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#276
5th Apr 2011 at 11:37 PM
Posts: 10
I wants more hair!!
Quote: Originally posted by tauer
Where are we on Sims 2/3 hair conversions? I'm a little dissapointed in the lack of hair styles |
I totally agree, the only thing I struggle with is hair and gowns.I'd love to see long ophelia type hair and a crown circlet for my Queen. *dreamy face* I think the dresses could be prettier too, a lot of them make the sim look a lot wider than they are. Also,more impressive costumes for Wizards!
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#277
6th Apr 2011 at 12:47 AM
Posts: 61
I have a small question (yes another one, sorry!).
I was wondering if treeag's AutoDisableClothingFilter & Edit In CAS work with 1.2... She mentioned that her game version was 1.1.
Sorry if this is been answered and I missed it.
I was wondering if treeag's AutoDisableClothingFilter & Edit In CAS work with 1.2... She mentioned that her game version was 1.1.
Sorry if this is been answered and I missed it.
Test Subject
#278
6th Apr 2011 at 1:20 AM
Posts: 45
Quote: Originally posted by ..::lilith::..
I have a small question (yes another one, sorry!). I was wondering if treeag's AutoDisableClothingFilter & Edit In CAS work with 1.2... She mentioned that her game version was 1.1. Sorry if this is been answered and I missed it. |
Yes it's work for me.
Lab Assistant
#279
6th Apr 2011 at 1:31 AM
Posts: 80
Thanks: 164 in 3 Posts
Quote: Originally posted by doren
Is there any command with which I can alter the aspects? In the list of cheats there is "setKingdomPoints" and "setKP" and I am unsure if they are what I am looking for and what I would have to set as a value. |
If you want to reset the aspects, you might want to test what happens by moving the following file from the saves folder: ach.package
Place it on the desktop or some other easily found spot for testing. My guess is that file contains the aspect totals for the game.
#280
6th Apr 2011 at 5:22 AM
Last edited by treeag : 6th Apr 2011 at 5:34 AM.
Quote: Originally posted by alexpilgrim
Sorry, I have a silly question, I've tried to look for an answer in this thread but I'm confused... does Treeag's "Testing cheats Enabled" mod replace having the modified .ini file or do you need to have that file modified in any case to be able to use mods? Just in case it's safer for the game to just have a mod in the Packages folder instead, or if both things can conflict (or are they unrelated?) |
If you use my mod you don't have to modify any .ini file. It's safer that way because from experience with TS3, sometimes a patch would bitch and moan about there being a modified file and refuse to install. It's the same logic behind why when you make XML tuning mods you don't make the changes directly in gameplaydata.package but you make a new package to override the original values.
#281
6th Apr 2011 at 6:25 AM
Posts: 530
Thanks: 4198 in 12 Posts
Thanks a lot, it more or less what I imagined but I wasn't sure.
#282
6th Apr 2011 at 11:23 AM
Posts: 85
I must have missed out on this throughout the last 12 pages, but could someone please tell me where I can find all of treeag's wonderful mods, including the "Testing Cheats Enabled" one? Thanks!!
#283
6th Apr 2011 at 11:32 AM
Posts: 965
All mods available are linked here: http://www.modthesims.info/showthread.php?t=438701
#285
6th Apr 2011 at 12:54 PM
Posts: 61
@hotroxy777: Thank you! I'm going to try them today!
#286
6th Apr 2011 at 3:48 PM
Posts: 207
Quote: Originally posted by *Laure*
Becca uses the EA CAP tool to make her patterns. Converting CAP tool sims3pack to packages causes problems in TS3 and I guess they cause the same in TSM. From my poking around, it seems that CAP tool handles the image files differently. It seems to keep each color "channel" as a separate file (within the pack). I would expect patterns made by the TSRW tool to be convertible. (Also, the mac version of the CAP tool is messed up - it will only allow patterns with one color option to be exported to sims3packs, instead of the 4 channel options that the windows version allows. ) |
darn EA crap. Thanks for the info! It's quite annoying (about the Mac version and all) but at least this helps explain why I can't use the patterns I created.
Test Subject
#287
6th Apr 2011 at 4:56 PM
Posts: 13
Ok, I used the UnlockAllAchievements mod and started a new Kingdom game. A box showed up with all the unlocked content when I started. I then go to my old Kingdom, my 1st New Beginnings and have not seen all the new furniture and clothing! Am I doing something wrong or do I have to empty all the QP in the old kingdom, then save? Not sure what to do about this. Need help!
