I have fiddled about with the game files a bit and managed to get the CAS Demo to recognize copies of traits and ambitions. For Sims 3 these things were a pain to add as the system relied heavily on enums and hard coded data, but from the looks of it this seems to be changed for the Sims 4.
For anyone interested I have an image to illustrate:
As it seems we know have a Guru participating in the forum I want to ask a simple question:
Assuming all related resources and scripts have been created is it possible for modders to add content such as careers, skills and traits to the game?
Comments
... Wow That is REALLY cool news.
So modders can make new careers, skills and traits?!
Modders could make new careers, skills and traits in TS3. But only REALLY EXPERT modders With a lot of knowledge of programming, and in some cases a core mod was required.
"Available via tuning" means all you need is a basic knowledge of XML, which is just marked-up text There were dozens or maybe hundreds of people making XML tuning mods for TS3, versus two or three who could do skills or traits (I actually only know of one who DID those).
So yeah. This time around, we should have custom careers, skills and traits coming out of our ears
Actually, the Sims 4 do not use XML for these things. It uses a binary data format that has to be read and written by a program (or you can use a hex editor like I did, but that is not easy). But we have a few different people working on tools for these files, and I am working on a tool specifically for creating these sort of content (that was why I asked in the first place).
Also, is XML tuning significantly slower then DATA tuning? With a lot of custom content that is quite important.
XML loading can be slower for sure but we have done a lot of work to optimize it. Some of which will benefit mods and some of which may not. When someone has lots and lots of CC installed I have a feeling we will hit other bottlenecks before tuning loading is an issue, but we will have to see.
Yeah that was me. Ooops.
@SimGuruModSquad; Ah, that makes sense. So is the file we add through mods the source one, or the python specific one?