Difference between revisions of "Tutorial:Sims 3 XML Tuning Modding"

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==Introduction==
+
=CREATING A TUNING MOD=
  
This tutorial will explain the basic steps to creating an XML tuning mod.  Unlike Sims 2, many things are stored in XML rather than in BHAVs, making simple mods much more accessible to savvy users and requiring less specialized modding knowledge.
 
  
XML tuning mods will let you change a variety of things - from how fast the Sims' bladders fill, to what time the curfew for kids is - as well as the autonomy settings for all the interactionsThe XML files are inside .package files, but once you get them out, you can easily modify them to your likingIndividual players can mod their own games, avoiding conflicts and clashes that can arise by downloading a variety of mods made by others.
+
==INTRODUCTION==
 +
Some people find tuning mods and want to make changes that fit their needs, while others see behavior in their game they would like to change.  Whatever the case for your interest, you shouldn't feel unable to make changes because you "don't know how"Though Tuning Mods are one of the simplest forms of modifying your game, sometimes that's all you needYou don't need a core or script mod to make sims stop doing annoying behavior or have them perform a task autonomously, etc.
  
 +
NOTE: You can click on the Images to the right for larger view
 +
Credits to Inge Jones and HystericalParoxysm for the Original Article this update replaces.
  
===Difficulty Level===
 
  
If you are a halfway decent computer user, enjoy poking around at things and figuring out what they do, and are capable of reading written English, you can do this.  XML tuning mods are pretty darn simpleIf you have problems with installing existing mods, copy-pasting, or tying your shoes, this may be too difficult for you.
+
==GETTING STARTED==
 +
#  '''The CC framework - Mods/Packages folder and Resource.cfg - set up.''' If you already use .package file CC, you already have this. If you don't, you'll need to set it up: [[Game Help:Installing Sims 3 Package Files]].
 +
# Create a Workspace - start by creating a new folder somewhere on your computer.  It would be best NOT to have this folder under Program Files so you can avoid the hassles from User Access ControlGive it a name: Tuning Mods or Workspace or My Test Area, whatever you want.
 +
# Open the Gameplay folderTo do this click on "Start" > Computer > C: > Program Files(x86) > Electronic Arts > The Sims 3 > Game > Bin > Gameplay
 +
# Copy the GameplayData.package to the new folder you just created. '''NEVER EDIT GAME FILES DIRECTLY'''
 +
# You willneed [http://www.microsoft.com/en-us/download/details.aspx?id=17851 .Net 4.0] to run S3PE
 +
# Download [http://www.den.simlogical.com/denforum/index.php/topic,189.0.html S3P3] by Peter L Jones and install it on your computer.  Simplest way is to use the "Windows Easy Installer version".
 +
# Open S3PE and make sure it's setup to make things easier for you to use, this should be set by default - [[Image:TM01.jpg|right|150px| Click to Enlarge]]
 +
## Make sure "Names" is checked
 +
## Make sure "Preview" is set for "Value"
 +
## Make sure "Display" Names and Tags are checked
  
 +
Now you should be setup properly to start creating a Tuning Mod.  It's recommended that your game be patched to the most recent patch level.  If you update your game or make a mistake and edit the GameplayData.package you copied, by accident, simply delete it and copy it again to your folder.  By copying the GameplayData.package to your folder, you don't run the risk of messing up the one for the game to load properly.
  
===Credits===
+
==OPENING THE GAMEPLAYDATA.PACKAGE IN S3PE==
 +
# Open S3PE if it isn't already
 +
# Click on File > Open  - [[Image:TM02.jpg|right|150px| Click to Enlarge]]
 +
# Locate the new folder you just made
 +
# Click on the copy of GameplayData.package  - '''[[Image:TM03.jpg|right|150px| Click to Enlarge]]'''
 +
# Click on the Open button, give S3PE a few seconds to load it up
 +
# If the "Names" are not in alphabetical order, then click on Names to sort  - '''[[Image:TM04.jpg|right|150px|Click to Enlarge]]'''
  
Huge thanks to Inge Jones for the first version of this tutorial.  I have blatantly ripped off a lot of her wording and overall idea, just trying to make this a little more user-friendly with pics and stuff.  Thanks, Inge!
 
