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Old 19th Apr 2011, 11:02 PM DefaultTSM Aging Manager #1
Shimrod101
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The mod available here http://ts3.tscexchange.com/index.php?topic=5194.0 enables aging in TSM, similar to Sims3 aging. Sims age up by themselves, there is no clicking on the birthday cake, I couldn't find one; there are no pie menu clickies or configuration options. Sims who age do so overnight at the village shoppe, and walk out the next morning aged up.

Aging is limited, severely, so the mod's usefulness is limited. Many sims will not age up at all; this is not by design on my part, just the way it is. I've attempted modding various XMLs (not included in this mod) and couldn't make more stuff happen, or force more sims to be affected.

Sims who age are the Townie or Iconic Townie children, they all age to adults, like Philippa the Waif:





And Osric the Scamp, untouched by me in CaS, game ages him like this:





Some adult sims will age to elders, but this is apparently only adults who are Townie or Iconic Townies, Roleplayer sims will not age up, and there are a lot of the sims in all kingdoms who are roleplayers. At any rate, only a handful of sims will ever age to elders as far as I have seen, all Townie adults will not age up for some reason. But here is one of them:





Hero sims and Hero children will not age up. Townie children who have aged to adult will apparently never age further to elder. Elders will not die of old age, I couldn't make this happen.

Mod is available in 2-day or 7-day aging flavours.

MedievalMods and Sims3mods: Will O' Wisp fix, UI Sounds Disabled, No Cars, Gnome Family Planner, Townies Out on the Town, No Martial Arts Clothes, Fast Skilling, etc. http://simsasylum.com/tfm/
Old 20th Apr 2011, 04:42 PM #2
~MadameButterfly~
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Thank-you...I'm going to give it a go. I wonder if these means that those who do grow up, I can send them to the pit. (I'm in a send-them-to-the-pit mood.)
Old 20th Apr 2011, 05:53 PM #3
yeabil
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Thanks this is great! :D
Old 20th Apr 2011, 06:30 PM #4
Sophie-David
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This is in intriguing! When you say that they "age up" I understand that you are referring to age transitions, such as child to adult, or adult to elder. Are you also referring to a progressive application of the wrinkle makup affect that is available in CAS? Not being a Sims 3 player, I don't know what Sims 3 aging involves.
Old 20th Apr 2011, 11:35 PM #5
Rosawyn
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I'm pretty sure Servant Gertie always looks like that with grey hair and wrinkles, so I'm not sure how she's supposed to have aged into an elder?
Old 3rd Jul 2011, 11:19 PM #6
Moon Jaguar
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*cries* Is this going to be back online? I never got to try it.
Old 4th Jul 2011, 09:55 PM #7
Shimrod101
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I haven't placed this mod up at my current forum because the mod seems to have stopped working for me: none of the current townie children are aging up in the game I'm playing right now. I'll try starting a new game though and see if it works then.

MedievalMods and Sims3mods: Will O' Wisp fix, UI Sounds Disabled, No Cars, Gnome Family Planner, Townies Out on the Town, No Martial Arts Clothes, Fast Skilling, etc. http://simsasylum.com/tfm/
Old 7th Aug 2011, 10:51 PM #8
grimreefer24601
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Hey Shimrod, sorry to bring up an old thread, but I'm looking into reenabling this with my core mod. I'd love to look at what you changed with this mod, but I can't download it anywhere. Did you only modify the AgingManager xml? Also, I assume you changed some of the life stage lengths and whether it's enabled by default. Did you change anything else? And, what was the last version this worked with?

I've messed around a lot lately with aging, but so far all I can get is the warning that the child is about to grow up. (Yes, I've enabled it with hero children.)

I hope you don't mind giving me this information.

Love your mods by the way.
Old 8th Aug 2011, 04:42 PM #9
Shimrod101
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I used only Aging Manager, yes. I changed only where aging is enabled by default, and all the entries on ...SimDaysPerAgingYear, whether it is Default or Normal or whatever, I placed these all at the same number, except the one on Maximum I gave an extra day (because of the age staggering bit).
The entries on AgingStageLength I left alone.
The part with elders or pseudo-elders is apparently only pushing those face slider wrinkles thingies, and not doing anything else; so this part I've actually trashed, it's worthless. The stuff which made that work are not in the XML, I copied some stuff from the Sims 3 AgingManager to do that.
I was certainly on the 1.3.13 when the aging of my townie children stopped happening, but if this happened right away is difficult for me to say. In other words I don't know if this mod has aged up a child on the 1.3.13 or not.

