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View Full Version : Neighborhood Workshop (Formerly save game editor - now with simple painting replacement)


TigerM
28th Jun 2009, 06:51 AM
Latest update 1.4 on 8/21

Sims 3 Neighborhood Workshop is the first incarnation of my save game editor with an attempt at a friendly interface. Right now all that it can do in a friendly manner is modify still life portraits your sims have painted. The full editing and viewing capabilities are still there as well, but there are numerous ways that using the advanced editor mode can screw up your games if you don't have backups.

Your choice of downloads:
Windows installer (http://www.tyger.org/~tiger/TS3/TS3NeighborhoodWorkshop.msi)
Just the exe and presets (http://www.tyger.org/~tiger/TS3/TS3NeighborhoodWorkshop.zip)

(No more mac specific download - the packaging I attempted didn't work quite right. However it will still work fine on a Mac under mono, just download the zip file.)

Still Life Workshop
For those of you with artistically bent sims, the still life workshop allows you to view the various still life paintings your sim has attempted. If you really like something they did, you can export the picture (On the file menu) and use it wherever you want. On the other hand if you think they are a bit muddly looking and you think your sim is better than that, you now have the power to turn them into a regular Da Vinci (http://www.creativityspot.com/pics/Mona%20Lisa%20(Gioconda)%20by%20Leonardo%20Da%20Vinci.jpg). Under the file menu, select the import option to load a new picture in to replace one you don't like. Even if your sim hasn't painted it yet, you can still replace what they plan to paint and have memorized.

You can also rename the paintings to your hearts content by clicking on the title and entering a new name. Of course, you can do that just as easily from within TS3.

Once you are happy with your sims new artistic talents, just save the neighborhood again. It is strongly encouraged you save to a different name, as I can not warrant that this program will not break something else.

Advanced editor
And of course, as a nod to the save game editor heritage, the familiar old scary advanced interface is back. You can do pretty much anything here that involves modifying the values of script objects. Including screw up your neighborhood severely, to the point that it won't load. But if you know what you are doing, this is also a powerful tool.

Since it shows all script objects, the advanced editor can also be useful to core mod developers, so you can see exactly what the state of various objects are in a neighborhood, and see if/how any of your scripts objects are being saved.
.NET framework 2.0 is required, however it runs under mono mostly perfectly happily (Tested on Linux, should be the same on mac). The only issue on Mono (On Linux at least) is that cut/paste does not work properly for object instances.

Changes in 1.4
Changes Compression is a little faster now, at the cost of a little size

Bug Fixes Save data larger than 16mb will now be written properly

Changes in 1.3
New plugin Still life workshop - view and alter paintings made by your sim

Bug Fixes Removed oddly wrapped text from tree view displays Fixed read only file handles being held until the program exits

Changes Added plugin selection screen to support multiple plugins Augmented the file menu with a neighborhood selection similar to what TS3 has Significantly reduced load time Renamed to "Neighborhood Workshop" to reflect the refocus of utility

Changes in 1.2

References to objects can now be modified by setting to an existing object, null, or a new object.
Array, list, dictionary and hash table contents can be modified, added and deleted.
Copy and paste now work for copying values, and cut and paste work for moving (Or duplicating) references to objects.

DieYan
28th Jun 2009, 06:57 AM
itz cooooool, thank you tiger @ tyger .

Misty_2004
28th Jun 2009, 08:29 AM
Ooh, I am going to have to take a good look at this tomorrow. YAY!!

DarkBlue
28th Jun 2009, 02:55 PM
Very cool, I'm definitely going to try this out :)

EDIT:
Not sure if this is a bug or something of my doing, but I was writing a tutorial on modifying gender preferences with this tool, and it all worked fine until I opened up the game to check and saved the town. Now whenever I try to open that save file again, it gives me the "Unable to read beyond the end of the stream" error. Any ideas? I'm running Vista x64 with .NET 3.5 installed. The game loads the save fine, I just can't seem to open it again (read only or edit mode).

I tried saving it ingame again and got "Unable to parse generic parameter definitions" when trying to open it.

EDIT (Again):
I figured out that, after running the game and saving, if you copy the [Savename].sims3.backup and make it replace [Savename].sims3, it will keep your changes and allow you to edit it again. Welcome to the voodoo that is The Sims 3 :rolleyes:

TigerM
28th Jun 2009, 05:37 PM
So let me understand this chain of events...

1. Edit file, save as A
2. Load A in TS3, save as B
3. B gives end of stream error
4. Load B in TS3, save as C
5. C gives generic parameter error

Is that about it?

The second error should be easy to fix - I'd forgotten to roll some new research/understanding of the data into that part of the code, so as long as that's all it is it should be fine. In fact, I just uploaded a fix now.

For the second problem, are you running with any core mods installed? If you still have the save and don't mind sharing, I wouldn't mind taking a look at it. If you have somewhere you can put it, or PM me and I can give you an address to email it to. If you're familiar with one of the package editing tools like s3pi or postal, all I need is type 06b981ed group 00000000 instance 0000000000000001, and it should compress pretty well with zip or whatever.

DarkBlue
28th Jun 2009, 05:45 PM
That's the correct chain of events :)
It's weird, once I replaced the Sims3 file with the Sims3.Backup file, it hasn't given me a problem yet (I've saved and reloaded successfully without replacing it again). I don't still have the save though, as I replaced that with the Sims3.Backup file. I just saved and reloaded again and it's still working - I nominate The Sims 3 as the most spazzy game of the year :lol:

I'll download the new version once I finish this test (I'm pretty much playing around with different settings and if it explodes, my EA folder is backed up).

I disabled all of my mods (cut and pasted Resource.cfg and Mods folder to my desktop) for another reason last night and I just never got around to putting it back - it worked out well in this case :P

TigerM
28th Jun 2009, 05:56 PM
The mods might still have data in your save games if you haven't saved since disabling them. And they might be producing save state that looks different than what the game would produce normally. But that wouldn't explain the problem on the second save file.

Edit: New new version that fixed my new save bug in place. I was too quick throwing in the fix for the generic parameters that I forgot I'd just put in another change that I hadn't had a chance to test.

Also if you're going to write up how to change gender, there is actually an easier way then I said in the other thread. If you select "current household" in the list on the left, it takes you right to your sims and to the correct object to edit gender without having to find the difficult to spot mDescription field.

DarkBlue
28th Jun 2009, 06:00 PM
I completely deleted the My Documents/Electronic Arts folder (after copying it to a safe place, that is :P) to make sure none of that would happen, and I just let the game regenerate a new one for my testing purposes. Once you post the new version, let me know and I'll happily tear apart my save to see what breaks it and what doesnt :lol:

I knew about the Current Household selection, so that's in my writeup already :)

TigerM
28th Jun 2009, 06:05 PM
New version is up.

The filters are actually customizable in presets.xml if you're comfortable with XML. If you think another filter preset would be useful, feel free to suggest it and I can put it in the package. Even if you're not comfortable with xml, you can always suggest it and I can put it in.

DarkBlue
28th Jun 2009, 06:07 PM
Okay, I'll take a look at that and if I have any ideas I'll let you know :)

TigerM
28th Jun 2009, 06:09 PM
Thanks! :)

For clarification, mods shouldn't make a difference. There is only really one thing mods could do which would trip up the editor, and I don't see much of a reason for the mods to do it. But if they do, it can easily be remedied by using tools->advanced->import type definitions and select the package with the mod scripts. On the other hand though, if a mod DID do that, it would either go completely unnoticed because of code that compensates for that sort of thing, or it would cause one of those end of stream load errors. (You can spot the former case by looking at the unknown instances filter - that should normally never find anything.)

