PDA

View Full Version : Tutorial: Sims 3 XML Tuning Modding


HystericalParoxysm
27th Jun 2009, 02:01 PM
Tutorial Link

This tutorial may be found here: Sims 3 XML Tuning Modding (http://www.modthesims.info/wiki.php?title=Tutorial:Sims_3_XML_Tuning_Modding)

Questions?

If you have questions relating to this tutorial, please post them in this thread. I or another modder will do what we can to help with any questions.

Amion
29th Jun 2009, 07:07 PM
Great tutorial, it helped me quite a bit! :bunny:

So here's my problem:
I have been trying to change the outcoming moodlet for a certain action, eg: Sim drinks juice from the bar but instead of getting the "Sugar Rush" moodlet I want him to get the "Nausious" moodlet. I am thought not sure how to do that. It seems that there is one or more files that control what moodlet goes to what action but I can't find it.

Does anyone else know where to look?

Godofgame1st
1st Jul 2009, 08:40 AM
i'm unable to download the S3pe because in the download page there is actually no download button

Inge Jones
1st Jul 2009, 09:07 AM
Sourceforge may be being stupid again at the moment...

snowy345
1st Jul 2009, 01:37 PM
Gameplaydata.package isnt showing up in s3pe when I try to open it.

MickieJames
1st Jul 2009, 11:31 PM
This helped loads!

anikan1233
2nd Jul 2009, 08:34 PM
"Unhandled exception has occurred in your application.
If you click Continue, the application will ignore this error
and attempt to continue.
If you click Quit, the appplication will close immediatley

Access to path 'C:\Program Files\Electronis Arts\The Sims 3\Game\Bin\Gameplay\GamplayData.Package' is denied."

And then under " Details " I get this:

"See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.UnauthorizedAccessException: Access to the path 'C:\Program Files\Electronic Arts\The Sims 3\Game\Bin\Gameplay\GameplayData.package' is denied.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy)
at System.IO.FileStream..ctor(String path, FileMode mode)
at s3pi.Package.Package.OpenPackage(Int32 APIversion, String PackagePath)
at S3PIDemoFE.MainForm.MainForm_PackageFilenameChanged(Object sender, EventArgs e)
at S3PIDemoFE.MainForm.OnPackageFilenameChanged(Object sender, EventArgs e)
at S3PIDemoFE.MainForm.set_Filename(String value)
at S3PIDemoFE.MainForm.menuBarWidget1_MRUClick(Object sender, MRUClickEventArgs filename)
at S3PIDemoFE.MenuBarWidget.OnMRUClick(Object sender, Int32 i)
at S3PIDemoFE.MenuBarWidget.tsMRU_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
s3pe
Assembly Version: 906.30.16.27753
Win32 Version: 906.30.16.27753
CodeBase: file:///C:/Program%20Files/s3pe/s3pe.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
s3pi.Interfaces
Assembly Version: 906.30.14.23845
Win32 Version: 906.30.14.23845
CodeBase: file:///C:/Program%20Files/s3pe/s3pi.Interfaces.DLL
----------------------------------------
vusnhnlz
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
s3pi.Package
Assembly Version: 906.30.14.23848
Win32 Version: 906.30.14.23848
CodeBase: file:///C:/Program%20Files/s3pe/s3pi.Package.DLL
----------------------------------------
s3pi.Settings
Assembly Version: 906.30.14.23845
Win32 Version: 906.30.14.23845
CodeBase: file:///C:/Program%20Files/s3pe/s3pi.Settings.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box. "


That's what it says....What do I do?
It happens whenever I try to open GamplayData.Package in S3PE.
I just don't get it.

Srikandi
3rd Jul 2009, 01:15 AM
S3PE support questions should probably be posted over at http://www.simlogical.com/Sims3ToolsForum/index.php?board=19.0, after you've scanned the other threads there first of course ;)

anikan1233
3rd Jul 2009, 03:36 AM
Thank you Srikandi, you saved me :D

WolFox
3rd Jul 2009, 05:03 AM
If I click File-Save instead of File-Save as..., will I be saving over the original game file?

Nandonalt
5th Jul 2009, 05:57 PM
Yes, Wol.

Kolipoki
6th Jul 2009, 03:16 AM
In the editing part of the tutorial it says that you can make it so you just have tags. Does that make it so it conflicts with less mods? Is there a tutorial on how to make it just tags or can someone tell me how? I'd like to know. Thanks.

bella3lek4
6th Jul 2009, 10:42 AM
Hey everybody i want to ask about how to add new interactions in main pie menu (the menu with .friendly../romantic.../mean...etc..)
because the tutorial didn't help me so much in this sorry :(, do any one knows how to add new interactions to the main pie menu please help! am waiting!

Kolipoki
6th Jul 2009, 05:07 PM
I believe that pie menus are part of the core part of the game and not the gameplay package so you can't do anything using this tutorial.

Ashleigh825
8th Jul 2009, 12:16 AM
When I try to open the gameplay package, I just get an error message, saying the specified path is denied.

This will happen occasionally when I try to install mods to The Sims 3 with Delphy's Helper Monkey, but the problem is always resolved by installing the mod manually, instead; however, I have no clue how to get around this issue when opening .package files in a program.

(I'm running Vista, if that matters at all).

Keram
9th Jul 2009, 03:42 PM
What does "Time value="1" addRoute="True" " mean?
What is "1"?
What is "True"?

gnid69
9th Jul 2009, 04:21 PM
I would really appreciate some help. Only thing I'm after is slowing in-game clock speed, while keeping normal animation speeds, so all actions will take less in-game time. So far i couldnt find parameter responsible for it. Its an absurd that to walk few steps takes 1 minute, as with most other things. unplayable for my taste

jadaytime
9th Jul 2009, 04:42 PM
When I try to open the gameplay package, I just get an error message, saying the specified path is denied.

This will happen occasionally when I try to install mods to The Sims 3 with Delphy's Helper Monkey, but the problem is always resolved by installing the mod manually, instead; however, I have no clue how to get around this issue when opening .package files in a program.

(I'm running Vista, if that matters at all).

I'm running Vista as well and I got this problem. My way of fixing? Un-installing and re-installing in Program files.

Realizer
12th Sep 2009, 06:35 AM
What does "Time value="1" addRoute="True" " mean?
What is "1"?
What is "True"?

Hi there, i believe I know where you saw this, just a guess, you where trying to see the upgrade times and change them?

If i am right i think "Time value="1" means that it can get the value from other place, addroute="True" means that it allows the sim to plan a route to the place to start the action.

Now if i was right about the upgrade i found out that in reality the upgrade time is associated with the object in question, not with the action.
For example try to filter the resource type to 0x0333406C and find the showers and look at the code.

Now, i got a problem i Copied the TGI's and got a big list ( the attachment, sorry 4 the name was uninspired) now my question is, what do i do with this, must i export one by one or having the said list i can do like a "find only these items"

Immortellemuse
2nd Oct 2009, 09:19 PM
When I try to open the gameplay package, I just get an error message, saying the specified path is denied.

This will happen occasionally when I try to install mods to The Sims 3 with Delphy's Helper Monkey, but the problem is always resolved by installing the mod manually, instead; however, I have no clue how to get around this issue when opening .package files in a program.

(I'm running Vista, if that matters at all).

You just have to 'Run as Administrator'
Considering the Gameplay package is in the Program Files, and you need administrator permission to do so.

Just wanted to note that so people know. I had the problem with Vista too.

Dead-EV
14th Oct 2009, 12:55 AM
I tried to open the gameplay file, but it came up with this message:

Could not open package:
C: \ Program Files \ Electronic Arts \ The Sims 3 \ Game \ Bin \ Gameplay \ GameplayData.package

Access to the path 'C: \ Program Files \ Electronic Arts \ The Sims 3 \ Game \ Bin \ Gameplay \ GameplayData.package' was denied.
----
Stack trace:
by System.IO.__Error.WinIOError (Int32 errorCode, String maybeFullPath)

by System.IO.FileStream.Init (String path, File Mode Mode, File Access access, Int32 rights, Boolean useRights, File Share share, Int32 Buffer Size, File option option, SECURITY_ATTRIBUTES secAttrs, msgPath String, Boolean bFromProxy)

at System.IO.FileStream .. ctor (String path, File Mode Fashion, Access File Access, File Share share)

by s3pi.Package.Package.OpenPackage (Int32 APIversion, PackagePath String, Boolean readwrite)

by S3PIDemoFE.MainForm.MainForm_PackageFilenameChanged (Object sender, EventArgs e)


What can i do then? I'm running vista btw

kfeekanne
14th Oct 2009, 01:31 AM
I wanted my Sims to walk more instead of running at short distances, e.g. in their house. I searched and found, but my changes don't have any effect at all, the Sims still run at the smallest distances.

I extracted the xml, altered the values and saved it to a package, which is placed correctly (/Mods/Packages)).