  
 +
==ITUN OR XML==
 +
GameplayData contains 3 types of resources: DMTR, ITUN, AND XML.  Typically, tuning mods consist of ITUN and/or XML resources so we will just focus on those.
  
==You Will Need:==
+
===ITUN===
 +
'''[[Image:TM05.jpg|right|150px| Click to Enlarge]]'''
 +
ITUN resources typically deal with what type of sim can perform the action, what age sim can perform the action, can the sim perform the action autonomously or not, whether there are any restrictions (such as being pregnant), whether traits should be considered for the action, if the action can be performed on certain lots or all lots, advertising and fulfillment of sim needs, etc.
  
* '''The basic modding framework file, d3dx9_31.dll'''.  If you have installed Delphy's [http://www.modthesims.info/d/344611 Helper Monkey] then you already have it.  If you prefer a more manual install, you can get it from [http://www.moreawesomethanyou.com/smf/index.php/topic,15184.0.html Pescado at MATY].  If you do the manual install, make sure to read the instructions.  You will need this file if you want to use your own mods, or mods made by others.
+
Below are 3 areas that are most commonly changed in ITUN resources:
  
* '''S3PE by Peter Jones'''.  The Sims 3 Demo Package Editor.  You can get it at [http://www.simlogical.com/Sims3ToolsForum/index.php?topic=171.0 Sims 3 Tools].  Note that you will need [http://www.microsoft.com/downloads/details.aspx?FamilyId=333325FD-AE52-4E35-B531-508D977D32A6 .NET Framework 3.5] to run S3PE.
+
====AUTONOMOUS OR NOT====
 +
<nowiki><Disallow DisallowAutonomous="False" DisallowUserDirected="False" DisallowPlayerSim="False" /></nowiki>
 +
You would edit this line if you wish to change whether the action is autonomous or not
  
Make sure you have the above all installed and working before continuing.
+
====AGE/SPECIES====
 +
<nowiki><AgeSpeciesAvail AgeSpeciesValue="B,P,C,T,Y,A,E,CH,AH,EH,CC,AC,EC,CD,AD,ED,CL,AL,EL" /></nowiki>
 +
* B,P,C,T,Y,A,E refer to sims: baby, toddler, child, teen, young adult, adult, elder
 +
* CH,AH,EH refers to child horse, adult horse, elder horse
 +
* CC,AC,EC refers to child cat, adult cat, elder cat
 +
* CD,AD,ED refers to child little dog, adult little dog, elder little dog
 +
* CL,AL,EL refers to child large dog, adult large dog, elder large dog
  
 +
====MOTIVE ADVERTISING AND FULFILLMENT====
 +
<nowiki><Change type="TraitFlirty" advertised="20" locked="True" actual="20" updateType="ContinuousFlow" timeDependsOn="False" updateEvenOnFailure="True" updateAboveAndBelowZero="Either" /></nowiki>
 +
* Advertised Value refers to how much Fun, Social, Hygiene, etc a sim thinks they will gain by performing the action
 +
* Actual Value refers to how much Fun, Social, Hygiene, etc the sim will actually get from performing the action
  
==The Tutorial==
+
If you want a sim to do something more or less often, you would increase or decrease the "Advertised" value, really only applies to Autonomous actions.
  
Here's how it's done!  Let's get started. '''All images in this tutorial can be clicked for larger versions!'''
+
===XML===
 +
'''[[Image:TM06.jpg|right|150px|Click to Enlarge]]'''
 +
XML resources can be small (a few lines) or rather large (several thousand lines) and generally supply tuning values.  It might be how much something costs, how long it takes to complete an action, etc.
  
  
===Run S3PE===
+
==FINDING THE RIGHT RESOURCE==
 +
Now you have come to the part where you need to know the interaction or resource you wish to edit.  Perhaps there is some annoying sim action you don't want or perhaps you wish they would do or not do autonomously, or some other aspect you would like to change.  While in game, take note of the action or interaction you wish to edit.  If the interaction shows up in the "queued actions" (top left of your game screen), hover your mouse over the interaction icon to see what the action is named.  This will give you a good idea what to look for in the GameplayData.package.
  