MedievalMods and Sims3mods: Will O' Wisp fix, UI Sounds Disabled, No Cars, Gnome Family Planner, Townies Out on the Town, No Martial Arts Clothes, Fast Skilling, etc. http://simsasylum.com/tfm/
Old 9th Aug 2011, 12:41 AM #10
grimreefer24601
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Thanks for the info. I have some older cores that I can go through, I just needed to know how far back to go. And I hadn't thought about looking at TS3's aging manager, even though I should have. Hopefully I can figure something out.

Thanks again!
Old 9th Aug 2011, 01:19 PM #11
vp21ct
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Problem: Hero Sims Don't age up?

Solution: All Hero Sims are now Elves.
Old 9th Aug 2011, 08:44 PM #12
DarthKitsune
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Quote:
Originally Posted by vp21ct
Problem: Hero Sims Don't age up?

Solution: All Hero Sims are now Elves.


I always make my Hero Sims Elves.
Old 10th Aug 2011, 01:57 AM #13
grimreefer24601
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Come on, elves age. Just really slow. Hugh Heffner I think doesn't age anymore though. So all my Hero Sims own Playboy.
Old 10th Aug 2011, 03:49 AM #14
DarthKitsune
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Using that logic, all of my sims are now Larry King.
Old 2nd Oct 2011, 06:55 AM #15
rothn
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OK, I just made a core mod that changes this:
Code:

L_0000: ldarg.0
L_0001: callvirt instance bool Sims3.Gameplay.CAS.SimDescription::get_Adult()
L_0006: brfalse.s L_000a
L_0008: ldc.i4.0
L_0009: ret
L_000a: ldarg.0
L_000b: callvirt instance bool Sims3.Gameplay.CAS.SimDescription::get_Baby()
L_0010: brfalse.s L_0014
L_0012: ldc.i4.1
L_0013: ret
L_0014: ldarg.0
L_0015: callvirt instance bool Sims3.Gameplay.CAS.SimDescription::get_Child()
L_001a: brfalse.s L_0028
L_001c: call class TownieSystem.TowniePool TownieSystem.TowniePool::GetTowniePool()
L_0021: ldarg.0
L_0022: callvirt instance bool TownieSystem.TowniePool::IsTownie(class Sims3.Gameplay.CAS.SimDescription)
L_0027: ret
L_0028: ldc.i4.0
L_0029: ret

to this:
Code:

L_0000: ldarg.0
L_0001: callvirt instance bool Sims3.Gameplay.CAS.SimDescription::get_Adult()
L_0006: brfalse.s L_000a
L_0008: ldc.i4.0
L_0009: ret
L_000a: ldc.i4.1
L_000b: ret


In other words, TSM still won't age adult sims, but it will age child sims even if they aren't townies.

Wondering why my core mod wasn't doing anything after I tried everything (even replacing the original GameplaySystems.dll file in C:\Program Files\Electronic Arts\The Sims Medieval(TM)\Game\Bin\gameplay.package with my modded one), I turned to google and found this. Unfortunately, I now realize that only my core mod in conjunction with this one will enable the aging of royal children. The only problem is that http://ts3.tscexchange.com/index.php?topic=5194.0 is down, and so I can't get a hold of this mod. Does anybody have a copy of this mod on their computer?

Error: Keyboard not attached. Press F1 to continue. - Windows XP Setup
Hey! It compiles! Ship it! - Microsoft
Love is Hate. War is Peace. Windows is stable. - 1984 (sort of)
Old 2nd Oct 2011, 07:36 AM #16
DarthKitsune
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Sadly, There is a curse upon my Kingdom, and no children have been born in generations. YAY!
Old 2nd Oct 2011, 09:44 AM #17
rothn
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You must attach a link to the mod that used to be at http://ts3.tscexchange.com/index.php?topic=5194.0 Please re-upload it to MTS (or use mediafire.com), as it must have been taken down

Error: Keyboard not attached. Press F1 to continue. - Windows XP Setup
Hey! It compiles! Ship it! - Microsoft
Love is Hate. War is Peace. Windows is stable. - 1984 (sort of)
Old 2nd Oct 2011, 11:36 AM #18
Shimrod101
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Grimreefer has already fixed the aging issue in his core mod. The aging isn't automatic though, one has to click on the child and choose to age them up.

I don't have my aging mod available anywhere because it doesn't actually work, not on the current game anyway. You can make this mod easy enough yourself, it was only the AgingManager XML.

