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Author Topic: Hacking tutorials  (Read 5709 times)
kutto
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Hacking tutorials
« on: 2006 December 20, 22:15:17 »
THANKS THIS IS GREAT

I would like to alter my game. I thought about requesting it, but now I want to change it for myself and see if I don't break anything. I have SimPe, but for some reason I can't even clone objects (I get to the groups of objects, but they're all grey and won't expand). I looked at the modding tutorials at MTS2, but they aren't really helpful at all. Does anyone know of a good tutorial, or better yet, is anyone willing to walk me through it?
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miros
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Re: Hacking tutorials
« Reply #1 on: 2006 December 20, 22:41:00 »
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You have to wait for SimPE to load all the objects before you can recolor or clone them.  There's a green progress bar at the bottom.

Patience is a virtue.
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Gwill
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Re: Hacking tutorials
« Reply #2 on: 2006 December 21, 00:02:48 »
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I've had occational problems with the object browser.  Sometimes it crashes while trying to load, and the progress bar isn't always telling the truth.
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kutto
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Re: Hacking tutorials
« Reply #3 on: 2006 December 21, 03:11:36 »
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It said it was done. Must have been lying.

However, that was not my main question. Do you know of any good hacking tutes?
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Scratch
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Re: Hacking tutorials
« Reply #4 on: 2006 December 21, 05:46:21 »
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I found this once but i have'nt tried it yet... http://sims2workshop.com/viewtopic.php?t=1195

Tutorial for creating a hacked object.  Shocked
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kutto
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Re: Hacking tutorials
« Reply #5 on: 2006 December 21, 15:37:54 »
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Are globals considered objects? I trying to find the thing that makes sims age at 6:00.
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dizzy
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Re: Hacking tutorials
« Reply #6 on: 2006 December 21, 15:54:27 »
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You want this:

AgeController: Group = 0x7F07FBBC
Semi-global = PhoneCallGlobals (0x7FBD3903)
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kutto
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Re: Hacking tutorials
« Reply #7 on: 2006 December 21, 16:19:42 »
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PhoneCallGlobals? Out of curiousity, how are the phones linked to the aging process?
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dizzy
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Re: Hacking tutorials
« Reply #8 on: 2006 December 21, 19:41:20 »
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They spawn the same way as an incoming phone call. If you think about it that way, it's not that strange.
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kutto
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Re: Hacking tutorials
« Reply #9 on: 2006 December 21, 21:52:18 »
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Yeah, thay makes sense.

I'm having trouble actually finding the AgeController, though. I looked through Unknown and Other, I found Age Effects and lots of different controllers, but not AgeController or even Controller-Age.
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dizzy
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Re: Hacking tutorials
« Reply #10 on: 2006 December 21, 21:55:13 »
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In SimPE, just put 0x7F07FBBC in the group filter and open objects.package.
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kutto
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Re: Hacking tutorials
« Reply #11 on: 2006 December 26, 03:00:03 »
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I've finally gotten back to this project. I've opened the age controller and now I've reached the part where my ignorance is truly evident. What I'm trying to do is make zombies age. I've found two instances of "Is Sim a Zombie?" and both of them, when true, point to "Set to Next." What is "Set to Next"?
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J. M. Pescado
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Re: Hacking tutorials
« Reply #12 on: 2006 December 26, 05:03:07 »
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Set to Next is the For Loop Incremenator. What's happening is that if the sim is a zombie, skip it. If you want zombies to age, rewire this so that true points to where false does now. Realistic Zombie aging would involve more than just that, though, since zombies don't normally "age", they "decay".
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kutto
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Re: Hacking tutorials
« Reply #13 on: 2006 December 26, 16:29:22 »
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Baby steps, Pescado. I need to master aging before I even think about decaying.
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dizzy
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Re: Hacking tutorials
« Reply #14 on: 2006 December 26, 19:16:37 »
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I assume you mean you want to override the instance 0x1055 (Sub - Handle Aging Sims). For that, you'll need a new package file with just that BHAV instance. (To do that, extract that instance, create a new package, then add the instance to your package. Click save, then select the instance.)

At this point, you can safely modify-commit-save whatever behavior you want to change. For example, if you want Zombies to be included in the Age Transition routines, you would change where it says something like this (line 8 ):

Code:
Zombie - Is Sim a Zombie?(Stack Object); true: B, false: 9

To ignore Zombies here, the simplest way would be to change the true target to 9 (the same as false).
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