[[Image:XMLTuning01.jpg|right|300x300px]]S3PE can be started by going to Start - All Programs - S3PE - S3PE.<br clear="all" \>
+
If you don't have any particular item in mind, you can scroll down the list of names to find something interesting you would like to edit. Once you find something that interests you, click on it and view the preview of the contents in the right panel (preview).  If there's something there that you would like to edit, then it's time to export your resource.
  
  
===Open GameplayData.package===
+
==EXPORTING THE RESOURCE==
 +
There are 3 methods to exporting resources from S3PE, depending on which one you like and/or what you are trying to do, will determine which one you use. If you use the Copy and Paste or Export to File methods, S3PE will automatically generate a KEY resource in your package.  This is helpful since it displays the Name of the resource.  During the export process, you can use CTRL + CLICK to select multiple resources.
  
[[Image:XMLTuning02.jpg|right|300x300px]]In S3PE, File - Open.
 
  
Browse to '''\Program Files\Electronic Arts\The Sims 3\Game\Bin\Gameplay\'''
+
===COPY AND PASTE===
 +
# Right click on the resource you want to edit from the GameplayData.package
 +
# Select Copy  - '''[[Image:TM07.jpg|right|150px|Click to Enlarge]]'''
 +
# Click on File from the S3PE program menu
 +
# Select New - '''[[Image:TM08.jpg|right|150px|Click to Enlarge]]'''
 +
# Right click anywhere in the left window
 +
# Select Paste - '''[[Image:TM09.jpg|right|150px|Click to Enlarge]]'''
 +
# When the resource window pops up, just click on the "OK" button, dont change anything - '''[[Image:TM10.jpg|right|150px| Click to Enlarge]]'''
 +
# Click on File from the S3PE program menu
 +
# Select Save - '''[[Image:TM11.jpg|right|150px|Click to Enlarge]]'''
 +
# Save the new package to your working folder and give it a name (usually something similar to the resource name)
  
There should be one file inside, GameplayData.package.  Select it and click Open.
 
  
Give S3PE a minute to chew on the data and display it.<br clear="all" \>
+
===EXPORT TO PACKAGE===
 +
# Right click on the resource you want to edit from the Gameplaydata.package
 +
# Select Export > To Package - '''[[Image:TM12.jpg|right|150px|Click to Enlarge]]'''
 +
# Save the new package to your working folder and give it a name (usually something similar to the resource name)
  
  
===Display Resource Names & Sort===
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===EXPORT TO FILE===
 +
# Right click on the resource you want to edit from the Gameplaydata.package
 +
# Select Export > To File - '''[[Image:TM13.jpg|right|150px|Click to Enlarge]]'''
 +
# Save the file to your working folder
 +
# Click on File from the S3PE program menu
 +
# Select New - '''[[Image:TM08.jpg|right|150px| Click to Enlarge]]'''
 +
# Click on Resource from the S3PE program menu
 +
# Select Import > from File - '''[[Image:TM14.jpg|right|150px|Click to Enlarge]]'''
 +
# Select the file from your working folder
 +
# Do not change anything on the import window, just click on the "OK" button - '''[[Image:TM10.jpg|right|150px|Click to Enlarge]]'''
 +
# Save the new package to your working folder and give it a name (usually something similar to the resource name)
  
[[Image:XMLTuning03.jpg|right|300x300px]]Click the "Display Resource Names" checkbox in S3PE.  This will show the names in the Name column so you can see what's what.
+
I tend to prefer this method, since I can keep browsing GameplayData.package for more resources, exporting each resource that I want to include in my new package, will generate a KEY resource for the new package, and if I happen to mistake in the new package and need to start over, I simply delete the package, create a new package and reimport the resources, no need to export them from GameplayData again.
  
Then click the "Sort" checkboxThis will allow you to sort the headings.
+
==EDITING YOUR PACKAGE==
 +
Now it's time to open your new package file in S3PE and edit the parts you want to changeIt may be as simple as changing True to False when you want to make something autonomous or not, or more complicated edits when you need to change values to increase or decrease a particular action or result.
  
