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Awesome mod sims 3 in s3pe
Awesome mod sims 3 in s3pe





  1. #Awesome mod sims 3 in s3pe how to#
  2. #Awesome mod sims 3 in s3pe full#

Now what is that "StuffedAnimal" stuff after the colon for? The colon basically means "derived from". Public class TalkingTeddy : StuffedAnimal Now what do you think will be the better class name for our mod? SomethingIDontKnowOrWhatever or TalkingTeddy? Right. It is good style however to choose all names, be it classes or fields or whatever, in a way that they indicate what they do or stand for. That's not absolutely necessary, but it's not good style to give a derived class the same name as its base class. (Remember: You need to use something different for your mod!) The example namespace in this tutorial is: If you don't do that, the object will cause the game to crash when you try to buy it in the catalog. In case of object mods, you'll always need to put an object's class in a namespace that begins with. Don't use an EAxian namespace or another modder's namespace! Ever. To make sure that your classes never clash with an EAxian class or with another modder's class, you need to make your namespace unique to you. You can have two classes having the same name as long as they're located in different namespaces. The namespace is like the address of a class. We are going to start off by changing the namespace and the class.

#Awesome mod sims 3 in s3pe full#

That is the class name including the full namespace.

  • Look at the content of the Data field in the Script row.
  • Right-click the OBJK resource and on the bottom of the popup window (context menu), click on Edit OBJK.
  • That will ensure that the new object has all the properties of the original object. This next step is important because it will later be used to make your script be derived from the previous object.
  • Start Reflector and load the core libraries with it.
  • Create a game-compatible Visual Studio project as explained here: Sims_3:Creating_a_game_compatible_Visual_Studio_project.
  • Repeat steps 3 to 7 for every package listed under step 2.
  • Repeat steps 4 to 6 for every S3SA resource in the package.
  • Choose a sensible folder for the library and save it under the name you remembered from the ManifestModule entry.
  • Click on Grid at the bottom of the S3PE window, and then click on the Assembly row and the little drop-down arrow on the right.
  • Remember what comes after the colon, e.g. Note that S3PE shows some information about that resource in the preview area. In this folder are three packages: gameplay.package, scripts.package, and simcore.package
  • Navigate to the installation folder of The Sims 3 and from there to the sub-folder where the executable is located.
  • Extract the core libraries with S3PE if you haven’t already.
  • awesome mod sims 3 in s3pe

    If you fail to accomplish that, you can’t hope to successfully write object mods. A game that is properly set up to support scripting mods.A basic understanding of the C# syntax or at least any C-like language.NET Reflector, simply called Reflector later on NET assembly browser/decompiler - this tutorial refers to redgate.

    awesome mod sims 3 in s3pe

  • Sims3 Object Cloner - simply called S3OC later in this tutorial.
  • Sims3 Package Editor - simply called S3PE later in this tutorial.
  • (You can try using the 2010 version, but that version seems to be buggy regarding compiling against a different mscorlib.dll.)
  • Microsoft Visual C# Express 2008 - simply called VS later in this tutorial.
  • #Awesome mod sims 3 in s3pe how to#

    This tutorial will show you how to clone an object, write a script for it and make the object use that script. The most basic sort of object mod is a simple clone of the original object rigged with some new interactions. While the Object Mod per se isn't limited to a specific set of properties, it is always an object that uses a custom script.

    awesome mod sims 3 in s3pe

  • 6.4 Making the Interaction Do Something.






  • Awesome mod sims 3 in s3pe