The Sims Medieval

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spockblock:
Quote from: Inge on 2011 March 23, 09:22:07

Anyone tried opening the game packages with s3pe yet?  Is it compatible with the modding tools available?


I get a lot of unhandled exception errors with s3pe and the TSM build packages. Not on everything, but on plenty of stuff just selecting it in s3pe brings the error.

This game is fairly bizarre, btw.

fway:
Quote from: Inge on 2011 March 23, 09:22:07

Anyone tried opening the game packages with s3pe yet?  Is it compatible with the modding tools available?


I was able to open the packages successfully. To add on to Spockers' response, the exception errors I got were for VXPY and RIG. There are probably more file types that get these errors, but I just wanted to see if s3pe would go crazy if I opened up a package file from TSM.

J. M. Pescado:
I was able to pull open the script code and begin messing with it, although some modifications to the format and tools were needed. I have a crudimentary AwesomeMod prototype available for it, and I also armtwisted the simpler Twallanian no-CD to work, but as I poke around, it turns out the game is really, really, bare. The script core is just so much smaller compared to TS3. There's really not that much in the game.

Inge:
Most of the people who have been asking me if s3pe will work with it seem to be interested in extracting the object meshes for use in their normal sims game.  I suppose if the MLODs and MODLs can be used that will be something - at least can make a new look to existing objects.

YoungOldPrude:
Quote from: J. M. Pescado on 2011 March 23, 10:39:14

The script core is just so much smaller compared to TS3. There's really not that much in the game.


EAxis will remedy that with their planned expansion packs—if they do not bork their own system first. I still cannot get over that patch list. Is the discrepancy due mostly to the lack of aging?

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