Lab Assistant
#288
6th Apr 2011 at 5:01 PM
Posts: 72
Quote: Originally posted by bestock
darn EA crap. Thanks for the info! It's quite annoying (about the Mac version and all) but at least this helps explain why I can't use the patterns I created. |
You could consider running it in Bootcamp I am using the newest Macbook Pro and the performance is simply horrible on Mac OS X :P
Test Subject
#289
6th Apr 2011 at 6:17 PM
Posts: 5
Quote: Originally posted by jbeach34
Thank you Rick! I guess if I'd opened the .package before commenting, I would've known! Sorry! -ish! But you knew that had to be asked by someone!!! |
I am 100% noob here and I just bought the game for the fist time.. You said you have to make a mod folder? I made one and I don't think I put it in the right spot bc it still doesn't work..
#290
6th Apr 2011 at 6:23 PM
Quote: Originally posted by bstar84
I had the Peteran priest already and was making a Jacobian priest (or whatever they're called lol). I saved her and clicked the checkmark to exit CAS, but it still showed no character for the position. Went back in, loaded my saved sim, and that time it worked. Later on I noticed an NPC wandering around with the same name and body/hair/face, just different clothes. I haven't seen this with any other character. Not sure what the heck happened but maybe there's a weird cheat I accidentally used? Not sure how helpful that is but maybe someone will figure it out. |
This happened to me the very first time I've ever tried to make a sim in TSM. It was of course a monarch. Later I saw the sim wandering around too, same appearance, same name, and all. It must be a glitch because I didn't have any cheats/mods installed at the time. Fresh install, vanilla game.
#291
6th Apr 2011 at 8:59 PM
Posts: 275
Quote: Originally posted by emfellows
I am 100% noob here and I just bought the game for the fist time.. You said you have to make a mod folder? I made one and I don't think I put it in the right spot bc it still doesn't work.. |
it needs to be in your game directory (C/program files/electronic arts/ sims medieval)
with the config file in the mod folder along with a folder for the packages.
I'm cooler than cool! I'm stupid!
#292
6th Apr 2011 at 9:01 PM
Last edited by velocitygrass : 10th Apr 2011 at 11:05 AM.
Posts: 902
Thanks: 32112 in 20 Posts
For Testing: DTTB Converter and S3PE Wrappers
The first thing I like to do for new expansions is check out the xml files. Unfortunately they changed the format in Medieval, so quick xml mods weren't possible (except for the files that were still xml). This is especially sad because things like the Lot cameras are in DTTB format.
The last couple of days I've worked on a converter and it's now at a point where I think it's usable.
Features:
The GUI should be self-explanatory. (Except maybe the little DTTB checkbox, which shows you if the currently opened file is a DTTB; since the display will always be xml you wouldn't otherwise notice the difference.)
Warning: The mass conversions overwrite the existing files! So work on copies!
Types that use DTTB format:
How to use this:
Notes on format and defaults:
The format needs to look like what was exported. Values are inline text in tags, not attributes. The defaults are at the end of the root tag and enclosed in a <Defaults> tag. This is also assumed to be the case when converting back into DTTB. & in values needs to be written as &.
Tested: As of v1.0.3 all files of above noted file types can be converted to XML and back and are binary same. The only exception is test1 (0xE08BC246785E2D07), so don't use that and remove it if you try to convert all files.
What you'll need to run it: Probably some .NET framework stuff, but I assume if you can run S3PE, this will run too, though it's the first time I've distributed a program, so any confirmation that this works for anyone would be great.
v1.0.1: Fixes for the format and minor GUI changes. At this point I can convert to XML and back to DTTB and get binary same results for above mentioned types except for three files (CraftingObjectIngredients, SingingSongs, and Plants). All other 3670 files converted correctly.
Specific format issues fixed: Empty tags are now distinguished from tags with empty value. The first child index for elements with no children is now the index of the first default element. (You'll need to re-export as XML for this to take effect.)
v1.0.2 Fixed incorrect order of hashes. Now the order of tags in the xml doesn't matter. It's automatically sorted by hash as it should be.
v1.0.3 Fixed the issue with CraftingObjectIngredients, SingingSongs, and Plants, so all files (except the broken test1) work now. Also minor GUI tweaks.
