM
Since you've changed the namespace, the instance ID of the tuning must be different as well. Should've thought of that right away... oh, well.
The instance ID for the XML tuning of a certain class must be the FNV64 hash of the full type name of said class. The full type name of your class is Sims3.NonaMena.TreeOfProsperity, so the FNV64 hash must be 0x5DF4AA3C961E6B95. Hint: Double-click on the XML resource in S3PE, enter or paste the full type name into the name field and click on the FNV64 button.
nonamena
9th Mar 2012, 03:34 PM
OK, so I'm stumped again. I was able to make the XML tuning work just fine (yay, thank your for that. I didn't want to spam the thread so I used those buttons at the bottom of your post), but now I've been working on the ITUN resources so that my sims will autonomously Imbue the tree and Pick Fruit, but I can't get them to work. I found your explanation of the FNV hash for ITUNs (http://modthesims.info/showthread.php?p=3719101#post3719101), but obviously PickFruit_TreeOfProsperity is the same for my script and EA's. So then I tried to change the name of the interactions to NonaImbue and NonaPickFruit, but that still didn't work. Actually, I'm not that keen on letting my sims do autonomously PickFruit and Imbue, but I'd really like to make it work anyhow.
Also.. Should I maybe make my own thread about this? Now that I've asked so many questions I'm not sure. Sorry!
Update:
Nevermind. With fresh eyes and fresh search terms, I found the answer here (http://www.modthesims.info/showthread.php?p=3087636#post3087636) (and I didn't have to rename the interactions). I was actually really, really close with one of my shots in the dark, heh.
sarita_22_35
28th Apr 2012, 12:59 PM
I have made this tutorial and when I try it in the game, it crashed when I try to buy it in buy mode. I don't really know what I have done wrong.
Buzzler
29th Apr 2012, 06:11 PM
I have made this tutorial and when I try it in the game, it crashed when I try to buy it in buy mode. I don't really know what I have done wrong.The namespace has to start with Sims3. If it doesn't, the game will crash when you try to buy the object.
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