S3_0333406C_00000000_E360EF92B8233FCA

DEFAULT CODE:
<kWalkStyleAdultDistanceThresholds value="10, 18, -1, 999999999">
<!--Description: The maximum distance in meters for Adults to which each individual basic walk style is used from slowest walk to fastest walk. The walk styles are: (1) Walk, (2) FastWalk, (3) Fast Jog, (4) Run. Note that only three values are specified; no value is specified for Run since it is used for any route farther than a Fast Jog. The max distances can be debug drawn using the cheat command 'showwalkdist' (Black = Walk, Blue = FastWalk, Green = Fast Jog.-->
</kWalkStyleAdultDistanceThresholds>

ALTERED CODE:
<kWalkStyleAdultDistanceThresholds value="1000, 1800, -1, 999999999">
<!--Description: The maximum distance in meters for Adults to which each individual basic walk style is used from slowest walk to fastest walk. The walk styles are: (1) Walk, (2) FastWalk, (3) Fast Jog, (4) Run. Note that only three values are specified; no value is specified for Run since it is used for any route farther than a Fast Jog. The max distances can be debug drawn using the cheat command 'showwalkdist' (Black = Walk, Blue = FastWalk, Green = Fast Jog.-->
</kWalkStyleAdultDistanceThresholds>

I also tried "value="1000, 1800, 2000, 999999999">", "value="10, -1, -1, -1">", ... and more combinations, but nothing changes anything.

Thanks for any help in advance, kfeekanne

Shimrod101
14th Oct 2009, 11:17 AM
I wanted my Sims to walk more instead of running at short distances, e.g. in their house. I searched and found, but my changes don't have any effect at all, the Sims still run at the smallest distances.

I suggest changing the values on your Adults to exactly the same values as the ones on Elders, just to test it out, to see if it works. These may not be the values you want permanently, but they should work on adults so you can check to see if it's moddable.

Often there is a range of values which is valid, you've probably seen this in other XMLs. Possibly your 1000 or 1800 values aren't valid numbers, they simply haven't stated what the valid range is in the description.

Anaria
29th Nov 2009, 04:39 PM
Hi

Can I change the number of sims that can live in one household with this? If yes, how?

Thanks

Shimrod101
29th Nov 2009, 09:31 PM
Hi
Can I change the number of sims that can live in one household with this? If yes, how?
Thanks

No, you can't do it with XML. Supposedly the NRaas Super Computer will do this now, but I haven't tried this function on it.

Anaria
29th Nov 2009, 10:56 PM
Hi

Can I change the number of sims that can live in one household with this? If yes, how?

Thanks

No, you can't do it with XML. Supposedly the NRaas Super Computer will do this now, but I haven't tried this function on it.

How? I only found a function listing (the more than 8 sims isn't in it) but no proper explanation on how to use it.

Odistant
30th Nov 2009, 12:58 AM
How? I only found a function listing (the more than 8 sims isn't in it) but no proper explanation on how to use it.

Sorry, but you found a XML file saying something like MaxHousehold? If it's 8, then you can probably change it, though it probably wont work. You will most likely need to do some core modding for that.

Shimrod101
30th Nov 2009, 01:54 AM
How? I only found a function listing (the more than 8 sims isn't in it) but no proper explanation on how to use it.

It should be right under the "Settings". This is only on the newest SuperComputer though, the 1.4.6 version I think doesn't have it.

Anaria
30th Nov 2009, 02:25 PM
It should be right under the "Settings". This is only on the newest SuperComputer though, the 1.4.6 version I think doesn't have it.

Well than seems like I have to cave and update.
Thanks for the help :)

Edit:

I updated, and it seems to be working just fine, but I do have one more question, there is any mod (or way to make one with xml) to make all sim's icon appear?

Sim_user001
5th Dec 2009, 05:20 PM
Cant download the S3 thing.
I get



Not Found
The requested URL /Sims3ToolsForum/index.php was not found on this server.

Additionally, a 404 Not Found error was encountered while trying to use an ErrorDocument to handle the request.
Apache/1.3.41 Server at simlogical.com Port 80

HugeLunatic
5th Dec 2009, 05:39 PM
s3pe can be found in this thread.

http://www.modthesims.info/showthread.php?t=362412

Sim_user001
5th Dec 2009, 08:03 PM
Thank you, i am grateful for your help HugeLunatic.

luvmug24
14th Jan 2010, 02:13 PM
I am having trouble Sims 3 XML Tuning Modding. It told me to go to S3PE I did as it said till I got to GameplayData, when I tried to open it it wanted to know what file I wanted to open it in. I tried all the file it would let me and nothing happened it would not let me do the next step what do I do. I want to make a mod just to try it out.

TwinHerder
11th Feb 2010, 03:56 AM
Under Edit in the tutorial there is a note
Note: If you are very comfortable editing XML already, you can choose just selected tags to override and delete the rest from your package. If you don't know how to do that or what that means, don't worry about it.

I have been playing with the books xml, and have found out a lot by poking at it, but I can't seem to find how to add a book to the in game books list without including ALL the other books too.

to get the book to show up at all there are 2 books you have to have, the meta-book (I think this is the defaults, or something) and then the book you want to have show up, what I have currently is

<?xml version="1.0"?>
<Books>
<BookSkill>
<Title>Test</Title>
<Author>Author</Author>
<Skill>None</Skill>
<MinSkill>0</MinSkill>
<MaxSkill>10</MaxSkill>
<SkillPointsPerPage></SkillPointsPerPage>
<Length>0</Length>
<Value>0</Value>
<OneUse></OneUse>
<PagesMinNorm>1</PagesMinNorm>
<PagesMinBW>1.25</PagesMinBW>
<UnlockSkill></UnlockSkill>
<ChildCanRead></ChildCanRead>
<NotInBookStore>False</NotInBookStore>
<GeometryState>BookSmallThin</GeometryState>
<MaterialState>bookHandinessIntro</MaterialState>
<AllowedWorldType>Base</AllowedWorldType>
<AllowedWorlds></AllowedWorlds>
</BookSkill>
<BookSkill>
<Title>ImproveGardening3</Title>
<Author>SamehKamel</Author>
<Skill>Gardening</Skill>
<MinSkill>0</MinSkill>
<MaxSkill>9</MaxSkill>
<SkillPointsPerPage>100</SkillPointsPerPage>
<Length>281</Length>
<Value>25</Value>
<NotInBookStore>False</NotInBookStore>
<GeometryState>BookMediumThin</GeometryState>
<MaterialState>bookGardeningSkLvl3</MaterialState>
</BookSkill>
</Books>

but other than messing with the xml I have followed the tutorial to the letter.

PS despite this problem, thank you for taking the time to make the tutorial


I have just downloaded as many xml tuning type mods as I could find, and could not find a single example of the xml only containing the nodes that are being changed... Help, is this even possible?

twallan
11th Feb 2010, 06:45 PM
I have been playing with the books xml, and have found out a lot by poking at it, but I can't seem to find how to add a book to the in game books list without including ALL the other books too.


Since tuning mods override the existing file, doing what you want requires a separate loader, which is able to read a non-replacement "Books" file.

In this particular case, I actually intend to add a "Books" loader into the next phase of Careers Mod, since another user requested such a while back.

The next phase of that mod is currently in development, and will be available sometime in the next couple months.

Cheers. :)

chann
12th Feb 2010, 01:00 AM
I have just downloaded as many xml tuning type mods as I could find, and could not find a single example of the xml only containing the nodes that are being changed... Help, is this even possible?

While this is possible, it shouldn't really ever be done because it could alter game behavior. What happens is that classes in the core dlls have their own initial values written into the code (you can view them in Reflector, in the static constructors). The gameplay XMLs act as an easy way for the developers to override these fields by making them tunable. That means if you delete the tag from the XML, the game will revert to the original value in the code - and that could cause unexpected things to happen.

baby_freak_angel
26th Feb 2010, 10:40 PM
Hi, i followed the Tutorial to change the Traits system. I wanted to unlock all Traits for Babies, as i see it as an easier way to have my babies pre determined what they will be when they reach Young adult hood Like a Family oriented sim. Anyways, i Also Changed the Values within the same file for Rewards. i dropped a zero on everything. I tried uploading this as a whole file, but i was Told i can split the file, but that makes both Unlocked traits for babies, and the Reward values Incompatible with one another later. How i can i go about making these work together.

Reyela
21st Mar 2010, 12:19 AM
When I try to download .NET 3.5 it says at the end of the install 'Setup Error'. Can I use a earlier version?

coolmanmon
30th Mar 2010, 04:36 AM
When i try to open gameplay.package i get this:

"Could not open package:
C:\Program Files\Electronic Arts\The Sims 3\Game\Bin\Gameplay\GameplayData.package
Front-end Distribution: 1003-06-1044
Library Distribution: 1003-06-1044
Access to the path 'C:\Program Files\Electronic Arts\The Sims 3\Game\Bin\Gameplay\GameplayData.package' is denied.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)

at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy)

at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)

at s3pi.Package.Package.OpenPackage(Int32 APIversion, String PackagePath, Boolean readwrite)

at S3PIDemoFE.MainForm.MainForm_PackageFilenameChanged(Object sender, EventArgs e)"

Any way to make it work?

van Dorn
9th Apr 2010, 03:18 AM
My issue is this: When I try to open Gameplay (the file in Program Files\Electronic Arts\The Sims 3\Game\Bin\Gameplay\), it gives me this message: Could not open package:
C:\Program Files\Electronic Arts\The Sims 3 World Adventures\Game\Bin\Gameplay\GameplayData.package
Front-end Distribution: 1003-06-1044
Library Distribution: 1003-06-1044
Access to the path 'C:\Program Files\Electronic Arts\The Sims 3 World Adventures\Game\Bin\Gameplay\GameplayData.package' is denied.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)

at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy)

at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)

at s3pi.Package.Package.OpenPackage(Int32 APIversion, String PackagePath, Boolean readwrite)

at S3PIDemoFE.MainForm.MainForm_PackageFilenameChanged(Object sender, EventArgs e)
-----

And does not open the package. Can anyone help?