Expand the Name column and click on its header to sort the resources by name. You'll see a big list of stuff with all kinds of different names covering lots of aspects of the game.<br clear="all" \>
+
# Right click on the resource in your package
 +
# Select Notepad, a notepad window will pop up - '''[[Image:TM15.jpg|right|150px|Click to Enlarge]]'''
 +
# Make whatever changes you would like to the XML. This tutorial can't really walk you through this part, since the changes and what you will want to change will be different for everything. The best way to learn is by trying things out and seeing how it works. Just make sure to follow the same basic format as the original.
 +
# When you are finished making your changes, click on the Red X at the top right of the notepad window
 +
# It will ask you if you want to save the changes, Click on the "Save" button
 +
# Next you will see a popup telling you, "Resource has been updated. Commit changes?", Click the "Yes" button.  S3PE will update the resource
 +
# Click on File from the S3PE program menu
 +
# Select Save - '''[[Image:TM11.jpg|right|150px|Click to Enlarge]]'''
 +
# Close your package
  
  
===Select & View===
+
==TIME TO TEST YOUR PACKAGE==
 +
Copy your edited package file to your Packages folder:
  
[[Image:XMLTuning04.jpg|right|300x300px]]Scroll down the list till you find something that looks interesting.  Select the item in the list and then click on the "Value" button.<br clear="all" \>
+
* '''Windows XP:''' C:\Documents and Settings\<user name>\My Documents\Electronic Arts\The Sims 3\
 +
* '''Windows Vista/7:''' C:\Users\<username>\Documents\Electronic Arts\The Sims 3\
 +
* '''Mac OS:''' /Users/<username>/Documents/Electronic Arts/The Sims 3/ <br clear="all" \>
  
 +
If you still need help with this see [[Game Help:Installing Sims 3 Package Files]]
  
===Examine===
+
Load up The Sims 3 and test what you changed to see if it works, and if it works the way you wanted it to. If it did, great! If not, then you can edit again in S3PE until it works as you like (you'll have to close the game, make your changes, save, copy the file again, and reopen the game to see your changes).
  
[[Image:XMLTuning05.jpg|right|300x300px]]You'll get a grey window with text in it.  This is the contents of the XML resource you selected.  Depending on the resource, this may be extremely simple (as shown in the screenshot at right) or it may be quite complicated and confusing.
 
  
Look for lines that say something like: <nowiki><!--(minutes, GPE Default 8) Amount of time Adult/Elder Sim spends Smashing DollHouse before collapse.--></nowiki>
+
==FINAL NOTES==
 +
Here are some final notes and tips if you plan to upload your new tuning mod to MTS, want to learn more about tuning mods, perhaps want an alternative to creating a tuning mod, or if you still have questions about the process.
  
That <nowiki><!-- --></nowiki> tag indicates a comment.  Anything contained within it is ignored by the game. These comments can be a big help in figuring out what does what, and what you should change for the desired effect.
+
===Tuning Mod Guidelines===
 +
If you plan to upload your mod to MTS
 +
*    Good title
 +
*    Required Information
 +
*    Usefulness and Not Cheaty
 +
*    Time and Effort
 +
*    Multiple Versions
 +
*    Type and Conflicts
 +
*    Essential Resources Only
 +
*    Extensive Testing
 +
*    Show Mod In Game
 +
*    Screenshots big enough
 +
*    Supported Game Version
  
Even if there are no comments, you can still usually figure out some of what it does, just by looking at the names. Most of the names and values are pretty self-explanatory.<br clear="all" \>
+
===Learn More about Tuning Mods===
 +
To learn more about Tuning Mods:
 +
* [http://www.den.simlogical.com/denforum/index.php?topic=1104.0 How to Check if a Tuning Mod Requires an Update] by NonaMena
 +
* [http://www.den.simlogical.com/denforum/index.php?topic=1613.0 How to Make an XML Tuning Mod] by NonaMena
 +
* [http://www.den.simlogical.com/denforum/index.php?topic=1600.0 How to Make an ITUN for a Custom Interaction] by NonaMena
 +
* [http://www.den.simlogical.com/denforum/index.php?topic=1588.0 ITUN Modding Discussion and Explanation] by NonaMena
  
 +
===Twallan's Retuner Mod===
 +
This is an interesting alternative to creating your own tuning mod and allows users to make changes "in game" which cannot be done with normal tuning mods.
 +
* You can find the Retuner Mod at [http://nraas.wikispaces.com/Retuner Nraas Industries]
 +
* Twallan offers a [http://nraas.wikispaces.com/Retuner+Interactions List of Interactions]
 +
* There is also a [http://nraas.wikispaces.com/Retuner+FAQ FAQ] for more information and to weigh the Pros and Cons of this alternative
  
