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Srikandi715 Member

@mwdonohue New version up today!

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  • Just a couple off clarifications: Ts4 is not written in python. It's written in C++ like most commercial software. Python is used for game scripts though; if you want to make mods that create new game behavior, it's the language you'd use. If you just want to modify or 'tune' existing behavior, you can do that with just…
  • You can open the package with s4pe (from simlogical) to see what's in it. In this case, each item would have a CASP resource.
  • Hah, ok. I made that post because the same poster was asking for somebody to upload it to Mediafire, and so did not seem to be aware of the potential issues... as the Sims4Forum situation shows, folks are not educated about this :p
  • Good lord, that is an antisocial attitude :O If the creator uploaded it somewhere else, no problem; but if somebody else uploads it elsewhere without the creator's knowledge or permission, that's a copyright violation. Aside from the legal issue, it's never a good idea to get a mod from someplace where the creator has no…
  • Since this question is in modding, I am assuming the OP is talking about career mods... Don't think I've seen any yet (aside from this one, which is great http://www.modthesims.info/download.php?t=534782 ), but they should be much easier to make in TS3. You'd want to look in Gameplay Mods, not Build/Buy, though ;)
  • You'd probably do better asking in the Gameplay Modding section... this is the clothes/hair section :) For something very specific like this I would say that you'd be better off learning to mod and writing it yourself. I bet if half a dozen people made a religion mod, you would wind up with half a dozen VERY DIFFERENT mods…
  • Then your problem is not CC :p Assuming you tested on a fresh game that is... mods can (sometimes) screw up a save. When you're looking for bad CC, should always be testing on a fresh new game. But if a fresh game crashes with NO CC or mods loaded, you have an issue with the game, not mods, and should post in the Game…
  • Yeah, practically anything posted on that site is good quality. They specialize in XML mods, so if you want to tune your game, it's always a good place to check, along with MTS. You DO have to join to see their stuff though.
  • Plus, it now has "Thumbnail Control". That means it supports adding recolors to existing walls and floors (either EA's or CC), and for creating multiple wall/floor thumbnails in the same package. Details here: http://forums.sims4.the-prof.net/viewtopic.php?f=17&t=336 New Floor Creation tutorial is up too, although if…
  • WallEz handles floors as of today's update :) http://sims4.the-prof.net/?page_id=455
  • Tutorial posted: http://forums.sims4.the-prof.net/viewtopic.php?f=17&t=211&p=370#p370
  • That would be the Granthes tool I linked above.
  • The third party tools have not been in development long, is the point, and they have small development teams (in many cases, one person). They will continue to evolve and get better. To achieve a high degree of polish will take months and years, not days and weeks. But if you insist on polished tools, you have the option…
  • So what you're looking for is a lot of very large, complex animations? There aren't too many experinced animators in the community. I'm sure we'll get custom animations (and associated interactions) into the game eventually, but going by previous experience, there'll only be a handful of animation mods ever made of…
  • They have not said whether they will or not, and they probably haven't made final decisions about it yet. If they commit to something, they'll tell us when they're ready to and not before.
  • Snaitf's carpet recolors were made with a hex editor. Granthes has a new wall tool ( http://www.modthesims.info/forumdisplay.php?f=721 ); that will be extended to floors and terrain paints.
  • WallEz, the new wall tool by Granthes, is up: http://sims4.the-prof.net/?page_id=455 (Floors and terrain paints coming.) You'll need to be able to handle XML and your image editor, but no other tools needed :) And there's a new discussion forum for wall and floor creators at MTS:…
  • You have Granthes's new Wall tool? WallEz is here: http://sims4.the-prof.net/?page_id=455 :)
  • ColorMagic uses the registry to find the Fullbuild files. If you have an *ahem* "nonstandard" installation, it won't find them automatically... you'll have to browse to your resource.cfg file on the first screen. Then it should display all the CAS Parts.
  • @Snosrap522 -- Floors and walls are different from other kinds of objects -- figuring those out is not the same as figuring out object recolors, unfortunately. @Snaitf made his wall and floor mods using a hex editor, but had only solved part of the problem. However, using info from Snaitf, Inge Jones and others as well as…
  • Approved by whom? ;) EA is never gonna certify mods. That would be madness. Just to mention one reason for that... often the reason mods mess up your game is that EA broke a perfectly good working mod with a patch ;) They would have to re-approve everything every time the codebase changed. The solution is to educate…
  • Solution would be what a lot of people did in the earlier sims games: skip the gallery and download from websites, where you can get the CC in the same place as the sim or lot... or stick to items where the uploader clarifies in the gallery text whether any CC is required. The change was made because gallery downloads…
  • Use Color Magic to open the deltabuild files, to see a text list... and use the dropdowns to filter the list :)
  • Script mods are all the same: they need to stay zipped. Every other type of mod has to be extracted. So, you do need to know whether you are dealing with a script mod or not ;) But once you know that, you know what to do with it.
  • In the case of ts4, cc items AREN'T replaced with random items. Either the item is just omitted (accessories for instance), or if it's a top, bottom or full body item, you'll get undies as appropriate. So yeah... most likely your underwear Sims are downloads that were wearing CC.
  • I remember it well, @Snaitf ;) But you weren't using a tool, you were hex-editing. Wasn't until CTU/TSRW that there were tools for it, right?
  • The reason is that TS4 is a new game and not an expansion of TS3? If you want all the same objects that TS3 had after 11 expansions, give up... you will NEVER get exactly the same set of features. No two sims games have ever had exactly the same feature set (nor have any two entries in any game series). On the other hand,…
  • I don't even understand the "cons" list :pensive: Mods aren't going to get any LESS buggy by not being made, lol. They only get better through people making them and gaining experience, and people using them and giving feedback. And if a mod you install is buggy, you take it out. No harm to "the game". In any case, mods…
  • @Darkling : I would say that TS4 is (mostly) MUCH easier to mod than TS3. Was months before we had the same capability for TS3 that we already have for TS4. Some things that people take for granted now literally took years (Pose Player came out two years after release, for instance; we don't have that for TS4 yet, but I…
  • In TS3, a texture was composited out of a lot of separate elements, because of CaST (which led to performance issues). Thus VelocityGrass was able to make that incredible mod (also one of my all-time favorites :) ) However, what looks like overlays/stencils in TS4 are just part of the basic object texture. You can see this…
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