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- Changing constant value in core assembly (or making it tunable)
Replies: 3 (Who?), Viewed: 1970 times.
#1
25th Mar 2019 at 5:00 PM
Posts: 982
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Changing constant value in core assembly (or making it tunable)
I was doing some research and I found a very interesting value in Sims3.Gameplay.Core.LotManager I'd like to change:
Code:
public const int kMaxFloorLevel = 5
Sadly, it's not tunable so I was wondering if it's possible to make it tunable or change it somehow WITHOUT doing a core mod just for that one value. Maybe there's a way to override that particular value somehow without a core mod. I've always wondered why nobody ever made a core mod to allow for more than 5 levels and now I'm even more bemused considering it appears to be easy to change.
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#2
29th Mar 2019 at 5:27 PM
Posts: 437
Thanks: 5330 in 22 Posts
Quote: Originally posted by Naus Allien
I was doing some research and I found a very interesting value in Sims3.Gameplay.Core.LotManager I'd like to change:
Code:
public const int kMaxFloorLevel = 5 Sadly, it's not tunable so I was wondering if it's possible to make it tunable or change it somehow WITHOUT doing a core mod just for that one value. Maybe there's a way to override that particular value somehow without a core mod. I've always wondered why nobody ever made a core mod to allow for more than 5 levels and now I'm even more bemused considering it appears to be easy to change. |
Ordinarily, you could change such values through scripted event handlers -- just set the value to whatever you wanted on PreLoad or WorldLoadFinished. Because kMaxFloorLevel is declared as a constant, though, it cannot be changed at runtime. This means that there is no way of changing it except through a core mod. Like you said, though, it does not seem like a difficult core mod to make at all, and such a change could easily be merged with existing core mods for more compatibility.
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#3
1st Apr 2019 at 4:38 AM
Posts: 3,443
Thanks: 938 in 5 Posts
Very interesting- I do wonder if there are other values tied into it as well.
I think asking on NRAAS' forum might be worth it- @igazor they could possible look into integrating a mod for this into the main NRAAS suite.
If you're really desperate, you can technically get a very simple sixth floor by putting down a mansard roof on the fifth floor. This allows you to place a foundation frieze on the fifth (prohibited before), which you can then use CFE to transform into a normal enclosure. Unfortunately you can't draw interior walls, and stairs and roofs above are prohibited, but elevators, ladders, doors, windows, lighting and objects all work perfectly normally otherwise with moveobjects on.
It's useful if you want a sixth floor architectural detail, or rooftop access in a pinch.
I think asking on NRAAS' forum might be worth it- @igazor they could possible look into integrating a mod for this into the main NRAAS suite.
If you're really desperate, you can technically get a very simple sixth floor by putting down a mansard roof on the fifth floor. This allows you to place a foundation frieze on the fifth (prohibited before), which you can then use CFE to transform into a normal enclosure. Unfortunately you can't draw interior walls, and stairs and roofs above are prohibited, but elevators, ladders, doors, windows, lighting and objects all work perfectly normally otherwise with moveobjects on.
It's useful if you want a sixth floor architectural detail, or rooftop access in a pinch.
#4
1st Apr 2019 at 4:51 PM
IIRC The only core mod at Nraas is Error Trap. The rest are script mods.
Awesome Mod is a core mod, though...
I am Ghost. My husband is sidneydoj. I post, he downloads, and I wanted to keep my post count.
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Awesome Mod is a core mod, though...
I am Ghost. My husband is sidneydoj. I post, he downloads, and I wanted to keep my post count.
Group for Avatar Makers* Funny Stories *2017 Yearbook
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