(I am running Windows 7 Professional)

I am having the same problem has coolman

hendy
10th Apr 2010, 11:44 AM
Nice tut, but can we put multiply xml files in one package?
I thinks o, i will try out and post the result..
And @coolman and everyone who gets an "access denied" :
Run the programm as admin or copy paste the file to your desktop, then open! :bunny:

van Dorn
13th Apr 2010, 04:24 AM
where is the download?

van Dorn
13th Apr 2010, 04:24 AM
Wher e is the the download button?

van Dorn
25th Apr 2010, 12:58 AM
Thanks Hendy! It worked!

Menaceman44
6th May 2010, 05:28 PM
I'm curious about altering which actions are seen as being inappropriate for guests to perform as I find the ones like making a bed a bit stupid. I've found the bed making tuning file but I'm not sure what values are allowed by the game. The default for this is 2.9 and I have also seen the value 1.5 used for some other inappropriate actions. It would appear that 2.9 means it's not allowed and 1.5 means it is allowed but I wanted to check before I messed.

MickieJames
10th May 2010, 07:40 PM
Okay. I'm trying to make a "Psychotic" trait using this tool. Do I need to replace a trait to get Psychotic to show in game? Can someone walk me through how to get it working for the base game?

lifeliver929
12th May 2010, 12:29 AM
When I try to open the gameplay data thingy, I get this message-

Could not open package:
C:\Program Files (x86)\Electronic Arts\The Sims 3\Game\Bin\Gameplay\GameplayData.package
Front-end Distribution: 1003-06-1044
Library Distribution: 1003-06-1044
Access to the path 'C:\Program Files (x86)\Electronic Arts\The Sims 3\Game\Bin\Gameplay\GameplayData.package' is denied.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)

at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy)

at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy)

at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)

at s3pi.Package.Package.OpenPackage(Int32 APIversion, String PackagePath, Boolean readwrite)

at S3PIDemoFE.MainForm.MainForm_PackageFilenameChanged(Object sender, EventArgs e)
-----

What do I do?

Menaceman44
12th May 2010, 07:15 PM
You need to run the program as an Administrator. That or copy the gameplay data file to your desktop and work on it from there. Basically s3pe isn't allowed to access files in the game directory unless you run it as an Administrator.

pljones
16th May 2010, 10:29 AM
Hey HL or HP -- could someone update the screen shots on the tutorial to the current s3pe, please :). (For some reason, I can't edit that page on the wiki -- although, that may be for the best! :lol: )

KiaraRawks
5th Jun 2010, 11:12 AM
When I try to open the gameplay data thingy, I get this message-

Could not open package:
C:\Program Files (x86)\Electronic Arts\The Sims 3\Game\Bin\Gameplay\GameplayData.package
Front-end Distribution: 1003-06-1044
Library Distribution: 1003-06-1044
Access to the path 'C:\Program Files (x86)\Electronic Arts\The Sims 3\Game\Bin\Gameplay\GameplayData.package' is denied.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)

at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy)

at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy)

at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)

at s3pi.Package.Package.OpenPackage(Int32 APIversion, String PackagePath, Boolean readwrite)

at S3PIDemoFE.MainForm.MainForm_PackageFilenameChanged(Object sender, EventArgs e)
-----

What do I do?

When you go to run S3PE, right-click it and choose run as administrator. That's what I had to do, and it worked for me when i went to open the file.

pearlbh
8th Jun 2010, 12:08 AM
I'd love to make a mod that enables all Sims to have "Go to Library" on their menu the way that Bookworms do. Nothing I've tried has worked, is this even possible with xml tuning?

Buzzler
10th Jun 2010, 04:58 PM
I'd love to make a mod that enables all Sims to have "Go to Library" on their menu the way that Bookworms do. Nothing I've tried has worked, is this even possible with xml tuning?No, it's not. The check for the bookworm trait is hardcoded directly in the Test() method of the GoToLibrary interaction. You'd have to clone the whole interaction with a scripting mod.

pearlbh
10th Jun 2010, 10:33 PM
Thanks, Buzzler! I can give up now trying to do the impossible. :)

seamanq
21st Jun 2010, 11:30 PM
OK, I'm a rank n00b, so I likely did not get this right the first time. I got the gameplay.package, opened it up in S3PE, and found the XML that addresses the Opportunities that are offered. I opened the XML up, and deleted all opportunities that offer only Simoleans as the benefit. The reason is that I am playing an uber-wealthy family, and all the Simolean opportunities are merely a distraction at this point. I then placed the revised XML back in S3PE and made a package of just that XML file, and put it in my Mods > Packages folder with all my other packages. My sim just got offered the "Adonis" opportunity (money for working out at the Gym). I looked back in my files and this opportunity had been deleted. Is there another file I have to alter, or is there something I have to do to tell the program to use my XML list of opportunities instead of those embedded in gameplay.package?

Thanks so much for your kind consideration of my question.

SQ

Sammie1731
23rd Jun 2010, 12:47 PM
ok so what do i do if Game\Bin\Gameplay doesnt show up in the sims3 files?

seamanq
24th Jun 2010, 01:17 AM
ok so what do i do if Game\Bin\Gameplay doesnt show up in the sims3 files?

On what platform, Mac or PC?

HugeLunatic
24th Jun 2010, 01:27 AM
You have the Gameplay.package, otherwise your game wouldn't be installed. :)

Shezed
26th Jun 2010, 02:36 AM
What is framework exactly do you refer to Windows framework or a skeleton framework of directory structure (Program Files\Electronic Arts\The Sims 3\(Mods))?

Also is there a way to force the game into reading packages apposed to just putting in my document.....\Mods\

What exactly changed with all the expansion packs and the way the game has to be modded(there is talk of old way and new way)

HugeLunatic
26th Jun 2010, 03:49 AM
The differences between the install folders with patch 1.12 and prior are layed out here Game_Help:Installing_Sims_3_Package_Files

hatosan
23rd Aug 2010, 04:58 AM
How do I search for specific instance without searching for the name or at least it matched the instance that I'm looking for? I tried searching for one specific name but with no result but I did found the name in _KEY (for example "Diner_0x***). I tried checking from the _KEY (example I search for Cobbler) and it matched but when I tried searching for others nothing appear. Any idea how can I do this?

HystericalParoxysm
23rd Aug 2010, 10:19 AM
hatosan - What I did was extract ALL the XML to a folder, and then use a program like Notepad++ (which is free) to search within all the files in that folder.

hatosan
27th Aug 2010, 10:21 PM
hatosan - What I did was extract ALL the XML to a folder, and then use a program like Notepad++ (which is free) to search within all the files in that folder.

Extract ALL? Are you serious? lol.. sorry for my manner.. but I don't have the ample time to do so.. due to my commitments to my "beloved" work. Normally I just do my own "trial and error" XML modding during my spare time and just for fun. But I will take it into consideration.

BTW I am using Notepad++ but consider this, will I be able to locate the specific string/instance name if I choose to extract all according to your suggestion? Because right now I'm stumped.

shareallicu3
6th Sep 2010, 08:21 PM
Does anyone know what XML I need to edit? I want to change the skills so that They are instantly gained. (no mod out there has worked for me so I thought I'd make my own). Thanks

Odistant
8th Sep 2010, 06:41 PM
Does anyone know what XML I need to edit? I want to change the skills so that They are instantly gained. (no mod out there has worked for me so I thought I'd make my own). Thanks

It will most likely be in the GamePlayData package with the other XML files, so you can start from their and in S3PE start a search for things with motive in it and go from there.

trick1150
17th Sep 2010, 02:56 AM
WTF?

I downloaded s3pe & loaded the Gamedata, but it doesn't have the line for 'Sort' or 'Display User Name'. Is this a glitch or did they change it?

cmomoney
17th Sep 2010, 03:06 AM
You may need to drag the lower panel up to see them.

trick1150
17th Sep 2010, 03:15 AM
now i really feel stupid. TY cmomoney for the help.

deckete
7th Oct 2010, 04:17 PM
Hysterical, How do I do to make a ghost to kill a sim, or through fright or something else? It also functions with the ghosts that ghost hunters rush to exterminate them.

Kojin
31st Oct 2010, 11:39 AM
Alright well, I managed to find what I was looking for, although I had to extract GameplayData.package in order to be able to find that one as a single XML file.

