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Meshing

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Mini tutorial for body meshes. 1: open the mesh tool and load a gmdc file(from a body mesh) in step 2 (it should be safe to skip step 1 , but if you have any problems load in any obj file) 2: open the 3d view in the file menu 3: in the 3d view window check the check box named "edit groups" then click on the entry called "body" in the "objects" list box. 4: then click the export smd button, a new window will open asking if you want multiple bones per vertice or single bones per vertice, with a body mesh the only reason (other than if you have problems with multiple bones) to select single bones is if you are using Milkshape as that only supports singles bones per vertice. So leave the multiple bones option selected and click export and save the file. now close the mesh tool program. 5: now open the smd file in your 3d program, currently all the bones aren`t connected correctly into a real skeleton. (ie the hand bone isn`t connected to the arm bone, each bone is just connected directly to the root bone) as the gmdc file doesn`t hold the information on what bone is connected to what, but we will be adding a option for the mesh tool to make the bones into a correctly connect skeleton in a future version. (note this doesn`t effect how the sim will appear in the game, the skeleton will be correct when the gmdc file is reimported back into the package ) 6: edit or change how ever you want the body mesh, just make sure you assign any new vertices to the correct bones, and don`t assign any vertice to more than 3 bones. ( with this version of the mesh tool when using smd files you can make what changes to a body mesh that you want, you are no longer restricted to just moving vertices around.) 7: save the mesh back out to a smd file. 8: Open the mesh tool program again (please make sure you do close it in step 4 and reopen it now, as it hasn`t been tested that it doesn`t cause any problems if not closed down to clear any internal memory. ) 9: go directly to the 3d view in the file menu. 10: if you are using 3ds studio cannonfodder exporter (we can`t say if any other 3ds smd exporter will work), then check the box named "Using 3ds Max"", or if you are using Softimage XSI mod tool (and I would think the same for the full version) then check the box named "using XSI mod tool"
Transcript
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Mini tutorial for body meshes.

1: open the mesh tool and load a gmdc file(from a body mesh) in step 2 (it should be safe to skip step 1 , but if you have any problems load in any obj file)

2: open the 3d view in the file menu

3: in the 3d view window check the check box named "edit groups" then click on the entry called "body" in the "objects" list box.

4: then click the export smd button, a new window will open asking if you want multiple bones per vertice or single bones per vertice, with a body mesh the only reason (other than if you have problems with multiple bones) to select single bones is if you are using Milkshape as that only supports singles bones per vertice. So leave the multiple bones option selected and click export and save the file. now close the mesh tool program.

5: now open the smd file in your 3d program, currently all the bones aren`t connected correctly into a real skeleton. (ie the hand bone isn`t connected to the arm bone, each bone is just connected directly to the root bone) as the gmdc file doesn`t hold the information on what bone is connected to what, but we will be adding a option for the mesh tool to make the bones into a correctly connect skeleton in a future version. (note this doesn`t effect how the sim will appear in the game, the skeleton will be correct when the gmdc file is reimported back into the package )

6: edit or change how ever you want the body mesh, just make sure you assign any new vertices to the correct bones, and don`t assign any vertice to more than 3 bones. ( with this version of the mesh tool when using smd files you can make what changes to a body mesh that you want, you are no longer restricted to just moving vertices around.)

7: save the mesh back out to a smd file.

8: Open the mesh tool program again (please make sure you do close it in step 4 and reopen it now, as it hasn`t been tested that it doesn`t cause any problems if not closed down to clear any internal memory. )

9: go directly to the 3d view in the file menu.

10: if you are using 3ds studio cannonfodder exporter (we can`t say if any other 3ds smd exporter will work), then check the box named "Using 3ds Max"", or if you are using Softimage XSI mod tool (and I would think the same for the full version) then check the box named "using XSI mod tool"

11: in the file menu select load mesh , then load your smd file.

12: now in the file menu select load gmdc, load the original gmdc file.

13:now check the box named "body editing"

14 now check the edit groups box again. and then click on whatever name is in the "models" list box and then again click on the "body" entry in objects list box.

15: in the edit box name "sub-group#:" should now be "0" , change this to 1 and click commit.

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16: now click the "replace" button and save the created gmdc file as whatever you want.

17: then replace the gmdc file back into the package in the normal way.

Please note that currently some of the datalists which are in a original gmdc file for a body mesh aren`t put in the created gmdc file, these are thought to effect such things are shape deforms, so sims created in this way will can only have the normal body type and I would think can`t show being pregnant.We aim to add back these datalists in future versions.

Hola!

Requested after submitting my icon collection so I thought I'd have a looksee if it can be done and thanks to the wonders of SimPE it can! Not too difficult either =)

We will go from this:

to this:

The first thing you need to do is find the actual collection file you want to update. Probably the most difficult bit if you have a lot of collections as they are saved with non-specific names (eg: 0x10de8111.package). Beep! Silly me. Not hard at all with Sims2 Clean Pack Installer!!!

1: Start Sims2 Clean Pack Installer2: From the drop down menu choose *browse* and go to your collection folder: default location is: C:\Documents and Settings\yourname\My Documents\EA Games\The Sims 2\Collections.3: CPI will list each collection with the name you gave the collection in game. Clicking on the files will bring up a preview of the icon (blurry given size). Now, if you mouseover the collection file you want - CPI will bring up a tooltip at your mouse pointer which gives the ACTUAL file name (eg: 0x10de8111.package). Write this down so you know what package to open with Simpe. You can have both programs open at the same time so you can refer back.

Step 1: Open up SimPE and browse to your collections C:\Documents and Settings\yourname\My Documents\EA Games\The Sims 2\Collections.

Step 2: Left click on the jpg/tga/png IMAGE entry in the far left Resource Tree window. This will bring up the same named entry in the main window. Right click it to bring up a menu. Mouseover to the Replace menu item and left click.

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Step 3: Choose you new improved Icon file! SimPE will now pop up a browse window for your to find your new icon file. I keep mine in the default location of C:\Documents and Settings\yourname\My Documents\EA Games\The Sims 2\Collections\Icons. Select your new icon.

Step 4: If you get this following window pop-up click yes

Step 5: Once you have done that - the text in the main window should now be in italics. This indicates you have made changes to the file and should save your file so go ahead.

Step 6: Check that your data has saved. The text should have returned to normal and the image viewer should now show your new icon!

This tutorial will take you through the necessary steps to replace the Maxis default meshes and clothes that are used by the game's NPC's (maid, mailcarrier, exterminator, etc). Much if not most of this tutorial is a duplicate of the great tutorial written by WDS BriAnna which can be found here: http :// www . modthesims 2. com / showthread . php ? t =43092 If you're having difficulty understanding this tutorial, I suggest you read that one also. Because it is so similar, in this tutorial I will show you a different way of doing it by using SimPE's Resource Finder plugin, and using a trick of mine to prevent long loading times.

**("Quick and Dirty" method listed at end of post)**

Tutorial: How to Replace NPC's-------------------What you'll need:1. Download and install the latest version of SimPE.1.a. Install the Microsoft .NET framework if you don't have it.

2.Find a mesh and matching clothing that you want to use.(Note that all NPC's use 1-piece meshes, so you can only use a 1-piece mesh replacement for this mod, not a Top and/or Bottom mesh)------------------

*Explanation: There are two types of "bodies" in the game. Some are made of a single piece (mesh), such as a formal evening gown mesh, and some are made of two pieces, top and

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bottom. This corresponds to when you're making a Sim in "create a family" and you can either choose clothing that is one-piece or has the top and bottom separate.------------------

For this tutorial I will be using Sanmoo's excellent MiniMaid, which can be found here:http :// www . modthesims 2. com / showthread . php ? t =75570

I'll show you how to use this to replace the female maid NPC. First, right-click on your Desktop and select New > Folder (you can delete these when you're finished) and name it MooMesh. Right-click again and select New > Folder and name it OriginalMesh, and make another named OriginalTexture.

Start SimPE and open the MeshMooMaid42505.package file. In the left pane, you will see a list of Resources. Left-click on Geometric Data Container (GMDC). Now you will see it by itself in the right-hand pane (packed files window). Right-click on this (the name right under where it says "type") Geometric Data Container and select "Extract" from the drop-down menu.**See Screenshot 1** -->

A box will pop up asking you for a save location. From the pull-down "Save in" box, select Desktop, double-click your "MooMesh" folder and save it in there. From the SimPE menu, select File > Open and open 5fa167a0_SanmooMiniMaid.package so we can get the textures. In the left pane (resources), left-click on "Texture Image (TXTR) (2)". In the right pane you'll now see the base texture and the normal map texture. NPC outfits don't use normal maps, so we don't need that. Left-click on the file ending in "body~StdMatBaseTextureName_txtr". On the bottom bar of SimPE click on "Plugin" if it's not already selected and you should see the green maid outfit. In the Plugin window click the Export button and save the image to your desktop.**See Screenshot 2** -->

Now we need to hunt down the NPC maid's mesh and texture. On SimPE's bottom bar, click the "Finder" button. If there's not one there, go to Window > Resource Finder. In the Resource Finder pulldown "Match" menu, select "Regular Expression", type in ".*maid.*gmdc" (That's dot star maid dot star gmdc) and click the Start button. Be sure you're searching in Namemaps. Now you'll have to wait patiently for a bit. In a moment you should see your search results. Eight results or so (dress, hair, body, vehicle). We want "afBodyDressMaid_tslocator_gmdc".**See Screenshot 3** -->

Double-click afBodyDressMaid_tslocator_gmdc in the search results. Now you'll see that SimPE has opened Sims03.package. Do not do anything yet! Do this "trick" I learned to avoid SimPE's long loading times: On the upper-right side of SimPE, click the magnifying glass icon labeled "Filter". Click the Pin (auto-hide) icon on the pop-out menu so it doesn't vanish on you. Now in the filter, type in a nonsense number and click SET.**See Screenshot 4** -->

This effectively prevents SimPE from trying to load all the file's resources. Now that you've done that, in the left pane (resources), left-click on Name Map. Now delete the nonsense number you typed in the filter box and click SET again. The Name Map should appear in the right pane. Left-click it and at the bottom of SimPE, click the Plugin view. This will bring up the File Map Editor window with all the names. On the bottom-right of your screen is a box labeled Finder, Filename:. Type in "afbodydressmaid" and SimPE will automatically scroll down to the "lod15" entry (we NEVER want any files with "LOD" in the name). In the left window you'll see just below the highlighted name is the file we want. Left-click on that

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(afbodydressmaid_tslocator_gmdc) and it will appear on the right in the "Properties" box. Highlight and Copy the Instance number.**See Screenshot 5** -->

Paste the Instance number in the Filter box you used earlier and click SET. In the left pane, left-click on Geometric Data Container and you'll see a single file appear in the right pane. Left-click on that file in the right pane and wait a moment while SimPE loads the file, then right-click it and select Extract and save it to your OriginalMesh folder.

