atavisticbunny
New Member
I don't really use s4s because I honestly forget half the time
Posts: 5
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Post by atavisticbunny on Jul 12, 2020 11:47:31 GMT -5
Hey my fellow simmers I've been playing the sims since The sims 2 Came out, and I always enjoyed the game in so many ways. But now I've decided to take my simming on a new journey, but I DESPERATELY need help I wanted to learn how to create ScriptMods I have a few Ideas of mods I would like to make But don't know where to start or how to began. I was hoping someone would be able to help me by walking me through the process step by step. I wanted to create something that makes the sims more Intresting and that gives the game a more real likeness to it if someone able to help me start the process or understand how it goes it would mean alot. Please guys nice comments ONLY I'm so new at this
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Post by MizoreYukii on Jul 12, 2020 13:17:05 GMT -5
What are you making exactly, and do you know the difference between scripts and tuning? Because whatever you're making can more than likely be done without creating new scripts and instead done with just tuning and injectors. Scripting requires Python knowledge, and is usually only used for injecting your material to avoid conflicts, overriding EA's scripts, or bridging gaps for new material that doesn't exist. Tuning is the data that you mostly see in the game and what EA's scripts read. Think of scripts as your computer and tuning files as a game (like Sims 2). Start with small tuning mods first, otherwise you're going to overwhelm yourself. Here is a list of resources: Scarlet's Beginner tutorials (starting on page 2): www.simsvip.com/category/the-sims-4/how-to-create-a-mod/page/2/Zer0's tutorials (for beginners and beginning intermediate): www.patreon.com/posts/tutorials-35031545How to Start a Custom Tuning File: www.patreon.com/posts/how-to-start-38023976And then you need the TDESCs and TDESC Browser as it helps you understand how files are built and what each thing does. TDESCs (make sure to build your folder right, it's TDESC Folder > Subfolder for each patch TDESC): www.forums.thesims.com/en_US/discussion/976578/1-63-133-tdescs#latestTDESC Browser (when referencing the folder in your settings do the main TDESC Folder): www.modthesims.info/download.php?&t=618199XML Extractor if you want to update mods before S4S updates, and XML File Finder to see connections/references between each file without having to manually search for them. modthesims.info/d/563256/xml-extractor-for-the-sims-4.htmlTuning Error Notifier is to help you make sure you don’t make mistakes. scumbumbomods.com/tuning-error-notifier/There are tools that handle injecting for you for common areas, so you don’t need to focus on scripting until the time is right. This includes: XML Injector: (interactions, loots, buffs to traits, reward traits, name objects, object relationships, states): scumbumbomods.com/xml-injector/Injection Tools: brainblasted.itch.io/injection-toolsAndrew’s Crafting Enabler: sims4studio.com/post/72754Mod Constructor (can be used to make traits, careers, aspirations, events, and a few others): zerbu.tumblr.com/post/181782526135/the-sims-4-mod-constructor-v4And a couple of misc others for specific areas, like Trait Tracker Injector. When you are ready for Sims 4 scripting, know that there are very little tutorials and no documentation, so you have to learn through a lot of trial and error. You will need to learn Python, which is well documented and has plenty of tutorials, but it won’t help too much with Sims 4’s data. Beginner's Guide to Python: wiki.python.org/moin/BeginnersGuideGetting Started with Sims 4 Python Scripting: sims4studio.com/thread/15145/started-python-scriptingTuning Inspector, which helps you figure out injection paths: modthesims.info/d/642704/tuning-inspector.html
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atavisticbunny
New Member
I don't really use s4s because I honestly forget half the time
Posts: 5
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Post by atavisticbunny on Jul 12, 2020 16:16:07 GMT -5
So I wanted to make scrip mods similar to ww or like an add on to get to work like I wanted to create a Court script mod for divorce or custody or criminal if that makes any sense! and I'm completely empty headed when it come to any of this like I dont even know what tuning mods are also I have no idea on how anyof that goes I been watching videos and etc for 3 days now and still feel clueless lol...
