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Awesomeware / AwesomeMod! / Re: Awesomemod Request Thread
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on: 2013 March 17, 20:02:40
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I would like to request a new metric for the Science career, so Sims can level up with the new Science skill. Just like Sims in the Music career can improve performance with any music skill.
Edit: Nevermind, did it myself.
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7
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TS3/TSM: The Pudding / Pudding Factory / Re: Hidden Springs
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on: 2011 September 21, 03:39:44
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The game doesn't make any attempt to make the lots line up neatly; it just slaps them down in whatever slots are available and moves on. That's not true. The game places the lots in specific positions and rotations. These can be altered by editing the "AutoVenuePlacement.xml," which looks something like this: <HiddenSprings> <Venu_Name>kEP2_ConsignmentStore</Venu_Name> <Lot_Id>1614540730735267984</Lot_Id> <Lot_Rotation>270</Lot_Rotation> </HiddenSprings> <HiddenSprings> <Venu_Name>kEP2_FireStation</Venu_Name> <Lot_Id>1614540730735267968</Lot_Id> <Lot_Rotation>90</Lot_Rotation> </HiddenSprings> <!-- etc. -->
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8
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2011 August 18, 20:47:43
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I made a new assembly and new custom classes and they finally show up. Thanks for the help.
Edit: Is it possible to add social actions with Awesomemod? I looked at the code and "SocialData" and "Socializing" XMLs are supposed to work just as traits, skills, buffs, and books are loaded. I tried creating my "SocialData" XML, but the interactions didn't show up. So, I used the "socialinfo" cheat and that didn't work either. The cheat does nothing at all. It doesn't pop up saying "Social Not Found."
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10
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2011 August 10, 14:57:39
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Adding that stopped the "Flagrant Sytem Error," but "buffinfo" keeps telling no buff entry data was located. I tried renaming the XML to "AwesomeBuffs," just to check if there was a problem with my assembly, but "buffinfo" gave me the same messsage. I've also made and added custom classes to the buffs, but that didn't work either.
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11
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2011 August 08, 05:04:07
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I removed the "0x" part and I'm still getting the "Flagrant System Error." Obviously "buffinfo" refuses to find them. It's weird because custom traits load fine (i.e. "traitinfo" finds them and I can add/remove them with "add/droptrait.") Edit: "buffinfo" says: "BuffName for 'CustomBuff1' found, but no buffentry data was located." What am I missing? I have another question, how are commodities defined? None of the awesome traits uses them (except Incontinent, which uses "Bladder"). I've tried adding a commodity to my traits and that kept the trait from working. I also tried the method described here (see code below), but it seems outdated and when using it the game crashes. <CommodityKind> <Name></Name> <Hex></Hex> </CommodityKind>
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12
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2011 August 08, 02:25:17
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Now that I'm done with custom books, I'm trying to make custom traits and moodlets. I've managed to get my traits to load successfully. However, my moodlets are not working. Everytime I load the game I get a "Flagrant System Error," I have attached the error log. I'm using the same assembly I used for my traits (as these moodlets are going to be related to the traits) if that matters. Below is the XML, I'm using: <?xml version="1.0"?> <buffs> <BuffList> <Hex></Hex> <SKU>BaseGame</SKU> <BuffName></BuffName> <BuffDescription></BuffDescription> <BuffHelpText></BuffHelpText> <ThumbFilename></ThumbFilename> <AxisEffected></AxisEffected> <EffectValue></EffectValue> <DelayTimer>0</DelayTimer> <TimeoutLength></TimeoutLength> <PermaMoodlet>False</PermaMoodlet> <PermaMoodletColor></PermaMoodletColor> <PolarityOverride>NoOverride</PolarityOverride> <SolveCommodity></SolveCommodity> <AttemptAutoSolve>False</AttemptAutoSolve> <SolveTime></SolveTime> <Stackable>False</Stackable> <IsExtreme>False</IsExtreme> <FacialIdle></FacialIdle> <IncreasedEffectiveness></IncreasedEffectiveness> <ReducedEffectiveness></ReducedEffectiveness> <CustomClassName></CustomClassName> <Topic></Topic> <ShowBallon>True</ShowBallon> <Travel>False</Travel> <DisallowedOccults></DisallowedOccults> <JazzStateSuffix></JazzStateSuffix> </BuffList> <BuffList> <Hex>CustomBuff1=0x6283c82173468974</Hex> <BuffName>CustomBuff1</BuffName> <BuffDescription>CustomBuff1Description</BuffDescription> <ThumbFilename>moodlet_readAMasterpiece</ThumbFilename> <AxisEffected>Happy</AxisEffected> <EffectValue>0</EffectValue> <PolarityOverride>Positive</PolarityOverride> </BuffList> <BuffList> <Hex>CustomBuff2=0x76085706fe7ca9a4</Hex> <BuffName>CustomBuff2</BuffName> <BuffDescription>CustomBuff2Description</BuffDescription> <ThumbFilename>moodlet_outofsorts</ThumbFilename> <AxisEffected>Angry</AxisEffected> <EffectValue>0</EffectValue> <PolarityOverride>Negative</PolarityOverride> </BuffList> </buffs>
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2011 July 31, 05:38:03
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Should I type it in the cheat command? I'm getting an "Unknown command." These are the files I have: - SimsMxBooks.dll (0xD5F738CDEEEC5072) - code shown in my last post.