DarkBlue
28th Jun 2009, 06:21 PM
I don't think the download from your site got updated. It wont let me save my changes, so I checked the version - it says its 1.1.1.0.

TigerM
28th Jun 2009, 06:30 PM
Hmm, I just checked the zip file and it was 1.1.2... I'll rebuild the package just in case.

DarkBlue
28th Jun 2009, 06:31 PM
I downloaded the MSI, that might be why.

Edit: Yep, the ZIP version is the new one :)

TigerM
28th Jun 2009, 06:36 PM
I put both up at the same time, but I'm a little new to making installers so I might have screwed something up. I'm used to just writing the code and letting someone else deal with packaging it up. New one should be up now, but the zip should be good either way.

Edit: No clue what happened, I just tried downloading the original 1.1.2 package and I got the right version. Really baffled where it could have gotten mixed up.

DarkBlue
28th Jun 2009, 06:39 PM
No problem :)
If you want to keep the installer an option, maybe try Inno Setup. I haven't used it, but I heard it was reasonably easy to use (has a step-by-step wizard), plus it's free.

Edit: Here's the link - http://www.jrsoftware.org/isinfo.php

Edit 2: Should I keep track of what edits work as expected or otherwise?

TigerM
28th Jun 2009, 06:48 PM
It would be good to know yeah. At some point I'll include a guide, and probably a friendlier interface for the more useful/popular changes.

If I really feel brave I'm considering putting in plug-in support (Torn between .NET assemblies or lua scripts there) for additional modifications people might want to code up.

Right now I'm being amused by playing a ghost family. I killed them all with the editor. :D Though I think they aren't behaving as ghosts normally would - the "GhostReactionBroadcast" field is empty. So they are more like a regular family that happens to look like ghosts and have spooky sounds follow them. And occasionally get a wish to visit the graveyard. (Happened to one of them within a few minutes of first loading, heh.)

DarkBlue
28th Jun 2009, 07:01 PM
Okay, I'll put in any other discoveries I make as well. I don't know what would go in the guide besides that and maybe a "DO NOT EVER" section ;)

As far as the interface goes, I mean, it's not for everyone, but it's easy enough to get used to. The most I could really think of doing with that is creating some kind of separate interface (a popup window or something?) that does the basic, most commonly used, edits. But I also know, from a programmer's perspective, what a PITA that can be.

Haha, that's too funny - that's actually the first thing I did with the new version was play around with the ghost settings. Hmm...I need to kill a sim for real (I'll hack myself the ghost opportunity, thank god for debug mode) and see what all of those fields default to.

TigerM
28th Jun 2009, 07:11 PM
My idea for the final interface is something pretty basic unless you ask for advanced mode, then it will show you the current interface, maybe with a few little extras like a visible command history with selective undo. I'm envisioning you open a file and it shows you the family portrait and gives a menu of some sort with common activities maybe with a wizard style interface for selecting what you want to do. But that's probably more ambitious than I'll get around to doing. Except the family portrait part, that should be easy to do.

DarkBlue
28th Jun 2009, 07:22 PM
Haha that's a big step towards simplicity, but like you said, it'll probably end up being somewhere in the middle.

TigerM
28th Jun 2009, 07:30 PM
So my ghost family just had triplets(!) and the babies give the normal ghost reaction. Two of them had their father's death method (Electrocution) and one their mothers (Burned - she's a daredevil so I figured it fits)

Aaaand the save game has the end of stream error, so that should get fixed up right quick!

DarkBlue
28th Jun 2009, 07:43 PM
Haha at least they're passing it on correctly.

As far as the end of stream, do you mean saving within the game or saving it with the Editor?

TigerM
28th Jun 2009, 07:56 PM
Loading it in the editor is giving me the end of stream error. I've got the data that's confusing it isolated, just trying to figure out what the data actually means now.

DarkBlue
28th Jun 2009, 08:04 PM
Open up the corresponding [Save].Sims3.Backup - it should load it fine, and everything will still be saved (at least, that's what happened to me). You should be able to replace the original save with that and everything will work again.

TigerM
28th Jun 2009, 08:15 PM
Well I want to figure out why this doesn't work and fix it. Unless it does't load in the game, I haven't tried. I think I know what's going on, I'll fix it up when I get back.

DarkBlue
28th Jun 2009, 08:17 PM
If it's the same thing that happened to mine, it should load in-game without a hitch.

TigerM
28th Jun 2009, 11:41 PM
It wasn't a problem with the save file, just with how I was reading it. There was a type coding in there I hadn't seen before, for a construct I've never seen before even outside of TS3. Apparently the .NET 2.0 feature "yield" looks so innocent but that single little keyword in a program causes an entire class to be created just for it. And the game was coding the type for that class differently than other types. Version 1.3, now up, should fix that.

I'm also amused by the fact that, now that I can open the save, the "triplet" ghosts were born under three different signs. One is Sagittarius, one is Aquarius, and the third is Capricorn. I pity the mother who is in labor long enough to have triplets born under three different signs.

DarkBlue
29th Jun 2009, 12:14 AM
It wasn't a problem with the save file, just with how I was reading it. There was a type coding in there I hadn't seen before, for a construct I've never seen before even outside of TS3. Apparently the .NET 2.0 feature "yield" looks so innocent but that single little keyword in a program causes an entire class to be created just for it. And the game was coding the type for that class differently than other types. Version 1.3, now up, should fix that.

Good job finding the problem so quickly haha :)

I'm also amused by the fact that, now that I can open the save, the "triplet" ghosts were born under three different signs. One is Sagittarius, one is Aquarius, and the third is Capricorn. I pity the mother who is in labor long enough to have triplets born under three different signs.
:rofl:
That is so strange. I didn't even know that sims still had astrological signs before I found the information through the Editor. Judging by that, I'm going to guess it's random what sign they get?

TigerM
29th Jun 2009, 12:41 AM
It's easy to find a problem when I can make it happen every time. :) It's the problem that happens once a week.. maybe... if you catch it right as the clock hits 3:27 and 9 seconds.. those are the hard ones to fix.

As for the sign, I'm not sure if they are actually used for anything but they do seem at least partly random... But all the starting sims (CAS or world residents) seem to be Aries.

DarkBlue
29th Jun 2009, 02:26 AM
Haha very true, and yeah - I don't think that they're even displayed anywhere. That's really strange though, one, that'd they'd include it just to have it serve no purpose, and two, that they'd make everyone default to Aries. Meh, it's EAxis, what can you expect?

TigerM
13th Jul 2009, 04:16 AM
New version available for download. At this point, if you know what you are doing, you can do quite a bit with your save game. Some of the things I've done with this now...

Made unrelated sims into sisters
Gave two women a baby together
Changed sims into ghosts (Minus the effect other sims get around ghosts when seeing them - though their ghost babies included the effect)
Modified friendships between sims

And that's just on the surface of what can be done. I plan to expand the capabilities by adding easier to use interfaces down the road.

