S3PE
MoveZig:
I tried to see what was under the hood of awesomemod by opening awesome.package with S3PE. Only 0x905E2204EBCA0B6 would display any XML, and that was traits definitions. Some of the other instances displayed graphics of awesomeface or a bed with a pocketwatch or a toilet with a hammer and sickle.
Are the other parts that won't come up XML, or are they binary code? If they're XML, is there a way to view them too?
MoveZig:
Oh. Thanks.
What tool is used for that? I have Visual Studio 2008 installed.
MoveZig:
What are people using to make core/script mods now? I don't think I have the right tools. I can export things from a package with S3PE, but it exports a file ending in .s3sa.
And how do people know what objects and methods exist in the scripts?
steveuk:
Quote from: MoveZig on 2009 July 01, 22:06:36
What are people using to make core/script mods now? I don't think I have the right tools. I can export things from a package with S3PE, but it exports a file ending in .s3sa.
And how do people know what objects and methods exist in the scripts?
Select the grid option in S3pe. Save the file to desktop then add .dll. If VS will not read the file, try Reflector.
supaclova:
There is a very simple, easy to use tool over at MTS called The Sims 3 Mod Generator. It's much like S3PE, except I actually understand it.
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