===Export===
+
===Questions===
 
+
When you find a resource that looks like one you want, you can use File - Export to save a copy of it.  Save it somewhere you can find it.  Don't worry about changing the filename right now, just save it as the default.<br clear="all" \>
+
 
+
 
+
===Make a New Package===
+
 
+
File - New in S3PE to make a new package file.
+
 
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File - Import and select the file you just saved when you exported.
+
 
+
Do not change anything on the "Resource Details" window that comes up - just leave the default settings how they are and click OK.
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+
File - Save As, and save your file with the name of your choice.  Make sure to call it something descriptive of what it is.<br clear="all" \>
+
 
+
 
+
===Edit===
+
 
+
[[Image:XMLTuning06.jpg|right|300x300px]]With your resource selected, click on the "Editor" button next to External.  This should open it in Notepad, and it will look basically the same as what you saw in the "Examine" step - but now you can edit it to your liking.
+
 
+
Make whatever changes you would like to the XML.  This tutorial can't really walk you through this part, since the changes and what you will want to change will be different for everything.  The best way to learn is by trying things out and seeing how it works.  Just make sure to follow the same basic format as the original.
+
 
+
Note: If you are very comfortable editing XML already, you can choose just selected tags to override and delete the rest from your package.  If you don't know how to do that or what that means, don't worry about it.<br clear="all" \>
+
 
+
 
+
===Save===
+
 
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[[Image:XMLTuning07.jpg|right|300x300px]]When you've made your changes in Notepad, File - Save.  Then close Notepad.
+
 
+
S3PE will ask you if you want to commit changes.  Click Yes on this question box.
+
 
+
Then File - Save in S3PE to save the changes to your file.<br clear="all" \>
+
 
+
 
+
===Test===
+
 
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Place your saved file in your \Program Files\Electronic Arts\The Sims 3\Mods\Packages\ folder. 
+
 
+
Load up The Sims 3 and test what you changed to see if it works, and if it works the way you wanted it to.  If it did, great!  If not, then you can edit again in S3PE until it works as you like (you'll have to close the game, make your changes, save, copy the file again, and reopen the game to see your changes).
+
 
+
 
+
==Questions?==
+
 
+
 
Need help with this tutorial?  You can ask questions and get help in [http://www.modthesims.info/showthread.php?t=350585 this thread on MTS].
 
Need help with this tutorial?  You can ask questions and get help in [http://www.modthesims.info/showthread.php?t=350585 this thread on MTS].

Latest revision as of 01:55, 22 May 2013

Contents

[edit] CREATING A TUNING MOD

[edit] INTRODUCTION

Some people find tuning mods and want to make changes that fit their needs, while others see behavior in their game they would like to change. Whatever the case for your interest, you shouldn't feel unable to make changes because you "don't know how". Though Tuning Mods are one of the simplest forms of modifying your game, sometimes that's all you need. You don't need a core or script mod to make sims stop doing annoying behavior or have them perform a task autonomously, etc.

NOTE: You can click on the Images to the right for larger view Credits to Inge Jones and HystericalParoxysm for the Original Article this update replaces.


[edit] GETTING STARTED

  1. The CC framework - Mods/Packages folder and Resource.cfg - set up. If you already use .package file CC, you already have this. If you don't, you'll need to set it up: Game Help:Installing Sims 3 Package Files.
  2. Create a Workspace - start by creating a new folder somewhere on your computer. It would be best NOT to have this folder under Program Files so you can avoid the hassles from User Access Control. Give it a name: Tuning Mods or Workspace or My Test Area, whatever you want.
  3. Open the Gameplay folder. To do this click on "Start" > Computer > C: > Program Files(x86) > Electronic Arts > The Sims 3 > Game > Bin > Gameplay
  4. Copy the GameplayData.package to the new folder you just created. NEVER EDIT GAME FILES DIRECTLY
  5. You willneed .Net 4.0 to run S3PE
  6. Download S3P3 by Peter L Jones and install it on your computer. Simplest way is to use the "Windows Easy Installer version".
  7. Open S3PE and make sure it's setup to make things easier for you to use, this should be set by default -
    Click to Enlarge
    1. Make sure "Names" is checked
    2. Make sure "Preview" is set for "Value"
    3. Make sure "Display" Names and Tags are checked

Now you should be setup properly to start creating a Tuning Mod. It's recommended that your game be patched to the most recent patch level. If you update your game or make a mistake and edit the GameplayData.package you copied, by accident, simply delete it and copy it again to your folder. By copying the GameplayData.package to your folder, you don't run the risk of messing up the one for the game to load properly.