Also, at this point I have a working interface for plugins. A plugin can be written to do pretty much anything to a save game that can be done by hand with a package editor and this tool. The entire editing interface is, at this point, implemented completely in terms of the plugin API. The UI of a plugin can be hosted as a view within the program (As the existing editor is) or as a dialog box. I plan to provide at least a few options for common tasks, but if anyone wishes to try jumping in and making plugins as well, let me know.

chaosme
13th Jul 2009, 11:43 AM
New version available for download. At this point, if you know what you are doing, you can do quite a bit with your save game. Some of the things I've done with this now...

Made unrelated sims into sisters
Gave two women a baby together
Changed sims into ghosts (Minus the effect other sims get around ghosts when seeing them - though their ghost babies included the effect)
Modified friendships between sims

And that's just on the surface of what can be done. I plan to expand the capabilities by adding easier to use interfaces down the road.


Thanks for the update! Been waiting for this to fix my child's relationship with his father. Took a while to realise that I need to right click to change the values but it was a smooth trip following that. Thanks once again!

EDIT: Just wanted to add that editing genealogy in the save game editor can create entire family trees, including associating complete strangers as married and other stuff of that sort. It can also fix the broken marriage line for couples who die in-game (but the relationship between the couples will be ex-wife/husband if you click them and hover over their partner).

TigerM
13th Jul 2009, 08:58 PM
For some things it may not be so obvious how to do them, as I have not put a lot of thought into usability for this part of it. I figured I would focus the usability worries on the parts that are meant to be more user friendly. But that is good feedback on having to figure out to right click, I might look into putting contextual buttons next to values that right now you need to right click to edit.

Slt10T
14th Jul 2009, 04:11 PM
Ok, please forgive the incredible noobishness of my question, but how do you edit family trees? I have been fiddling around with this, but I haven't gotten the hang of it. I'm trying to reconnect two dead parents on the family tree. Thanks

chaosme
14th Jul 2009, 05:00 PM
Ok, please forgive the incredible noobishness of my question, but how do you edit family trees? I have been fiddling around with this, but I haven't gotten the hang of it. I'm trying to reconnect two dead parents on the family tree. Thanks

There are two approaches to getting this done.

One way to do it is as follows:
Assuming the child of the parents are part of your active household, load up the save in edit mode (it defaults to current household - which is your active household - on loading) and expand the mMembers then mSimDescriptions tree. After which, expand the number that corresponds with the child of the parents that you are trying to edit.

Next, expand the mGenealogy then mNaturalParents tree. Expand the tree for the first parent and right click the mSpouse value and select the "Set to..." option. Go into Sims3, Gameplay, Socializing, Genealogy and choose the name of the spouse. After which you can do the same for the mSpouse value of the other parent. I also went into the mSim value for the dead parents and set their mPartner value to their spouse just in case - but I'm not sure if this step is necessary or not.

Alternatively, select Genealogy from the top left drop down menu, then the name of the dead parent in the top right drop down menu. Edit the mSpouse value as previously mentioned for both parents and the mPartner value under mSim.

Do let me know if you can't understand what I've written and I'll try to explain it again. Hope it's been of help!

ingeli
14th Jul 2009, 07:44 PM
I would love to be able to check the census of the save, as in counting number of sims, and also, sort sims with different attributes, see how many male/female, sort all sims in one profession and so on.. useful especially for those homeless families you can't visit. And the NPC:s.

TigerM
14th Jul 2009, 09:56 PM
Counting the number of sims is easy. Just select the "Sims" option on the left and at the bottom left it will tell you how many it found.

I have in mind an export tool like that, but it's got a few ideas ahead of it first, so for now I'm just letting it bounce around in my head so I can think of what sort of things would be included in such a report.

For the curious, right now my plan is to implement painting alterations (Putting in custom pictures for painted art), followed by genealogy modification, then after that whatever else seems in demand.

ingeli
14th Jul 2009, 10:01 PM
Custom pictures - what a great thing :D. And I have mentioned it before - a program to extract and export info on the sims, like name, age, pics, bios, ect and get it in a form that can be imported to a database, for use on web pages or otherwise, would be a DREAM :D Thanks for all the work you do!

zx1111
17th Jul 2009, 01:33 AM
Thanks a lot, it works great. You saved my sim!
Great work.

TigerM
17th Jul 2009, 04:33 AM
Glad to hear it!

And another new release, with a significant change to the interface. To reflect the focus, I'm also renaming the project to Neighborhood Workshop.

Srikandi
17th Jul 2009, 08:43 AM
Works great :) My sim painted the Simma Lisa.

http://www.modyourpanties.com/images/090717031650-Simma%20Lisa.jpg

For anybody that wants a step by step on painting replacement, it goes like this:

1. Start Neighborhood Workshop (TS3NWS)
2. Choose Modify Neighborhood (pen icon)
3. Double-click the game you want to modify (the active family portrait is displayed)
4. Click Still Life Studio
5. Use the Previous and Next buttons to select a painting. All the Sim-painted paintings in that game are initially in the list. You can filter the list by Artist and Location using the dropdowns.
6. Select File | Export Painting. The painting will be saved as a .png in the location you specify.
7. Modify the painting in your image editor of choice. (Note that the painting as it displays in-game and in the painting list is cropped, and the replacement image will be cropped the same way.)
8. Select File | Import Painting to import your modified painting.
9. Select File | Save, and save your modified savegame as a save file in My Documents/Electronic Arts/The Sims 3/Saves.
10. Start the Sims, select your new savegame, and enjoy your new masterpiece :)

Mootilda
17th Jul 2009, 04:30 PM
Have you considered submitting this for upload as a modding tool? It might be easier for people to find that way.

billysim143
17th Jul 2009, 09:40 PM
This is really fantastic!!! Although with my knack for screwing things up I will probably only use this to change still life paintings, which by the way I couldn't figure out how to do untill I read Srikandi post, thank you for that little tutorial, you saved me many headaches.

So heres to TigerM for the program and Srikandi for making it simple to understand for someone like me. :beer: :beer: :beer:

fallwind
18th Jul 2009, 06:36 AM
would it be possible to edit a sim's height with it?
as i saw that "mHeight" value, edited it but nothing has changed.

tryguy
18th Jul 2009, 10:23 AM
Hi! I like this utility. :)

Umm, does anyone know how the relationships are stored? I've looked, but I can't see anything like that. I'm not really wanting to change them, since I can do that easily with testingcheats, if I need. But I'm curious about it nonetheless. I would have thought each Sim would carry around an array of people they know, but like I said, I haven't seen even a hint of this...

TigerM
18th Jul 2009, 11:17 AM
I'm afraid I don't know about height. There's lots of data in there and I haven't seen what makes a difference in what.

However for the relationships, check the "Static Values" (On the left drop down) for "sAllRelationships" (On the right drop down) and you'll find a list of all the sims in your neighborhood. If you expand a sim you'll get a list of all their relationships.

zx1111
19th Jul 2009, 08:36 AM
How does the cut and paste works in the NHWS? Can I copy/paste subtree of values?

Most of the TS3 game data are tree of values. I'd like to copy some entry node in dictionary (the entry itself is tree of values) and paste it into anther dictionary.

It would be nice that I can export selected subtree node of whole data as XML file ( attributes: 'name', 'value', 'type' ) and edit it and import it back to the node. Direct tree editing is good for small changes, but XML editing is safer with less error and more versatile.

TigerM
19th Jul 2009, 08:50 AM
Right now you can cut/paste part of a tree in some circumstances. You'll know it worked because it will change to "null" when you do. Elements of a dictionary you can, yes. (However only the value, not the key.) You will need to use the context menu to remove the entry after you cut, and add a new entry before you paste, but it should work fine. It only works within the application though. (Well you CAN paste it outside the application, but the resulting value will be meaningless out of context.)