Now that we know the name of the file we're searching for, we can narrow our search. At the bottom of SimPE, choose the Finder again and this time we'll use "Regular Expression" and .*afbodydressmaid.*cres for our search. Note that sometimes it can get flaky and you may need to close and re-start SimPE if the search seems to take 2 seconds and you get no results. Follow the above procedure again (double-click Resource Node: afBodyDressMaid_cres in the Finder results, when you see SimPE has opened Sims06.package, select Name Map, then clear and SET the Filter number, switch to Plugin View, find the name and Instance number, set the Filter number and click on Resource Node (CRES) (1534) in the left pane, Extract the file to your OriginalMesh folder). Do the same for .*afbodydressmaid.*gmnd and .*afbodydressmaid.*shpe, extracting and saving them to your OriginalMesh folder.

Once you've extracted and saved all four files, from SimPE's menu select File > New. Right-click in the empty space in the right pane and select "Add". SimPE should by default open your OrignalMesh folder where you saved the files. Add all four files ending in .XML and select File > Save and save as whatever you want to call it. I'll name mine "Targas_Maid_Mesh_Replacement". Save it in your Downloads folder.

Go back to Finder > Regular Expression and type in .*afbodydressmaid.*lifo and click Start. You'll get "afBodyDressMaid-whitelace0_lifo and whitelace1_lifo as your results. Follow the same procedure as above, this time extracting to your OriginalTextures folder. Do this for both the 0 and 1 whitelace files. Once you've done that, change your Finder search to .*afbodydressmaid.*txtr (found in Sims07.package) and extract that also.

Select File > New again and this time add the .xml files from your OriginalTextures folder and save that file with the name of your choice to your downloads folder.

*Explanation: The mesh file and its associated information, extracted directly from the game files and saved in your Downloads folder is now the new information source the game will use to load a maid's body. The same is true for the textures, so anything you put in there will now replace every female maid in the game.

In SimPE's menu, select File > Recent Files > and open your Orignal Mesh package. In the left pane, left-click on Geometric Data Container and in the right pane right-click and select "Replace" from the menu. Browse to your folder named "mesh" (where you extracted Sanmoo's minimaid mesh) and select the xml file. SimPE will pop up a box saying the resource has changed. Click yes and then save the file. By using "replace" you've placed a different mesh in the file, but the game will still see it as the default maid mesh.

Open the image of Sanmoo's green dress you exported in the beginning of this tutorial in PSP or Photoshop and resize it to 512x512, save it under a different name (as a .png file), resize it again to 256x256 and save again. Open the Original Maid texture package and click on the file name in the right pane ending in "whitelace0". In the plugin view, click the Import button and import Sanmoo's original image. Click the Commit button. Replace "whitelace1" with the resized 512x512 image, and whitelace_txtr with the 256x256 image. When you replace this one, you'll see it has a number of entries instead of a single image. Right-click

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on the 256x256 image and select "Update all sizes". Be sure to commit after every change. Save.

Go in-game and call a female maid and you'll have a Sanmoo maid!

Some names you can search for: barista, maid, maildelivery, gardener, exterminator... the list goes on. If you want to find more names, you can run the Object Workshop in SimPE and look under "Other > Outfit". Note that if it's a teen NPC you'll need to use a teen-sized mesh.

**"Quick and Dirty" method: Technically, to replace the mesh all you need is the Geometric Data Conatiner (GMDC). This is all I use when I do it, because it reduces file size. However, SimPE can sometimes give you error messages when you attempt to replace the mesh with your own, because SimPE is looking for a so-called "complete" file, so it may take a couple of attempts and re-starts of SimPE to get it to work if you get "no parent found in search path" errors. With this method you only extract the Geometric Data Container and not the CRES, GMND, or SHPE files. File > New in SimPE and add the extracted .xml of (as in our example) afBodyDressMaid_tslocator_gmdc and save. Replace this with the .xml of your own mesh and it will work just as well as having the full 4-file package.

Tutorial: Making objects available in Community Lots

Sometimes you may wish to use a previously downloaded object in a Community Lot that is currently only available/buyable in Residential catalogue.

Here's how to make it available/buyable in both Residentail and Community catalogues:

********************************************************************************************************************If you are an object creator, you can follow the same proceedure when making your new package, to make your new objects available in both Residential and Community lots. It may save you time answering a lot of requests and posts!********************************************************************************************************************

Copy the original file from your downloads folder and put into an new folder on your desktop.. (I also suggest that you make another copy of this file for backup purposes, just in case you make a mistake!)

Open the copied package file with SimPe... (this tutorial uses SimPE v 0.48c)

1. Click on Object Data..

2. Then click on Object Data in the right hand window to highlight it

3. Click on Raw Data Tab...

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and you will see....

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1.Click on the radio Button marked Decimal

2. Change the Commuity Sort from 0 to 128(you may have to scroll up the listings to find the Community Sort, depending on your screen resoloution)

3. Click Commit....

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and then save your package....

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4. Put the newly saved package file into your downloads folder.

(You will get a message asking if you wish to overwrite the original file....click YES.)

Your object will now appear in the Community Catalogue as well as the Residential one.

Mini-Tutorial: Batch-fix Custom Objects to make them *placeable on OFB shelves*

PURPOSE OF THIS TUTORIAL

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If you have Open for Business, you may have noticed that custom objects can't be placed on Maxis' business shelves; this is because the custom objects don't contain any information about their physical size, and this information is needed for the game to properly place the objects on the shelves.All the custom objects in the Downloads folder, therefore, must be "fixed", in order to provide the missing information.(Read the technical explanation on post #2 ).

BATCH-FIXING PROCEDURE

1. Start SimPE and select the menu Tools -> Scan Folders; the Scanner window will open up (the Scanner has a lot of functions: we will use it *only* to batch-fix the shelf placement).

2. In the topmost drop-down list, the "Download Folder" should be already selected by default (if not, select it by clicking on the arrow located on the right of the drop-down menu). Select the "Scanner Settings" tab and deselect all the options, except "OFB Shelve Scanner" (be warned that there are more options in the list then the ones visible: scroll down in order to see them, and deselect them, too). Select the "Recursive" option and lastly click on the "Scan" button.

3. Wait for the scanner to complete its task (if you have a huge Downloads folder, it may take a while!). When finished, sort the list by clicking on the "Shelve Dimension" column title, and then on the "Type" title.Then, scroll down until, in the "type" column, you'll see the first Object files.IMPORTANT: ignore any other file type different than "Object", including - unless you know exactly what you are doing - the "Maxis Objects"; scroll down until you see the "Object" files.

4. Now, you have to select all the "Object" files that have an "Unknown..." tag; again, ignore all the files (even if reported in red) that are not "Object".You can select an entire block of files by selecting the first line of the block, and then shift-clicking on the last line of the block.When the block of files is selected, click on the "Operations" tab (in the bottom-left); here, you can set the size for all the selected objects: Big, Medium or Small (read hints about choosing the most suitable size on post #2 ).The chosen Size will be applied to *all* the selected objects!When done, click on "Set Shelve Dimension", and you have finished.

Additional Info and Frequently Asked Questions

WHICH "SIZE" TO CHOOSE? BIG, MEDIUM OR SMALL?WHAT HAPPENS IF YOU CHOOSE A "WRONG" SIZE?

Obviously, you *have* the possibility to set the size of the objects one by one, choosing the most suitable size for that particular object (you can understand what each object is, by reading its filename on the first column, or by selecting it and clicking "Open" in the bottom-right corner).

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But if you have many downloaded objects to fix, it would take too long.

Therefore, you'll probably find more convenient to provide the same setting for all the objects, taking the "risk" that som objects will get a "wrong" setting, compared to their real size. The consequences are not harmful, anyway: basically, some objects may show an inproper placing on the business shelves.

a. All objects set to "BIG": if you choose to assign a "big" size to all objects, the smaller custom objects will be treated by the game as large ones, and therefore you'll be able to place only one item of that type per shelf; the shelves will look a little "empty", but that's all you risk. This is the "safest" choice, because in no cases the objects will intersect, overlap od collide with the other objects.

b. All objects set to "SMALL": in this case, you'll be able to place up to six objects on a single shelf; but if the objects are big, they will overlap each other: not a beautiful sight In any case, you can always choose not to put six objects of that type on the shelf...! (Note: when placing an object on the shelf, you can press the "M" key in order to select the location of the object, among the six available).

c. All objects set to "MEDIUM": this is an adviceble setting, because it allows to place up to two objects on the same shelf; some larger objects may overlap, and some smaller objects may look "lonely" on the shelf, but this is an overall good choice, in my personal opinion.

BATCH-FIXING ALL THE CUSTOM OBJECTS IN THE DOWNLOADS FOLDER WILL FINALLY SOLVE THE ISSUE CONCERNING THE "RESTOCK SIGN" BEING MISPLACED?

It will greatly help, yes; but from the reports I've recieved by many users, I guess that there is a bug in the game that can't be solved that easily; therefore, every now and then, you still will see your restock signs being "teleported" at one corner of your lot.

AFTER HAVING FIXED MY DOWNLOADS, MAY I STOP USING NUMENOR'S HACKS?Yes You don't need it any more. If, while playing, you notice that a particular object (perhaps a recently downloaded one) can't be placed on the OFB shelves, run this tutorial again.