[edit] OPENING THE GAMEPLAYDATA.PACKAGE IN S3PE

  1. Open S3PE if it isn't already
  2. Click on File > Open -
    Click to Enlarge
  3. Locate the new folder you just made
  4. Click on the copy of GameplayData.package -
    Click to Enlarge
  5. Click on the Open button, give S3PE a few seconds to load it up
  6. If the "Names" are not in alphabetical order, then click on Names to sort -
    Click to Enlarge


[edit] ITUN OR XML

GameplayData contains 3 types of resources: DMTR, ITUN, AND XML. Typically, tuning mods consist of ITUN and/or XML resources so we will just focus on those.

[edit] ITUN

Click to Enlarge

ITUN resources typically deal with what type of sim can perform the action, what age sim can perform the action, can the sim perform the action autonomously or not, whether there are any restrictions (such as being pregnant), whether traits should be considered for the action, if the action can be performed on certain lots or all lots, advertising and fulfillment of sim needs, etc.

Below are 3 areas that are most commonly changed in ITUN resources:

[edit] AUTONOMOUS OR NOT

<Disallow DisallowAutonomous="False" DisallowUserDirected="False" DisallowPlayerSim="False" /> You would edit this line if you wish to change whether the action is autonomous or not

[edit] AGE/SPECIES

<AgeSpeciesAvail AgeSpeciesValue="B,P,C,T,Y,A,E,CH,AH,EH,CC,AC,EC,CD,AD,ED,CL,AL,EL" />

  • B,P,C,T,Y,A,E refer to sims: baby, toddler, child, teen, young adult, adult, elder
  • CH,AH,EH refers to child horse, adult horse, elder horse
  • CC,AC,EC refers to child cat, adult cat, elder cat
  • CD,AD,ED refers to child little dog, adult little dog, elder little dog
  • CL,AL,EL refers to child large dog, adult large dog, elder large dog

[edit] MOTIVE ADVERTISING AND FULFILLMENT

<Change type="TraitFlirty" advertised="20" locked="True" actual="20" updateType="ContinuousFlow" timeDependsOn="False" updateEvenOnFailure="True" updateAboveAndBelowZero="Either" />

  • Advertised Value refers to how much Fun, Social, Hygiene, etc a sim thinks they will gain by performing the action
  • Actual Value refers to how much Fun, Social, Hygiene, etc the sim will actually get from performing the action

If you want a sim to do something more or less often, you would increase or decrease the "Advertised" value, really only applies to Autonomous actions.

[edit] XML

Click to Enlarge

XML resources can be small (a few lines) or rather large (several thousand lines) and generally supply tuning values. It might be how much something costs, how long it takes to complete an action, etc.


[edit] FINDING THE RIGHT RESOURCE

Now you have come to the part where you need to know the interaction or resource you wish to edit. Perhaps there is some annoying sim action you don't want or perhaps you wish they would do or not do autonomously, or some other aspect you would like to change. While in game, take note of the action or interaction you wish to edit. If the interaction shows up in the "queued actions" (top left of your game screen), hover your mouse over the interaction icon to see what the action is named. This will give you a good idea what to look for in the GameplayData.package.

If you don't have any particular item in mind, you can scroll down the list of names to find something interesting you would like to edit. Once you find something that interests you, click on it and view the preview of the contents in the right panel (preview). If there's something there that you would like to edit, then it's time to export your resource.


[edit] EXPORTING THE RESOURCE

There are 3 methods to exporting resources from S3PE, depending on which one you like and/or what you are trying to do, will determine which one you use. If you use the Copy and Paste or Export to File methods, S3PE will automatically generate a KEY resource in your package. This is helpful since it displays the Name of the resource. During the export process, you can use CTRL + CLICK to select multiple resources.


