- Site Map >
- Modding and Creation >
- Sims 3 Creation >
- Modding Discussion >
- Script Modding In 2020
- Site Map >
- Modding and Creation >
- Sims 3 Creation >
- Modding Discussion >
- Script Modding In 2020
Posts: 201
Thanks: 160 in 1 Posts
Oh c'mon. There better be a point to all this stress I'm under.
Posts: 562
Thanks: 3599 in 11 Posts
Posts: 209
Thanks: 2648 in 21 Posts
Posts: 201
Thanks: 160 in 1 Posts
Oh c'mon. There better be a point to all this stress I'm under.
Posts: 433
Thanks: 792 in 6 Posts
(Attention shameless selfplug ) Its a shame that the main Tutorial page make it seem that only Visual Studio is the way to go with sims 3 script modding and doesnt mention Sharp develop.
If you for some reason you want to stay with Visual studio (probably because you already installed it) see Step 3
E: Proper Visual Studio problem solution see Zoe's post below ↓
Posts: 562
Thanks: 3599 in 11 Posts
Also, if you are using VS (later versions like 2017) and are trying to do Step 6, I don't think you can find the .csproj in the project folder like it says in that tutorial.
What you need to do is when your project is open, right click on the project name on the right hand side in the Solution Explorer, and click "unload project". Then right click on it again and there is an option to edit the .csproj file. Then you can paste that chunk of code where it needs to go, close the .csproj, and reload your proj.
Hope this isn't too confusing.
edit:
Here is where I got this info from, the top answer explains how you do it:
https://stackoverflow.com/questions...dit-csproj-file
Also just to clarify, Step 3 is where it shows you how to set it to not reference mscorlib for older versions, and mentions that it's different for 2012+ versions. Step 6 is where it tells you how to manually set it to not reference mscorlib for these later versions. But for even later versions (2017 at least which is what I'm using) the other thing that differs is how to find the .csproj file for editing.
Posts: 177
Thanks: 436 in 6 Posts
Posts: 562
Thanks: 3599 in 11 Posts
Are they the dlls that you extracted yourself? You could try using the extracted and unprotected dlls from Inge I think at Simlogical:
http://simlogical.com/ContentUpload...e/uploads/1686/
Posts: 201
Thanks: 160 in 1 Posts
<ItemGroup>
<Reference Include="mscorlib">
<HintPath>... Path to where Sims 3 mscorlib.dll is on your computer ...</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>
Do I keep the ellipses and the space between them and the path to where mscorlib.dll is on my computer?
Oh c'mon. There better be a point to all this stress I'm under.
Posts: 562
Thanks: 3599 in 11 Posts
Re learning about C#, if you are struggling with specific language related things, or writing actual code in order to calculate something etc, definitely Google it and read about it online, but at the same time I also found a big struggle more to be understanding the specific sims code /methods and how they work, what calls what, how interactions are set out and such.
I actually had a somewhat good knowledge of C# before I started sims modding and there was definitely a big learning curve even then!
So I guess I'm just trying to say that yes it's helpful to have an understanding of coding with c#, and the basics of how programming and object-oriented programming works, but I think the biggest step in learning modding for sims is actually learning the simmy code itself, which just takes time, practice, and of course asking on here for help!
At least that was just my experience, it might be different for others but I thought it was worth mentioning :P
Posts: 201
Thanks: 160 in 1 Posts
Oh c'mon. There better be a point to all this stress I'm under.
Posts: 562
Thanks: 3599 in 11 Posts
And no, I've actually not really looked into custom moodlets before.
But having a look, it seems like Nona Mena's tutorial is the best
edit: just saw your edit, not sure where Twallan's STBL program is but you can use this instead.
As for the unprotector, you can just use the already extracted and unprotected dlls at simlogical here
And yep, it is a shame that the tutorials are so out of date, which makes it difficult for complete newbies to learn things. But the only solution is for us to write some new tutorials ourselves!