TECHNICAL EXPLANATION OF THIS "FIX"Maxis started to use a previously unused data field in the Object Data: the data field 0x004F [Unused - Shadow Brightness (Sims1)]. I've noticed that almost all the existing objects, before OFB, had this field set to 0x96 (very few had a value of 0x64); while in OFB the objects have a value of 0x2 (small objects), 0x1 (medium objects) and 0x00 (large objects).The Scanner, when used as explained above, writes in the data field 0x004F the value corresponding to the selected "size"

Genetic Manipulation

From Sims2Wiki

Overview

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Have you ever wondered why your sims' default green, grey, and light blue eyes seem to have a 50-50 shot? Have you tried one of the many tutorials on changing the genetic dominance of a custom eye color using levels 3-4 and having default grey, green and blue more dominant? The Reason for this is that the actual game files that hold this information for the default files have the colors set to these values:green (2) grey (2) light blue (2)Unfortunately, the alien skintone has a similar problem where it's value is set to (0) and hairtones are brown and black (1), red and blond (2). To change these values is very easy but potentially could mess up your game.

What's Needed

● SimPE 0.62 (you can use an earlier version but will have to search for the files, they are not labelled for you)

● This file: Original Sims2 folder (no matter what expansions you have)\TSData\Res\Catalog\Skins\Skins.package

Tutorial

First things first. This is what you must do before anything!!!1. Back up your Skins.package file and put the backup someplace else like your desktop.2. Open up the original file with SimPEHair3. Select on the top left "Hair Tone XML (XHTN)". In this version of SimPE the tones are labelled for you. Just select the tone you want then in the bottom left box select "Genetic" and enter the value you want in the bottom right section marked "Value"4. Hair color values are: 0-Most dominant to 4-most recessive (you can use 0 with hair and eyes because they're chosen using an either or pattern.5. After each change you must click on the "commit" button.

Eyes3. Select on the top left section "Texture Overlay XML (XTOL)". This will require just a little searching, even with this updated version of SimPE. Hey, it can't all be a walk in the park!4. On the top right section, click the column title named "Name" and it should order the files alphabetically.5. Scroll down until you get to the files listed as "uuface_eye_" and you should see all of the eye colors.6. Select the tone you want, then in the bottom left box select "Genetic" and enter the value you want in the bottom right section marked "Value".7. See Hair -Step 48. Remember to commit after each change.

Skin3. Select on the top left section "Skin Tone XML (XSTN)". SimPE was kind enough to label these. Select the tone you want then in the bottom left box select "Genetic" and enter the value you want in the bottom right section marked "Value".4. Unless you want to make more room between two default skintones, I would suggest only changing the alien skintone.5. Skintone values are unlike the hair and eye values. Here is a quick run-down: .10 Light .30 Medium .60 Medium Dark .90 Dark

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-- Skintones of in-game born sims are not chosen by the either or pattern but more like a scale. The sim could have the skintone of the mother, the father or any skintone in between. It could even have a skintone that has the same genetic value (not same skin) as one of the parent sims (ex: Mom has an Enayla skin set to .1, Dad has default medium (.3), child sim could have Enayla skin, Default Light skin (because it is also set to .1), Default Medium skin or whatever other skins are listed in between. -- If you want the tone to be lighter than the lightest skintone pick a decimal smaller than .10 If you want it darker than the darkest skintone pick something larger than .90 up to .996. Remember to click commit after each changeNow save the package. If you find something wrong with the games skins, replace the working file with the backup and start over.

Custom CAS TutorialHi Guys

At the suggestion of the lovely and kind Tiggerypum, I'm posting my CAS modification tute. I've broken it up to make the tutorial as easy as possible for you guys. This tute is also hosted at The Sublime Sims Forum /. This tutorial is also provided in PDF format. To view it, we strongly suggest to download the Foxisoft PFD Viewer : it's free and small, less than 1Mb!

If you have the Seasons Expansion: You must use Numenor's BaseGameStarter or the Any Game Starter to create your custom CAS lot without Seasons!! Custom CAS lots created in Seasons will cause all sims made within your new CAS screen to freeze to death. Unless you like simsicles, you'll need to use the BaseGameStarter.

PETS also can cause problems with strays appearing. Fencing in the lot seems to help - perhaps the basegame starter is also what you'll want to use. Yes, you will not be able to place things from EPS that you didn't include using the basegame starter, but it's better than having random strays appear or freezing sims.

Creating Custom CAS houses

Hi Guys

It's been a year since this tutorial was originally written and it's time for an update so we can incorporate all of the wonderful things we've learned about modifying CAS houses. I will also be writing a tute that deals with some tricks involved in creating more advanced CAS houses and how to package your CAS house be shared with others.

Today I'm going to explain to you how to add a custom background into the Create a Famiy screen. There are quite a few steps to creating these backgrounds and it is a slightly fiddly process but it's much, much easier than you think! So let's begin..

1. Firstly, open up your game and add a brand new neighbourhood without lots or Sims. The neighbourhood can look any way you want and can have any terrain you want. Once you have created your neighborhood, close your game.

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2.Follow this path to find your CAS household package

C/program files/ea games/The Sims 2 Pets (or whatever your most current expansion or booster pack is)/ TSData/Res/Global Lots.

When you get there, you will see two files, the CAS!.package and the YACAS!.package. The CAS package is your Create a Family house for your base neigborhood, Downtown and Bluewater Village. The YACAS!.package is your Create a Student house for your University Nieghborhoods.

For today we are going to edit our Create a Family house for our base neighborhood. (the principles are exactly the same when you edit the YACAS! House) Copy the CAS!.package file to My documents/ea games/the sims 2/lot catalog

3. You will see a series of files labelled cx_00000001.package, numbered upwards (ignore the files labelled Character, they’re not the one’s we’re working with). In this case they’re numbered up to cx_00000041. Change the filename of your CAS! Package to be labelled the same as these packages, but make it one number higher than the last package. In this case because the last file is numbered 41, we labelled it cx_00000042.package.

4. Re-enter your Sims game and go to your newly created custom neighborhood.

5. Go to your Lots and Houses bin, scroll right to the end. The CAS house will be the very last house in the bin and will be recognisable because it is labelled as a series of junk letters, in this case jkgbkyuy. Place that house in your neighborhood

6.Enter the house. You will see two rooms. The room to your left in this picture is the room where you assemble your family. The room to the right is where you view the individual Sims while you customise them.

The podium and photos in the right hand room and the camera set-up (all those items are actually only one item) in the left hand room cannot be moved, but you are able to do some fairly substantial editing around them. You can for example remove the standard windows and replace them with different ones. Today I’m going to redecorate both rooms using standard Maxis furnishings, mostly from OFB.

note: There are hacks done by Windkeeper that we can use to make the Podium objects dissapear, but we won't talk about how to use them when constructing CAS houses until the next tutorial.

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7. Ok, here is the room where we preview individual Sims given a spit and polish with a new paint job and carpeting, some new furnishings and an extra window.

8. And this is the room where you assemble all of your Sims, repainted and carpeted with extra windows and lighting. Ok, we're now ready to reimport it back to being a Global Lot so we can use it to photograph our Sims. Save your changes and close the game.

9. Go to My Documents/ Ea Games/The Sims 2/Neighborhoods. Inside the folder you will find a number of neighbourhoods. The neighborhood with your CAS house will be the highest number because it’s the most recently created.

10.Go into your Lots folder within your Neighborhood folder. There will only be one lot in there, which is your customised CAS house. Copy that house to your EA Games/ The Sims 2/ Downloads folder, then go to that folder.

Once you have copied your package file to your downloads folder, if you wish to you may get rid of the new neighborhood you've created as you won't need it again and getting rid of it will not damage your CAS house in any way.

11.Edit the name of your file to call it CAS!.package.

You are now able to go into Create a Family and take screenshots and the Create a Family background will now be edited the way you want it to look. Just to prove it, here’s a shot of our new house..

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12. As you can see, it looks much, much brighter prettier than taking photos of them against a standard brick wall and wooden floor. From here, just take your screenshot and crop the picture as normal.

If you would like to share your CAS Screen: So you've made the perfect CAS screen and you want to share it? You will want to share the CAS!.package file that you put in your Downloads folder. If you are meaning to upload to MTS2 please see the Creator Guidelines for information on how to rar or zip your file and the requirements for upload. If you have used custom content in your CAS screen it will not be included! You will need to make a "shopping list" of links to every custom item you have used (with details enough that people know which item from a set you used, if applicable), and anyone who downloads your CAS screen will need to go and download all those custom items for your CAS screen to look right in their game. For this reason, it is likely MUCH better for you to use all Maxis content for your CAS screens, or a minimum of custom content that's easy to find and download. If you use items from expansion packs in your CAS screen, downloaders will need to have those expansions for those items to show up right in the CAS screen, but it should still work even if they don't have those EPs.

If you're sharing the CAS screen with others, it's recommended you put a little installation instruction on your upload. If you want you can copy-paste this here:

To install this custom CAS Screen:Place the CAS!.package file in your My Documents\EA Games\The Sims 2\Downloads folder after making sure to remove/delete the files for any previous custom CAS screens you may have downloaded.

Changing the CAS background

I have figured out how to change the Create-a-sim backgrounds!! This requires a lot of directory searching so brace yourself. (Note: I did this on a PC, Windows XP)

--->Part 1: In the Sims 2 game:1. Make a new neighborhood. Name it what ever you want but just do it. This is to make sure there are no other lots.2. Exit the game.

--->Part 2: Outside the game:3. Find your Sims 2 folder NOT in my documents, but where you said to download it (normally C:\Program Files\Maxis\The Sims 2 or something like that).4. go to the \TSData\Res\GlobalLots floder.5. The only file in there is a file named "CAS!.package" (no quotes). COPY this file.6. Go to the Sims 2 folder under My Documents. Go to "LotCatalouge" folder and paste it there.7. Rename the just pasted "CAS!.package" file to match the series in the folder already (as in if the files are named "cx_00000001" to "cx_00000012", name it "cx_00000013").8. start the game back up.

