I was actually thinking about making one, but I couldn't find the tuning files. Apparently there's supposed to be documentation coming out that will help, so stay tuned (get it?).
I suspect that the XML and ITUN files as we know them from Sims 3 don't exist. The tuning is loaded into memory or somewhere by Python scripting each time the game loads and then disappears when the game is exited. I don't know for sure, but this is how it appears to me since I also cannot find these files.
We will be able to create xml files for tuning, but currently the structure of these files is not known. The packages does not contain examples of these types of files, and frankly I have no idea where the data is stored. One question I have not got an answer to is whether or not we need to create DATA resources to accompany the xml files, but that is a later issue.
We will be able to create xml files for tuning, but currently the structure of these files is not known. The packages does not contain examples of these types of files, and frankly I have no idea where the data is stored.
The Stereo XML tuning file is in the Fullbuild file in the CaS Demo, if seeing this one file helps in any way. There are some other XML files in there also which are not in the final game.
We will be able to create xml files for tuning, but currently the structure of these files is not known. The packages does not contain examples of these types of files, and frankly I have no idea where the data is stored.
The Stereo XML tuning file is in the Fullbuild file in the CaS Demo, if seeing this one file helps in any way. There are some other XML files in there also which are not in the final game.
Ohh, I forgot about that one, it might help me.
@Chicken0895: Well yes we do, but that is only to actually get the structure of the tuning files and that can be done by a single person that then posts the information somewhere. So no worries.
I was actually thinking about making one, but I couldn't find the tuning files. Apparently there's supposed to be documentation coming out that will help, so stay tuned (get it?).
i think u mean (Got it) but ok let me know when your making one
> @Henek said: > Shimrod101 wrote: » > > Henek wrote: » > > We will be able to create xml files for tuning, but currently the structure of these files is not known. The packages does not contain examples of these types of files, and frankly I have no idea where the data is stored. > > > > > The Stereo XML tuning file is in the Fullbuild file in the CaS Demo, if seeing this one file helps in any way. There are some other XML files in there also which are not in the final game. > > > > > > Ohh, I forgot about that one, it might help me. > > Chicken0895: Well yes we do, but that is only to actually get the structure of the tuning files and that can be done by a single person that then posts the information somewhere. So no worries.
We'll need to recompile the python files though before executing into the game, correct? So we will need to learn to compile the scripts most likely.
@tycox94: Actually no. Take for instance the trait.pyo file, this file contains the Trait class that represents a trait in the game. In this class you can find a list of all tunable variables, so you can easily note down that you need a number with this name and a string with this name etc. When the game finds an xml file in a package it loads it and looks for entries with these names as it did in the sims 3. It is like reading a recipe in a book, we do not need to put the book in the oven.
Since the game just launched I'm sure it'll take a few days for the modders to start their magic. I guess we'll have to wait and see how this whole thing works and plays out. :)
> @Henek said: > tycox94: Actually no. Take for instance the trait.pyo file, this file contains the Trait class that represents a trait in the game. In this class you can find a list of all tunable variables, so you can easily note down that you need a number with this name and a string with this name etc. When the game finds an xml file in a package it loads it and looks for entries with these names as it did in the sims 3. It is like reading a recipe in a book, we do not need to put the book in the oven.
> @Henek said: > Chicken0895: Well yes we do, but that is only to actually get the structure of the tuning files and that can be done by a single person that then posts the information somewhere. So no worries.
Ah, that sounds good then. I'm not great with programming, so that is nice to know. Thanks.
Comments
The Stereo XML tuning file is in the Fullbuild file in the CaS Demo, if seeing this one file helps in any way. There are some other XML files in there also which are not in the final game.
Ohh, I forgot about that one, it might help me.
@Chicken0895: Well yes we do, but that is only to actually get the structure of the tuning files and that can be done by a single person that then posts the information somewhere. So no worries.
and/or "book of knowledge" type thing.
i think u mean (Got it) but ok let me know when your making one
> Shimrod101 wrote: »
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> Henek wrote: »
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> We will be able to create xml files for tuning, but currently the structure of these files is not known. The packages does not contain examples of these types of files, and frankly I have no idea where the data is stored.
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> The Stereo XML tuning file is in the Fullbuild file in the CaS Demo, if seeing this one file helps in any way. There are some other XML files in there also which are not in the final game.
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> Ohh, I forgot about that one, it might help me.
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> Chicken0895: Well yes we do, but that is only to actually get the structure of the tuning files and that can be done by a single person that then posts the information somewhere. So no worries.
We'll need to recompile the python files though before executing into the game, correct? So we will need to learn to compile the scripts most likely.
Book of Talent (max skill book)
Put Away All Books
Store All Fish and Harvestables at Once
by treeag (modthesims) i wonder if he is going to make some mods for the sims4
*im going to add this to my favs i need this mod hehe*
LOL i always downloaded them too i hope he makes some type of a Book for all skill's for the sim 4
Xbox: BrokeShopaholic
Steam: BrokeShopaholic
Origin: Simstopics
> tycox94: Actually no. Take for instance the trait.pyo file, this file contains the Trait class that represents a trait in the game. In this class you can find a list of all tunable variables, so you can easily note down that you need a number with this name and a string with this name etc. When the game finds an xml file in a package it loads it and looks for entries with these names as it did in the sims 3. It is like reading a recipe in a book, we do not need to put the book in the oven.
That is great news. Thanks for the info.
> Chicken0895: Well yes we do, but that is only to actually get the structure of the tuning files and that can be done by a single person that then posts the information somewhere. So no worries.
Ah, that sounds good then. I'm not great with programming, so that is nice to know. Thanks.