The idea of importing/exporting XML is intriguing actually. It had never occurred to me to do something like that but it shouldn't be difficult. I had planned on taking a little break from coding things for this tool to avoid severe burn-out, but that should be simple and useful enough to do that I may take a stab at it sometime soon.

Westin
20th Jul 2009, 09:36 AM
Thanks for a great tool. I've had a couple issues however:

1. In my sims home he's got about 4 or 5 paintings all hanging on the walls, however only one of them shows up in your editor.

2. See error report below, upon closing the tool I got the following error report:

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at SaveGameEditor.PluginManager.DataChanged(Boolean skipactive)
at StillLife.StillLifeEditor.textBoxTitle_Leave(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnLeave(EventArgs e)
at System.Windows.Forms.ContainerControl.UpdateFocusedControl()


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll
----------------------------------------
TS3NWS
Assembly Version: 1.3.0.0
Win32 Version: 1.3.0.0
CodeBase: file:///C:/Program%20Files%20(x86)/Tyger%20Stripe%20Software/The%20Sims%203%20Neighborhood%20Workshop/TS3NWS.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Configuration
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
yslathxq
Assembly Version: 1.3.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
7q_jvcvv
Assembly Version: 1.3.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
Aga.Controls.TreeViewAdv
Assembly Version: 1.6.1.999
Win32 Version: 1.6.1.999
CodeBase: file:///C:/Program%20Files%20(x86)/Tyger%20Stripe%20Software/The%20Sims%203%20Neighborhood%20Workshop/Aga.Controls.TreeViewAdv.DLL
----------------------------------------
SGEIface
Assembly Version: 1.3.0.0
Win32 Version: 1.3.0.0
CodeBase: file:///C:/Program%20Files%20(x86)/Tyger%20Stripe%20Software/The%20Sims%203%20Neighborhood%20Workshop/SGEIface.DLL
----------------------------------------
AdvancedEditor
Assembly Version: 1.3.0.0
Win32 Version: 1.3.0.0
CodeBase: file:///C:/Program%20Files%20(x86)/Tyger%20Stripe%20Software/The%20Sims%203%20Neighborhood%20Workshop/Plugins/AdvancedEditor.dll
----------------------------------------
StillLife
Assembly Version: 1.3.0.0
Win32 Version: 1.3.0.0
CodeBase: file:///C:/Program%20Files%20(x86)/Tyger%20Stripe%20Software/The%20Sims%203%20Neighborhood%20Workshop/Plugins/StillLife.dll
----------------------------------------
82vypjyc
Assembly Version: 1.3.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.



If I hit continue, it closed as it should.

TigerM
20th Jul 2009, 10:58 AM
Thanks for the error report!

As far as paintings not showing up, were they still lifes (Where you had to take a screen grab) or just regular run of the mill paintings? Only the latter are shown and editable.

threedeesix
21st Jul 2009, 09:56 PM
Works great :) For anybody that wants a step by step on painting replacement, it goes like this:

1. Start Neighborhood Workshop (TS3NWS)
2. Choose Modify Neighborhood (pen icon)
3. Double-click the game you want to modify (the active family portrait is displayed)
4. Click Still Life Studio
5. Use the Previous and Next buttons to select a painting. All the Sim-painted paintings in that game are initially in the list. You can filter the list by Artist and Location using the dropdowns.
6. Select File | Export Painting. The painting will be saved as a .png in the location you specify.
7. Modify the painting in your image editor of choice. (Note that the painting as it displays in-game and in the painting list is cropped, and the replacement image will be cropped the same way.)
8. Select File | Import Painting to import your modified painting.
9. Select File | Save, and save your modified savegame as a save file in My Documents/Electronic Arts/The Sims 3/Saves.
10. Start the Sims, select your new savegame, and enjoy your new masterpiece :)

Just so i'm clear, becouse none of my paintings show up in Life Studio.

I have my Sim paint a picture. Do I save the game while he is painting it or after its finished? Does it matter if he sells it or hangs it on the wall?

I know I'm doing something wrong, just don't know what.

chaosme
22nd Jul 2009, 01:29 AM
As long as it's a still life painting, it doesn't matter if it's in your sim's inventory or hanging on the wall. A still life painting includes those that you paint with the "Paint still life", "Paint portrait", and "Paint from memory" options - basically the ones that paint screen captures of the game.

threedeesix
22nd Jul 2009, 03:03 AM
As long as it's a still life painting, it doesn't matter if it's in your sim's inventory or hanging on the wall. A still life painting includes those that you paint with the "Paint still life", "Paint portrait", and "Paint from memory" options - basically the ones that paint screen captures of the game.

Thank you, theres where I was going wrong. I was just having my Sim paint a normal random picture. I'll give it another try tomorrow.

Thanks again

amallichetta
24th Jul 2009, 09:54 AM
Is it possible to save my altered painting to an individual file? I mean that it would be among the other buyable paintings?

Ps: The alteration itself works perfectly!! :D

TigerM
24th Jul 2009, 11:05 AM
If you want to make the paintings buyable you're better off following these steps (http://www.sims2wiki.info/wiki.php?title=Tutorial:_Custom_Paintings_in_Sims_3) to make an actual catalog object. It's actually even easier than that now with the object cloner, but I don't know if anyone has written up a tutorial on that.

Srikandi
24th Jul 2009, 12:12 PM
If you want to make the paintings buyable you're better off following these steps (http://www.sims2wiki.info/wiki.php?title=Tutorial:_Custom_Paintings_in_Sims_3) to make an actual catalog object. It's actually even easier than that now with the object cloner, but I don't know if anyone has written up a tutorial on that.

Xanathon gives basic instructions for doing this with the cloner here: http://www.modthesims.info/showthread.php?t=356694

That was several versions of the cloner ago, even easier now.

Basically, from the file menu, clone your object with S3OC, and remove any unnecessary resources in S3PE (you can probably take out everything except the image resources and the OBJD resource). Then "fix" the clone in S3OC (make a unique new object -- you can change the price and catalog text when you do this). Then extract the image resource in S3PE, modify it with your new painting image, and reimport. Save the package, and you're done.

Takes about ten minutes :)

Kronzik
25th Jul 2009, 05:41 PM
How do I use this? I wanted to change a value in one of my files. I saved it as "ohkay." When the file is named Moved. I made a backup file named Moved2. Now, I just don't know how the hell to load the game with it. Or import it. I just downloaded it as a .zip file. I did not use the wizard.

sevey72
25th Jul 2009, 05:49 PM
Can we a another download link please.

Srikandi
26th Jul 2009, 03:51 AM
How do I use this? I wanted to change a value in one of my files. I saved it as "ohkay." When the file is named Moved. I made a backup file named Moved2. Now, I just don't know how the hell to load the game with it. Or import it. I just downloaded it as a .zip file. I did not use the wizard.

All you need to do is put your savegame file in the Sims 3 save folder. Then it will show up as one of your save games in the main menu when you start the game.

sevey72
26th Jul 2009, 04:32 PM
I dont think i was clear - can we have a alternative download link - the site wich host the files is blocked by my isp.

gamb
27th Jul 2009, 02:45 PM
Since you wanted to know--the program works through Mono on a mac. I am having issues with the Still Life Editor (it freezes after loading the pictures), but the Advanced Editor works well. I won't be able to test my edited save file in-game until I get home tonight, but all I did was fix a bug where an adopted child didn't show up on one parent's family tree, so I don't expect any problems. Thanks for the tool!

