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sodawater
4th Oct 2011, 11:32 AM
Hello, I would like to know if there is anyway to change object properties. For example I would like a good bed which recovers energy quickly for the blacksmith, but the expensive bed dont fit in visually with the house of the blacksmith. I would like to increase the energy ratings of some cheap looking beds. Is this possible? Sorry for my bad english and thanks in advance! :D

Impatiens
5th Oct 2011, 09:09 AM
I really like this idea! I like the aesthetics of some of the cheaper items so sometimes I use them anyway, but it would be great to have the functionality of the more expensive ones. Unfortunately I'm not a modder to know if this is even possible, but it would be wonderful if so!

ripple
5th Oct 2011, 02:14 PM
I think the most straightforward method is to use a program or mod tool to clone the native game object, which would then allow you to define its properties without replacing or editing the native game object, as was done in all TS games. Thing is, what program is used to do this for TSM? If we had that, we can actually start cranking out custom objects. There seems to be an amazing lack of resource and support for this game.

Shimrod101
5th Oct 2011, 03:27 PM
The energy gain rate is in the XML on each bed, it's easy to change. Each bed has it's own XML though, so there's about 35 of these files in the base game. It's sort of a time consuming hassle to do it though, because of the fact that some of these Bed XMLs don't belong in this game, they are carryover's from the Sims 3. I don't think there is a BedSingleCountry or DoubleCountry in Medieval. Also the XML for Bed SingleMission and DoubleMission I think is from Sims 3. (These are just examples).

So it entails identifying which bed name in XML fits the actual in-game bed, and weeding out the Sims3 XMLs which do not belong, and should not be included in a potential mod. Then the beds, or some of them at least, need to be tested in-game one by one.

ladyskye
5th Oct 2011, 05:22 PM
The energy gain rate is in the XML on each bed, it's easy to change. Each bed has it's own XML though, so there's about 35 of these files in the base game. It's sort of a time consuming hassle to do it though, because of the fact that some of these Bed XMLs don't belong in this game, they are carryover's from the Sims 3. I don't think there is a BedSingleCountry or DoubleCountry in Medieval. Also the XML for Bed SingleMission and DoubleMission I think is from Sims 3. (These are just examples).

So it entails identifying which bed name in XML fits the actual in-game bed, and weeding out the Sims3 XMLs which do not belong, and should not be included in a potential mod. Then the beds, or some of them at least, need to be tested in-game one by one.

I think all the major problems with this game from buggy quests to custom content come from leftover Sims 3 code that was just left in the game and other stuff added on. I know from looking through the STBL file that the Village was created with the Sims 3 world creator that EA has as a download on the Sims 3 site. But I don't know if it's possible to edit the village or not and it you did edit it would it even work? Too much code and not enough sense to it. I would like the time to try it, but I just don't have it.

grimreefer24601
6th Oct 2011, 02:58 AM
I'd love to say you we're wrong about left over code, but I've looked at the code. Unfortunately, Create-a-world tool hasn't worked for me with TSM.

Actually, although they've left unused code in TSM, I don't believe this is their real problem. Really, the code that comes from TS3 is the most stable code from the engine. It's the new stuff that seems to cause problems. The redundant code makes it harder to figure out what does what, but it is mostly not even called, so it can't cause any problem in the game.

World files on their own are DBPF (Data Base Packed Files), also known as .package files editable by S3PE. Some of the formats have yet to be discovered, but many are similar to TS3 files. I swear, if I could convince some TS3 coders to work with TSM for awhile all of the tool issues would be resolved.

Sorry, for the rant/thread jack.

The original question was answered by Shimrod better than anyone else could even hope to answer. He or she is a more of an XML expert than I am. I thought to answer you earlier, but hoped someone with more XML experiance would chime in.