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149 Comments / Replies
(89 Feedback Posts,
60 Thanks Posts)
Hide Thanks Posts for this thread (Show only feedback) |
8th Jul 2009, 02:09 PM
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# 2 |
| bigyipsi | super great. thank you:-)) |
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8th Jul 2009, 02:21 PM
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# 3 |
| Darim | Hah.. are you aware of what you have done?! This is madness! Thanks! ^^ |
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# 4 |
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ichibansenshi
Test Subject
Join Date: Jun 2009 |
are there any conflicts with other already installed package files?? do i need to delete them all? now that i can chage everithing with this tool. |
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8th Jul 2009, 02:35 PM
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# 5 |
| dwkmcw | Thanks for this, a milestone in the modding world. I am very grateful for this thank you! |
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8th Jul 2009, 02:40 PM
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# 6 |
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JigsawAnalogy
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Wow! I'm impressed with the amount of time and fiddly tweaking it must have taken to get this working. Thanks! |
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# 7 | ||
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morgade
Original Poster
Test Subject
Join Date: Jul 2009 |
Quote:
A possible conflict depends on what plugins do you add to the mod project. The export function generates packages only with xmls concerning the plugins you selected. In a future upgrade, I will add a conflict checker. Quote:
Actually, the program source-code is very simple and small using Postal-API. I spent no more than a couple of nights programming and generating plugins. :p |
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# 8 |
| pinkythepink |
This is.... amazing! o_o I'm assuming it's a core modder, because I know little to nothing about modding, so I should... not download it with awesomemod? XD Or is this something for modders to use, to make pretty mods for us un-modders? |
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8th Jul 2009, 03:18 PM
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# 9 |
| MemoryOfAxel |
Oh...My...God. You're amazing. I want you. xD. Anyway, this is one HELL of an upload, I can't wait to use it! You rock! |
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8th Jul 2009, 03:18 PM
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# 10 |
| Megavolt | Awesome work! Thanx is very ^^ :D |
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8th Jul 2009, 03:19 PM
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# 11 |
| Let_Simmer | I'll definitely be keeping an eye on this one as more people have tested it. I'll probably play around with it myself eventually. This just seems mind-blowingly awesome. |
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8th Jul 2009, 03:33 PM
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# 12 |
| dwkmcw | WOW, just been playing around with this, and I am surprised at the simplicity of how to use this, everything pretty much is self explanatory. It is a big boost for us illiterate modders. |
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# 13 |
| kletus4pres |
The thing I"m confused about... I mean I understand how it works, but can we also use it to adjust custom stuff that we've downloaded? |
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----->Sleep is for people that have never played Sims 3<----- |
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8th Jul 2009, 03:47 PM
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# 14 |
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feldynn
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I'm not big into the modding side of the game, though I may actually give this a try since I did tinker with SimPE back in Sims 2. But even if I don't use it I can fully appreciate what a HUGE accomplishment / advancement this is and how useful it will be to the modders among us .So thankyou very much, awesome work! :D |
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8th Jul 2009, 03:49 PM
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# 15 |
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DreDo
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This is awesome. Thanks! |
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8th Jul 2009, 04:00 PM
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# 16 |
| wireman | Incredible! Definitely going to test this out |
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8th Jul 2009, 04:15 PM
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# 17 |
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JillianWong
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Thank you for this awesome tool! |
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8th Jul 2009, 04:17 PM
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# 18 |
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DarkBlue
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This is amazing, thank you
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8th Jul 2009, 04:23 PM
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# 19 |
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daluved1
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This really is one of the greatest tools so far! Now I don't have to go cross-eyed trying to scan through a page full of XML to change one tiny detail! Now if I decide to make a new mod project package, I have to delete the old one right? |
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# 20 |
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blackhand8657
Test Subject
Join Date: Jun 2009 |
Maybe I just skipped past it, i dunno, but is there a plugin that alters the probability of finding certain metals, gems, insects, or maybe somethin that modifies how many would be in a certain spawn point? thanks in advance |
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# 21 |
| beverlyislike |
This looks like the best tool ever... quite unfortunate that us Mac users are left out... |
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# 22 | |
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symo
Test Subject
Join Date: Jun 2009 |
Quote:
It seems to work on Mac too, just run SimCustomizer.jar instead of SimCustomizer.exe
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8th Jul 2009, 05:14 PM
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# 23 |
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joshiejack
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It is very good but I would be right in that it only allows you to edit the values for certain things ? Things that are defined just in the directly xml and not the tuning files, and it also doesn't contain the xml files which add more stuff. It's very good just for those little tweaks people can do on their own .
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# 24 | |||
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morgade
Original Poster
Test Subject
Join Date: Jul 2009 |
Quote:
No. The program starts with all standard game values, but you can use your mods with other custom content (as long as they don't conflict). Conflict detection will be implemented in next version. Quote:
No. You can save several mod projects. Just have to be careful to not install mods from different projects that use same plugins. Quote:
Yep. As it was written in Java, it should work on Mac, Linux, Solaris, etc... Just run the jar file (The exe is just a wrapper to verify if Java is instaled) |
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shannong
Test Subject
Join Date: Jun 2009 |
This tool is designed to perform "XML Tuning" modifications. It is working with the Electronic Arts\The Sims 3\Game\Bin\GamePlay\GameplayData.package file, which is where all the relatively safe tuning parameters for the game live. With that preamble:
The upside to this program (its ease of use) is also its downside. It hides the actual resource ID, showing you only the resource *name*. The resource IDs look like this: 0xdfd048952e802db0. If you inspect various mods using a tool like S3PE, you'll see that they contain only the resource IDs. It's easy to figure out whether a given mod you just downloaded will conflict with any of the mods you already use by opening them all in S3PE and noting the resource IDs for each resource in the mod. If any two mods you want to use have the same resource ID in them, you will have a conflict between them. In this case you either have to pick which one you prefer or figure out what each mod does in the conflicting resource, and then make your own mod that incorporates the things that both of the mods do to that resource. Another potential downside is that this app might be displaying the various "deprecated tunings" in each resource but not highlighting them in any way. So you might think you're changing a current tuning when in fact you're changing a deprecated tuning. (Maybe the app author is just outright hiding the deprecated tuning values, but I can't tell from the supplied screenshot.) If you rely on a change to a deprecated tuning, one of two things will happen: A) nothing at all, or B) in some future patch your mod will stop working correctly because the underlying logic that uses the deprecated value was finally changed/removed. BTW "deprecated" in the programming sense means "do not use this value any more--it might work for now but we're planning on removing it eventually". ------- A tool that would be incredibly useful to the *user* community would be one that can trawl every subdirectory in your Mods\Packages folder, open each .package file and write the resource IDs used in each package file to a text file output (or screen output/report/etc). Even better if the program can automatically highlight any conflicting resources that it finds in all the mod files that it opens and tell you exactly with .package files have the conflicting resources. Such a tool would make it very easy for all users to tell whether that shiny new mod they'd like to download and install will bork their game or not. Right now, only the folks who are actually comfortable using S3PE (namely, the modders) can suss out potential mod conflicts. |
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