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| Pippa_michelle |
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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 |
| ..::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.
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#278 | |
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hotroxy777
Test Subject
Join Date: Nov 2010 |
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Yes it's work for me. |
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#279 | |
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DocHolladay
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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. |
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#280 | |
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treeag
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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. |
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Last edited by treeag : 6th Apr 2011 at 05:34 AM.
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#281 |
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alexpilgrim
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Thanks a lot, it more or less what I imagined but I wasn't sure.
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#282 |
| Jennybean |
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!! |
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#283 |
| crinrict |
All mods available are linked here: http://www.modthesims.info/showthread.php?t=438701 |
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#284 |
| Jennybean |
Thank you so much crinrict!!
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#285 |
| ..::lilith::.. |
@hotroxy777: Thank you! I'm going to try them today!
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#286 | |
| bestock |
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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. |
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#287 |
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Upanova01
Test Subject
Join Date: Aug 2008 |
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! |
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#288 | |
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akbaa
Lab Assistant
Join Date: Mar 2011 |
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You could consider running it in Bootcamp |
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#289 | |
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emfellows
Test Subject
Join Date: Apr 2011 |
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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.. |
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#290 | |
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treeag
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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. |
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#291 | |
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rcranger9
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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. | |
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I'm cooler than cool! I'm stupid! |
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#292 |
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velocitygrass
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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. 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. |
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Last edited by velocitygrass : 10th Apr 2011 at 11:05 AM.
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#293 |
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Rick
Original Poster
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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. |
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#294 | |
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velocitygrass
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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! |
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#295 |
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Rick
Original Poster
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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). |
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#296 |
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Crippsey
Test Subject
Join Date: Jan 2009 |
I can't get to mod.gib.me to download DebugEnabler. Is the site down? |
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#297 | |
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velocitygrass
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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! |
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#298 |
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leesester
Flaily Fish
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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. |
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More downloads by Leesester, BoilingOil and others at Leefish.nl | My Stuff at Leefish.nl | LeeFish RSS |
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#299 | |
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Winterhart
Forum Resident
Join Date: Dec 2007 |
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Sometimes the Dragon wins and I AM the Dragon! |
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#300 | |
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Srikandi
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Or better than just one more thread: a TSM modding subforum 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. |
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Last edited by Srikandi : 7th Apr 2011 at 06:40 AM.
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The mass conversions overwrite the existing files! So work on copies!
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 


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