Posts: 177
Thanks: 436 in 6 Posts
Posts: 562
Thanks: 3599 in 11 Posts
Posts: 177
Thanks: 436 in 6 Posts
Instead of .NET Framework template I've picked .NET Standard somehow
Sorry to trouble you all :D
Posts: 562
Thanks: 3599 in 11 Posts
Posts: 3,860
Thanks: 8548 in 67 Posts
Thanks, I'll do that! You've been a really big help, ya know? I'm trying to make new moodlets for pets so I've been trying to learn all that I can. Would you happen to know if there is any more information about adding moodlets into the game other than the tutorial that NonaMena has on the tutorials page? Also, where can I find Twallan's STBL Program and Peter's Unprotect? The links to them are dead. I still remain of the opinion that the modding tutorials on the MTS Site page should be updated for that reason; some things in the tutorials no longer apply and plenty of links are dead. |
To the PDF versions (or raw HTML versions) of the page itself, I know it's not all tutorials but it does make life a bit easier
Usually though, if you get an error, if you just go to this list: http://www.simlogical.com/ContentUp...ploadsIndex.htm , Then all you need to do is CTRL+F and find the tutorial's name. It's a bit grinding! But it's definitely worth it!
Posts: 201
Thanks: 160 in 1 Posts
Oh c'mon. There better be a point to all this stress I'm under.
Posts: 562
Thanks: 3599 in 11 Posts
Posts: 3,860
Thanks: 8548 in 67 Posts
"The core of programming is not necessarily knowing the ins and outs of the language, it's how you apply the logic!".
Now, coding for the sims is a tad different compared to regular C# tutorials on creating programs and writing things in the command prompt/terminal . I actually would suggest looking at some C# Unity tutorials! They use a similar system as TS3's scripting methods, it really helped me out at least!
Here are a few recommendations:
https://www.youtube.com/channel/UCP...Wh5OdCwEO60Y8jQ
(This one is 7 hours long, so buckle up! :p ) https://www.youtube.com/watch?v=2KTyAj0JCpI
I do want to mention though, that whenever I script stuff for TS3 (And totally did this a lot for my sewing table mod), I copy/paste the heck out of what EA wrote :p As long as I understand what it does, I'll use it though. I think it's fair to say that most script modders actually don't write their code entirely on their own and from scratch but simply use EA's code and mash it into a working thing
Posts: 201
Thanks: 160 in 1 Posts
Oh c'mon. There better be a point to all this stress I'm under.
Posts: 3,860
Thanks: 8548 in 67 Posts
Thanks for the recommendations! I'll be making use of them, and I'll buckle down and watch the 7-hour long one when I have the time. I would also actually copy/paste the stuff the EA wrote if I could find the code for the stuff I'm looking for. How do you reuse something you can't find, after all? I wish I could have the game open and the code flowing by where I can see it so I know what code to take and shape it to what I need it to be. |
Which is basically, writing down the logic So instead of thinking "how would I approach it in this particular language" with pseudocode you change it to "How would I approach this logistically speaking?". It really helps as a beginner! And even with long, complex functions
I wish I could have the game open and the code flowing by where I can see it so I know what code to take and shape it to what I need it to be. |
Just out of curiosity! You do use ILSpy right? Because that also has an easy search option.
Posts: 201
Thanks: 160 in 1 Posts
Oh c'mon. There better be a point to all this stress I'm under.
Posts: 3,860
Thanks: 8548 in 67 Posts
Yup, I use ILSpy. Also, I have a question--Gods, I've been asking questions a lot and I'm embarrassed--should I add Buzzler's code first before adding the code for the custom moodlet I'm trying to make, or is that unnecessary and I can just start coding for the moodlet? |
As far as my knowledge goes on buffs, you basically need to only sort of 'hook into' the custom buff code that is used for store buffs: http://www.simlogical.com/ContentUp..._Script_Mod.pdf
After that, you should be good to go! You do have an instantiator xml right?
Posts: 201
Thanks: 160 in 1 Posts
Oh c'mon. There better be a point to all this stress I'm under.
Who Posted
|