--->Part 3: In-game editing:9. Now go to your brand new neighborhood.10. in the 'hood, go to your pre-built house bin and go to the end. at the end you'll find the CAS house. you can't miss it, it looks completly diffrent from the others and its named some random letters "jfhgi". place it anywhere in your empty neighborhood and click on it to build it.11. Now edit how ever!-- with a few conditions: you cannot get rid of any of the decorations in the house already. The mirror and podium where the sim is made as well as all the

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pictures and the couch are all one object that you probibly should't delete. and the camera set up is also all one object. You can, however, change the house's look and put objects in and around the house.DO NOT move the CAS camera set up's or the CAS Podeum's position unless you can change the camera position in \My Documents\EA Games\The Sims 2\Cameras\CASCamera.txt (all 11 of them).12. When your done, Save and close the Sims 2.

--->Part 4: Applying your house:13. Go to \My Documents\EA Games\The Sims 2\Neighborhoods, the last neighborhood folder(N00#) and "Lots"14. the only lot that should be in there is the edited CAS lot. COPY it.15. go back to the global lots folder where you found the CAS lot. cange the existing "CAS!.package" file to a bogus name like "original_cas.package"16. PASTE the lot file you copied from the neighborhood. Rename it "CAS!.package".17. Finished! Now you should be able to make sims in your newly modified CAS house!!

Since I made the “Halo 2” videogame, I’ve received several messages asking how I did it. So, I decided to write this tutorial.

This tutorial will explain how to make a new buyable videogame that won’t replace any of the already existing games.

You need SimPE (current version is 0.33). I assume that you have an average familiarity with SimPE and the usual cloning procedure.

Part 1: Creating the new videogame

1. Clone one of the original videogames: “SSX3”, “SimCity 4”, or “The Sims Bustin’ Out”. You can find them in OW under the tab Grouped Objects, Others.

Note: Don’t clone the game “The Urbz”, since its package is really a bundle: it contains the display rack, the configuration settings file and the movies.

2. Give new unique GUIDs to the two objects in the new package: the videogame and the videogame rack. Take note of these new GUIDs.

3. Change the reference to the old GUIDs in the behaviour functions.

You have to change the operands in the following beahaviour and instruction:

- behaviour function "CT - Get", instance 0x00001004:

line 0, "Create New Object Instance"

Write in the first 4 positions of the operands the new videogame GUID with the bytes in reverse order. For instance, for the GUID 0xEC142D00 you write 002D14EC.

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4. Select Text Lists, Material Names. There are 8 material names corresponding to 8 movies:

0 – vgs_...: corresponds to the first movie that will be played when the video is started.1 – vgs_..._attract: corresponds to the short movie with the game logo.2 – vgs_..._intro: corresponds to the game's intro.3 – vgs_..._1playerbad: corresponds to the movie that will be played when there's only one player with bad playing skills.4 – vgs_..._1playergood: corresponds to the movie played when there's only one player with good playing skills.5 – vgs_..._2player1wins: corresponds to the movie played when there are two players and player 1 wins.6 – vgs_..._2player2wins: corresponds to the movie played when there are two players and player 1 loses.7 – vgs_esrb_e: corresponds to the movie with the ESRB rating.

What you really see in place of the … above will depend on the original game cloned.

Now you have to change the names of the materials:

i) If you want the game to play a different movie when it starts give a new name to material 0. Follow the naming convention used and replace the … with the name of your choice. For instance, for "Halo 2" I changed this material name to vgs_bungie_games, corresponding to the movie with the Bungie logo.

ii) For materials 1-6 you have to replace whatever name appears in the place of the … above (ssx, sc4 or bus) with the name of your new videogame. In my case, that was halo2.

iii) As for material 7, you can also replace it if you want your game to have a different ESRB rating. You can use any of the ratings originally provided by Maxis: vgs_esrb_e, vgs_esrb_rp, vgs_esrb_t.

Take note of the new names you gave to the materials. You will need them in Part 4.

Also, don’t forget to “change in all” before committing!

5. Re-texture the new videogame appropriately and change the catalog description.

Introduction to BHAV Files

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A TS2 Tutorial by Carrigon

This tutorial will teach you how to add code lines, bypass code lines, call a private, call a private within a private, how to enter GUIDS in code lines, and how to make a summoner. This is a basic introduction to BHAV’s.

For this tutorial you will need:

The project file . If you haven’t already done so, please do the two other tutorials at the SimPe site because they will build your hacking skills for this tutorial.● A Max Fun Menu Option for the Alienware PC

A TS2 Tutorial by Carrigon

I’ll be your Ghost Guide as we journey into the unknown of how to Change a GUID, add a BHAV, and actually make it do something.

Today’s Lesson: A Max Fun Menu Option for the Alienware PC

For today’s lesson, you will need, a copy of my Alienware Energy PC and the latest version of SimPe. I’m including my Energy PC file for use in this tutorial. If you already have it, it’s the same GUID, but we’ll be changing it here.Download the Alienware Energy PC here:Alienware Energy PC

Before we get started:

I want you to make two folders. One you can name project, the other, backupproject. Put a copy of the alienware pc into each folder. As we work, only use the project folder. That way if you mess up, you have a back up.Please do not email me, PM me, or otherwise bug me about this tutorial. It’s too difficult for me to answer everyone. If you get stuck, post on the MTS 2 board and someone will probably help you there. But try to retrace your steps first. The MTS 2 board can be found here:MTS 2 Main PageNow, the very first thing we will do is to change the file name. So rename your .package file to something you will remember. It doesn’t have to be a long name, just do something like mypcproject.package

Step one, changing the GUID:

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Open SimPe, open your package file that you just renamed.Now, I want you to click on Object Data, then highlight it on the right. Click on Plugin View on the tabs below. Now, look at GUID, we’re going to change the GUID. For this lesson, Just change the last three values. I’d say, go one up or down for each value. If you have any problems later with this file, you might have just picked a GUID that’s already in the game, so you’d just come back here and change it again and that should fix it. Now, click commit, then do a file, save.

Step Two, the BHAVs:

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Click Behavior Function. Now look at the right. For this lesson we’re just going to add a BHAV motive to this pc file. And I’ll explain what you have to do with it. Highlight the last BHAV, it should have an instance that ends in 1004. Look at it plugin view and it should say my motives energy in the code line. Then you’ll know you have the right BHAV.Right click the BHAV, choose extract, and save it to your project folder. (When I said right click, that’s the BHAV line with the Instance code in it, not what you’re looking at in the plugin view window.)

Step 3, import the BHAV:

Okay, now I want you to go to File, Add from the main menu of SimPe at the top. We’re going to reimport the BHAV you just exported. Just add the .simpe file. It’s going to hide in SimPe, so now you have to find it. On your left, click the plain line above Animation Resource, then on your right, you should find a "user defined" line. That’s your BHAV you just imported. Click the User Defined. Now click Packed File in the Tab Menu below.In File Properties you will see User Defined in the drop down menu. I want you to change that to Behavior Function. Click commit, file, save. Your new imported BHAV will now show up in the Behavior Functions section.

Step 4, Group and Instance:

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We must now change the Group and Instance of the new imported BHAV. So I want you to go to Behavior Functions, click on the last one, it should be your new imported BHAV. Look at it in the Packed File tab.

Step 5, Group and Instance Continued:

For Group, I want you to match the value of the other BHAVs that you see above. You should see 0xFFFFFFFF, that should be about 8 F’s. Just make sure it matches. So change that group value to the F’s.For Instance, I want you to look at the Instances above of the other BHAV’s. Do you see how the numbers are consecutive? You must make this consecutive as well. If the last BHAV above this one ends in 1004, you must change this one to 1005. You would always do this for any file you added a BHAV to. Click commit, file, save.

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Your new BHAV will now show up correctly in Behavior Functions. So come back to Behavior Functions. Click on the last BHAV, it should now be instance 1005. Look at it in Plugin View.

Step 6, changing the motive:

In plugin view, click on the blue code line that says "my motives energy". Look at the right at the Operands sections. The very first number of the Operands is all we are going to change. Energy is 05, so let’s make that Fun. The Fun code is 0F. So I want you to change that value now. Then click change. Click commit. Your code line will now read Fun instead of Energy. We are not done yet, but I’m now going to give more of an explanation of what we’re doing.We have just changed the code so that the pc will not just max energy, it will also max fun. But there are other steps. What I first want to explain is what the code line does. You are telling it to take the Fun and up it to 100. The code line will not look for a BCON. It will just do the 100 value on it’s own. Literal Value 0×0064 is hex for 100. The code line is not dependant on a BCON, but it is dependant on a "test" BHAV. At the moment, we don’t have to worry about that because it’s already in the file for Energy and we’re just going to piggyback off of it when we do the Pie Menu Option. The reason I’m explaining this is because you cannot just import any old BHAV into your file. You must always know what that BHAV is dependant on, whether it requires a TEST or a BCON.Motive codes. This is a list of the other motive codes for when you want to change the different motives in a future hacked objects:BHAV motive code numbers:● Energy is 05● Comfort is 06● Hunger is 07● Hygiene is 08● Bladder is 09● Social is 0E● Fun is 0F

These codes go in Operands, the first box on the left.Now, back to our editing.

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Step 7, changing the target:

You should still be in the same place, looking at the Operands we just changed. I want you to change one more thing here. Look at the False Target. I want you to change that value to Return True. Click change, click commit. Now both areas in your code should have this value: True: FFFD, False: FFFD That will enable the code when it runs. Click file, save.

Step 8, adding the Pie Menu Option:

So, we’ve changed the code, but it still won’t work yet. We need to add the Pie Menu Option for it. So, click on Pie Menu Strings, plugin view. You should see all the menu choices listed. We’re going to add. So click the little "add to all" option. On your left, you’ll see it added a

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blank option. In the Value, type Max Fun. Click change, click commit. Look at the value next to your new Max Fun option. It should say 0xE. You will need this value for the next step. Now click file, save.

