simsample
29th Aug 2011, 01:30 AM
This is how to mod objects to make them show up in CAW Metadata.
This method was devised by GiLaNg, as posted here (http://www.modthesims.info/showpost.php?p=3307626&postcount=90) and here. (http://simswiki.info/wiki.php?title=Sims_3:0x319E4F1D#Unknown7)
You need S3Pe:
http://dino.drealm.info/den/denforum/index.php?board=19.0
If it is a custom object you are modding, you can just open the file in S3Pe and find the OBJD, mod it and save the package.
If you want to mod an in-game object, then you will need to find the OBJD in the game files, and import that to a new package, so that you are overriding the game files.
I always find the OBJD of the object by looking in the the game data files (for example, Electronic Arts \The Sims 3 \GameData \Shared \Packages \DeltaBuild0.package). Then I extract the OBJD to a file, and import that to a new file in S3Pe. Whiterider has a slightly different method for finding an OBJD:
http://www.modthesims.info/showthread.php?t=445779
Once you have your OBJD imported to a new file, click on the OBJD and click 'grid' at the bottom of the page:
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1228754-ScreenHunter_01Aug.2900.46.jpg
Click the + next to Common Block, change it to 0x0000000E and click Commit (at the bottom of the window).
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1228755-ScreenHunter_04Aug.2900.47.jpg
Now, click Grid again to open up the window, and you will see a new option in CommonBlock- IsVisibleInWorldBuilder. Change the option to True.
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1228756-ScreenHunter_05Aug.2900.47.jpg
Change the BuildCategory Flags to 0x00008000 to make it show up in Misc objects (or 0x00001000 to group it with trees, or 0x00002000 to group it with Rocks).
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1228757-ScreenHunter_06Aug.2900.48.jpg
Click Commit, then save your file. Now, you can put that file in your CAW framework and your object will show up in CAW metadata.
http://simswiki.info/wiki.php?title=Game_Help:CAW_Framework
If you also put it in your Game Framework then it will show up in the World Editor bit of Sims 3, too.
NOTE: Anyone using a world made with EA/ in-game objects modded to show up in CAW will not need your mod installed to use the world. They will show up just fine, as they are already in-game objects. This mod just allows the objects to show up in the CAW catalog (metadata).
However, if you are modding a custom object to show in CAW, users of your world will need to have the custom object in their Mods folder. They won't need to have your version, modded to show up in CAW, installed though.
If people install your modded items to their in-game Mods folder, note that the objects will also show up in-game in the world editor screen. This may be desirable if you are modding a small item, but perhaps not so desirable if you are modding something like a distant terrain.
Thanks Bakafox for pointing this out!
This method was devised by GiLaNg, as posted here (http://www.modthesims.info/showpost.php?p=3307626&postcount=90) and here. (http://simswiki.info/wiki.php?title=Sims_3:0x319E4F1D#Unknown7)
You need S3Pe:
http://dino.drealm.info/den/denforum/index.php?board=19.0
If it is a custom object you are modding, you can just open the file in S3Pe and find the OBJD, mod it and save the package.
If you want to mod an in-game object, then you will need to find the OBJD in the game files, and import that to a new package, so that you are overriding the game files.
I always find the OBJD of the object by looking in the the game data files (for example, Electronic Arts \The Sims 3 \GameData \Shared \Packages \DeltaBuild0.package). Then I extract the OBJD to a file, and import that to a new file in S3Pe. Whiterider has a slightly different method for finding an OBJD:
http://www.modthesims.info/showthread.php?t=445779
Once you have your OBJD imported to a new file, click on the OBJD and click 'grid' at the bottom of the page:
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1228754-ScreenHunter_01Aug.2900.46.jpg
Click the + next to Common Block, change it to 0x0000000E and click Commit (at the bottom of the window).
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1228755-ScreenHunter_04Aug.2900.47.jpg
Now, click Grid again to open up the window, and you will see a new option in CommonBlock- IsVisibleInWorldBuilder. Change the option to True.
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1228756-ScreenHunter_05Aug.2900.47.jpg
Change the BuildCategory Flags to 0x00008000 to make it show up in Misc objects (or 0x00001000 to group it with trees, or 0x00002000 to group it with Rocks).
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1228757-ScreenHunter_06Aug.2900.48.jpg
Click Commit, then save your file. Now, you can put that file in your CAW framework and your object will show up in CAW metadata.
http://simswiki.info/wiki.php?title=Game_Help:CAW_Framework
If you also put it in your Game Framework then it will show up in the World Editor bit of Sims 3, too.
NOTE: Anyone using a world made with EA/ in-game objects modded to show up in CAW will not need your mod installed to use the world. They will show up just fine, as they are already in-game objects. This mod just allows the objects to show up in the CAW catalog (metadata).
However, if you are modding a custom object to show in CAW, users of your world will need to have the custom object in their Mods folder. They won't need to have your version, modded to show up in CAW, installed though.
If people install your modded items to their in-game Mods folder, note that the objects will also show up in-game in the world editor screen. This may be desirable if you are modding a small item, but perhaps not so desirable if you are modding something like a distant terrain.
Thanks Bakafox for pointing this out!