How can I get this changed XML file into a package now ? There is no option within s3pe to import an XML file..


Also, do I have to dig into every single file if I'm looking for something specific or is there an easier way ? Just asking.

antey2008
2nd Nov 2010, 01:41 PM
It will most likely be in the GamePlayData package with the other XML files, so you can start from their and in S3PE start a search for things with motive in it and go from there.
but how do i know which values to change to give me the result? And also how do i make all fish and fruits buyable in the game?

HystericalParoxysm
2nd Nov 2010, 01:48 PM
Kojin - Make a new file, and you should be able to import using the Resource menu. For info on finding stuff, see my reply to antey2008 below...

antey2008 - That's the tricky part. You have to look around to try to find what values might do what you want. One of the things I did to help was to extract ALL the XML files to a folder, so that I could search them with a program called Notepad++. You can use the "find" function similar to the "find and replace" in any program, only you can set it to search a particular folder.

All fruit and fish buyable should be pretty easy. You just need to find the XMLs that define the parameters for the fruits and fish and there should be one parameter in each of them that's something like "Buyable = True" or "Buyable = False". Might not be called "buyable" - possibly "ShowsInStore" or something like that, but it should be pretty obvious what it is when you look at it.

Finding stuff really is the hardest part of this, but once you get a good system to search, it's not too bad.

antey2008
2nd Nov 2010, 02:17 PM
can you show me how to exact all the xml files to a folder please?

HystericalParoxysm
2nd Nov 2010, 02:24 PM
Just select the entire list of XML files (it may seem like s3pe has frozen for a few minutes while it's busy trying to select everything) and then export them all to a new folder. Again, it may seem like it's frozen, but eventually it'll finish exporting and then you can search the files in that folder using Notepad++.

treeag
2nd Nov 2010, 03:36 PM
s3pe has a search function, no? :blink:

HystericalParoxysm
2nd Nov 2010, 03:39 PM
Does it? I've... never actually used it. Most things in s3pe tend to be a bit sluggish for me, and I use Notepad++ to edit things anyway, so this method is easiest for me. :)

treeag
2nd Nov 2010, 03:52 PM
Yeah it's a bit slow, especially if you're searching in a large package file like gameplaydata.package, but it's there :)

antey2008
2nd Nov 2010, 05:31 PM
well you can try searching for the title of the file but you won't be able to search for specific phrases

treeag
2nd Nov 2010, 05:57 PM
I'm not sure what you mean, because you can search for words/phrases inside the xml files just fine.

claudiasharon
3rd Nov 2010, 06:30 AM
Thanks for this tutorial, it made it very easy for me to create my own mods. And so far they've been working. :)

Ellahn
4th Nov 2010, 09:51 AM
Well, I have a somewhat RIDICULOUS question.

I decided to mod skinnydipping. First time modding, but I know programmin for 8 years now and have my fair share of messing with XML so I thought "Piece of cake, I just have to study a bit and learn how things work here!". So there I went to S3PE and looked for Skinny Dipping. LOVELY Tutorial by the way, found lots of things to edit on my way to Skinny dipping, I`m gonna make a bunch of happy Mods in t he near future (And some Wiki edits, found explanations to a few things people have trouble with)... BUT...

Skinny Dip use 5 Resources. One for the clothing, one for the raction... Then it gets Ugly. There's a plain "Skinnydipping" resource, it has lots of DreamVisible, Fullfillment and Traits checks. Everything else is Blank. From what I read about this, i suppose it gets the blank options from the other XMLs.

So there we go again! There are 2 more Resources, one is "SkinnyDip_HotTub" and the other is "SkinnyDipFromHotTub_HotTubBase". Both have about the same things in them. Both point the Plumbing Hot Tub object as their target.

My two questions are probably easy for you guys, but they're dooming me:
1 - Do I have to edit BOTH resources, or just one? If just one, how do I know which one? This is haunting me it's copypasta but I don't wanna put a lot of unneeded crap in my Mod, and it feels stupid to have 2 files do the same thing!

<Edit ID="1" about="Question 2"> There is actually a "SwimHereSkinnyDip" Resource, and it has about the same options as the Hot Tube's Resources, now i just have to figure out if this is one is for everything on a pool etc. or just an interaction, but I'm guessing I'll have to edit this one anyways, and I think in a pool everything is "SwimHere" so Question 2 is about finished, unless someone has something to add. Leavin question 2 here just in case, and to remember me how dumb it was. =b </Edit>

2 - If I edit these Resources will I get the effect while Skinny Dipping in the Pool?

Sorry for not figuing this one out, I just feel dumb looking at it. Let's hope it's just beginner's n00bness.

<Edit ID="2" about="HP's awesomeness">Extracting everything and using the Notepad++ Search RULES. Now I just need to know if I have to change everything twice, just found the perfect way to find and tune whatever I want!</Edit>

Also, I'd like to suggest you add the "Run as Adinistrator" thing to the tutorial, for Vista and Win7 Users. I noticed a lot of people asking about that... I'd edit the Tutorial myself, but I can't, so I leave the suggestion... =b

Buzzler
5th Nov 2010, 06:33 PM
First time modding, but I know programmin for 8 years now{...}I'd suggest extracting the core libraries, getting .NET Reflector and using it to look at the actual game code then. Regular tuning modding basically consists of guessing and trial&error. If you look at the code, you don't need to guess.

So there we go again! There are 2 more Resources, one is "SkinnyDip_HotTub" and the other is "SkinnyDipFromHotTub_HotTubBase". Both have about the same things in them. Both point the Plumbing Hot Tub object as their target.Skinny dipping consists of multiple interactions and there seem to be two unrelated interactions. What you need to alter, really depends on what you want to change.

SeeMyu
12th Nov 2010, 03:11 AM
for some reason, after numerous tries.. My mods NEVER work! Idk what's wrong!
I have the resource.cfg and i have the framework! But i just dont get it, they refuse to work!

recently, I've been working on an increase on all moodlet values mod, but when i put it into the game (after saving the .package from sims3pe) they never choose to modify what I tell them to. EXAMPLE: I set the moodlet value to +40, but in the game..it's stay original (+20 instead of +40)

HELP ANYONE?

HugeLunatic
12th Nov 2010, 04:06 PM
Simul8rReviews - you need to make sure your framework works for mods correctly before you can create your own mods.

Please see the information here for help http://www.modthesims.info/announcement.php?f=551&announcementid=146

suzetter
12th Nov 2010, 09:26 PM
Wanted to see if I could tweak the number of Papparazzi in my game. Took a look in Game play Data with S3pe and was hoping to just have to tweak a xml file. Didn't find anything for Paparazzi. Any ideas where else I could look to find the Paparazzi info?

Buzzler
12th Nov 2010, 09:46 PM
Any ideas where else I could look to find the Paparazzi info?Take a look at the NpcRoles XML.

SeeMyu
13th Nov 2010, 12:04 AM
Simul8rReviews - you need to make sure your framework works for mods correctly before you can create your own mods.

Please see the information here for help http://www.modthesims.info/announcement.php?f=551&announcementid=146

hmm, I dont really know what you mean.. Im a little confused. I read the link you gave me, and i have everything in the right place.. :(

suzetter
13th Nov 2010, 12:21 AM
Take a look at the NpcRoles XML.

Really? Well thank you Buzzler. :)

shareallicu3
13th Nov 2010, 01:22 AM
I want to speed up the time to learn skills but I don't know what values to change in the Skills XML - I understand how to get to it and how to edit and import/export and all that, but could someone tell me what values to actually edit? I have tried the first row of values in the XML and it gave them maximum skills, but did not acknowledge it: they didn't have any skills officially :/

pritzooo
13th Nov 2010, 01:42 PM
brilliant tutorial already modded my sims pregnancy:D but i cant find the "autonomous homework" in the homework.xml file, is it somewhere else? it really annoys me that the kids/teens are always doing homework! Also is there a way to cancel this automatic reaction?
Thanks guys!

Buzzler
13th Nov 2010, 10:31 PM
i cant find the "autonomous homework" in the homework.xml file, is it somewhere else?The autonomous stuff and everything belonging to a certain interaction, will never be in an _XML resource but in an ITUN resource. I think for the homework interactions thats GetHomework and DoHomework.

vampiremouse
8th Dec 2010, 04:43 PM
Hi there, hopefully I'm in the right thread and these answers are just so obvious that I'm the only one unable to find them (as opposed to yet another reason to boot windows 7)

Okay I downloaded s3pe and its working (had the security error but fixed that by copying the file to the desktop). I've searched the net and read lots of tutorials and I think I have a shot at managing some modding..IF I could see anything in English rather then what appears to be Hex. I can not read anything in Hex. And no one else appears to be looking at Hex in S3PE so why am I?

Also if one has WA and Ambitions the same files appear to be in the base game folder and each of the expansions...which set should I be trying to edit. And do the original tutorials still apply?

Last I checked Helper monkey was unavailable (being edited for patch?) So I'm working without it..but at this stage I want to explore files (in english rather then hex) more then I actually am ready to change them. The game I previously modded went to english text using any RAR program so this is a new problem for me. So what incredily silly thing am I doing wrong?