Step 9, the TTAB:

Now, go to Pie Menu Functions. Look at it in Plugin view. Click add, and it will look like it just copied an option on your left. Look at Settings, Pie String ID. Change the last value so it matches your new function. Change it to an E. Click change, click commit.Beneath the Pie String ID, you will see Guardian and Action. Remember when I said this file is dependant on a "test" BHAV? The Guardian is pointing to the test. Since we already have it in the file, you don’t have to do anything to it now. But we do have to edit the Action so that the TTAB will know to look at our new Fun action. Remember how we made the new BHAV have a consecutive instance number. It was 1005. So, you’ll just be changing the Action value to match that. So make your action say 1005. Click change, click commit. Click file, save.

Step 10, set the different color options:

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This is how to set it so that you get all three pc colors. Go to Object Data, plugin view. Copy your GUID, just highlight the GUID, right click, copy. Go to Tools in the upper main menu. Click hex decimal converter. Paste your GUID in there, make sure you did it right. It should look exactly like your GUID, like this: 0xA3131311, now see the new numbers beneath it? You will have to put those numbers somewhere. So, copy them down someplace for the next step.

Step 11, adding those new GUID numbers:

Click on Model Material, you’ll see three MMAT files on the right. Click the first one. Look at it in plugin view. Find the line that has GUID in it. It should be about ten lines down, it’s the only one that has the word GUID. Now, see where there are a bunch of numbers that look like what you just saw in the hex converter? You have to replace those numbers with your

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new numbers. You are not replacing the hex, only the decimal, that was the bottom line of the converter. Click commit, file, save. Now, repeat this for the other two files in the Model Material. Make sure you click commit, and file save after each one. And that will take care of your pc colors showing up.

Step 12, change the name of the pc in the catalog:

Click on Catalog Description. Look at it in plugin view. See the name of it in the strings? There are two strings, one is the name string, the other is the description string. Just change it in value to whatever name you would like, click change, then do the same for the description value string under it that will describe your new file, click change. Where mine says it maxes energy, you can put that it now maxes both energy and fun. You are only changing the VALUE, do not change the Description area where it says "Sims2 - Needs Translation". That, you leave alone. When you are sure you’ve done it right, click commit, click file, save.

Step 13, change the price:

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Go to Object Data, plugin view. Scroll down in the elements until you see Price. It’s not the Sale Price, it’s the regular Price you want. You’ll see the left part is hex, the right part tells you in regular numbers what the price is. Mine was 300. Change it to 500. Click Commit. Click file, save.That’s it, all done, but you should double check your work to make sure you didn’t miss clicking commit or change somewhere. When you are sure you are sure you are done, copy your new file to your Documents/EA Games/Sims2/Downloads folder. Load up your game and see if it works.

● TTAB ’ s Explained - How to Edit Menu Options

A TS2 Tutorial by Carrigon

This tutorial will teach you how to edit the menu options in several ways. If you don’t want a visitor to touch an object, or you want to stop sims from doing something with an object these are a few of the things covered here. Also covered is how to change the name of a menu option and how to import some code into the file.

Before we get started:

You will need, SimPe and the OBJD . txt file, the Motive Code Zip File and the tutorial pics included with this tutorial. Do NOT ask how to install SimPe. This tutorial is for those with the program already installed properly. Do NOT try to PM me, email me, or otherwise bug me about this tutorial. If you have a question, please post to MTS 2 and someone will help you there.

Step One:

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Okay, first thing, make a temp folder somewhere on your drive. Call it something like "copy of objectspackage". Now, go into your Program Files/EA Games/Sims 2 folder and find objects.package. It’s here: C:\Program Files\EA GAMES\The Sims 2\TSData\Res\Objects Make a copy of it and put it into your temp folder. This temp file is what we will always be working with. NEVER work from your real objects.package. If you screw it up, you’ll end up having to reinstall your game. Also, keep this new temp folder and file copy for any future tutorials I do. That’s what we will always be working off of as well as the OBJD.txt file.Okay, now I need to explain to you the difference between a Global Mod and a Local Mod. What I’m mostly going to be showing you is Global Modding. Global Modding affects ALL of an object. Like, say you wanted to make EVERY couch only available to family and not let visitors sit on them. That’s a Global Mod. But if you wanted to only make ONE couch visitor free, that would be a Local Mod. Local means you are only doing one of an object. Global means you are affecting all of that type of object in the game. At the time of this writing, there are very few cloned objects available, so we will be working mostly with Global Mods. However, it should be noted that not every Global is always listed and sometimes we will have to go Local, but I’ll explain more about that later.

Step 2: Let’s get started

Open the scary looking OBJD . txt file. Let’s do a mod for the Grandfather Clock. Do a search in the OBJD.txt file for Grandfather clock. You should find the following line:Object Data (OBJD, 0×4F424A44); 0×00000000; 0×7F85611C; 0×000041A7; 0xAC2061CC; 0×0004; Normal; Ol’ Grandfather Clock; Grandfather Clock - Expensive;

 

Step 3:

Open the SimPe program. In SimPe, open the copy of the objects.package. In the group filter window, paste this in: 0×7F85611CMake sure you click the plugin view tab.

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Now, click Pie Menu Functions. You should now see your TTAB Menu. Don’t do anything with it yet! Make a new temp folder on your drive. Call it something like "grandfather clock mod". Now, back in SimPe, RIGHT click on Pie Menu Functions and choose EXTRACT. Extract the file to your grandfather clock mod temp folder. Now do the same for Pie Menu Strings. The Pie Menu Strings file will just make it so you can see what you’re doing in the TTAB otherwise the menu options will say "unknown" and you’ll be working blind.

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Step 4:

Okay, in SimPe, click on File, New, Add, and add the two files you just extracted by clicking on "all files", so you can see the simpe.xml extension. You only want to add the two files that have simpe.xml. Do NOT add the others. This way you will get the proper group and instance numbers.

You should now have only your two files in SimPe and you should be able to read your TTAB Interactions when you click on Pie Menu Functions.

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Go to file, save and name your new file something like, "grandfatherclockmod" and put it into your temp folder. It should have the .package extension. So it should look like grandfatherclockmod.package

Step 5:

Extract the files from the Motive Code zip that I included with this tutorial. You are going to import two of those files into your grandfatherclockmod.package file. So open your grandfatherclockmod.package and click File, Add. Add only the two files with the simpe.xml extensions. Click File, Save.

 

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Step 6:

Now, we’re ready to do a real mod. So, make sure you have your new package open in SimPe. Click on plugin view and click Pie Menu Functions.Look at Interactions. You should see the three menu options: Wind, Maintain, *Break.Today, we’re going to work with the Flags for those options. First, click on Wind so it’s highlighted. Now look at the Flags area. See the little checks? We will also be working with the Guardian and Action tabs below the Flags.

First, let’s change the name Wind to Max All Except Fun and Social. Then I’ll show you how to make it actually do that.

Click on Pie Menu Strings. In the Value window, change the word Wind to Max All Except Fun and Social. Then click on "change in all" and Commit. Then go to file, save.

Step 7:

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Now we’re going to make the new menu words actually point to the function they are supposed to do. Click on Pie Menu Functions. Look at the Flags. Check off Immediately, Adults, Elders, Teens. Everything else should NOT be checked.Look at the Guardian and Action. Change the numbers so that Guardian points to your TEST BHAV which is instance 1701. (Anytime you have a test BHAV, you always put it in the Guardian). Make the Action point to 1700, that’s our action right there. (When a sim clicks on the "Max All Except Fun and Social", this will max all motives for all sims on the lot except for fun and social). Click Commit, and File, Save.

Double check that all of your changes are there. Make sure you didn’t miss clicking commit or file save somewhere.

Step 8:

I bet you were looking at that *Break option, right? Let’s see if we can stop this object from breaking. So, in Pie Menu Functions, click that *Break option.UNCHECK all the Flags for Break. Click commit, and go to file, save. You can come back here by clicking Pie Menu Options just to make sure your changes took effect.

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Do the same thing for the Maintenance interaction. UNCHECK all boxes. Click commit, file, save. Why are we messing with the Maintenance function? Because it is tied to the Break function. That’s really all it is used for. It’s to have the sim repair the clock, but since we’re stopping the Break, you shouldn’t need it.

Okay, we are done for now. Put the file into your game downloads folder and go play and buy a Grandfather Clock to test it out. You should have an option to Max All Except Fun and Social. When you click it in the game, every sim on the lot should have their motives maxed except for fun and social. The clock should never break or need maintenance and it should chime away at the usual times.(Techie Talk: Skip if you like) This is just a small explanation of the Autonomy and Motive areas of the TTAB. The higher you set the Autonomy, the less a sim will want to do something. The lower the number, the more addictive the object. The Motive area has a bunch of numbered drop downs. Each drop down number represents an age. I don’t have a list of which number is what age at the moment, so you’d just have to experiment with them. Motives can be manipulated so that say, you wanted a hungry sim to wind that clock,

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you’d set a number of how hungry the sim would be before they’d want to wind the clock. Those familiar with TS1 and using the Blueprint Menu Editor will understand this better. It’s the same thing except we’re using SimPe. You can safely play with the Autonomy setting and the Motives area. Experiment if you like. The more you experiment, the more you’ll learn how to mod. As I understand it, at least one or two of those dropdowns was for pets and may still be used for pets in future expansions.)I hope this tutorial was enough to get you started with some simple modding and that you found it helpful and informative. This simple lesson can be applied to all objects that have a Pie Menu Function and a Pie Menu String. So if you’d like to experiment with other objects you can use this tutorial as a basic guide.

 

Before we get started:

Backup your entire Documents/Sims2 folder or forever hold your piece. And do NOT try to PM me, email me, or otherwise bug me about this tutorial. If you have questions, post at MTS 2 and someone will help you there.

Part One:

The first thing we’re going to do is to turn one of Oberkorn’s Krystals into a simple summoner. So, open the project file for Part One of the tutorial with SimPe. If you look in the left column, you’ll notice there are no Pie Menu Strings. We’re going to add the Pie string and one BHAV. Click Plugin View. Click Pie Menu Fuctions. Right click on the big white space under Pie Menu Functions and choose Add.