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Post by MizoreYukii on Jul 12, 2020 20:01:02 GMT -5
Depends again on the details of what you want to do. Are we talking an attraction system like WW, or the animations and interactions? An attraction system like WW would probably be more scripting than tuning, but animations and interactions would just be the tuning and injecting of interactions. When you mean an addon to GTW and mention court, are you referring to an active career? Or do you mean a rabbithole where people can attend court? Both of those don't require scripting either, other than interactions and those can be injected with XML Injector.
Yup, if you're that confused then it's best to start very small and work your way up. Just follow Scarlet's tutorials first so you understand the basics, then do Zero's tutorials and mine to get into slightly harder territory. Unfortunately, we don't have many modding tutorials so past what has been written you have to do lots of research, guessing, and taking apart files. I have more tutorials coming up, just need to sit and write them when I get the time.
Start with a basic override mod, something that annoys you in-game or you think would be funny or interesting to see.
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shy13
New Member
Posts: 2
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Post by shy13 on Jul 15, 2020 19:20:09 GMT -5
All I wanna do is edit a mod, the creator said to "open the mod and look for the tuning career_HighSchool_LevelA, right at the beginning of it there is a fame_moment ... where you see base_change right below that with a number "5" .. change the number 5 to whatever higher number you like to increase the change" but I don't know where to start within studio?
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Post by 445hffnns4-10@ on Sept 6, 2020 13:36:53 GMT -5
Depends again on the details of what you want to do. Are we talking an attraction system like WW, or the animations and interactions? An attraction system like WW would probably be more scripting than tuning, but animations and interactions would just be the tuning and injecting of interactions. When you mean an addon to GTW and mention court, are you referring to an active career? Or do you mean a rabbithole where people can attend court? Both of those don't require scripting either, other than interactions and those can be injected with XML Injector. Yup, if you're that confused then it's best to start very small and work your way up. Just follow Scarlet's tutorials first so you understand the basics, then do Zero's tutorials and mine to get into slightly harder territory. Unfortunately, we don't have many modding tutorials so past what has been written you have to do lots of research, guessing, and taking apart files. I have more tutorials coming up, just need to sit and write them when I get the time. Start with a basic override mod, something that annoys you in-game or you think would be funny or interesting to see. Sorry to hijack this thread, when I'm not even the creator of it, but I have a few questions about the workflow one would expect to undertake when making a script mod like WW. I am interested in making a less graphic version of WW for personal use and wanted to know if I'm missing things in my overall plan of approaching this project, i.e. I am curious how others would tackle this project, and what their opinion of undertaking such a project would be, so I'm also asking for some insight and general advice. I am keen to follow your advice about starting with simple easy things first (I am already on track with that), and then working my way up to bigger projects-- however, spit-balling about ideas, resources and planning a workflow for future projects is how I learn best. So I'm here to pick your brain. [GENERAL PLAN OF ACTION:] [Research]: Inspect for buffs, scripting, tuning etc.- WW package file
- WW ts4script file
[Research]: Read Tutorials About The Following- How To: Create A Mod Archive| SimsVIP
- Tutorials| Zero's Sims 4 Mod&Comics
- How To Start a Custom Tuning File byNizoreYukii
- How To Make CAS Traits
- How To Make Reward Traits
- How To Go About Tuning Objects Into Rabbit Holes
- How To Make Custom Food (Purchase from Build-Buy Mode) From Harvestables
- How To Go About Adding Geostates To Custom Objects
- How To Go About Adding Animation To Objects That Respond To Interactions
- How To Override Game Traits/Edit Game Traits
- How To Make Custom Pie Menu For New Interactions
[Work-Flow]: What To Do First- Create Mod Icons
- Create Mod Colour Palettes
[Work-Flow]: What To Do Second- Create new meshes and textures for simple deco objects, make into scuptures, ect.
- Create new meshes and textures for more complex objects that need geostates
- Create new meshes and textures for complex objects that need geostates, animation, slots, etc.
[Work-Flow]: What To Do Third- Create New CAS Traits/Override Existing Traits
- Create New Rewards Traits
- Create Hidden Traits
[Work-Flow]: What To Do Fourth- Create New Chance-cards
- Create New Events
- Create New Buffs (linked to ingame actions, environment, and the new traits)
[Work-Flow]: What To Do Fifth- Create New Interactions (based on the newly created traits, objects, chance cards and rabbitholes, etc.)