HystericalParoxysm
8th Dec 2010, 04:51 PM
vampiremouse - When you look at the XML file, you shouldn't be seeing hex unless you actually click the "Hex" button. If you click Value, you'll see the plain text for the XML, and you should be able to hit the little "External: Notepad" button to edit directly in Notepad. Just don't save over your changes to the actual GameplayData.package, only after exporting to a new package.

There are various GameplayData.package files - pretty sure the base game one gets updated with everything, but otherwise, EP specific stuff can be found in the one for specific EPs.

vampiremouse
8th Dec 2010, 05:31 PM
The only thing I litterally did (it was on VALUE already) I clicked it into HEX and back to VALUE and its WORKING!!!!!!!!!


Okay modding here I come :)

Be back when I have intelligent questions to ask or else a MOD to test :)

Lewis-Teck
5th Jan 2011, 08:17 PM
I open the file in the XML modding tutorial, and I get this :(

(Image attached)

claudiasharon
15th Jan 2011, 03:57 AM
I open the file in the XML modding tutorial, and I get this :(

(Image attached)

If you didn't already figure this out, you should put that file somewhere like on your desktop or in your documents (copy+paste it, don't actually move it) and then open it. Trying to open it in my computer usually throws that error at you.

misseureka
16th Feb 2011, 11:35 PM
I'm trying to make a mod that allows underage vampires to use their powers--bite, read minds, use vampire run, etc. I was thinking even a "vampire crawl" for toddlers, because I've always thought that raising a vampire toddler should be just a little more difficult. Sorry if this question is a little too vague, but how do I... you know... do that?

Buzzler
17th Feb 2011, 02:31 PM
@misseureka: In the gameplaydata.package look for ITUN resources belonging to the interactions you want to alter. The names are pretty much the same as the interaction names. Where the age-specific restrictions are defined in the ITUN, should be pretty obvious then.

"Vampire crawl" would require a custom walkstyle and a scripting mod to apply this walkstyle to toddlers.

misseureka
18th Feb 2011, 01:11 AM
Excellent! Thank you so much!

And can I just say, YOUR AVATAR IS PINTSIZE OHEMGEE I LOOOOVEEEEE HIIIIIMMMMM

misseureka
18th Feb 2011, 11:47 AM
I've downloaded S3PE. It's a .exe file. I feel really stupid saying this, but I'm not... really sure where to go from here. I instinctively double-clicked it and it told me it had been compressed into a .zip file using Keka. Yay? I've also downloaded MONO, but I'm having trouble opening anything with it.

Buzzler
18th Feb 2011, 12:31 PM
misseureka: Are you on Mac?

misseureka
18th Feb 2011, 08:51 PM
Yeah, it's a MacBook Pro. OS X 10.6.6.

Buzzler
18th Feb 2011, 09:38 PM
Yeah, it's a MacBook Pro. OS X 10.6.6.S3PE needs .NET framework 3.5, so you can't run it on MacOS. There is the Mono framework (that TS3 uses), but it only implements .NET 2.0. Try using Echo's Postal (http://www.modthesims.info/download.php?t=362599). I don't know if you need to do anything special to start it on MacOS, though, except installing the Java framework.

HugeLunatic
18th Feb 2011, 10:17 PM
To run s3pe on OS X you install Mono, then run s3pe via terminal. Open terminal, type Mono then drag the exe into the terminal window and press enter. If Postal will do the same thing for XML modding then that would probably run better since it's Java based.

misseureka
20th Feb 2011, 01:54 PM
To run s3pe on OS X you install Mono, then run s3pe via terminal. Open terminal, type Mono then drag the exe into the terminal window and press enter. If Postal will do the same thing for XML modding then that would probably run better since it's Java based.

I do that and it says "mono: command not found." Gahh. So many problems. :faceslap:

Buzzler
20th Feb 2011, 09:38 PM
I do that and it says "mono: command not found." Gahh. So many problems. :faceslap:Did you install the MONO framework?

misseureka
20th Feb 2011, 10:20 PM
Did you install the MONO framework?

Yeah. Is it possible I didn't install it properly?

HugeLunatic
20th Feb 2011, 10:38 PM
Depending on your exact setup, you may have to explicitly tell mono to use X11 for drawing operations (this is not enabled by default), like so:

- open the Terminal (/Applications/Utilities/Terminal.app)
- type export MONO_MWF_MAC_FORCE_X11=1 and hit enter
- type mono /path/to/your/exe (or the easy way: type mono and a space, then drop the exe onto the terminal window) and hit enter


That's and excerpt from pbox's setup in help. Maybe try that.

misseureka
20th Feb 2011, 10:58 PM
That's and excerpt from pbox's setup in help. Maybe try that.

Whenever I try that, it says, "-bash: mono: command not found."

OSUTINDIIN
24th Feb 2011, 09:43 PM
Hi, I was Just wondering how I can make a mod for my game, ver. 1.8. The mod I'm trying to make is one that modifies how many traits each sim can have. I pretty sure I found the file that I'm supposed to export and modify, and followed the steps that I had memorized, I tested it, and the traits available for each sim was exactly the same everytime, and so I proceeded to try different ways of doing it, and it still didn't work. So now I'm lost and confused because it didn't work. Any help would be greatly appreciated.

Buzzler
25th Feb 2011, 03:34 PM
OSUTINDIIN: Please describe what you actually did. Which resources did you alter in what way?

OSUTINDIIN
25th Feb 2011, 04:39 PM
OSUTINDIIN: Please describe what you actually did. Which resources did you alter in what way?

I was basing my mod off of Rainbow brites mod. The mod I was basing it off of was RB MoreTraits EAYACT 20.rar, because I tried her mod and it didn't work. So I opened up the GameplayData.package in s3pe, opened up her mod in s3pe, and found the _XML called TraitManager_0x85009be60155d3c6, so I exported it, closed the GameplayData.Package, made a new mod and imported what I just exported from the GameplayData, and I changed the amount of traits each age group could have, as based off of Rainbow brites. I then saved the package, named it, and placed it in my packages folder (Game Ver. 1.8.25, so I would have to place it into Computer\Local Disk (C!)\Program Files (x86)\Electronic Arts\The Sims 3\Mods\Packages). I tested it in game, It didn't work, so I tried to Modify the actual GameplayData.Package, that didn't work. Now I have no clue what to do. and that is why I'm asking for help. (I also checked the tutorial on this site, to make sure I was doing everything right, there were a few things I did different, but I tried it the tutorials way and my two ways, neither worked.) That is why I'm asking for help now. I don't even know if I was touching the right _XML file, just because it didn't work.

(I did (C!) because I can't Do (C: ) because it looks completely wrong, and you can tell what it does with out the space (C:). Is there a way to disable it doing this.)

Buzzler
25th Feb 2011, 05:15 PM
@OSUTINDIIN: How did it not work, or better what effect do you expect?

FYI: The number of traits you can apply to a sim by in-game means (CAS of "Modify Traits" cheat interaction) is hard-coded an can only be changed by a core mod. The effect of changing the TraitManager tuning is very subtle and explained in RB's upload post. Also you can still only apply more than the number of hard-coded traits with another mod.

OSUTINDIIN
25th Feb 2011, 05:36 PM
@OSUTINDIIN: How did it not work, or better what effect do you expect?

FYI: The number of traits you can apply to a sim by in-game means (CAS of "Modify Traits" cheat interaction) is hard-coded an can only be changed by a core mod. The effect of changing the TraitManager tuning is very subtle and explained in RB's upload post. Also you can still only apply more than the number of hard-coded traits with another mod.

It didn't work with either of the two ways I tried it: I first would try it in story mode by enabling testing cheats, and then shift clicking on one of my sims in a house I already made to go into the modify traits screen. I would try to add more traits, but could only have five. I also tried it in create a sim. It didn't work there either.

Buzzler
25th Feb 2011, 06:03 PM
It didn't work with either of the two ways I tried it:{...}That is what I just told you, right? A tuning mod cannot affect this. You need another mod, like twallan's MasterController, to add more traits to a sim.

OSUTINDIIN
25th Feb 2011, 06:17 PM
I grabbed twallan's mod, and tried it, but it made it so my core mod didn't work (is it a core mod, because if it is, it doesn't state it noticeably on the site you download it from.) Is there a way to take certain parts from his mod, and merge them into my core mod to get it to work?

HystericalParoxysm
25th Feb 2011, 07:28 PM
It's not a core mod, and shouldn't conflict with a core mod. It may be possible to use bits of his code but honestly, it's not going to be at all easy, quick, or fun - Master Controller is a BIG script mod with a bajillion functions and unless you're an experienced programmer, I don't think you'd be able to do it.

OSUTINDIIN
25th Feb 2011, 07:35 PM
It's not a core mod, and shouldn't conflict with a core mod. It may be possible to use bits of his code but honestly, it's not going to be at all easy, quick, or fun - Master Controller is a BIG script mod with a bajillion functions and unless you're an experienced programmer, I don't think you'd be able to do it.