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Open the folder with my code files for Part One. You only need the .xml Pie Menu String. Add that one. You won’t see it yet. Go to the left column and click the line above Audio Reference, then scroll down in the right column and you should see your new Pie Menu String file at the bottom. Click it and make sure you’re in plugin view.

Click on the last line "Summon the Mothership". We’re going to change that to Drop a Boat. In the Value area, change it to Drop a Boat. Click change in all, click commit, then go to the top and click file, save. Double check that your change stayed.Now click on Pie Menu Functions and look at it in Plugin View. You can’t see anything, right? That’s because we need to change the instance to match the Pie Menu String. This is very important and you must always remember this: Pie Menu Functions and Pie Menu Strings must ALWAYS have the same instance or they will not work. So, click on the Packed File tab. Look at the instance. Change that from 83 to 80 so it will match your Pie String’s instance. Click commit, and file, save.

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There is one more step to getting your Pie Menu to work. In addition to the Menu and Strings needing the same instance, there is a line in the Object Data that must also have the same instance number. So, click on Object Data and look at it in Plugin View.

You must change Interaction Table ID to 80. Do this on its LEFT column and you should see the right column’s value change to 128. Click commit and file save. Then come back to this Object Data file and look at it in Plugin View again. Make sure your change stuck. Now, we’re going to change the GUID.Go to the top of SimPe and click Plugins. Click Hash Generator. Click GUID in the little box that pops up.

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This will generate a GUID based on your filename. Go to your GUID, backspace to remove the one that’s in there and Copy the first eight digits of your new into it. REPEAT the Hash Generator and do this step for the Fallback GUID so you have a new Fallback GUID as well. Do NOT touch the Original GUID in the middle. When you are done, click commit and go to file save. Make sure you all your changes stuck.Let’s change the Catalog Description now. Left column of SimPe, click Catalog Description. Look at it in Plugin View.

Click on where it says Red Violet by Oberkorn. In the Value, change that to Tutorial Boat Summoner. Click change in all, click commit, go up to the top and click file save. Double check that your changes stuck.Now, we’re ready to import a BHAV. Click on Behavior Function, left column of SimPe. Then in the right, in the white space below the BHAV lines, right click and choose Add. I want you to add my BHAV code that I included with the tutorial for Part One. You only need to add the .xml file for it.

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Once you’ve added the file, click on it and look at it in Plugin View. I want you to change the file name from "Summon the Mother Ship" to Drop a Boat. It should read Interaction - Drop a Boat. Now, click on line 2 (Create New Object Instance) and look to your right at the Operands. Top row of the Operands, first four columns. That’s a GUID. But, it must be entered a certain way. We are not going to do that just yet. I want to show you how to find the GUID and how to enter it for what you want to summon, then we’ll come back here and we’ll change it. Basically, you can summon almost anything in the game if you know how to enter the GUID properly here. Some things can’t be summoned and some have self deleting codes, so that if you try, they’ll just delete themselves or the object will turn into a pile of garbage and your sim will clean it up. So you really need to know what you are summoning. Today, for this tutorial, we’ll summon something alittle bit different. So, click on commit, and go to file, save to exit this area.

Open the tutorial boat pizza package with SimPe that I’ve included with this tutorial. Click on Object Data and look at it Plugin View. Look at the GUID. Do NOT change anything in this

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file! We are just looking at it. You need to write the numbers down in the order I tell you and watch what I’m doing with it. GUIDs are entered into a BHAV code line reversed in groups of two. They are not just reversed, they must be done in groups of two the way I show you. Now, see how the GUID looks like this: 8BCFFA37. You must write the GUID down like this: 37FACF8B. Do you see what I’ve done here? You break it apart in groups of two and you do it reversed. This step is very important. You will always enter GUIDS in BHAVs this way. Exit this file without having done anything to it.

Open the Fire Krystal tutorial package file we were originally working with, your summoner. Click Behavior Function and click on Interaction - Drop a Boat. Click line two, create new object instance. Look at the operands on the right. Top column, first four boxes. Enter the boat pizza’s GUID as I just showed you. The numbers should look like this: 37FACF8B Click commit and go to file save. Double check that this change stuck.

Now I want you to click on Pie Menu Functions. We need to make sure it will drop this boat.

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When we added the Pie Menu String, we changed line F to make it say Drop a Boat. Now, to link that to Pie Menu Functions, you need to click Add and then click in the Pie String ID box. Backspace over the last zero and type in F. You should see the column on your left change to Drop a Boat. That’s what you want. Look at the Flags area. Check off Immediately, Adults, Elders, Teens, Children, Demo Child. Then look under it at the Guardian and Action area. This code doesn’t need a Guardian, so you can leave that alone. For Action, click the little arrow next to it, wait for it to load. Click the private tab in the box that pops up, choose Interaction - Drop a Boat. Look at the Autonomy area, you can make this 64. And the Attenuation I usually make it a 3. That’s it. Click commit, and go to file, save. Come back here and make sure your changes stuck.

Before we go on with adding more things to this file, test it out in your game and make sure the summoner works. So, place BOTH the tutorial boat pizza package and the Fire Krystal project summoner package into your downloads folder. Play the game and find the Fire Krystal in decorative/all. Put it on an endtable. Have your sim click on it and see if it drops an edible boat your sim can eat.

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Part Two:

If you were able to make the summoner and it worked, you’re now ready to go on to part two and make the summoner do more than just give you a boat. So, open the Fire Krystal summoner package with SimPe.For this part of the tutorial, we’re going to use a little code off of Merola’s Multi Painting. We’re going to tell the file to drop the boat and make our sim’s aspiration platinum.So, looking at the summoner in SimPe, click on Behavior Function and then in the white area right click and choose Add. This time, you are going to add files from the folder labeled code files part two. Add only the .xml files.

Now, click on Interaction - Drop a Boat. We’re going to be adding code lines. Look at it in Plugin View.

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Click the last line, line 4, Fade Object In. Now look to your right. Click Add and it will dupe the line.

So, now you have a line 5. This next step is one of the most important ones you’ll learn. We are going to link the line. You can never just add a line without another line linking to it. All code must point somewhere and be linked somewhere.Click the line above it, line 4. Look at where it says True: FFFD Look to your right at True Target. We are going to change this value so it will point to line 5. So change it to 0005. Then look at your line and you should see it says 5.

Okay, now we have a new linked line of code. We need to change the code so it will do what we want it to do. To do that, we’re going to use a technique called, "Calling a Private". So, click on line 5. Then look over on the right at OpCode and the little triangle next to it. Click the triangle and wait for the code box to pop up. Click the Private tab. Click Int. Aspiration Self Max. Click use. See how the OpCode is now changed to 1300 and your line 5 now says (Private) Int. Aspiration Self Max. Click commit and go to file save.

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Now, come back to the Behavior Functions area and click on Int. Aspiration Self Max. I just want to show you what this file is actually doing. It is using a technique called, "Calling a Private Within a Private". See how it’s using a Sub file in the code line. It’s pointing to the set aspiration meter. So what we’re doing here is we told the summoner code to point to the self max line and then the self max line is told to go this sub line and use this. Don’t change anything with this code. Just exit out of it.

In the Behavior Function area, click Interaction - Drop a Boat. We’re going back to our summoner code lines. I’m going to show you how to make it drop another boat after it maxes the aspiration.Click line 2, then go to the right and click add so it dupes the line. Do this for line 3 and line 4 as well.

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So now we have three new code lines, but they are all pointing to the wrong place. We need to change the True Targets so they point to the right places.Click line 5, change the true target to 6 by typing in 0006 in the box. Click line 6 make it point to 7 and make 7 point to 8. So you are just repeating these steps. When you get to 8, make that true target FFFD. Click commit, and go to file, save.

Before we go any further with this tutorial you should now test this file and make sure it is now dropping two boats and making your sim platinum. So put this file and your boat pizza file into downloads, make sure you have both files in there. Then go play and test it out.

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The summoner should have dropped you two boats and your sim should have gone Platinum. If it worked, you are ready for the last part of the tutorial.

Part Three

Open your Krystal summoner file in SimPe. We’re going to add one more code. Click on Behavior Function. Right click on the white part and choose Add. Add the three .xml files from my folder marked codes part three. Only add the .xml files, that’s all you need.In Behavior Function, click Interaction - Drop a Boat. We are going to add a code line and I’m going to show you how to bypass a code line.Click line 5 and click add. We are duping line 5. You’ll see it has now added it and made it line 9. Click line 9.

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Now on the right, click on the OpCode triangle and wait for the box to popup. Click the Private tab. Choose Int. Personality Drain Fitness. Click Use.

Click line 8 changed the True Target to 0009, so the line points to line 9. Then click line 9 and change the true target to FFFD. Click commit and go to file save. Make sure your changes stuck. So now you have the new line and the code is pointing to it.

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Go back to Behavior Function and click Interaction - Drop a Boat. I’m going to teach you how to bypass a code line.Click line 4, Fade In. See how the True is pointing to line 5? We’re going to bypass that and tell it to just plain skip over to line 6. So look at the True Target Box and change the 5 to 6.Click line 5 and change the True Target to FFFE. That’s so if it does somehow try to read the line, even though we bypassed it, it should just skip it anyway. You now have no lines pointing to five. It is an unlinked code line. What we just did was tell this file we want two boats, but we don’t want to be platinum, we want to be fat instead.Click commit and go to file save.

Come back to Behavior Function and click Interaction - Drop a Boat. Click line 6, create new object instance. We’re going to tell it to give us something other than an extra boat. Minimize the SimPe program and open up the OBJD.txt file I’ve included with this tutorial. Search for Teddy Bear. Find this line: Object Data (OBJD, 0×4F424A44); 0×00000000;

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0×7F2FFF93; 0×000041A7; 0xC239A78B; 0×0004; Normal; Durably Plush Teddy Bear; Stuffed Animal - Teddy Bear;This is the Teddy Bear GUID: C239A78BRemember how we have to enter the GUID in the Operands boxes? It must be entered like this: 8B A7 39 C2So, go back into SimPe and change the GUID numbers in the Operand box for line six. Click commit and go to file save. Make sure your changes stuck.

