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- Neighborhood Workshop (Formerly save game editor - now with simple painting replacement)
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- Neighborhood Workshop (Formerly save game editor - now with simple painting replacement)
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Sims 3 Neighborhood Workshop is the first incarnation of my save game editor with an attempt at a friendly interface. Right now all that it can do in a friendly manner is modify still life portraits your sims have painted. The full editing and viewing capabilities are still there as well, but there are numerous ways that using the advanced editor mode can screw up your games if you don't have backups.
Your choice of downloads:
Windows installer
Just the exe and presets
(No more mac specific download - the packaging I attempted didn't work quite right. However it will still work fine on a Mac under mono, just download the zip file.)
Still Life Workshop
For those of you with artistically bent sims, the still life workshop allows you to view the various still life paintings your sim has attempted. If you really like something they did, you can export the picture (On the file menu) and use it wherever you want. On the other hand if you think they are a bit muddly looking and you think your sim is better than that, you now have the power to turn them into a regular Da Vinci. Under the file menu, select the import option to load a new picture in to replace one you don't like. Even if your sim hasn't painted it yet, you can still replace what they plan to paint and have memorized.
You can also rename the paintings to your hearts content by clicking on the title and entering a new name. Of course, you can do that just as easily from within TS3.
Once you are happy with your sims new artistic talents, just save the neighborhood again. It is strongly encouraged you save to a different name, as I can not warrant that this program will not break something else.
Advanced editor
And of course, as a nod to the save game editor heritage, the familiar old scary advanced interface is back. You can do pretty much anything here that involves modifying the values of script objects. Including screw up your neighborhood severely, to the point that it won't load. But if you know what you are doing, this is also a powerful tool.
Since it shows all script objects, the advanced editor can also be useful to core mod developers, so you can see exactly what the state of various objects are in a neighborhood, and see if/how any of your scripts objects are being saved.
.NET framework 2.0 is required, however it runs under mono mostly perfectly happily (Tested on Linux, should be the same on mac). The only issue on Mono (On Linux at least) is that cut/paste does not work properly for object instances.
Changes in 1.4Changes Changes in 1.3 New plugin Changes in 1.2
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EDIT:
Not sure if this is a bug or something of my doing, but I was writing a tutorial on modifying gender preferences with this tool, and it all worked fine until I opened up the game to check and saved the town. Now whenever I try to open that save file again, it gives me the "Unable to read beyond the end of the stream" error. Any ideas? I'm running Vista x64 with .NET 3.5 installed. The game loads the save fine, I just can't seem to open it again (read only or edit mode).
I tried saving it ingame again and got "Unable to parse generic parameter definitions" when trying to open it.
EDIT (Again):
I figured out that, after running the game and saving, if you copy the [Savename].sims3.backup and make it replace [Savename].sims3, it will keep your changes and allow you to edit it again. Welcome to the voodoo that is The Sims 3
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1. Edit file, save as A
2. Load A in TS3, save as B
3. B gives end of stream error
4. Load B in TS3, save as C
5. C gives generic parameter error
Is that about it?
The second error should be easy to fix - I'd forgotten to roll some new research/understanding of the data into that part of the code, so as long as that's all it is it should be fine. In fact, I just uploaded a fix now.
For the second problem, are you running with any core mods installed? If you still have the save and don't mind sharing, I wouldn't mind taking a look at it. If you have somewhere you can put it, or PM me and I can give you an address to email it to. If you're familiar with one of the package editing tools like s3pi or postal, all I need is type 06b981ed group 00000000 instance 0000000000000001, and it should compress pretty well with zip or whatever.
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It's weird, once I replaced the Sims3 file with the Sims3.Backup file, it hasn't given me a problem yet (I've saved and reloaded successfully without replacing it again). I don't still have the save though, as I replaced that with the Sims3.Backup file. I just saved and reloaded again and it's still working - I nominate The Sims 3 as the most spazzy game of the year
I'll download the new version once I finish this test (I'm pretty much playing around with different settings and if it explodes, my EA folder is backed up).
I disabled all of my mods (cut and pasted Resource.cfg and Mods folder to my desktop) for another reason last night and I just never got around to putting it back - it worked out well in this case :P
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Edit: New new version that fixed my new save bug in place. I was too quick throwing in the fix for the generic parameters that I forgot I'd just put in another change that I hadn't had a chance to test.
Also if you're going to write up how to change gender, there is actually an easier way then I said in the other thread. If you select "current household" in the list on the left, it takes you right to your sims and to the correct object to edit gender without having to find the difficult to spot mDescription field.
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I knew about the Current Household selection, so that's in my writeup already
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The filters are actually customizable in presets.xml if you're comfortable with XML. If you think another filter preset would be useful, feel free to suggest it and I can put it in the package. Even if you're not comfortable with xml, you can always suggest it and I can put it in.
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For clarification, mods shouldn't make a difference. There is only really one thing mods could do which would trip up the editor, and I don't see much of a reason for the mods to do it. But if they do, it can easily be remedied by using tools->advanced->import type definitions and select the package with the mod scripts. On the other hand though, if a mod DID do that, it would either go completely unnoticed because of code that compensates for that sort of thing, or it would cause one of those end of stream load errors. (You can spot the former case by looking at the unknown instances filter - that should normally never find anything.)
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Posts: 163
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Posts: 151
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Posts: 163
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Edit: No clue what happened, I just tried downloading the original 1.1.2 package and I got the right version. Really baffled where it could have gotten mixed up.
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If you want to keep the installer an option, maybe try Inno Setup. I haven't used it, but I heard it was reasonably easy to use (has a step-by-step wizard), plus it's free.
Edit: Here's the link - http://www.jrsoftware.org/isinfo.php
Edit 2: Should I keep track of what edits work as expected or otherwise?
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If I really feel brave I'm considering putting in plug-in support (Torn between .NET assemblies or lua scripts there) for additional modifications people might want to code up.
Right now I'm being amused by playing a ghost family. I killed them all with the editor. Though I think they aren't behaving as ghosts normally would - the "GhostReactionBroadcast" field is empty. So they are more like a regular family that happens to look like ghosts and have spooky sounds follow them. And occasionally get a wish to visit the graveyard. (Happened to one of them within a few minutes of first loading, heh.)
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As far as the interface goes, I mean, it's not for everyone, but it's easy enough to get used to. The most I could really think of doing with that is creating some kind of separate interface (a popup window or something?) that does the basic, most commonly used, edits. But I also know, from a programmer's perspective, what a PITA that can be.
Haha, that's too funny - that's actually the first thing I did with the new version was play around with the ghost settings. Hmm...I need to kill a sim for real (I'll hack myself the ghost opportunity, thank god for debug mode) and see what all of those fields default to.
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Posts: 163
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Aaaand the save game has the end of stream error, so that should get fixed up right quick!
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As far as the end of stream, do you mean saving within the game or saving it with the Editor?
Posts: 163
Thanks: 3605 in 26 Posts
Posts: 151
Thanks: 5845 in 47 Posts
Posts: 163
Thanks: 3605 in 26 Posts
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