Would it be possible that the reason my core mod stopped working was because the other mod wasn't compatible with my game (version 1.8.25)?
I ask because I am just trying the mod without my core mod, right now, and it still doesn't work (I seem to doubt that that's the case, but It does seem like a possibility). If that is a possibility, I could always try to get an older version of the mod, and see if it works then. Please get back to me to let me know if that is a possibility, as I am know professional.

Buzzler
25th Feb 2011, 07:47 PM
I grabbed twallan's mod, and tried it, but it made it so my core mod didn't work (is it a core mod, because if it is, it doesn't state it noticeably on the site you download it from.)What do you mean "your" core mod? If you mean the mod you made following the instructions of this tutorial, then that is not a core mod. It is a tuning mod. And no mod breaks such a simple mod, except a tuning mod that overrides the very same resource.

And twallan's mods aren't core mods except for two that are clearly labeled as such. The others are scripting mods as stated in the sticky in his mods forum.

Is there a way to take certain parts from his mod, and merge them into my core mod to get it to work?You are really on the wrong track here. Your tuning mod doesn't conflict with MasterController and you can't merge a tuning mod and scripting mod beyond putting the resources in the same file. Which would be completely pointless.

Again, if your mod does the same thing as RB's mod, then it is in fact functional. That it doesn't do what you expect it to do, is an entirely different matter.

OSUTINDIIN
25th Feb 2011, 08:17 PM
What do you mean "your" core mod? If you mean the mod you made following the instructions of this tutorial, then that is not a core mod. It is a tuning mod. And no mod breaks such a simple mod, except a tuning mod that overrides the very same resource.

And twallan's mods aren't core mods except for two that are clearly labeled as such. The others are scripting mods as stated in the sticky in his mods forum.

You are really on the wrong track here. Your tuning mod doesn't conflict with MasterController and you can't merge a tuning mod and scripting mod beyond putting the resources in the same file. Which would be completely pointless.

Again, if your mod does the same thing as RB's mod, then it is in fact functional. That it doesn't do what you expect it to do, is an entirely different matter.

I know the minor differences between a tuning, scripting, and a core mod, and for one thing, I know the mod I made isn't a core mod, it is a tuning mod, I was referring to an actual core mod that I downloaded and had to update my game from 1.7.9 - 1.8.25 to get to work, and I thought it might be conflicting with my core mod, that is until I took out my core mod to try to see if it would work, and it still doesn't. That is why I'm asking if it is possible that the version of the mastercontroller is conflicting with my version of the game, causing both the mastercontroller with the core mod not to work (both don't work), and the mastercontroller alone not to work (without core mod). I may not have typed enough information for you to catch onto that I was referring to an actuall core mod in my game, but I really don't appreciate you treating me as if I don't have a clue of what I am talking about.

update, finally decided to update to 1.19, I kinda felt I should so I could use new mods.

misseureka
1st Mar 2011, 09:57 PM
So, I downloaded Postal but I'm not entirely sure how to run S3PE with it. The tutorial on this site seems to be written for PCs, and I'm a bit confused.

Buzzler
1st Mar 2011, 10:11 PM
misseureka: You can't run S3PE with Postal. :) S3PE and Postal are both tools to edit package files, and they run on their own. In their respective frameworks of course.

misseureka
2nd Mar 2011, 12:23 AM
misseureka: You can't run S3PE with Postal. :) S3PE and Postal are both tools to edit package files, and they run on their own. In their respective frameworks of course.

OOOOOOOHHHHHHHH I understand. Okay. So is there a tutorial I should read or something?

werismyki
2nd Mar 2011, 01:18 AM
Depends on what you wish to learn, here's a good place to start - Sims 3:Modding

misseureka
2nd Mar 2011, 02:29 AM
Depends on what you wish to learn, here's a good place to start - Sims 3:Modding

I mean for using Postal specifically, since the tutorials on this site seem to be only for PC users with S3PE.

helaene
1st Jun 2011, 11:26 PM
I can't find the gameplayData.package file for the Sims 3 Generations... what file should I be looking in for XML tuning the new EP?

Thanks!

Buzzler
2nd Jun 2011, 04:57 PM
I can't find the gameplayData.package file for the Sims 3 Generations... what file should I be looking in for XML tuning the new EP?Take it from the basegame folder. Seems like EA is cutting down on the redundancy a bit. ;)

helaene
3rd Jun 2011, 12:34 AM
Take it from the basegame folder. Seems like EA is cutting down on the redundancy a bit. ;)

Thanks very much! :lovestruc

Poetrii
12th Jun 2011, 07:57 PM
I was trying to make a mod for the money cheat, but I don't see it in my gameplay list for modding. Can someone please tell me what it's under? :faceslap:

Buzzler
13th Jun 2011, 09:41 AM
I was trying to make a mod for the money cheat, but I don't see it in my gameplay list for modding. Can someone please tell me what it's under? :faceslap:You can only change the amount of money the kaching and motherlode cheats give in Cheats_0x30fdab1426dacd19. The money command is hardcoded and cannot be altered with a tuning mod.

Poetrii
14th Jun 2011, 04:56 AM
You can only change the amount of money the kaching and motherlode cheats give in Cheats_0x30fdab1426dacd19. The money command is hardcoded and cannot be altered with a tuning mod.

Thank you =)

pandoratensenuma
16th Jun 2011, 09:25 AM
So let's say you wanted to change the ability of interactions based on age groups. Let's say you have The cuddle bed woohoo, right? And You wanted to make this available to teens. So, it has a short list of age groups allowed to do it... (Y,A,E), And in other .xml files and such, teens are associated with a T. Would it allow teenagers to do this if I added the T to it? (T,A,Y,E)?? Because, I did this. I followed every step of the tutorial. Did I do it wrong, oorrrr is it just not possible/easy like that?

Buzzler
16th Jun 2011, 02:45 PM
It's not possible/easy like that. There are some hardcoded checks that will exclude teens from certain interactions and overrule anything in these interactions' ITUN resources.

Telishathompson
29th Jul 2011, 08:20 PM
I've trying to modfity the skill.xml and I have no idea what to change.

<Level_1>1800</Level_1>
<Level_2>1350</Level_2>
<Level_3>2400</Level_3>
<Level_4>3900</Level_4>
<Level_5>5700</Level_5>
<Level_6>8400</Level_6>
<Level_7>11700</Level_7>
<Level_8>15600</Level_8>
<Level_9>20400</Level_9>
<Level_10>27000</Level_10>

I keep looking at this section thinking this is what I need to change.

whiterider
29th Jul 2011, 11:22 PM
Well, what are you trying to change about it?

Toymaker
30th Jul 2011, 04:11 PM
I dont have either the external or edit button. Do I need to download something?

Buzzler
30th Jul 2011, 04:21 PM
The buttons were removed in a recent version of S3PE. Right-click on the resource to find the 'Notepad' entry. That is if you exported the resource to a new package first. Don't edit the game resources directly!

amazinggoddess
31st Jul 2011, 03:02 AM
-_- it keeps giving me this message when i try to open the gameplay file:
Could not open package:
C:\Program Files (x86)\Electronic Arts\The Sims 3\Game\Bin\Gameplay\GameplayData.package
Front-end Distribution: 11-0402-0951
Library Distribution: 11-0402-0951
Source: mscorlib
Assembly: mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
Access to the path 'C:\Program Files (x86)\Electronic Arts\The Sims 3\Game\Bin\Gameplay\GameplayData.package' is denied.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)

at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy)

at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy)

at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)

at s3pi.Package.Package.OpenPackage(Int32 APIversion, String PackagePath, Boolean readwrite)

at S3PIDemoFE.MainForm.MainForm_PackageFilenameChanged(Object sender, EventArgs e)
-----
I need help! i dont know if this will change what i put in nectar I want to be able to put ANYTHING into nectar, so i though this might be how.

Buzzler
31st Jul 2011, 07:27 AM
amazinggoddess, you probably need to start S3PE as Administrator to get access to the Program Files directories. Or try ticking the read-only tickybox when you open the file.

Also, I assume you want to be able to put everything into nectar, since putting anything into nectar is already possible. Putting everything into nector will not be possible, though, or at least it's not reasonable. Most restrictions and functionality of the nectar maker are hardcoded. You'd need to make an entirely new nectar maker script and basically remove all of its functionality and replace it with nonsense to enable it to handle everything. You might be able to turn all ingredients into fruits with an XML mod, but that's about all you can do with tuning modding.

felixmueller
8th Aug 2011, 06:03 PM
The editor does not commit my changes.What must i do now? :(

Yellow_fin
20th Sep 2011, 10:03 PM
hi i will just get to the point

i noticed this

<BaseAvailability>
<Age Children="True" Adults="True" Toddlers="False" Teens="True" Elders="True" />

also seen as this

C,T,Y,A,E

i was trying to see if i can get the start snubing interaction to work for everyone so i found <baseAvailability> T and added C, ,Y,A,E,

that didnt work so i tried adding
<Age Children="True" Adults="True" Toddlers="False" Teens="True" Elders="True" /> this

again no luck.

can you add fields like C,T,Y,A,E or can i only change what is already there?

for example if i knew how ea named one of its tags could i add this into a string?

am i needing to core mod?

thanks

Buzzler
21st Sep 2011, 05:19 PM
<Age Children="True" Adults="True" Toddlers="False" Teens="True" Elders="True" />That's the old format that was used prior to Generations and the related patch. It doesn't work any more.

can you add fields like C,T,Y,A,E or can i only change what is already there?You can add fields. Maybe try to copy&paste it from a different ITUN. Maybe you broke something. ;)

There might be additional hard-coded restrictions, though, which aren't affected by tuning modding. Which ITUN are you trying to mod? Also if you post your package, I'll have a look at it.

