More Fun Activities For Sims 3 - Updated September 8th
Doc Doofus:
I wonder how hard it would be to make a single offline GUI utility that would let you modify all or any of those values and then spit out a single XML package that contains them all. That way you wouldn't have to keep track of all the individual XML tweaks you have in your system.
chann:
Quote from: Doc Doofus on 2009 August 15, 01:15:14
I wonder how hard it would be to make a single offline GUI utility that would let you modify all or any of those values and then spit out a single XML package that contains them all. That way you wouldn't have to keep track of all the individual XML tweaks you have in your system.
Like morgade's Mod Generator?
Chaavik:
I looked at the Mod Generator and chucked it out, preferring S3pe and Postal to do the work with various files. I'm more into reading and understanding the scripting with subroutines and values to understand what Sims do in Sims 3, and what things do too in Sims 3.
I don't think anybody is going to complain since these files and those other files have different approaches to how much Fun should be gained. I tried a couple of those "fun" activities from those links before and felt they weren't really boosting Fun visibly enough to make the activities worthwhile.
But everybody has their own preferences. I was willing to share what I considered as fun activities with those who wanted those same fun activities and have Sims visibly gain Fun doing them. Whatever floats your boat...
Oh, the reason they're individual files is because these are fun activities the players can pick and choose from than to deal with one file full of activities, some of the activities which the players may not wish to have in their games if they think some of the fun activities are not "Fun" for them and their Sims. If you don't think exploring a mausoleum is fun, then you can opt not to install that. That's the reason for the packaged files containing separate fun activities.
varmint:
While consolidating all of your fun choices into a single package would be efficient and lovely, it really wouldn't streamline the process that much. As long as your resource.cfg is set up the usual way, you have 4 levels of subfolders you can create in your mods folder. I organize them by creating a MOARFUN folder and just stick the ones I want in it, and swapping them around doesn't really take any more time than it would take to open a separate app and glue them all together that way.
Doc Doofus:
I looked at the mod generator. That wasn't what I was really thinking about, although it looks very handy.
I was thinking of something like a Preferences or Settings utility that would be universal. It might generate a mod XML but that would be transparent to the user and you wouldn't have to know its name. You could have everything set up in a nice GUI app with the EA defaults that you could change as you pleased, all in one place. Why have several different mods with different names that aren't terribly descriptive of what they do if you could have one app that does it all for you, all in one place?
If, then, you wanted to change something, you could just tell people what setting to change in the app rather than releasing a mod.
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