Your file should now drop one boat, one teddy bear, and it should make your sim fat. Exit SimPe. Make sure you have this package and the boat pizza package in your downloads folder. Go play the game and test it out.

And that concludes this introduction to BHAV’s. This tutorial in no way encompasses all the things you need to learn with BHAV’s, but it should get you started with some simple hacking. You cannot just import any BHAV into a file. Most BHAV’s reference other things. They reference Privates, BCONs, Call Trees, Text Files. You need to know what that BHAV is

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referencing before you can import it anywhere and then you have to import every single thing it is referencing or your code won’t work. Experiment. The more you experiment, the more you will learn to hack. Many fun things can be changed in the Text files. You can change a sound, an animation, or the look of something by changing its name in the Text files. That is how I made the pizza slice look like a boat. Look at different files, look at their names in the Text files and experiment.

Tutorial - How to add "Dialogue" To your object!Hello!The purpose of this tutorial is to show you how to add a new BHAV function to your object that shows Dialogue. If you don't know what I'm talking about, this is what I am going to teach you to do:

It doesn't nessessarily have to say what is says, just whateve you tell it to.Now lets get started!

First you need SimPE. Download it here

Note: This tutorial IS NOT copied from anyone else. I was playing around with SimPE and learnt how to do it myself.

Can I add that you should click on "Default Lang Only" in the string editor if it is not greyed out, otherwise only Americans will see your new string, players in other parts of the world will get the old string from the resource you copied, in their own language.

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1. Go to your objects' BHAV function.Click on the interaction you want to make BEFORE the dialogue. Now click on that interaction and then go to "Special Buttons". Then go to "Insert Via True"

2. Now click on your new interaction which should appear right under the one you chose as the one before it. Click on the two little Comma's you see beside the operands.

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3. Now, in the whole big set of numbers, copy and past the following new numbers:

00000100000000000000140000020000

4. Click okay and then change the OP Code to 0x0024. COMMIT FILE AND SAVE.

Now go to your Text Lists and clone any text list. Click on your cloned text list, and go to the Resource Information tab (itslike the Plugin tab). Remove the last 3 numbers of the Instance and replace them with 12D.

Now go back to the Plugin view and change the file name of your text list to "Dialog prim string set" and DELETE ALL OF THE PIE MENU STRINGS IN YOUR TEXT LIST EXCEPT FOR 0x0000. Now in that pie menu string, type the text you want to appear for your dialogue

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COMMIT FILE AND SAVE5. Now go back the BHAV function and click on the button on the right side of the 2 comma's. There should be like a hammer and wrench icon. Now a window will pop up. Click the first set of 2 arrows (shown in pictures) and another window will popup with your text. Click on your text and click OKAY. Make sure the arrows now point to your text and click OKAY again. Now look at your dialgue under the Operands and you should see your Dialogue.COMMIT FILE AND SAVEPlease look at pictures if you dont want to be clueless:

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Test it out in-game (the object) and this is what you should get (a dialogue box where you wanted it to be)

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Tutorial: Recatagorizing Maxis ContentThis tutorial is going to teach you how to recategorize Maxis content. I will be covering both objects and clothing/hair (and maybe accessories/jewelry later).

First a little heads up. We will NEVER be editing the Maxis program files. ALWAYS create a copy of them for editing. It is possible (but not recommended) to do your editing directly in the program files, but there are two downsides to this. If you mess it up, and you don’t have a backup and need to replace the files (for most people, that means a full game reinstall). The other downside is that when you get a new Expansion Pack, it will overwrite all your changes and you will have to start all over. That happened to me. I was editing the BV object files and when I installed FreeTime I lost all that. It really sucked. Though it was a good thing for you guys, I had to make a new version (the way I’m teaching here) and was able to upload that for you all. If you found this tutorial to be a bit daunting, my catalog edits (objects) (clothing) are available for you instead. Everyone clear on this? No editing game files!!!

Recategorizing Objects:Requirements: Paper, pencil, SimPE and basic knowledge of it. If you don’t understand some of the the SimPE, go look them up in How To Use SimPE type tutorials.

1) Grab a piece of paper and a pencil. (For those who like to use their computers as note takers, this won’t work as well unless you LOVE pressing Alt+Tab six thousand times. Start the game. Go into Buy Mode and start writing down the names of every object you believe

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to be in the wrong category. Put a little arrow next to it and write down where you would prefer it to go. Take your time, go through each category. (This tutorial can also be applied to regular CC, so if you have some of that in the wrong categories too, you can note them as well, but put a little star* by them to remind you that they are CC. When editing those, skip to step 5) A few of the Build Mode categories can be rearranged as well. Plants, and some parts of the miscellaneous tab can be regrouped or added into. After you have all of that accomplished (I filled an entire page, 2 columns.) You should exit the game when you are done.

2) Start SimPE. Open the Object Workshop. (There are a couple of different methods for finding all the items, but I found this one to be the best) Find the first item on your list and ‘Clone’ it. Default cloning settings are almost fine. You need to untick the first option. We DON'T want it to ‘Set Custom Group ID’.

It will then give you the option to change the description, but since we won’t be keeping this file, changing it would be pointless. Then the Scenegraph Update wizard will show up, again, changing things is pointless. SimPE is then going to ask you to save it as something. My standard procedure is calling it delete.package and saving it to my desktop. Once you have the package created and loaded and saved, find the Object Data (OBJD) and Extract it (right click, choose ‘Extract’). If your object has more than one OBJD, pick the one without the numbers next to it.

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Create a folder on your desktop called something like ‘Buy Mode Recat Project’ and save the sucker in there. You don’t have to bother with renaming it. ‘4F424A44-00000000-7F2F87A2-000041A7.simpe’ is fine.

3) Repeat for all objects on your list.

4) Create a new package. Right click ‘Add’ and add in all those OBJD files that are in that folder we make. Single click on the first one in the list and shift click on the last one and you can do them all in one step. Save this file as YourName_BuyModeCatalogEdit and follow the install instructions here (This has a hard time installing sometimes, it’s been trouble shot there already).

5) Click on the first OBJD in your list. In the Plug-In tab view, click Catalog Sort tab if it isn’t already. Check and uncheck those check boxes to your hearts desire. Make sure you also change the drop down box to your new category. When I did mine, I only changed the drop down box. Hit commit. Lather, rinse and repeat for all OBJD. Save. You are done! Go test it in the game!

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6) To make this compatible for uploading, you need to group these objects into the Expansion Pack or Stuff Pack they came with. Click on the Raw Data tab. Scroll down until you see the Valid EP Flags 1. That number specifies the pack. Create a package for each pack. DON”T CHANGE THE NUMBERS!

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Base Game: 0x0001Holiday: 0x0000 (special case, requires in game testing to determine which Holiday Pack)University: 0x0002Nightlife: 0x0004Open For Business: 0x0008Family Fun: 0x0010Glamour Life: 0x0020Pets: 0x0040Seasons: 0x0080HM Fashion: 0x0200Bon Voyage: 0x0400Teen Style: 0x0800FreeTime: 0x2000

Recategorizing Clothes:Requirements: Paper, pencil, SimPE and basic knowledge of it. If you don’t understand some of the the SimPE, go look them up in How To Use SimPE type tutorials.

1) The first step here is similar to objects. Grab paper and pencil and start the game. While you are in the neighborhood view open the cheatbox and type ‘boolprop testingcheats enabled true’. Then go into CAS. Once inside CAS press Shift N. Then go into the clothing catalog and start writing down the names of all the outfits for every age and gender that are in the wrong places. It is VERY important to group them by EP in your notes. Remember to write down which categories you would rather them appear in. If something appears in Everyday and Formal and you only want it in Formal, make a note of that. We can remove and rearrange to our hearts content. You can even make Adult clothes for YA! (And for elders if you don’t mind them having a more fit body) Toddler and Children’s clothes can also be rearranged by gender. You can give your girls all those cute sweaters their brothers are wearing now. We can also make certain hair only show up for certain categories. Off the top of my head I am thinking about the nightcaps from Family Fun, and the wool hats from Seasons and maybe some extra special fancy hair might only be placed in Formal.

2) Open SimPE and open the BaseGame Skins.package. It is here C:\Program Files\EA GAMES\The Sims 2\TSData\Res\Catalog\Skins. Find and extract all the Property Sets for the Base Game outfits. (Hair has a file for each color don’t forget) Put them in a folder called ‘BaseGame Clothes Recat Project’. Do this for all the other EPs and SPs. Put them in their own folders.

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3) Start a new package. ‘Add’ all the Base Game clothes. Save it as YourName_BaseGameClothingCatalogEdit. Follow the install instructions here. Create packages for each of the others.

Open the Base Game file, change the outfit’s ‘category’ to whatever you prefer. Commit after you are finished with each outfit, and save when you are finished editing all of the clothes in a package. Repeat with all other packages.

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Everyday: 0x00000007Swimsuit: 0x00000008PJs: 0x00000010Formal: 0x00000020Undies: 0x00000040Athletic: 0x00000200Outerwear: 0x00001000

To put an outfit in multiple categories, add the numbers together. 0x00001007 is Everyday and Outerwear.

The ‘gender’ number can be changed for toddlers and kids as they are the same shape.Female is 0x00000001Male is 0x00000002Both is 0x00000003

The ‘age’ number can be changed or added together as well.

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Adults is 0x00000008Elders is 0x00000010Young Adults is 0x00000040

To make a Base Game outfit show up for Young Adults you also have to add ‘version(dtUInteger) = 0x00000002’ and ‘product(dtUInteger) = 0x00000001’ to the outfit. Highlight an existing line that is (dtUInteger) and click ‘Add’ then change the name and numbers. Commit and save.

You are done! Go test!Making your first custom object animation

Hi everyone, welcome to the exciting world of custom object animation! Before we get too carried away, I'm going to go over what custom animations can and can't do, what you need to know before you begin, and make a couple of recommendations.