Wrapper for S3PE! Supports display and import/export via Grid (see readme.txt in zip for instructions)
Credits: I've used Peter L Jones' FNVHash code from s3pi and his code for how wrappers work.
Thanks to Rick for pointing out that the correct name of the format is DTTB.
License: GPL. I'll attach the Visual C# 2008 Express project, which includes the source code.
Note: Wrapper for CASParts has been moved to a different post.
The first thing I like to do for new expansions is check out the xml files. Unfortunately they changed the format in Medieval, so quick xml mods weren't possible (except for the files that were still xml). This is especially sad because things like the Lot cameras are in DTTB format.
The last couple of days I've worked on a converter and it's now at a point where I think it's usable.
Features:
- Open DTTB file and display it as xml
- Edit inline and save as DTTB
- Save as XML
- Mass convert to XML or to DTTB
The GUI should be self-explanatory. (Except maybe the little DTTB checkbox, which shows you if the currently opened file is a DTTB; since the display will always be xml you wouldn't otherwise notice the difference.)
Warning: The mass conversions overwrite the existing files! So work on copies!
Types that use DTTB format:
- 0x0333406C (_XML) Note: some files of this type are still in normal xml
- 0x03B33DDF (ITUN)
- 0xBD21A6D1 (quests)
- 0xB494439F (hero stuff, mostly daily responsibilities, I think)
How to use this:
- Export a DTTB file in the package editor of your choice.
- Open in DTTB Converter
- Either make changes directly inline and save as DTTB or
- Save as XML, make your changes in an xml editor of your choice, then open in DTTB Converter and save as DTTB
- Create new package and import modified DTTB
Notes on format and defaults:
The format needs to look like what was exported. Values are inline text in tags, not attributes. The defaults are at the end of the root tag and enclosed in a <Defaults> tag. This is also assumed to be the case when converting back into DTTB. & in values needs to be written as &.
Tested: As of v1.0.3 all files of above noted file types can be converted to XML and back and are binary same. The only exception is test1 (0xE08BC246785E2D07), so don't use that and remove it if you try to convert all files.
What you'll need to run it: Probably some .NET framework stuff, but I assume if you can run S3PE, this will run too, though it's the first time I've distributed a program, so any confirmation that this works for anyone would be great.
v1.0.1: Fixes for the format and minor GUI changes. At this point I can convert to XML and back to DTTB and get binary same results for above mentioned types except for three files (CraftingObjectIngredients, SingingSongs, and Plants). All other 3670 files converted correctly.
Specific format issues fixed: Empty tags are now distinguished from tags with empty value. The first child index for elements with no children is now the index of the first default element. (You'll need to re-export as XML for this to take effect.)
v1.0.2 Fixed incorrect order of hashes. Now the order of tags in the xml doesn't matter. It's automatically sorted by hash as it should be.
v1.0.3 Fixed the issue with CraftingObjectIngredients, SingingSongs, and Plants, so all files (except the broken test1) work now. Also minor GUI tweaks.
Wrapper for S3PE! Supports display and import/export via Grid (see readme.txt in zip for instructions)
Credits: I've used Peter L Jones' FNVHash code from s3pi and his code for how wrappers work.
Thanks to Rick for pointing out that the correct name of the format is DTTB.
License: GPL. I'll attach the Visual C# 2008 Express project, which includes the source code.
Note: Wrapper for CASParts has been moved to a different post.
