List of Extant TS3 Mods?
mibsywibsy:
Quote from: Czezechael on 2009 June 06, 06:10:09
So HP's skin mods are safe to use with TS3 Awesomeware?
I'm using HP's skins, No Build Sparkles, & No Zzzs mods, plus Rick's No Intro mod, the Cyber0ps version of the n00dz patch, and basically all the custom patterns from MTS along with Awesomemod. Everything seems to be working fine. Haven't tried Cyber0ps mods yet (since they personally seem cheaty and not in line with how I play), nor Rick's console command unlocker. Treeag's unlocker specifically will not work.
Those are, btw, all the mods I'm aware exist for TS3 at the moment.
morriganrant:
Cyber0p's mods can be found at CustomSims3, I can't recommend them as I have not tried them, and you shouldn't mix and match mods right now. It doesn't work like it did in the Sims 2.
http://www.customsims3.com/forum1/YaBB.pl?num=1243882309
Czezechael:
I was just using a bit of common sense when applying mods, I doubt graphical removal will really result in much conflict with Awesomeware. I'm using No Zs, No WallSparkles, No Intro, and HP's skins along with Awesomeware to no ill effect.
It took me a bit to get the skins working proper, but that's cos I'm very brilliant indeed and totally glossed over the possibility that I could have just forgotten to unpack what I was missing into the Packages directory.
So, custom patterns from MTS, are those actually entirely new patterns or merely recolours of preexisting patterns? It bears asking, as I believe "the official the TS3 exchange" allows for boring repatterned furniture as uploads for "new objects", at least from what I saw in the three seconds I poked around over there..
mibsywibsy:
Quote from: Czezechael on 2009 June 06, 10:18:56
So, custom patterns from MTS, are those actually entirely new patterns or merely recolours of preexisting patterns? It bears asking, as I believe "the official the TS3 exchange" allows for boring repatterned furniture as uploads for "new objects", at least from what I saw in the three seconds I poked around over there..
Entirely new patterns. See here: http://www.modthesims.info/download.php?t=342998
And here are all the new patterns themselves: http://www.modthesims.info/browse.php?f=588&showType=2&gameOrig=1&gameUni=1&gameNL=1&gameOFB=1&gamePets=1&gameSeasons=1&gameBV=1&gameFT=1&gameAP=1&gameFFS=1&gameGLS=1&gameCLS=1&gameHMS=1&gameTSS=1&gameKBS=1&gameIKS=1&gameHHS=1&gameMGS=1&gs=2
The HP and aikea ones are really, really well done, in particular.
MasterDinadan:
I'm guessing that CyberOps mods are of the "XML injection" flavor. I doubt he would release multiple script packages instead of just one script package containing all the changes, if they can't be used together.
Most of these mods simply make it so you can do trait-specific actions without possessing the trait. This sounds more like XML stuff. It would be very stupid for them to write out all of the restrictions in the script rather than just have the script check the XML file. I'm not going to rule out stupid, but even if those mods are script packages, I don't think you can do harm by installing more than one. They simply will not all work.
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