- CustomBooks.SimsMxBooks (0x0A279D6AA751EA8F) - sets "kSimsMxBooks" to true.
- SimsMxBooks (0xFB14D2687D798684) - contains book information. It's the same file I used to test the old method.
- Strings_ENG_US (0x0014D2687D798684)
Also, I just realized that the custom books made with the old method can't be bought from the bookstore. I was only able to get them through the library and the debug interaction "DEBUG: Add Books."
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19
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2011 July 31, 03:15:23
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I managed to get custom books by using the old method, but I cannot assembly-keyed method to work. I've created the SimsMxBooks.dll file and a corresponding SimsMxBooks XML file with several books. However, the books are not loaded. Below is the code I used in the SimsMxBooks.dll file. [assembly: Tunable]
namespace CustomBooks { public class SimsMxBooks { [Tunable] protected static bool kSimsMxBooks = false; } }
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TS3/TSM: The Pudding / The World Of Pudding / Re: new patch 1.24
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on: 2011 July 26, 04:35:43
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There are issues with EA servers. The incremental updates will only work if you got all those little patches released between 1.22 and 1.24. If you missed one, the incremental patch will not work (RT Patch: Invalid File or File Missing error). Check this for more details.
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21
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2011 July 26, 03:45:15
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How do I add custom books using AwesomeMod's CustombooksXX plugin? I searched on Google and MTS, but apparently there are no mods that add new books this way. The only post I could find was this one and it didn't have too much information. I created the following XML and changed its instance to be the FNV64 hash of "SimsMxBooks." However, there are no new books in the bookstore. <?xml version="1.0"?> <Books> <BookFish> <Title>Placeholder</Title> <Author>UnknownComposer</Author> <SkillLevel>0</SkillLevel> <Length>0</Length> <Value>0</Value> <PagesMinNorm>1</PagesMinNorm> <PagesMinBW>2</PagesMinBW> <FishTypes></FishTypes> <NotInBookStore>False</NotInBookStore> <GeometryState>BookSmallThin</GeometryState> <MaterialState>bookMedical</MaterialState> <AllowedWorldTypes>Base,Downtown</AllowedWorldTypes> <AllowedWorlds></AllowedWorlds> </BookFish> <BookFish> <Title>BookFishLateNightTitle</Title> <Author>BookFishLateNightAuthor</Author> <SkillLevel>4</SkillLevel> <Length>180</Length> <Value>450</Value> <FishTypes>SeaSludge, KissingGourami, SewerTrilobite</FishTypes> <GeometryState>BookMediumThin</GeometryState> <MaterialState>bookFish3</MaterialState> </BookFish> </Books>
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TS3/TSM: The Pudding / Pudding Factory / Re: Anach's Sims 3 Catalogue Fixes 0.5 - 21 Janurary 2011 [s3sr - script]
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on: 2011 July 10, 13:30:31
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As requested here are the reward objects for buy/debug. Just copy this to notepad, save as an .s3sr file, then double click the new file to run it (after you have downloaded and run the s3sr program at least once).
The Collection Helper is missing "BuildBuyProductStatusFlags:0x61", otherwise it won't show up in the catalog. Here's the script you should run. I've included the fox sculpture (Criminal career reward). {CollectionHelper} OBJD Instance:0x0000000000000EEE BuildBuyProductStatusFlags:0x61 MovementFlags:0x00000000 RoomCategoryFlags:0x00000000 FunctionCategoryFlags:0x40000000 FunctionSubCategoryFlags:0x0000000400000000 RoomSubCategoryFlags:0x0000000000000000
{TheFox} OBJD Instance:0x0000000000000EE9 BuildBuyProductStatusFlags:0x61 MovementFlags:0x00000000 RoomCategoryFlags:0x00000000 FunctionCategoryFlags:0x40000000 FunctionSubCategoryFlags:0x0000000400000000 RoomSubCategoryFlags:0x0000000000000000
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