Attached files:
DttbConverter_v103.zip (53.7 KB, 610 downloads) - View custom content | ||
20480 04-09-11 00:59 DttbConverter_v103_x86.exe 1641 04-06-11 22:46 Dttb Converter source code v1.0.3/DttbConverter.sln 44032 04-09-11 00:58 Dttb Converter source code v1.0.3/DttbConverter.suo 0 04-09-11 01:03 Dttb Converter source code v1.0.3/DttbConverter/ 19113 04-09-11 00:26 Dttb Converter source code v1.0.3/DttbConverter/Dttb.cs 7310 04-06-11 22:45 Dttb Converter source code v1.0.3/DttbConverter/DttbConverter.csproj 592 04-06-11 21:12 Dttb Converter source code v1.0.3/DttbConverter/DttbConverter.csproj.user 5837 04-09-11 00:58 Dttb Converter source code v1.0.3/DttbConverter/DttbConverterForm.cs 7875 04-06-11 22:48 Dttb Converter source code v1.0.3/DttbConverter/DttbConverterForm.Designer.cs 5814 04-06-11 21:08 Dttb Converter source code v1.0.3/DttbConverter/DttbConverterForm.resx 5752 04-04-11 20:22 Dttb Converter source code v1.0.3/DttbConverter/FNVHash.cs 517 04-06-11 22:43 Dttb Converter source code v1.0.3/DttbConverter/Program.cs 0 04-09-11 01:03 Dttb Converter source code v1.0.3/DttbConverter/Properties/ 1464 04-09-11 00:26 Dttb Converter source code v1.0.3/DttbConverter/Properties/AssemblyInfo.cs 2853 04-06-11 22:45 Dttb Converter source code v1.0.3/DttbConverter/Properties/Resources.Designer.cs 5612 04-03-11 22:57 Dttb Converter source code v1.0.3/DttbConverter/Properties/Resources.resx 1094 04-06-11 22:45 Dttb Converter source code v1.0.3/DttbConverter/Properties/Settings.Designer.cs 249 04-03-11 22:57 Dttb Converter source code v1.0.3/DttbConverter/Properties/Settings.settings 35147 04-06-11 21:17 Dttb Converter source code v1.0.3/gpl-3.0.txt 20480 04-09-11 00:58 DttbConverter_v103_x64.exe -------- ------- 185862 20 files |
||
Description: DTTB Converter source and application v1.0.3 | ||
DttbWrapper_v103.zip (36.9 KB, 458 downloads) - View custom content | ||
1143 04-09-11 00:23 readme.txt 12800 04-09-11 00:10 32bit/s3pi_velocitygrass.DttbResource.dll 12800 04-09-11 00:10 64bit/s3pi_velocitygrass.DttbResource.dll 1284 04-08-11 23:45 Dttb Wrapper v1.0.3 source code/DttbResource.sln 23040 04-09-11 00:10 Dttb Wrapper v1.0.3 source code/DttbResource.suo 0 04-09-11 00:12 Dttb Wrapper v1.0.3 source code/DttbResource/ 19113 04-08-11 23:29 Dttb Wrapper v1.0.3 source code/DttbResource/Dttb.cs 3647 04-09-11 00:07 Dttb Wrapper v1.0.3 source code/DttbResource/DttbResource.cs 3384 04-08-11 23:45 Dttb Wrapper v1.0.3 source code/DttbResource/DttbResource.csproj 74 03-30-11 18:28 Dttb Wrapper v1.0.3 source code/DttbResource/DttbResource.csproj.user 0 04-09-11 00:08 Dttb Wrapper v1.0.3 source code/DttbResource/Properties/ 1458 04-09-11 00:10 Dttb Wrapper v1.0.3 source code/DttbResource/Properties/AssemblyInfo.cs 35147 04-06-11 21:17 Dttb Wrapper v1.0.3 source code/gpl-3.0.txt -------- ------- 113890 13 files |
||
Description: DTTB Wrapper source and .dll and readme.txt |
#293
6th Apr 2011 at 9:32 PM
Posts: 150
Thanks: 26381 in 64 Posts
Please change the name. BTTD is wrong. BTTD is actually DTTB (it's little endian), and DTTB is DaTaTaBle. I have a fully working datatable tool myself that works 100%, but I've yet to commit it to my repository and provide binaries.
#294
6th Apr 2011 at 9:38 PM
Posts: 902
Thanks: 32112 in 20 Posts
Quote: Originally posted by Rick
DTTB is DaTaTaBle. |
Which makes a lot of sense. I'll change all occurrences of this. Hopefully the project files won't give me too much trouble.
Thanks for the correction!
#295
6th Apr 2011 at 9:42 PM
Posts: 150
Thanks: 26381 in 64 Posts
If you're interested in implementing the format correctly, the datatable handling is all in the C# script code in SimIFace.dll. (Utility.DataTable, Utility.DataNode).
Test Subject
#296
6th Apr 2011 at 10:13 PM
Posts: 1
I can't get to mod.gib.me to download DebugEnabler. Is the site down?