[edit] COPY AND PASTE

  1. Right click on the resource you want to edit from the GameplayData.package
  2. Select Copy -
    Click to Enlarge
  3. Click on File from the S3PE program menu
  4. Select New -
    Click to Enlarge
  5. Right click anywhere in the left window
  6. Select Paste -
    Click to Enlarge
  7. When the resource window pops up, just click on the "OK" button, dont change anything -
    Click to Enlarge
  8. Click on File from the S3PE program menu
  9. Select Save -
    Click to Enlarge
  10. Save the new package to your working folder and give it a name (usually something similar to the resource name)


[edit] EXPORT TO PACKAGE

  1. Right click on the resource you want to edit from the Gameplaydata.package
  2. Select Export > To Package -
    Click to Enlarge
  3. Save the new package to your working folder and give it a name (usually something similar to the resource name)


[edit] EXPORT TO FILE

  1. Right click on the resource you want to edit from the Gameplaydata.package
  2. Select Export > To File -
    Click to Enlarge
  3. Save the file to your working folder
  4. Click on File from the S3PE program menu
  5. Select New -
    Click to Enlarge
  6. Click on Resource from the S3PE program menu
  7. Select Import > from File -
    Click to Enlarge
  8. Select the file from your working folder
  9. Do not change anything on the import window, just click on the "OK" button -
    Click to Enlarge
  10. Save the new package to your working folder and give it a name (usually something similar to the resource name)

I tend to prefer this method, since I can keep browsing GameplayData.package for more resources, exporting each resource that I want to include in my new package, will generate a KEY resource for the new package, and if I happen to mistake in the new package and need to start over, I simply delete the package, create a new package and reimport the resources, no need to export them from GameplayData again.

[edit] EDITING YOUR PACKAGE

Now it's time to open your new package file in S3PE and edit the parts you want to change. It may be as simple as changing True to False when you want to make something autonomous or not, or more complicated edits when you need to change values to increase or decrease a particular action or result.

  1. Right click on the resource in your package
  2. Select Notepad, a notepad window will pop up -
    Click to Enlarge
  3. Make whatever changes you would like to the XML. This tutorial can't really walk you through this part, since the changes and what you will want to change will be different for everything. The best way to learn is by trying things out and seeing how it works. Just make sure to follow the same basic format as the original.
  4. When you are finished making your changes, click on the Red X at the top right of the notepad window
  5. It will ask you if you want to save the changes, Click on the "Save" button
  6. Next you will see a popup telling you, "Resource has been updated. Commit changes?", Click the "Yes" button. S3PE will update the resource
  7. Click on File from the S3PE program menu
  8. Select Save -
    Click to Enlarge
  9. Close your package


[edit] TIME TO TEST YOUR PACKAGE

Copy your edited package file to your Packages folder:

  • Windows XP: C:\Documents and Settings\<user name>\My Documents\Electronic Arts\The Sims 3\
  • Windows Vista/7: C:\Users\<username>\Documents\Electronic Arts\The Sims 3\
  • Mac OS: /Users/<username>/Documents/Electronic Arts/The Sims 3/

If you still need help with this see Game Help:Installing Sims 3 Package Files

Load up The Sims 3 and test what you changed to see if it works, and if it works the way you wanted it to. If it did, great! If not, then you can edit again in S3PE until it works as you like (you'll have to close the game, make your changes, save, copy the file again, and reopen the game to see your changes).


[edit] FINAL NOTES

Here are some final notes and tips if you plan to upload your new tuning mod to MTS, want to learn more about tuning mods, perhaps want an alternative to creating a tuning mod, or if you still have questions about the process.

[edit] Tuning Mod Guidelines

If you plan to upload your mod to MTS

  • Good title
  • Required Information
  • Usefulness and Not Cheaty
  • Time and Effort
  • Multiple Versions
  • Type and Conflicts
  • Essential Resources Only
  • Extensive Testing
  • Show Mod In Game
  • Screenshots big enough
  • Supported Game Version

[edit] Learn More about Tuning Mods

To learn more about Tuning Mods:

[edit] Twallan's Retuner Mod

This is an interesting alternative to creating your own tuning mod and allows users to make changes "in game" which cannot be done with normal tuning mods.

[edit] Questions

Need help with this tutorial? You can ask questions and get help in this thread on MTS.

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