Towards the bottom this needs changing, it was on false.
<kAgingEnabledByDefault>
<value>True</value>
</kAgingEnabledByDefault>

All of the entries like these I changed to the value 7, on the other flavor of the mod I used 2 days on these.
<kShortSimDaysPerAgingYear>
<value>7</value>
</kShortSimDaysPerAgingYear>
<kDefaultSimDaysPerAgingYear>
<value>7</value>
</kDefaultSimDaysPerAgingYear>

The entry for Epic, Long, Normal, everything on the same number. Only the entry for MaximumSimDays I set at one day higher.

MedievalMods and Sims3mods: Will O' Wisp fix, UI Sounds Disabled, No Cars, Gnome Family Planner, Townies Out on the Town, No Martial Arts Clothes, Fast Skilling, etc. http://simsasylum.com/tfm/
Old 2nd Oct 2011, 03:47 PM #19
grimreefer24601
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What function are you overwriting there in the IL you posted? I've messed around a lot with aging, and the closest I got it was having the game say it was so and so's birthday. The aging never actually happened.

Your IL looks like the code from AgingManager::CanAge. If it is, I can guarantee it won't enable aging, because I've already modded that code.
Old 2nd Oct 2011, 07:06 PM #20
rothn
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What code needs to be modded?

FYI, yes, it is from the aging manager...


PS: Where is the AgingManager xml? What package, and could you give me an instance Id?



OK, after getting a lot better at IL, I hardcoded a mod. It is in preliminary stages (a sim will be immediately aged up from baby->adult, or child->adult if the sim is already a child). I'm going to try to implement time limits now...

Error: Keyboard not attached. Press F1 to continue. - Windows XP Setup
Hey! It compiles! Ship it! - Microsoft
Love is Hate. War is Peace. Windows is stable. - 1984 (sort of)
Last edited by rothn : 3rd Oct 2011 at 02:57 AM.
Old 3rd Oct 2011, 05:40 AM #21
rothn
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Well, for some reason, royal sims don't age... Anyway, replace the GameplaySystems.dll in your gameplay.package with the one attached here. Also remember that you need the modded d3dx9_31.dll

Child sims will pretty much disappear and then respawn later as adults. I don't know, but this MAY make your game slower by spawning an infinite amount of child swordfighting NPCs (remember the bug in TS2: BV, kind of like that...)
Download - please read all instructions before downloading any files!
File Type: zip GameplaySystems.zip (1.89 MB, 24 downloads) - View custom content
Description: This contains the new GameplaySystems.dll file.

Error: Keyboard not attached. Press F1 to continue. - Windows XP Setup
Hey! It compiles! Ship it! - Microsoft
Love is Hate. War is Peace. Windows is stable. - 1984 (sort of)
Old 3rd Oct 2011, 03:55 PM #22
Shimrod101
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Quote:
Originally Posted by rothn
PS: Where is the AgingManager xml? What package, and could you give me an instance Id?


The XMLs and ITUNS are in the SASFullbuild2. Everything in there is the original stuff though, which came with the 1.0 game. Anything that's newer or has been updated with one of the patches is in the SASDeltabuild2, so you always need to check the Deltabuild file to see if the thingy is there.

MedievalMods and Sims3mods: Will O' Wisp fix, UI Sounds Disabled, No Cars, Gnome Family Planner, Townies Out on the Town, No Martial Arts Clothes, Fast Skilling, etc. http://simsasylum.com/tfm/
Old 4th Oct 2011, 01:43 AM #23
rothn
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The XMLs and ITUNs are in a format S3PE can't understand. It's OK, though. The mod is hardcoded. I install a hook in the Simulate() method of the Sim class that ages up a sim if not an adult. It seems, though, that either the AgeUp class got broken (maybe missing resources?), or some sims don't call Simulate(). I am guessing that it is the first...

Error: Keyboard not attached. Press F1 to continue. - Windows XP Setup
Hey! It compiles! Ship it! - Microsoft
Love is Hate. War is Peace. Windows is stable. - 1984 (sort of)
Old 4th Oct 2011, 02:25 AM #24
grimreefer24601
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A little searching would show that you need a DTTB converter.

Also, adding the dll won't work for most people here at MTS. You need to add a package which includes your dll.

I can't try the mod at the moment because my video card is fried, but really, I've tried the code you've shown in 2.0, and it doesn't work for me.

