Forum Announcement, Click Here to Read More From EA_Cade.

Comments

  • Good to hear it. I think the feature for scanning the script mods for conflicts will be primarily useful for identifying situations where a player may have an old copy of a script mod installed along with a newer one. This can cause no end of headaches, as you can imagine.
  • That I couldn't help with. I think (if we're talking about the same program) the guy who wrote that left the modding scene and to the best of my knowledge there's no source code for it, so someone would have to write a whole new mod manager from scratch. As for the conflict detector, I've been sticking some beta copies of…
  • The conflict detector may well handle script mods someday. Maybe someday soon...
  • Updated Violin and Guitar Bugfixes. I've updated some others as well, but this is the only one so far other than the two you've already listed that *required* an update. http://www.modthesims.info/d/542019/violin-and-guitar-bugfixes-v10.html
  • I've updated SCAM and Unlisted Phone Numbers. Those are the only two that I've seen issues with of my own. At least, string table issues that is.
  • Simmers who downloaded my Nov 13 update to Variable Default Relationships Mod should get a fresh copy, it has been updated to fix a really stupid bug on my part.
  • I've posted my decompiler front-end script on MTS. Additionally there are links to both of the available decompilers on that post. https://modthesims.info/showthread.php?t=620210
  • A decompiler converts the binary "object" code from the EA scripts in the game to a readable format that we script modders can use to write modifications.
  • @Triplis I haven't found all of that necessary -- one reason I haven't rewritten the versioning history info in the TDesc Browser to completely parse the version history of all tdesc versions. It's not that it would be that difficult to do though, if someone wanted to code that in to it - it could be rewritten to track the…
  • @simgurumodsquad I have those results you wanted for the uncompyle6 tests. I just ran it on the files in simulation and core as we don't really care about base or generated. 1,261 (73%) files uncompiled and tested 100% accurate. 296 (17%) files uncompoiled but could not be recompiled due to syntax errors. 169 (10%) files…
  • @fogity That "fix" you are thinking of back then for unpyc3 was iirc a pretty simple one, just ignored an error by trapping the exception and moving on as best it could. Produced some gibberish, but hey that's life. The complex fixes were, as Turbo mentions above, done by someone outside TS4 modding community. Andrew and I…
  • Do not panic yet, folks! EA notified us of this in advance because there were bound to be unforseen issues. We have to give them time to digest what those issues are and determine what their best response to the issue is. They're being proactive for a reason!
  • @LittleMsSam Compiling existing scripts won't be an issue, there will be some changes required to some batch files but that's minor. @SimGuruModSquad The problem will be getting the EA scripts we refer to for new mods. So far the best decompiler we've been able to work with for Python 3.7 is uncompyle6 and that just chokes…
  • Short term this is going to be such a headache, but I think in the long run this is really good news. Kind of ironic though that I was just telling someone recently that EA would likely never update the Python version due to the number of mods it would break! As Turbo says, THANKS FOR THE WARNING and for including those…
  • Thanks for that info, good to know how and why it can happen. Most people ignore the old_muid lookback feature in the Tdesc browser anyway, so not suprising it never came up until it threw an actual .Net exception. :)
  • Lol - And I don't get how you manage to keep track of it all yourself, but I know the simmer community sure appreciates it!
  • That's not one of mine actually - credit that to TheFandomGirl
  • FYI - Looks like Faster Gardening is going to require updating. Working on that now. To the best of my knowledge, Unlisted Phone Numbers should be working properly although it's not completely checked out and tested I haven't had any issues reported to me - I was able to call another Sim to exchange numbers and haven't…
  • Thanks, that was super fast and is appreciated!
  • I know, how often does a game patch fix a mod? :smiley: I only found out about the bug very late last night, so glad I turned in for the night instead of trying to fix it then and there!
  • Adding stuff to the SimInfo panel is pretty straightforward. I use a few of these in the SimLotto mod, feel free to take a look - one is a simple objective count of number of times Sims performed chosen interactions, the other is total lottery winnings and the count for that is added to by the script portion of the mod.
  • Case might be important (haven't worked with animation much myself)? In the Actor definition line the name "cellphone" is all lowercase but in the XML snip for the prop the P is capitalized. The instance ID does match for the resource key, 23819 (HEX) is equal to 145433 from the definition tag.
  • Just don't even ask how long I worked on this tonight for a new mod I'm working on, and I'm not even 100% sure I'll like the mod once I'm done! Anyway, the relbits tuning appears to use the hash of the class name (RelationshipBit) for the resource id, and not the hash of the instance type (relbit). So when extracting that…
  • Not sure why that wouldn't be working for you, it looked good to me, so did a test. I put this in the probe area of d3oi and it worked fine, inspect showed the class variable had been updated. try: import situations.situation from sims4.tuning.tunable import TunableSimMinute…
  • Checked all the features and it's working fine - doesn't need an update.
  • Lol - I should've figured they'd cheat that "feature" too. I was fooled by XML names like "reaction (to) ComedicMoment" into thinking it actually synched to a real comedic moment. Ah well, can't expect everything and glad the mod doesn't have any real negative effects, at least so far.
  • Not sure, I don't have the movie pack so wouldn't be able to test. I'm just guessing that they're refering to the "reactions" to movie content that I see in the TV object tuning. Those reactions will likely not be in sync with the video, so Sims may laugh when a murder happens or something like that. If someone who has the…
  • For those interested in a mod solution to this, I wrote "No More Video Distortion" last night and uploaded it to MTS tonight: http://modthesims.info/download.php?t=572727
  • Lol - you beat me to my own announcement
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