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ZerbuMember
I just want to say, I appreciate all the nice comments people leave in the threads I create. It would be hard to reply to all of them, but I do appreciate them.
Sorry about the late reply, I was busy working on something unrelated. For just transferring, the first option would probably be easier, but I'll likely want to add features that let the user customise the water (for example, change the textures) so I'll probably need .bt files anyway. :)
Hey everyone, TheSimplyNando and I are working to make custom worlds a partial reality. I'm creating a tool that will make it possible to swap out objects, textures and lighting in worlds, which will hopefully be expanded to include roads, water and effects. It won't be possible to make a complete custom world, but it will…
Here's an unofficial update that seem to work properly :) //-------------------------------------- // The Sims 4 // Copyright 2015 Electronic Arts Inc. All rights reserved. // //--- 010 Editor v5.0 Binary Template // Resource Type: CAS Preset Resource (type 0xeaa32add) //-------------------------------------- typedef…
Which resources handle pre-made lots? I still have a world editor on my list of stuff to create, so this would be a useful feature to add. Would it also be possible to add apartments and penthouses to other worlds that way?
Thanks for the response! It sounds like adding a Python script would be too much effort for everything I have planned for it (the mod is overdue as it is) so I may just compromise by putting the tuning for features that require packs in separate .package files, so the player can just not include them if they don't have the…
The .zip file should be placed in any subfolder of /Mods (for example /Mods/Scripts) and the BuffsOrWhatever folder(s) should be placed inside the .zip file. The last time I checked, .py files seem to have stopped working, so you'll probably have to compile them.
When I tried this, the scripts needed to be placed in a subfolder with the same name as the one the scripts were copied from. For example, if overriding the buff script, it will need to be placed inside a "buff" folder. I'm not sure how the game handles sub-subfolders. It might only work if you copy the entire "objects"…
Thanks for letting me know! At least I'll have time to work on the features of the program and figure out other stuff! Is the highlight linked to the name of the .world file? I tested by renaming "SO_CactusBeach_01" to "SO_CactusBeach_02" and updating the 0xA680EA4B resource, as an experiment, and the world disappeared…
I've figured out the other objects are stored in resource 0xFCB1A1E4 and I've made a .bt request in a new thread. I've also confirmed that resource 0x20D81496 contains a reference to a resource in the FullBuilds/DeltaBuilds that contains road data. I'm still struggling to find which resource contains water data.
I've taken a look at the UI files, and from the look of things, adding a new region is too complicated for a modder to do. Even if I were able to figure it out, it likely wouldn't be possible to add the option to a custom tool. I think your original plan of changing the code to allow moving worlds would be the next best…
Yes, and also some of the plants, rocks and the world backdrop. I think the paths are defined somewhere else though, but I haven't investigated much yet.
Here's a screenshot of a world with all the objects in that resource removed: The other worlds have the same problem, some more than others. (@Petarce123 - I currently have no idea, I'm still figuring out how much will be possible)
Being able to move worlds would be great and all, but it would be even better if it was possible to insert new regions with custom worlds that are cloned from existing worlds. Is there any chance that would ever be possible or is the engine too limiting?
Yep! Thanks! It took a while but I was able to figure out the format and add it to the program, but it only contains some of the world objects. What other resources contain object data?
Yep! It's mainly for skin swaps (replacing all instances of an object with another) but you'll also be able to move objects if you really have to by manually setting the co-ordinates.
You can get the alpha version of Mod Constructor here: http://zerbu.tumblr.com/post/147954345122/the-sims-4-mod-constructor-version-2-alpha Although it's still in alpha, it contains all the features BATF has, plus more. You can also export directly to package format, which is better.
Thanks! I studied the resource and, unless I'm not understanding properly, it looks like the position of the lots are displayed relatively to the position of the neighbourhoods/areas, so my next question is where are the position of the neighbourhoods defined? Also, is it possible to move a neighbourhood from one map to…
I know this is a late reply, but to anyone having problems editing .world files: the problem is due to the fact that S4PE doesn't save with the compression type that resources in those files use. In order to edit them, you need to uncompress the resources. Unfortunately, it has the side effect of increasing the size of the…
I already deleted the XML file (it was going to be part of my More than 8 Club Members mod, which uses the same file, but I removed the extra icons from the list because it wasn't working) but I still have the DATA file, which I've now re-packaged. If the XML is important then I can recreate it, but UI mods have usually…
I already tried that before, but it doesn't seem to be as simple as adding icons to the list. The icons I added didn't show up. :/ (I tried both the XML and the DATA file)