Yellow_fin
26th Sep 2011, 09:13 PM
i will get back to you about this asap just got some other things to sort out at the moment. i think i would be great to have bitchy mode for everyone. why does it just have to be teens.

Yellow_fin
26th Sep 2011, 09:18 PM
i will get back to you about this asap just got some other things to sort out at the moment. i think i would be great to have bitchy mode for everyone. why does it just have to be teens.

oh by the way i may have had partial success originally because my tester sims where 2 C,T,Y,A,E

all where related in some form or other like mother father brother sister granma grandad. the C could start snubbing T brother but none of the others could, it may well be a part of the vanilla game but i dont play children much so i dont know, but it seams logical

pritzooo
2nd Oct 2011, 06:12 PM
Hi, is it possible for me to mod the chance of a vampire and sim having a vampire offspring? I always get vampire kids :( The sims 3 team advertised there would be a 50% chance, but it seems to be more like 100%!

Majuchan
2nd Nov 2011, 06:53 AM
Can anyone help me with editing xml for opening and closing times for LN bars?

JNAS2006
11th Dec 2011, 02:08 AM
Can I add lines to xmls or just edit the existing ones? For example, I'm trying to edit how many generations back a child can inherit genes from and I want to add this line: <kInheritGreatGrandparentTrait value="20">
I wasn't sure if it could be done with XMLs or if it would require a core mod.

whiterider
11th Dec 2011, 10:35 AM
Majuchan, have you had a look at some of the existing LN bar opening mods? I would suggest downloading Notepad++: you can then extract the XML from a bar opening mod, extract the same XML from the GameplayData.package, and Notepad++ can then automatically show you which lines are different, and therefore which lines need to be changed.

JNAS2006, sadly, that won't work. XML values have to be specifically referenced by the game. So, somewhere in the game, either the game core or a script says (as the most basic example I can think of) "If <kSimCanDoStuff> = Yes, then do stuff". Then when the script is actually being used, the script tells the game to look for kSimCanDoStuff and check whether it's set to Yes or No. If there's nothing in teh game core, or a script, referring to an XML field, then having that extra XML field - like kInheritGreatGrandparentTrait - won't do any harm, but the game will just ignore it.

JNAS2006
11th Dec 2011, 07:17 PM
JNAS2006, sadly, that won't work. XML values have to be specifically referenced by the game. So, somewhere in the game, either the game core or a script says (as the most basic example I can think of) "If <kSimCanDoStuff> = Yes, then do stuff". Then when the script is actually being used, the script tells the game to look for kSimCanDoStuff and check whether it's set to Yes or No. If there's nothing in teh game core, or a script, referring to an XML field, then having that extra XML field - like kInheritGreatGrandparentTrait - won't do any harm, but the game will just ignore it.

So basically if I want to edit the genetics to my liking I'm going to have to learn core/script modding and then use the xml as a tuning tool to change the values? I know twallans SP has some genetics options(advanced genetics) and his mods are mostly script mods right? So I could PROBABLY assume I'd be ok learning script modding and going from there. I've already got XML modding down, so I might as well start script modding next XD

immortalfreiza
5th Jan 2012, 06:27 AM
I wanted to make a XML mod that would allow wild animals to appear in Bridgeport. So, I created a mod using the tutorial and altering the <allowworldtype> (I put in Downtown) in the petpool part of the gamplay package, which I then created as a package and put in my sims 3 mods folder. So, my questions are, did I do this correctly, and if I did is there a way to tell if the XML mod I created has actually been loaded by the game?

EDIT: Never mind, it works.

nonamena
11th Feb 2012, 02:54 PM
I have a general question about XML modding. If I disallow autonomy for a certain interaction, is it important to make the change values for fun (for example) less attractive? Could it cause extra stress on the game if the sim keeps thinking "this looks so fun but I can't do it?" Hope this question makes sense to someone.

lowrisim
11th Feb 2012, 05:20 PM
What I want to do
I want an aging mod compatible with pet, as the one l like is out dated.

What I have done so far.
Open the old aging mod I like and looked at the valuer and ruleof6 from MATY which is compatible with pet. As ruleof6 works in game I started by changing the aging values to ones I wanted, put it in game and it seems to work. Sims, and pet are the ages I wanted, and the scale from short life span to epic is as I had hoped. They also age. So far so good.

I also have found the age manager file in the game so I can start from scratch if I need to.

MY QUESTION:
Both the ruleof6 file and the ea aging files have tons of addition lines of code in them that i am NOT changing. Things like camera angles, cakes, notification, skill for npc's on age up.

Do I need the whole file and the values I changed, or just the lines I am changing in the new package?

for instance do I need to keep this line
<kAgingEnabledByDefault value="True">
<!--Range: True or False. Description: whether aging is enabled by default in new worlds.-->
</kAgingEnabledByDefault>

in the new package file if i am not changing it?

or can i just include the items i am changing?

I figure I need the stuff at the top and the bottom and the items that go with the values i am changing. for instance:

<?xml version="1.0" encoding="utf-8"?>
<base>
<Current_Tuning>

and

<kMinimumSimDaysPerAgingYear value="1">
<!--Range: positive decimal values greater than or equal to one. Description: minimum number of Sim days that make up each year of aging.-->
</kMinimumSimDaysPerAgingYear>
<kDefaultSimDaysPerAgingYear value="7">
<!--Range: positive decimal values greater than or equal to kMinimumSimDaysPerAgingYear. Description: default number of Sim days that make up each year of aging.-->
</kDefaultSimDaysPerAgingYear>
<kMaximumSimDaysPerAgingYear value="100">
<!--Range: positive decimal values greater than or equal to kDefaultSimDaysPerAgingYear. Description: maximum number of Sim days that make up each year of aging.-->
</kMaximumSimDaysPerAgingYear>

I am new to xml and do not know how to do "tags" and was unable to come up with info in a google search. I would however be willing to read a tutorial if one is available.

thank you

Buzzler
11th Feb 2012, 06:34 PM
Do I need the whole file and the values I changed, or just the lines I am changing in the new package?You need the whole file. When you put an XML override in the game, the game will only load the override from then on and ignore the original XML.

lowrisim
11th Feb 2012, 10:52 PM
You need the whole file. When you out an XML override in the game, the game will only load the override from then on and ignore the original XML.


Good to Know. Thank you for the quick response.

elansims
24th Mar 2012, 06:29 AM
There seem to be some weird inconsistencies in how EA codes. Either that, or I'm just not privy to their logic. :sheep:

I want to edit NPC ages (There are mods that do this, but I've decided I don't want to download 3257029583209502 mods that will inevitably conflict when I can do my own XML tuning.) I've got the ServiceNPCSpecifications XML up, and it's referring to "Age Flags" like this:
<AppropriateAgeFlags>48</AppropriateAgeFlags>
At some points, I've seen various values. 4 is child, as that is what the Newspaper NPC's AgeFlag is set to, and teen is 8, according to the Babysitter tag. I've seen other values, 32, 48. But I was looking at some of the career resources, and I think I recall seeing values like 52 and one number greater than 100. :here: So what does each value mean?

I tried looking for a "common XML" page or something, where it explains what some of the more common Sims 3 XML tags and values are. If it exists, I'd love a link. If it doesn't, I think it'd be super helpful. Even just as a cheat-sheet. :)

--elan :llama:

whiterider
24th Mar 2012, 12:19 PM
Are you sure it's not a cut-down hex or hash string?

nonamena
24th Mar 2012, 02:46 PM
Well, this is from the core (Sims3.SimIFace.CAS). Maybe it's useful.

public enum CASAgeGenderFlags : uint
{
None = 0u,
Baby = 1u,
Toddler = 2u,
Child = 4u,
Teen = 8u,
YoungAdult = 16u,
Adult = 32u,
Elder = 64u,
AgeMask = 127u,
Male = 4096u,
Female = 8192u,
GenderMask = 12288u,
Human = 256u,
Horse = 512u,
Cat = 768u,
Dog = 1024u,
LittleDog = 1280u,
Deer = 1536u,
Raccoon = 1792u,
LargeBird = 2048u,
SimWalkingDog = 2304u,
SimWalkingLittleDog = 2560u,
SimLeadingHorse = 2816u,
SpeciesMask = 52992u,
LeftHanded = 1048576u,
RightHanded = 2097152u,
HandednessMask = 3145728u
}

The u on the end is just a suffix, so you don't need to include that in the XML tuning.

elansims
24th Mar 2012, 07:54 PM
@Whiterider: Not sure. Here's more information in context, if it helps. This is still from the ServiceNPCSpecifications XML:

<Specifications>
<NPC>Babysitter</NPC>
<AppropriateAgeFlags>8</AppropriateAgeFlags>
<InvalidWorlds>Egypt,China,France</InvalidWorlds>
</Specifications>

<Specifications>
<NPC>Burglar</NPC>
<AppropriateAgeFlags>48</AppropriateAgeFlags>
<DefaultOutfitMale>MaleBurglar</DefaultOutfitMale>
<DefaultOutfitFemale>FemaleBurglar</DefaultOutfitFemale>
</Specifications>

What nonamena posted looks related, but it doesn't have 48. I think 48 indicates that the NPC may be of either YA or A age?