TigerM
27th Jul 2009, 03:24 PM
Thanks for the report! Did the app bundle work, or did you have to start it from a command line?

gamb
27th Jul 2009, 04:08 PM
Thanks for the report! Did the app bundle work, or did you have to start it from a command line?I started it from the command line. I'm new to Mono and have no idea how to otherwise make it work (I have Parallels installed and clicking on the .exe makes my Windows partition boot up; not sure how to change that).

Ssargon
1st Aug 2009, 08:17 AM
Sorry to butt in, but... is there any way to force ghosts into the family with this program, and better yet, turn back their age? I made the mistake of letting my first sim's ghost have his second death, and I've tried feeding him Ambrosia to make him come back, and doing the cheat code to force sims into the family, but it always fails. So I'm pretty desperate and really want to know if this is possible; to edit the save file to make a ghost sim who was already restored and re-died come back into the family. And make him younger.

dannward
1st Aug 2009, 03:32 PM
Sorry to butt in, but... is there any way to force ghosts into the family with this program, and better yet, turn back their age? I made the mistake of letting my first sim's ghost have his second death, and I've tried feeding him Ambrosia to make him come back, and doing the cheat code to force sims into the family, but it always fails. So I'm pretty desperate and really want to know if this is possible; to edit the save file to make a ghost sim who was already restored and re-died come back into the family. And make him younger.

The best way to de-age sims with this tool that I've found: set the sim to the age bracket younger than you want them to be, then use testingcheatsenabled true in-game, and age them up to the target age.

Ssargon
3rd Aug 2009, 07:06 PM
Hey, thanks alot! I got him back into my family at last. Setting age/force transition and changing that "always unselectable" or whichever option did the trick. Thank you!

On another note, I love your picture editing thing. Getting a good portrait of my Kane sim was difficult at best regularily, now I have actual pictures. Hehe.

DemonOfSarila
18th Aug 2009, 03:51 AM
:D thank you so much for making this thing, it is totally needed. I tired to create 3 YA sisters, and the game apparently doesn't understand that idea at all :rolleyes: A simple family tree / genealogy edit, and it's fixed (and my game agrees).
So yes, thanks for making it, and thanks for making it mostly simple to use :) (though the comment by chaosme about adding parents helped a lot, so thanks to chaosme too)

salanaland
18th Aug 2009, 06:21 PM
I am trying to de-age some Sims and I can't find what fields need to be changed for their age group. Please, where do I set that?

chaosme
19th Aug 2009, 12:41 AM
Aging state can be found under the mSimFlags value when you expand the tree for the sim. I've not tried changing the aging state before, so I'm not sure if it will work or not, but I recall reading that you should de-age the sim to the aging state before your desired stage then age up the sim the moment you go into the game and it should work.

TigerM
19th Aug 2009, 12:48 AM
Right, chaosme has it correct. You can de-age, but it doesn't actually change anything visual about your sim - they still have the same appearance. So an elder de-aged to a teen still looks elder. If you go to the age group one younger, then throw them a party, they will then get the proper appearance for their new age.

There may be some oddities if you go teen or below, as far as traits go.

salanaland
19th Aug 2009, 04:09 PM
Thanks! I got it to work fine. The traits worked out fine for the two kids I de-aged, I just had to use testingcheatsenabled and then edit their traits to remove the extra, but their dad is having some problems. He was an elder and I made him YA then aged him up to adult. The game lost his facial hair so I sent him to the mirror to put it back on, but it came out as gray until I set it to black. Then when he wore his pajamas that night his hair went gray again. So I put him in his regular clothes and his hair was black, and then I unlocked and locked his hair color for all outfits and that worked. Hopefully when he has more children they don't come out with gray hair.

The only problem is that now other sims have a completely different picture for him in their relationships panel and when they talk to him. Some awful looking townie type picture, not him at all. Do you know what caused that and what I could do to fix it?

chaosme
20th Aug 2009, 05:07 PM
I just encountered a problem when attempting to save a file in the editor. After the editor finishes saving the file, attempts to load up the new file shows the error message "Compressed data stream size mismatches index size" and the file refuses to load. Loading the new file in the game itself is also a no go, with the error message "A serious error has occurred when loading 'name of the save file'. It is recommended that you restart the application.

This occurs even when I don't make any changes and just use the save as option to save the opened file as another name.

Any idea what this problem means and if there is a way to get around it?

TigerM
20th Aug 2009, 10:24 PM
Can you open up the original game (Before loading and saving in NWS) in s3pe or postal, and find the in-memory size of the resource with type 0x6b981ed, group 0 instance 1? It should be near the top of the list.

chaosme
21st Aug 2009, 12:43 AM
The filesize and memsize is 0x01007F1B as shown in s3pe. Chunkoffset is 0x0255AAB8

TigerM
21st Aug 2009, 01:03 AM
Really? Interesting, the game didn't compress it at all. I know exactly why it's causing problems though - the compressed data field only has room for 3 bytes, so once it goes past 16mb, it fails.

Could you do one more thing, and (Making sure you are using a recent version of s3pe) in s3pe set that resource to compressed and save, then see if it loads into TS3 at that point? (Make sure to make a backup copy first.) The compression in s3pe is based off the compression in NWS, but with a couple changes, including handling of data over 16mb, however the handling of data over 16mb is still just theoretical.

chaosme
21st Aug 2009, 01:33 AM
After changing that resource to compressed and saving it in s3pe, the file refuses to load in the game. It just crashes to desktop whenever I attempt to load it.

Reverting the resource to uncompressed allows it to load fine in game.

TigerM
21st Aug 2009, 01:34 AM
Alright thanks, good to know. I'll put in an update and try to get a new version out tonight.

chaosme
21st Aug 2009, 01:36 AM
I'm assuming the reason is because the save game file size is too big? I've tried editing and saving some older saves that were smaller and they all went well.

Thanks for helping out in this problem :)

TigerM
21st Aug 2009, 01:39 AM
Edit: It is size related, but I take back my previous statement about compression supporting larger than 16mb. It appears that s3pe has a bug in the compression code when dealing with large files as well.

TigerM
21st Aug 2009, 10:28 AM
I'm assuming the reason is because the save game file size is too big? I've tried editing and saving some older saves that were smaller and they all went well.

Thanks for helping out in this problem :)New version up with support for larger saved data. At least until someone ends up with a game larger than 2gb. (It's a joke - there's no way that could happen since Sims 3 is a 32 bit process.)

Let me know if you still have any problems with it.

chaosme
21st Aug 2009, 11:18 AM
New version up with support for larger saved data. At least until someone ends up with a game larger than 2gb. (It's a joke - there's no way that could happen since Sims 3 is a 32 bit process.)

Let me know if you still have any problems with it.

Thanks! It's working fine again.

