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View Full Version : Time-Lord mod-DR WHO fans please help


sushirice25
12th Nov 2011, 11:57 PM
I have never modded in my life, but I want to know where I could start to make a sort of "time-lord" sim. The most basic function would be that if the sim was near death, it would be able to change appearance and traits, but still be the same sim, with all friends, objects, everything. (For all you Doctor Who fans, I need help with regeneration.).

Also, some extras could possibly be increased stamina and logic, and of course, the regular regeneration animation.

Srikandi
13th Nov 2011, 05:04 AM
Start with the scripting mod tutorials, I'd think... e.g. http://www.modthesims.info/wiki.php?title=Tutorial:Sims_3_Pure_Scripting_Modding

And this is not exactly a starter mod ;) You'll be programming new game behavior from scratch.

sushirice25
14th Nov 2011, 01:02 AM
Start with the scripting mod tutorials, I'd think... e.g. http://www.modthesims.info/wiki.php?title=Tutorial:Sims_3_Pure_Scripting_Modding

And this is not exactly a starter mod ;) You'll be programming new game behavior from scratch.

could you give me an example of new game behavior vs starter?

Srikandi
15th Nov 2011, 03:16 AM
I wasn't using those terms in a technical sense :) I meant it is difficult and requires some background in computer programming, so it might not be the best project for somebody who is new to TS3 modding. You would be writing new computer code rather than simply altering something that already exists.

In the case of your mod, if I understand what you want to do, you would have to figure out when the sim is "near death" and change what the game does in that situation. As well as define a whole new category of sim that this treatment applies to, and get the game to recognize it. Would this be a new type of occult sim? I don't know that anybody's added a new type of occult; you might be having to figure out how to do it from the ground up... or worse, it might not actually be possible... depending on where in the game's code the occult types are defined... somebody else would have to answer that ;)

Of course, you may already be an expert C# coder, I don't know :) If you look at the tutorial I linked, you'll see what is involved in doing an extremely simple script mod; if that seems easy and obvious, then no problem ;)

Otherwise, there are other kinds of mods that are easier to make for new modders... XML "tuning" mods for instance, that just involve tweaking game settings. You can find tutorials for those things too in the tutorial section under Create.