Introduction

When an object moves or does something in game, there are a lot of elements combining to produce that effect. Animations are responsible for making an object or parts of an object move or rotate according to a sequence of steps you set out. They are not able to change the way a sim uses an object, or change the effects that object has on anything else. For example, an animation can't boost motives or build skills. Those things are covered by BHAVs. Animations are also different to effects. Effects are things like flame, or smoke, which don't have solid moving parts.

Making custom object animations isn't easy. At the very least, you need to be very comfortable with SimPE, and have some familiarity with Milkshape 3D. In order to do anything really useful with new animations, you'll probably want at least a cursory understanding of BHAVs. You don't need to be a master coder, but you'll want to know how to add a command and connect commands together. If you aren't comfortable with all of these things, you might like to take a step back, do a few tutorials in those areas, then come back once you feel a bit more confident.

Finally, there are several things which must be considered in object animation which can be ignored in sim animation. I won't assume that you've done sim animation before, but you may find this tutorial easier to follow if you give sims a go first!

To complete this tutorial you will need three of Wes’ Milkshape plugins:- UniMesh Import/Export ( http :// www . modthesims 2. com / showthread . php ? t =122399 )- Cres Import, and- Animations Export ( http :// www . modthesims 2. com / showthread . php ? t =239060 )

(The last two are available from the same thread)

You will, of course, also need Milkshape itself, and an up to date version of SimPE with the PJSE BHAV plugins (these normally come as default now).

Finally, grab the "base object" file attached to this post. It's the object/mesh you're going to be working with for this tutorial. There's also a "one I prepared earlier" attached, in case you need something to compare to.

Now that that's all out of the way, let's get started!

Choosing a base object

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Not all objects are designed to be animated. Some of the objects which do support animations cannot be read by milkshape. While it is possible to get around both of these restrictions, the steps involved are worthy of a full tutorial all by themselves. Fortunately, it's relatively simple to tell if an object can be animated as-is.

The first test is the simplest. Does it animate in-game? If there is no time during the course of game play at which the object animates, then odds are that it is not enabled for animation.

The second test is whether the object is jointed. Allow me to digress with a little bit of animation theory.

A person is jointed. A door is jointed. A bean bag is not jointed. A jointed object has one or more defined points called joints, which are connected to each other with solid lines called bones. These joints can be moved (aka translated) or rotated. When that happens, any vertices which are attached to that joint with be translated or rotated in the same way. Because a person is jointed, we can rotate the joint in our elbow to make out arm straight or bent, but we can't rotate any parts of our arm which is not a joint.

A bean bag is different. There are no particular joints, instead the whole shape of the object changes or "morphs" into a different shape. This is called a "morph" animation. In these cases it is a lot like there are two complete meshes, and every vertex from one gets moved to the equivalent vertex in the other. Morphs exist in the sims in objects like food and sofa cushions, as well as in sims themselves - the "fat" body type is a morph of the "thin" body type.

This tutorial is only concerned with animating jointed objects. You can tell if your object is jointed by opening its CRES file. If you go into the "hierarchy" tab, you should see that some of the nodes in the tree have the word "Joint" in their title. If there aren't any "joint" nodes, then your object doesn't support jointed animation.

There is also a third test, although this one is less important. In most animated objects, the joints exist inside the mesh, and these are used to move parts of the object around independently of other parts. However, a lot of objects also (or in some cases, only) have joints which are higher up in the hierarchy than the mesh. These joints can only affect the mesh as a whole, and are generally called "root_rot" or "root_trans". These are relatively easy to work around, but there are a few extra steps which I won't cover here. For now, try and use objects where all of the joints are inside the mesh.

The good news is, for this tutorial I've put together an object which meets all of these criteria. Download it from wherever you got this tutorial so you're right to follow along. (I'd suggest that you go and check yourself that the object meets all of these criteria, so that you know what you're looking for next time.)

Getting your skeleton into Milkshape

Before you can animate a jointed object, you have to have a copy of the skeleton to work with. That means that we need some way to get the information about the joints and the hierarchy and the vertices' assignments out of the package and into Milkshape.

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The first step to this is one that most milkshape users should be quite familiar with. You need to export the GMDC from SimPE, and import it into Milkshape. Here's how.

Open up the object's GMDC in SimPE. To double check that you're working with a properly jointed object, you can take a look at the "Joints" tab. That should list all the joints in your object (or at least, all the joints which are below the GMDC in the hierarchy!). Select this file in the resource list, right click, and select "extract". You'll be prompted to save the file somewhere. Make sure you put it somewhere you will be able to find it again in a minute, and give it a sensible filename.

Now that the GMDC has been exported, you need to import it into Milkshape. Start up Milkshape, and import the mesh by going to "File", "Import", then "Sims2 Unimesh Import Vx.xx".

The mesh should appear. Make sure that all the joints exist by opening the "Joints" tab and making sure that the right number of bones are there.

So far so good, but this file doesn't have the right names for the joints, and none of the joints are connected to each other. As you saw earlier, the information about the joints' hierarchy is stored in the CRES, so we need to go and get that now.

Go back to SimPE, and find the CRES file. Extract that file the same way you did with the GMDC, then go back to Milkshape. Without closing the file you imported the mesh into, go to "File", "Import", then "Sims2 Unimesh CRES Skeleton Import Vx.xx". Select the CRES file you just saved, and open it. You'll get a couple of messages popping up, to which you should click "OK". These messages are telling you about what it is doing, but assuming that you've done everything right so far it should work correctly.

Now you should see that the Joints tab lists the correct names for all of the joints, and that the joints are connected by bones. Well done, your animation template is ready to go! You might want to save a copy of the ms3d file at this point, so that you can revert back to it if you make any mistakes later.

Once you've saved a copy, take the opportunity to move some of the joints around, rotate a few of them, see how everything fits together. Just don't save any of your changes. When you're ready to go on, just revert to your saved copy and continue reading.

Food Tutorial for Creating Cereal' W/Pictures---This Tutorial is Written for the cereal Only---

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It is a basic Tutorial to start you off with learning how toCreate/Recolour the cereal, it will not work on other foods!

-------------------------------------------------------------

Open SimPE - click the "plugins tab"then click "object workshop" .. Wait for it to load...

When it finaly loads ....make sure you click "clone" NOT colour optionsthen click "object listings" .. wait till it loads ..Yada Yada

Type in Cereal then remove the Asterisk * where the little blue arrow is then uncheck "remove useless files" & check "load parent data" exactly as shown in pic

Click start:

at this point you should see a new pic appearIn "ModelName' type In a new name like shownalways put in a - (Hyphen) right after your name (Example) fireflies-tutorial

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leaving no spaces

click ok

Then give your .package a new name in the next window

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Click save:

In the next window click on “Texture Image” & extract all the pics you will re-colour by right clicking on the pic and choosing "export'For Cereal it is [color=purple]usually[/color] the first and third line, the arrows show them."[color=blue]do not change the name when exporting[/color]" that way you can find them easier.

use whatever paint editor you are used to and then save in "[color=blue]PNG format Non interlaced[/color]"then right click on the pic in SimPE and choose "import' Right Click again on the pic & choose “[color=blue]update all sizes[/color]"then click Commit. do this with every pic you will change.When done click File & Save

Next go to "Text Lists" click on instance 0x00000088 and change foodprepcereal_foodto this ##0x1C050000!fireflies-count_chocula04-03-05__foodprepcereal_food

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"Click change in all" then click "Enable all languages"then click commit and save.

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Now while still in "text lists" click instance line 0x0000012E and change the textthat says "Cereal" to "Count Chocula" no quotes, or however you want the name to look?click "Change in all" then click enable all languagesRepeat for each and every line that says Cereal, i marked them off for youWhen done click Commit and Save.

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Next go to "Shape' click on ObjectGraphNode and click on each instanceuntil you find the text line withfireflies-count_chocula040305__foodtraycereal_root_rot_shpenow on the very bottom you will see a blank text box called "Filename'add this line to it ##0x1c050000!fireflies-count_chocula040305__foodtraycerealClick Commit and save.

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Now on to "Catalog Description' change the name "Cereal" to "Count"Chocula" no Quotes, or however you want the name to look in the Fridge Options?Click “Change in all” then click “Enable all Languages”And finaly Click Commit and Save.

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Now onto "Object Data" click the first instance line then Change the text for only "Cereal" to Count Chocula so it looks like Food - Count Chocula - Menu then get your Unique Guid then click Commit ...

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Once done Copy-n-Paste your unique guid down in notepad/wordpad because we are going to use it again.

Now click the second Instance line (because we need two unique guid's)then Change the text for only "Cereal" again so it looks likeFood - Count Choculaget your second guid "click Commit and Savenow write down your second guid in your notepad/wordpad.

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Now go to "Behavior Function" click Instance 0x00001000 it will open up a long box pointing to a red X Click the Box, this will open the OpCodes now where it says "Operands" SEE the first four numbers? Reverse Your Guid and put your first Guid in it! "like so"Your Guid --> EL 99 LL 67Make it Reversed ---> 67 LL 99 EL

DO NOT TOUCH ANY OF THE OTHER NUMBERS OR YOUR PACKAGE IS TOAST! Only the first four Boxes I HAVE CIRCLED THEM FOR YOU!"Click Commit'

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Now do the same thing on Instance 0x00001004 using your second Guid“this is an EXAMPLE” Guid EL 99 LL 68Make it Reversed ---> 68 LL 99 EL

Now comes the fun part... open up the sims2 and lests see if it works?If it doesn’t seem to work and your sim is just standing at the fridge then Reverse67 and 68 in the instance codes

Do not try this same reference on another food since Each Food item is Different it most likely will not work!!

I am not responsible for anyone who tries this and messes up their game blows up their machine or pulls out all their hair trying this Tutorial...

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Please Thank Exor674 for all she has done and accomplishedWithout her none of the foods created today would be possible.

Please dont ask me how to do other foodsMore tutorials will follow soon!

Have Fun with your New Cereal' Fireflies!


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