:::
13th Sep 2009, 08:08 PM
Here is my Presets.xml `s content~

<?xml version="1.0"?>
<Settings xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
<Queries>
<ObjectQuery DisplayName="Current Household">
<ObjectType>Sims3.SimIFace.PersistStatic+PersistVariable</ObjectType>
<InstanceCondition>
<RequiredField>Name</RequiredField>
<RequiredValue>sCurrentNonNullHousehold</RequiredValue>
</InstanceCondition>
<TreeRoot>Value</TreeRoot>
<FieldName>mName</FieldName>
</ObjectQuery>
<ObjectQuery DisplayName="Households">
<ObjectType>Sims3.Gameplay.CAS.Household</ObjectType>
<FieldName>mName</FieldName>
</ObjectQuery>
<ObjectQuery DisplayName="Autonomy">
<ObjectType>Sims3.Gameplay.Autonomy.Autonomy</ObjectType>
<FieldName>mName</FieldName>
</ObjectQuery>
<ObjectQuery DisplayName="Sims">
<ObjectType>Sims3.Gameplay.Actors.Sim</ObjectType>
<FieldName>{mSimDescription.mLastName}, {mSimDescription.mFirstName}</FieldName>
</ObjectQuery>
<ObjectQuery DisplayName="Sim Description">
<ObjectType>Sims3.Gameplay.CAS.SimDescription</ObjectType>
<FieldName>{mLastName}, {mFirstName}</FieldName>
</ObjectQuery>
<ObjectQuery DisplayName="Genealogy">
<ObjectType>Sims3.Gameplay.Socializing.Genealogy</ObjectType>
<FieldName>mName</FieldName>
</ObjectQuery>
<ObjectQuery DisplayName="Static Values">
<ObjectType>Sims3.SimIFace.PersistStatic+PersistVariable</ObjectType>
<FieldName>Name</FieldName>
</ObjectQuery>
<ObjectQuery DisplayName="Script Groups">
<ObjectType>ScriptCore.ScriptObjectGroup</ObjectType>
<FieldName>mId</FieldName>
</ObjectQuery>
<ObjectQuery DisplayName="Sleeping Tasks (Sims)">
<ObjectType>ScriptCore.TaskStateCollection</ObjectType>
<TreeRoot>mSavedTaskContexts[]</TreeRoot>
<FieldName>{mFrames[1].mThisObj.mSimDescription.mLastName}, {mFrames[1].mThisObj.mSimDescription.mFirstName}</FieldName>
</ObjectQuery>
<ObjectQuery DisplayName="Task State">
<ObjectType>ScriptCore.TaskStateCollection</ObjectType>
</ObjectQuery>
<ObjectQuery DisplayName="Unkown Instances">
<ObjectType>&lt;Unknown&gt;</ObjectType>
<FieldName>&lt;InstanceType&gt;</FieldName>
</ObjectQuery>
</Queries>
<Formats>
<ClassFormatter ClassName="Sims3.Gameplay.CAS.Household">
<FormatString>mName</FormatString>
</ClassFormatter>
<ClassFormatter ClassName="Sims3.Gameplay.Autonomy.Autonomy">
<FormatString>mName</FormatString>
</ClassFormatter>
<ClassFormatter ClassName="Sims3.Gameplay.Actors.Sim">
<FormatString>{mSimDescription.mLastName}, {mSimDescription.mFirstName}</FormatString>
</ClassFormatter>
<ClassFormatter ClassName="Sims3.Gameplay.CAS.SimDescription">
<FormatString>{mLastName}, {mFirstName}</FormatString>
</ClassFormatter>
<ClassFormatter ClassName="Sims3.Gameplay.Socializing.Genealogy">
<FormatString>mName</FormatString>
</ClassFormatter>
<ClassFormatter ClassName="Sims3.Gameplay.ActorSystems.Pregnancy">
<FormatString>{mMom.mSimDescription.mLastName}, {mMom.mSimDescription.mFirstName}</FormatString>
</ClassFormatter>
<ClassFormatter ClassName="Sims3.SimIFace.ObjectGuid">
<FormatString>mValue</FormatString>
</ClassFormatter>
<!--
<ClassFormatter ClassName="System.Object">
<FormatString>({})@</FormatString>
<FormatProvider>Dereference</FormatProvider>
</ClassFormatter>
-->
<ClassFormatter ClassName="System.Object">
<FormatString>{}</FormatString>
<FormatProvider>Dereference</FormatProvider>
</ClassFormatter>
<ClassFormatter ClassName="Sims3.Gameplay.Utilities.DateAndTime">
<FormatString>Ticks</FormatString>
<FormatProvider>SimClock</FormatProvider>
</ClassFormatter>
<ClassFormatter ClassName="Sims3.Gameplay.Utilities.SimClockUtils">
<FormatString>ticks</FormatString>
<FormatProvider>SimClock</FormatProvider>
</ClassFormatter>
<ClassFormatter ClassName="Sims3.Gameplay.Utilities.AlarmManager+Timer">
<FormatString>AlarmName</FormatString>
</ClassFormatter>
<ClassFormatter ClassName="System.Reflection.MethodInfo">
<FormatString>{DeclaringType}.{Name}()</FormatString>
</ClassFormatter>
<ClassFormatter DataFormatter="System.Delegate">
<FormatString>{Target}.{Member.Name}</FormatString>
</ClassFormatter>
<ClassFormatter DataFormatter="System.MulticastDelegate">
<FormatString>{[0].Target}.{[0].Member.Name}</FormatString>
</ClassFormatter>
<ClassFormatter ClassName="Sims3.SimIFace.StateMachineClient">
<FormatString>mName</FormatString>
</ClassFormatter>
<ClassFormatter ClassName="Sims3.Gameplay.Objects.FoodObjects.SharedFridgeInventory">
<FormatString>mHousehold.mName</FormatString>
</ClassFormatter>
<ClassFormatter ClassName="Sims3.Gameplay.SharedFamilyInventory">
<FormatString>mHousehold.mName</FormatString>
</ClassFormatter>
<ClassFormatter ClassName="Sims3.Gameplay.Skills.SkillManager">
<FormatString>{mSimDescription.mLastName}, {mSimDescription.mFirstName}</FormatString>
</ClassFormatter>
<ClassFormatter ClassName="Sims3.Gameplay.Careers.CareerManager">
<FormatString>{mSimDescription.mLastName}, {mSimDescription.mFirstName}</FormatString>
</ClassFormatter>
<ClassFormatter ClassName="Sims3.Gameplay.ActorSystems.AgingState">
<FormatString>{SimDescription.mLastName}, {SimDescription.mFirstName}</FormatString>
</ClassFormatter>
<ClassFormatter ClassName="Sims3.Gameplay.ActorSystems.TraitManager">
<FormatString>{mSimDescription.mLastName}, {mSimDescription.mFirstName}</FormatString>
</ClassFormatter>
<ClassFormatter ClassName="Sims3.Gameplay.CAS.SimDescriptionCore+BodyShape">
<FormatString>{Owner.mLastName}, {Owner.mFirstName}</FormatString>
</ClassFormatter>
<ClassFormatter ClassName="Sims3.Gameplay.Opportunities.OpportunityManager">
<FormatString>{mActor.mSimDescription.mLastName}, {mActor.mSimDescription.mFirstName}</FormatString>
</ClassFormatter>
<ClassFormatter ClassName="Sims3.Gameplay.ActorSystems.InteractionQueue">
<FormatString>{mActor.mSimDescription.mLastName}, {mActor.mSimDescription.mFirstName}</FormatString>
</ClassFormatter>
<ClassFormatter ClassName="Sims3.Gameplay.ActorSystems.MoodManager">
<FormatString>{Actor.mSimDescription.mLastName}, {Actor.mSimDescription.mFirstName}</FormatString>
</ClassFormatter>
<ClassFormatter ClassName="Sims3.Gameplay.ActorSystems.BuffManager">
<FormatString>{mActor.mSimDescription.mLastName}, {mActor.mSimDescription.mFirstName}</FormatString>
</ClassFormatter>
<ClassFormatter ClassName="Sims3.Gameplay.ActorSystems.LookAtManager">
<FormatString>{mOwner.mSimDescription.mLastName}, {mOwner.mSimDescription.mFirstName}</FormatString>
</ClassFormatter>
<ClassFormatter ClassName="Sims3.Gameplay.ActorSystems.IdleManager">
<FormatString>{mSim.mSimDescription.mLastName}, {mSim.mSimDescription.mFirstName}</FormatString>
</ClassFormatter>
<ClassFormatter ClassName="Sims3.Gameplay.DreamsAndPromises.DreamsAndPromisesManager">
<FormatString>{mActor.mSimDescription.mLastName}, {mActor.mSimDescription.mFirstName}</FormatString>
</ClassFormatter>
<ClassFormatter ClassName="Sims3.Gameplay.Core.ProgressMeter">
<FormatString>{mSim.mSimDescription.mLastName}, {mSim.mSimDescription.mFirstName}</FormatString>
</ClassFormatter>
<ClassFormatter ClassName="Sims3.Gameplay.Socializing.SocialComponent">
<FormatString>{mSim.mSimDescription.mLastName}, {mSim.mSimDescription.mFirstName}</FormatString>
</ClassFormatter>
<!--
<ClassFormatter ClassName="Sims3.Gameplay.Socializing.Relationship">
<FormatString>{SimDescriptionA.mLastName}, {SimDescriptionA.mFirstName}; {SimDescriptionB.mLastName}, {SimDescriptionB.mFirstName}</FormatString>
</ClassFormatter>
-->
</Formats>
</Settings>