- Create New Pie-Menu(s) for Interactions
I don't really know what else to do next but test the mod intermittently. Is this look like a general plan for tackling such a project?
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Post by MizoreYukii on Sept 6, 2020 17:58:21 GMT -5
So from looking at your list, I recommend this: - Start with the base of the mod first so it's easier to keep track of and work with. So for a WW type mod, that would be the base woohoo system and it's alterations/additions. Then when you've got the base done, start/get halfway through your addons like the attraction system and then go back through the woohoo system and add the attraction bits so they are compatible and work together. This way you focus on one topic first, get it perfected, and then you can add stuff on top as you already know where you want them to go and do.
- Do your interactions first, not last. This way you can test as you go, as right now the current work-flow doesn't allow any sort of testing, and the last thing you want to do is put all this together, go in-game, and absolutely none of it works. That's a modding nightmare because then you can't pinpoint the error(s), and small mistakes will get past you every. single. time. (I had an issue recently where I used the word "test" instead of "tests" and nothing worked, it drove me nuts till I realized what the issue was). Always test as add things, don't do it all at once.
- Do your regular mod first, then do the objects, unless objects are the entire focus of the mod. So if there's new flirting options, new...well before woohoo stuff, etc. do these first. Similar to what I said in 1, but this is because objects have a slightly different process and mindset, especially with getting animations and tuning working. Doing everything else first helps you understand how to mod, then you can handle objects better.
So your new workflow would be [GENERAL PLAN OF ACTION:] [Research]: Inspect for buffs, scripting, tuning etc.- WW package file
- WW ts4script file
[Research]: Read Tutorials About The Following- How To: Create A Mod Archive| SimsVIP
- Tutorials| Zero's Sims 4 Mod&Comics
- How To Start a Custom Tuning File by MizoreYukii
- How To Make CAS Traits
- How To Make Reward Traits
- How To Go About Tuning Objects Into Rabbit Holes
- How To Make Custom Food (Purchase from Build-Buy Mode) From Harvestables
- How To Go About Adding Geostates To Custom Objects
- How To Go About Adding Animation To Objects That Respond To Interactions
- How To Override Game Traits/Edit Game Traits
- How To Make Custom Pie Menu For New Interactions
[Work-Flow]: What To Do First- Create Mod Icons
- Create Mod Colour Palettes
- Decide what is the base of your mod/what to tackle first, then the order to tackle the rest in.
[Work-Flow]: What To Do Second- Create New Interactions (for the later created traits, objects, chance cards and rabbitholes, etc.)
- Create New Pie-Menu(s) for Interactions
- Inject your interactions (for the objects, you can make object placeholders of the general size and shape to inject onto if you need it)
[Work-Flow]: What To Do Third- Create loots to grant buffs, traits, etc.
- Create New Buffs (linked to ingame actions, environment, and the new traits)
- Start making your tests and testsets, and start connecting basic files to begin testing. Then test every time you add more stuff.
[Work-Flow]: What To Do Fourth- Create New CAS Traits/Override Existing Traits
- Create New Rewards Traits
- Create Hidden Traits
[Work-Flow]: What To Do Fifth- Create New Chance-cards
- Create New Events
[Work-Flow]: What To Do Sixth- Create new meshes and textures for simple deco objects, make into scuptures, ect. (can probably do this in Step 1 for practice)
- Create new meshes and textures for more complex objects that need geostates
- Create new meshes and textures for complex objects that need geostates, animation, slots, etc.
I should also mention that the majority of "How to's" you listed don't exist yet, or they exist and don't cover what you need exactly. There's random threads with general information that can guide you though, like the pie menu tutorials are on my to-do list but I've explained a general how in several threads.
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Post by MizoreYukii on Sept 6, 2020 17:58:55 GMT -5
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Post by 445hffnns4-10@ on Sept 19, 2020 13:12:49 GMT -5
MizoreYukii thanks so much for your help and replying so swiftly! I completely missed the thread update, haha sorry about that! This really helps me understand where to get started!
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