#297
6th Apr 2011 at 10:16 PM
Posts: 902
Thanks: 32112 in 20 Posts
Quote: Originally posted by Rick
If you're interested in implementing the format correctly, the datatable handling is all in the C# script code in SimIFace.dll. (Utility.DataTable, Utility.DataNode). |
Yes, I know. Of course, I only realized that after already spending a few days on looking at the format in hex and experimenting. I should have known to actually check first. I don't really know why I didn't. And I have to admit I only skimmed to check the things that were unclear. At least this way it's really my own code (for
A better tool will certainly be appreciated! I think a wrapper for S3PE would be ideal. I've done a reading one (for my experiments), but not one that supports editing and Grid export/import. I just felt that a lot of XML modders might be waiting for their chance to start fiddling with a few minor things and this should hold them over in the meantime. (And I admit I'd love for someone else to play with the camera settings and see if more freedom is possible.)
Thanks again for your help!
#298
7th Apr 2011 at 2:17 AM
Ok, so I have plodded through this thread - and found some great mods and tips - thanks to all who posted
When I first read about this game the thing that grabbed my attention was Quests, and hopefully the possibility to make custom quests (it might make the game bearable to play for a bit longer too)
So this is for Rick, and I hope its not a "request" but is there any progress on a Quest editor? I had a look at the files from velocitygrass and the XML posted by Rick, but I am failing to get to the quest editor part.
Maybe it would be an idea to have a separate thread for this as I think there is a lot of interest in this aspect of modding for TSM.
More downloads by Leesester, BoilingOil and others at Leefish.nl | My Stuff at Leefish.nl | LeeFish RSS | Sims4 News Blog | TumblinLeefish
When I first read about this game the thing that grabbed my attention was Quests, and hopefully the possibility to make custom quests (it might make the game bearable to play for a bit longer too)
So this is for Rick, and I hope its not a "request" but is there any progress on a Quest editor? I had a look at the files from velocitygrass and the XML posted by Rick, but I am failing to get to the quest editor part.
Maybe it would be an idea to have a separate thread for this as I think there is a lot of interest in this aspect of modding for TSM.
More downloads by Leesester, BoilingOil and others at Leefish.nl | My Stuff at Leefish.nl | LeeFish RSS | Sims4 News Blog | TumblinLeefish
#299
7th Apr 2011 at 5:28 AM
Quote: Originally posted by alexpilgrim
Sorry, I have a silly question, I've tried to look for an answer in this thread but I'm confused... does Treeag's "Testing cheats Enabled" mod replace having the modified .ini file or do you need to have that file modified in any case to be able to use mods? Just in case it's safer for the game to just have a mod in the Packages folder instead, or if both things can conflict (or are they unrelated?) |
Sometimes the Dragon wins and I AM the Dragon!
#300
7th Apr 2011 at 6:23 AM
Last edited by Srikandi : 7th Apr 2011 at 6:40 AM.
Posts: 6,105
Thanks: 12816 in 71 Posts
Quote: Originally posted by leesester
Ok, so I have plodded through this thread - and found some great mods and tips - thanks to all who posted When I first read about this game the thing that grabbed my attention was Quests, and hopefully the possibility to make custom quests (it might make the game bearable to play for a bit longer too) So this is for Rick, and I hope its not a "request" but is there any progress on a Quest editor? I had a look at the files from velocitygrass and the XML posted by Rick, but I am failing to get to the quest editor part. Maybe it would be an idea to have a separate thread for this as I think there is a lot of interest in this aspect of modding for TSM. |
Or better than just one more thread: a TSM modding subforum This thread is getting a tad unwieldy, and I think we have plenty of evidence now that there's interest in TSM modding. I assembled a quick reference list of TSM mods and TS3 mod types that work in TSM here: http://modthesims.info/showthread.php?t=438701
On quest modding: there's some discussion of the new binary format of the XML in this thread: http://www.modthesims.info/showthread.php?t=438948
I am wondering though whether you could really add a quest, or anyway an INTERESTING quest, with just XML modding. There are some basic elements most quests have, like choice popups, storyboard sequences (with illustrations), and of course quest steps and rewards, including inventory, gold, buffs, and stat modifications. But the more interesting quests also do things like add objects to the town (or unhide objects?), introduce NPCs, modify the appearance of sims, play what seem to be special animation sequences and so on. So in other words quests need to be able to call on a wide range of gameplay systems, and to have their own art resources as well.
In other words, quest modding may not be a smaller topic than TSM modding in general... in fact, it may encompass all other types of mods
I say that just from my experience playing, though, I can't back it up through code diving.
Who Posted
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