Hope the above data can help someone.

lincolnsim
9th Oct 2009, 08:40 PM
can i use this program to rename my discovered celestial? can teach me pls?

chann
10th Oct 2009, 04:02 AM
can i use this program to rename my discovered celestial? can teach me pls?

Celestial discovery? I did it once but I have to track down exactly where I found the name. It's in there though.

Edit: Current Household -> mSimDescriptions -> choose sim -> SkillManager -> Logic (mine says '12') -> mDiscoveredObjects

Ibce
19th Oct 2009, 08:13 PM
Hello! Could you please help me?
I downloaded the No Social Worker mod made by Carrigon (http://www.sims2workshop.com/viewtopic.php?t=3074) and started a game with a child. By now she is a young adult (since a few moments ago), and the social worker is still coming, so I cant change the neighborhood and cant move into another lot.
I read in the topic that i posted above that your workshop could help, if its true - what do i need to change to fix the prob. I would really like to keep her - its my first sim with all skills maxed.

SuZyODD
25th Nov 2009, 04:34 PM
Hello, is there any chance of this workshop getting updated for World Adventures? I really liked using it.

chann
27th Nov 2009, 09:57 AM
If you use File > Open for Edit, and select the .nhd file in the save folder, you can still use the advanced editor with the new save format in 1.7/WA. I tested loading an edited save with the patched game and it all seems to work for me.

Still, I would love to see the tool fully updated too. Unfortunately Tiger hasn't logged on for some time and his website is down for me. It's a shame because there aren't any other save editors around.

lady_coelura
2nd Dec 2009, 05:45 AM
I am having trouble trying to save a file that is already been made for WA after it is edited in the Neighborhood editor. Can anyone walk me though which file I should be picking and how to save it so that the game will still recognize it. Cause I don't get how to do it now that it is more then one file to a save. I understand I should use the .nhd to do the editing but I don't know what to do about resaving it when I am done. I tried doing what I was told to do by the person who told me about this and it didn't work. Just to let you anyone know who want this is what I was told to do-- (it is to edit it the skill journal to get back my gardening journal.)

1)Download TS3 neighborhood workshop from here.
2)Open it and choose the neighborhood with the sim that you want to fix.
3)Then go to advanced editor.
Then do the following:
4)If your sim's family is the active family in the save then skip to step 6, if not then choose Households from the left dropdown at the top.
5)Then choose the sim's family from the right dropdown at the top.
6)Then expand "mDescriptions"
7)then expand the number that is corresponded to the needed sim. You can see the names in the "value" field.
7)expand "Skill manager"
8)expand "mValues"
9)expand number 9 (that is the gardening skill)
10)expand "mPlantsPlanted"
11)Select the plants that you wish to delete one by one (orange, eggplant, dragon fruit and cantalope) with right button and choose "Remove entry"
12)DO NOT save the edited file. Choose save as and give it a different name, cause sometimes saving fails and you could corrupt your neighborhood.
13 Load the game and see if everything is fine and if the journal shows, it did to me. If not try to repeat the procedure.

llamano
18th Jan 2010, 08:00 AM
Hey,
Not to seem totally mental to all this, but after installing the latest update (for the sims) I cannot seem to get the editor to load the packages. The extensions of the save files are changed from what they used to be, so I assume that is at least partially at fault.

Is there a patch for the editor, or at least a workaround? Any help appreciated. Thanks.

J. M. Pescado
18th Jan 2010, 09:01 AM
It will load, you just have to manually hit *.* in the blank to get the open window to display all files.

Inge Jones
18th Jan 2010, 09:49 AM
Tiger, please come back we miss you :(

josias
15th Jun 2010, 07:43 PM
:new: the MOd works great on mine but i think its time for a new version because whit the SIMS 3 AMBITIONS EXTANSION PACK you cant edit anything from professions . ( and you could do a modification on : put somthing where you can add all the traits that would be great ) :new:

Srikandi
20th Jun 2010, 12:23 AM
Josias... if you look at the date of the last post by TigerM in this thread, you'll notice that he hasn't been around in a while ;)

People have lives, and they're entitled to em :p

Mani
22nd Jun 2010, 10:40 PM
Hi! I'm having a nice bug :
I tried to make Madison VanWatson revive with the Lab's opportunity about ghosts. But it failed and she's now considered as a member of the family although she's not displayed anywhere ingame (on the map, in the portraits table... anywhere! edit: anywhere but the family pic in main screen, where she does appears as a ghost). And as being dying, I can't edit world and associated things such as travel, change home...

I could have loaded another save (witch just dates back from 2hours before), but I don't want to just leave this unresolved. So I looked over the web and found the Neighborhood Editor, and loaded "Sunset Valley_0x0859db3c.nhd"*
I looked quickly all trough the file and only found once a reference I could remove for Madison VanWatson (witch value is, to help searching, Game/Excel/PV/Sims:VanWatson,Gameplay/Excel/PV/Sims:Madison ; located in current household, omnia (my familly), Omnia/mMembers/1 . There are multiple backreferences but these can't be removed. However after removing this entry, i saved file, loaded it in the game and... There were absolutely no changes made.


*The only ".sims3 and it's backup located at the root of my save folder are about my eldest saved game, but subfolders are named as [save name].sims3 & [save name].sims3.backup. Content of these folders seem to indicate extensions are used in those saves. *.nhd files are the only ones the prog reads, but I suppose *.dat & meta.data files are used in old format saves, so it would explain why some elements are missing. The problem might be related but hexa editing indicates those two only set "Sunset Valley" as current world...



