Sims 3 xml tuning mod




















The range is from 0 to 5 with 0 being no rain and 5 being lots of rain. It will also help to adjust the minimum and maximum length of time that it rains. By default, that is set from between 3 to 6 hours, so when it starts raining it takes seemingly forever for it to stop.

How can I make sims change into their Outerwear? See: Members' Retuner Settings Outerwear. Retuner is needed. Example: For a sunrise and a sunset then it would be like this 0. In the future, a mod you download may specify that it requires features from a version newer than the one you have installed, and again this is an important reason to keep the mod installed in the main Mods folder so it can always be located easily and the version number verified.

The primary purpose of this mod is to eliminate the need for modder's to write, compile and maintain their own scripts for the simple tasks of modifying the game's XML tunings e. It currently supports:.

Add interactions to game objects. The game objects can be selected by instance number, an existing interaction e. Add interactions to AffordanceLists "Friendly" mixers, etc. Test that that the installed version of XML Injector supports your mod. Add name and object relationship components to game object tunings.

By offloading these tasks to a shared script, controlled by a simple XML snippet that you include in your mod package, this eliminates the need for you to include a script. In addition, if future game updates alter the method that these XML tunings must be modified in a script, this library will be promptly updated with any necessary fixes - and no changes will be required to your mod. The majority of the documentation for the library is contained in the Modder's Documentation.

This contains the following resources:. A PDF document with the technical details on creating an XmlInjector snippet tuning, including several examples. A tuning description file for the XmlInjector snippet. If you use the TS4 Tuning Description Browser, you can place this file into your snippets folder where you have stored the EA TDesc files to view it within the browser. The script source files for reference. Afterwards, the code should look like this:.

I am using TwoBTech for my mods, but you must use something else! Don't use someone else's namespace just like that! Now add the static constructor and a static field with the Tunable attribute to your class. The "nature" of that field isn't really important. You can use a float or int just as well as a bool. I always use a boolean variable called kInstantiator which is a hidden homage to twallan.

The class will now look like this:. Now might be a good moment to explain why we do this. C or better the. NET framework has some concrete rules. We will "exploit" one of these rules to get our script up and running in TS3. This rule goes as follows: The first time a static field, property or method of a class gets accessed, the static constructor of that class will be called. That is to make sure that everything is in decent shape before the class has to interact with the rest of the world.

TS3 on the other hand parses all XML resources, and assigns the tunable values it finds in there to the related variables in the related classes. TS3 assigns a value to our static variable, the static constructor of our class will be called, and badda bing we have a foot in the door to get our code running.

We will make sure TS3 actually finds an XML resource for our tunable variable later when it comes to building the package. The parsing XML and calling static constructor stuff will be happen really soon, long before the main menu will show for the first time.

At that time, our mod can't do anything fancy, because almost none of the interesting stuff is running yet. I trust you know that a delegate is a reference type variable that, instead of referencing an object, references a function. This specific delegate handler, like its name implies, calls all its delegates once a world has been loaded. That will be after you started a new neighborhood, the loading of a savegame, the transition to a vacation world or the transition back from a vacation world.

Good time for us to strike, isn't it? It's all right if you're confused now. I know delegates confused the hell outta me. Sometimes they still do. Your class should now look like this:.

Once complete, close Notepad, and save the package. Within the mod's menu, find the command to export them to an XML file. Click that. Quit the game and find the ScriptError file to which the settings were exported - it should be fairly obvious, as the first couple of lines after the XML header will say something like or as opposed to information about errors. Rename this file to something you can easily remember. Open the package file of the mod whose settings you exported in S3PE, unless the mod has a separate tuning package, in which case open that instead.

Click the Resources menu, then click Replace. Click Open.



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