In regards to the other values I've seen, this is from the ActiveCareers XML:

<ActiveCareers>
<ActiveCareer>PrivateEye</ActiveCareer>
<AgeFlags>56</AgeFlags>
<Can_Solicit_Job>x</Can_Solicit_Job>
<Can_Join_Career_Using_Gameplay_Interactions>x</Can_Join_Career_Using_Gameplay_Interactions>
<Can_Retire>x</Can_Retire>
<Has_Open_Hours>x</Has_Open_Hours>
<Overmax_Percent_Pay_Increase>0.05</Overmax_Percent_Pay_Increase>
<Highest_Level>10</Highest_Level>
(CUT OUT LINES FOR BREVITY)
</ActiveCareers>

I'm assuming that these values all indicate what ages are allowed for each "job." It looks like 8=teen only, 48=YA or A, 56=YA or A or E? I suppose I could keep up with this assumption and go look for other values. According to nonamena's post, each age alone has a power of 2 value, which means the 48 and 56 are intermediates which indicate combinations.

As much as I like computers, coding can be so... blah. :blink:

nonamena
24th Mar 2012, 08:46 PM
I might be totally off on this, but this is what I am thinking:

48 = 16 + 32, which would be YA or A (like you suggest)
56 = 8 + 16 + 32, which would be T, YA, or A. There is a career uniform prefix for teens, so I guess it's not totally off.

AgeMask = 127 which is the sum of all integers from baby to elder.

I hope if I'm wrong somebody will tell me. I think I will ask at the NRaas wiki and see if somebody there can help. I've been googling but have not found an answer.

nonamena
24th Mar 2012, 09:38 PM
Ah, Twallan has explained it here: http://nraas.wikispaces.com/message/view/Design+Discussion/52105676#52106014

elansims
25th Mar 2012, 03:03 AM
Oh, thank you nonamena! God, binary. Twallen's right, that's a bit old school. ...no pun intended. I'm going to keep a .txt of his explanation somewhere so I don't go crazy trying to remember my binary. :giggler:

:gjob:

conflate
10th Apr 2012, 04:29 PM
Apparently there is/was a bug with the Master Chemist logic skill challenge where it resets if a Sim moves town and can't be completed again. For example my sim has 130% potions discovered and has no more left to discovered, but it's incomplete.

I wanted to fix it but couldn't find where to tune it in gameplaydata. I can find the chemistry set tuning bits, and the other logic challenges are under LogicSkill_0x18d1257adfd2ed99, but Master Chemist is missing.

I found a mod that alters many other challenges but not this one.

Does this mean it's simply not tuneable? Do I then need to look at core modding?

Thanks.

morphius1
18th Apr 2012, 10:18 PM
[QUOTE=DeadEV Could not open package:
C: \ Program Files \ Electronic Arts \ The Sims 3 \ Game \ Bin \ Gameplay \ GameplayData.package [/QUOTE]

I can't open this either.....

"Program Files" are not on my system. I have "Documents" and "My Documents".

Mine shows: Documents/Electronic Arts/The Sims 3/ ....there is no "game" folder in here.

Why?

I downloaded S3PE and was hoping to be able to use it.

Arc216cN
2nd Jun 2012, 09:48 AM
I have some custom mods on my "C:\Users\David\Documents\Electronic Arts\The Sims 3\Mods\Packages" Folder, and normally it would be detected on "Custom Mods Found" in game. But it didn't show up, nor it works. How to make it works? Sorry for bad english, I'm not native in english. Thanks.

Edited:

I got three new installed mods(that's the problem :/ ) highlighted ones.
http://i1188.photobucket.com/albums/z420/Arc216cN/Script.png
and all of them are not detected, thus not working in game.
http://i1188.photobucket.com/albums/z420/Arc216cN/NotWorking.jpg

I tried to remove Script folder and moving all files to Package folder, but it didn't help.

nonamena
2nd Jun 2012, 12:56 PM
I have some custom mods on my "C:\Users\David\Documents\Electronic Arts\The Sims 3\Mods\Packages" Folder, and normally it would be detected on "Custom Mods Found" in game. But it didn't show up, nor it works. How to make it works? Sorry for bad english, I'm not native in english. Thanks.

Edited:

I got three new installed mods(that's the problem :/ ) highlighted ones.
http://i1188.photobucket.com/albums/z420/Arc216cN/Script.png
and all of them are not detected, thus not working in game.
http://i1188.photobucket.com/albums/z420/Arc216cN/NotWorking.jpg

I tried to remove Script folder and moving all files to Package folder, but it didn't help.

Tuning mods (XML/ITUN/OBJD/OBJK etc edits) do not show up in the Mod Scripts Found popup dialog. Only script mods show up there.

Arc216cN
2nd Jun 2012, 04:33 PM
Tuning mods (XML/ITUN/OBJD/OBJK etc edits) do not show up in the Mod Scripts Found popup dialog. Only script mods show up there.

Thanks for quick reply.
Btw, will it work even if it's doesn't show up?

nonamena
2nd Jun 2012, 07:37 PM
Thanks for quick reply.
Btw, will it work even if it's doesn't show up?

Yes. Tuning mods never show up in the mod scripts found pop up, whether they "work" or not :)

DannyDMJM
19th Jun 2012, 03:35 AM
Why don't I see an editor button? What do I do? I want to mod but every time I try, something gets in my way...

ladyluxe
29th Jun 2012, 11:44 PM
I can't open this either.....

"Program Files" are not on my system. I have "Documents" and "My Documents".

Mine shows: Documents/Electronic Arts/The Sims 3/ ....there is no "game" folder in here.

Why?

I downloaded S3PE and was hoping to be able to use it.

Same happened to me. I don't have a /game folder in there either. So does anyone know where I find the gameplay file to create a mod??

ETA: I found it. Mine is located here:

Program Files (x86) / Origin Games / The Sims 3 / Game / Bin / gameplay.package

There are also separate file folders for the expansion packs (example: Program Files (x86) / Origin Games / The Sims 3 / Late Night /), so I'm guessing if I want to edit something like bar and club open/close times I would go into the folders for Late Night....?

I downloaded my base game and 2 expansions via the EA site so I guess that's why I have a different path from everyone else? I know a couple other people had the same problem finding it so hopefully this will help.

chuckles_82
8th Jul 2012, 01:13 AM
I am currently learning how to read the _xml resources, and was wondering if there is a tutorial to understanding a lot of the abbreviations and codes used? (I don't actually want to change anything, just learn more about game mechanics)

Specifically I want to know what <Overmax_Mult> means in the SculptingData _xml. EDIT: Could it be the additional value for every nth sculpture made? If so, is it added to all sculpture types, or just the type of sculpture? Eg: If my sim makes 6 stone sculptures, the overmax_mult is 15; 6x15= 90, so is that 90 added only to stone sculptures, or to all types of sculptures?

Also, there seems to be a lot of variance in the units that multipliers are calculated in.
Most seem to be in decimal form, but referenced as a percent, so I'd assume they mean 40% when they say .4 rather than 0.4%; but sometimes they use a value like '1200', like in the minumum bonus value for a masterpiece sculpture. Would that value be in simoleans? In other words, an additive bonus rather than a multiplier? That would make sense to me, but I'd like to confirm with someone who knows more about the coding.

Edit: Yes, overmax is the additional value for every nth sculpture made. I've posted this information (http://www.carls-sims-3-guide.com/forum/index.php/topic,11883.0.html) at Carl's Sims 3 Forum.

shadav
9th Aug 2012, 09:57 PM
ok...silly question...browsed through first 5 pages no one asked....:D
so if i just want to change the value of something....say make learning skills instant...do I really need to create a new package or can I just save the original file (overwrite it) or would that mess up my game?

nonamena
10th Aug 2012, 07:26 AM
ok...silly question...browsed through first 5 pages no one asked....:D
so if i just want to change the value of something....say make learning skills instant...do I really need to create a new package or can I just save the original file (overwrite it) or would that mess up my game?

Yes. You must always make a new package. Never overwrite the original game data.

kslibra
30th Mar 2013, 06:31 PM
The Tutorial on Wiki needs to be updated. Pretty much none of it is correct. I printed it off before I realized just how little of it was relevant - pretty maddening. So I come to this thread and it appears that I must look through all of these threads to see if I can piece something together. I don't have that kind of attention span. I've worked with s3PE some but was looking to take it a bit further with modifying a few of the aspects of parties, since the Mods I used to use haven't been updated for quite some time.