My code that is in my 2.0 build is this in C#:

public static bool CanAge(SimDescription sim)
{
return !sim.Adult && (sim.Baby || sim.Child);
}

Which does something similar as to what you have said you IL code does.
My 2.0 build in IL:

IL_0000: ldarg.0
IL_0001: callvirt instance bool Sims3.Gameplay.CAS.SimDescription::get_Adult()
IL_0006: brfalse.s IL_000a
IL_0008: ldc.i4.0
IL_0009: ret
IL_000a: ldarg.0
IL_000b: callvirt instance bool Sims3.Gameplay.CAS.SimDescription::get_Baby()
IL_0010: brfalse.s IL_0014
IL_0012: ldc.i4.1
IL_0013: ret
IL_0014: ldarg.0
IL_0015: callvirt instance bool Sims3.Gameplay.CAS.SimDescription::get_Child()
IL_001a: brfalse.s IL_001e
IL_001c: ldc.i4.1
IL_001d: ret
IL_001e: ldc.i4.0
IL_001f: ret

This is the actual code from my 2.0 P&N core.

It is almost identical to your posted code except that it checks to see if a sim is a child or baby. Truely, if this is the only code you've changed, my core should add the same functionality.

I would love to help you with your modding for TSM, but so far this doesn't seem like it will work;
Last edited by grimreefer24601 : 4th Oct 2011 at 02:52 AM.
Old 4th Oct 2011, 02:44 AM
rothn
This message has been deleted by rothn. Reason: nvm
Old 4th Oct 2011, 02:59 AM #25
rothn
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It is a lot more than that. There are many edits to key parts in the assembly. Too many to show you. Here is some of the key code.

Code:

.method /*060077EC*/ public hidebysig static
bool CanAge(class Sims3.Gameplay.CAS.SimDescription/*02000225*/ sim) cil managed
// SIG: 00 01 02 12 88 94
{
// Method begins at RVA 0x18cf7a
// Code size 42 (0x2a)
.maxstack 8
.locals init (
[0] valuetype Sims3.Gameplay.ActorSystems.AgingState state,
[1] valuetype [UI]Sims3.UI.StyledNotification/Format format,
[2] string simName)/*
ldarg.0
call instance valuetype Sims3.Gameplay.CAS.SimDescription/NameProxy Sims3.Gameplay.CAS.SimDescription::GetNameProxy()
callvirt instance string [mscorlib]System.Object::ToString()

stloc.s simName
ldloca.s format
ldloc.s simName
//ldstr "Is this even called?"
ldc.i4.4
call instance void [UI]Sims3.UI.StyledNotification/Format::.ctor( string, valuetype [UI]Sims3.UI.StyledNotification/NotificationStyle)
ldloc.1
call class [UI]Sims3.UI.StyledNotification [UI]Sims3.UI.StyledNotification::Show(valuetype [UI]Sims3.UI.StyledNotification/Format)
pop */

IL_0000: /* 02 | */ ldarg.0
IL_0001: /* 6F | (06)000E67 */ callvirt instance bool Sims3.Gameplay.CAS.SimDescription/*02000225*/::get_Adult() /* 06000E67 */
IL_0006: /* 2C | 02 */ brfalse.s IL_000a

IL_0008: /* 16 | */ ldc.i4.0
IL_0009: /* 2A | */ ret
IL_000a: ldarg.0
newobj instance void Sims3.Gameplay.ActorSystems.AgingState::.ctor(class Sims3.Gameplay.CAS.SimDescription)
stloc.s state
ldsfld class Sims3.Gameplay.ActorSystems.AgingManager Sims3.Gameplay.ActorSystems.AgingManager::sSingleton
ldloc.s state
call instance void Sims3.Gameplay.ActorSystems.AgingManager::AgeTransitionWithoutCake(class Sims3.Gameplay.ActorSystems.AgingState)

/* 17 | */ ldc.i4.1
IL_000b: /* 2A | */ ret
} // end of method AgingManager::CanAge


and also the end of the Sim::Simulate method

Code:

IL_0049: /* 28 | (06)003A92 */ call instance void Sims3.Gameplay.Actors.Sim/*02000971*/::DoInteraction() /* 06003A92 */
ldarg.0
call instance class Sims3.Gameplay.CAS.SimDescription/*02000225*/ Sims3.Gameplay.Actors.Sim/*02000971*/::get_SimDescription() /* 060039E9 */
call bool Sims3.Gameplay.ActorSystems.AgingManager::CanAge(class Sims3.Gameplay.CAS.SimDescription)
pop
IL_004e: /* 2B | BB */ br.s IL_000b
} // end of method Sim::Simulate


I know it ain't pretty, but, well...

The thing is that when sims are supposed to age, I have no way of knowing if the aging interaction succeeds and the results are propagated without any testers...

Error: Keyboard not attached. Press F1 to continue. - Windows XP Setup
Hey! It compiles! Ship it! - Microsoft
Love is Hate. War is Peace. Windows is stable. - 1984 (sort of)
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