Search results
Create the page "Script Mods Explained" on this wiki!
- ...ackage. But the trouble is, you have hundreds or thousands of files in the mods folder, how can you find out which one(s) are the problem? ... scanning your files, such as S3PE, Dashboard or Process Monitor, which is explained in the [[Game Help:Package File Lag|Package File Lag Guide]] which you shou9 KB (1,577 words) - 21:41, 17 July 2013
- ...ou fail to accomplish that, you can't hope to successfully write scripting mods.''' *Create a game-compatible Visual Studio project as explained here: [[Sims_3:Creating_a_game_compatible_Visual_Studio_project]]19 KB (3,021 words) - 12:10, 6 January 2016
- ...rriding existing game files including the core scripts, i.e. with non-core script. * You should be able to make xml tuning mods. Check out HystericalParoxysm's tutorial here: [[Tutorial:Sims_3_XML_Tuning59 KB (9,505 words) - 11:54, 10 September 2018
- ...how to clone an object, write a script for it and make the object use that script. ...you fail to accomplish that, you can’t hope to successfully write object mods.'''21 KB (3,286 words) - 21:26, 3 February 2012
- *That your game is set up to properly support mods. If you fail to accomplish that, don't even bother reading the rest of the ...=436481 .NET assembly browser/decompiler] your best friend when developing mods for TSM.13 KB (1,763 words) - 12:13, 6 January 2016