So, the question is:
Is there a way with TS3 Neiborhood Workshop to completely delete (or why not debug it for my case and make her playable) a character, member of current family, from a saved game?

ema369
16th Jul 2010, 07:03 AM
*sniffles* i think i love you tiger. i've wanted to do custom paintings like i could in sims 2. i'm more than a little blonde and have trouble doing things with the computer. i can actually use this tool. *bows down and worships* thank you. ^_^

Laputa777
18th Oct 2010, 06:49 PM
Does anybody know if I can use this (or another) program to delete some lots in my save without loading the game?

Elly-Liss
17th Apr 2011, 11:40 AM
I don't know why the mod isn't aviable any longer, because I downloaded it month ago an it DID work!! *sad*
:(

gohan2091
28th Apr 2011, 02:00 PM
My save games aren't being shown unless I select "view all files". I cannot save the save game file in the correct format that the game now uses. If I overwrite my existing save game within this application, it says the save file may break because it's already open. I ignore this message and save, but find out that changes to the save game file have not been made.

Odistant
28th Apr 2011, 07:14 PM
My save games aren't being shown unless I select "view all files". I cannot save the save game file in the correct format that the game now uses. If I overwrite my existing save game within this application, it says the save file may break because it's already open. I ignore this message and save, but find out that changes to the save game file have not been made.

The creator is no longer online anymore for a while now and this hasn't been updated to keep up with the current EPs/SPs and Patches.

AlexanderFebo
12th May 2011, 06:45 PM
hi it's possible that you can edit the save from the Middle Ages Sims ?? i want change something in my sims :P

Belzader
13th May 2011, 05:14 PM
My save games aren't being shown unless I select "view all files". I cannot save the save game file in the correct format that the game now uses. If I overwrite my existing save game within this application, it says the save file may break because it's already open. I ignore this message and save, but find out that changes to the save game file have not been made.

Like you have found out it can handle the new format but only by choosing "view all files" and open the *.nhd file.

Game it self can still load the old file format (*.sims3) so no need to change what format the program wanto save in and always choose "save as" not just save, although be prepared that loading a save in the old format can be horrible slow as it's not very good compressed.

NJSim
30th May 2011, 05:13 PM
I was able to load the save game and edit it but the changes don't see to be 'taking'. My sim's appearance got all corrupted - first her avatar went blank, then she was invisible except for her clothes. I tried getting her to change her clothes to see if that would fix it but it didn't (and the clothes displayed didn't change) so I tried to get her a tattoo but that didn't happen either. She sat in the chair and I got the tattoo box to come up but it wouldn't let me select any tattoos (when selected they immediately deselected). She's now black/grey with vertices in all the wrong places.

So I found this program in the hopes that it would fix my sim - I opened up the save file and saw that her skintone's were all set to 0 and her flags where blank (where it should say Young Adult | Human | Female) it also said she was dressed inappropriately and in her swimwear?! So I fixed the flags, skintones, and visible outfit and saved the file but when I load the game back up she's still in swimwear, she's still broken and without age/gender. I also removed the interaction she was performing in the save file and that hasn't 'taken' either. I was able to change her celebrity level though - from 4 to 5.

I tried saving as a new game and loading that up to see if the changes were there and they were but when I try to edit the sim in CAS, all part of all ages are available to her and the 'basics' tab isn't there (I checked and it was there for my other sim) so its still not recognising her age and gender... what can I do?

Odistant
30th May 2011, 08:21 PM
I was able to load the save game and edit it but the changes don't see to be 'taking'. My sim's appearance got all corrupted - first her avatar went blank, then she was invisible except for her clothes. I tried getting her to change her clothes to see if that would fix it but it didn't (and the clothes displayed didn't change) so I tried to get her a tattoo but that didn't happen either. She sat in the chair and I got the tattoo box to come up but it wouldn't let me select any tattoos (when selected they immediately deselected). She's now black/grey with vertices in all the wrong places.

So I found this program in the hopes that it would fix my sim - I opened up the save file and saw that her skintone's were all set to 0 and her flags where blank (where it should say Young Adult | Human | Female) it also said she was dressed inappropriately and in her swimwear?! So I fixed the flags, skintones, and visible outfit and saved the file but when I load the game back up she's still in swimwear, she's still broken and without age/gender. I also removed the interaction she was performing in the save file and that hasn't 'taken' either. I was able to change her celebrity level though - from 4 to 5.

I tried saving as a new game and loading that up to see if the changes were there and they were but when I try to edit the sim in CAS, all part of all ages are available to her and the 'basics' tab isn't there (I checked and it was there for my other sim) so its still not recognising her age and gender... what can I do?

The program isn't updated. TigerM has not logged in, in a looong time.

NJSim
30th May 2011, 10:39 PM
The program isn't updated. TigerM has not logged in, in a looong time.

Yeah, I got that - but it still seems to work (even with the new generations stuff) - just wondering if anyone else using it had any ideas

ahrie
31st Jan 2012, 12:52 PM
Yeah, I got that - but it still seems to work (even with the new generations stuff) - just wondering if anyone else using it had any ideas

It's still work with pets, but not all feature worked.

So far can use:
- Modified Lifetime Wish Point (sims or pets)
- Age
- etc like jobs and celeb

(Why tiger leave this great tool not updated) in my mind :D

Srikandi
1st Feb 2012, 02:15 AM
Because he left the Sims community years ago :p

DerFoxY
13th Mar 2012, 10:28 PM
i've got a simple question:

i installed the editor->loaded it->"file"->"open for edit"-> .../Documents\Electronic Arts\The Sims 3/Saves/Save1.sims3/empty-nothing to open

what did i do wrong?

Inge Jones
13th Mar 2012, 11:53 PM
BTW, in case the news hasn't got around yet, Tiger has recently been contacted and has sent all his source code over as a gift to the community. Anyone can now get hold of it and update the tools.

Srikandi
14th Mar 2012, 02:54 AM
That is good news, thanks for the update :)

ticklish
29th Mar 2012, 09:22 AM
The editor also shows all the showtime stuff too. So may not be too hard too update it.

Belzader
14th Apr 2012, 10:22 PM
The editor also shows all the showtime stuff too. So may not be too hard too update it.
Yes, it can show stuff from Showtime and proberly any future expasion, which is mainly because of EA haven't really changed how savegame files are made, just that they're splitted up now.
Which is this programs major issue now, some things can be edited, while some can't.
So updating it will most likely need a complete remake of it.

jesse_n
1st Nov 2012, 12:32 AM
this is going to need an update soon, since when i tried to use it with supernatural, it causes the game to freeze in create-a-sim. I know we've been given permission to work on it, but someone needs to make an update.

Srikandi
1st Nov 2012, 03:45 AM
this is going to need an update soon, since when i tried to use it with supernatural, it causes the game to freeze in create-a-sim. I know we've been given permission to work on it, but someone needs to make an update.

Feel free to do so ;)

grand_310
4th Nov 2012, 05:25 PM
this tool still working until the last patch. I use it to complete many skill challenge. but saving it will corrupt your savegame.

to fix this, after you save your change with this tool, you must load the game and copy your sim to the library then back to main menu, start a new fresh game and put back your sim there.

your edit will be done with a cost of 1 save game... lol

jesse_n
9th Nov 2012, 12:06 AM
i've no skill with this stuff so people other than me will have to update this.

Srikandi
9th Nov 2012, 05:02 AM
i've no skill with this stuff so people other than me will have to update this.

... or not ;)

My point was just that nobody HAS to update it. It's been more or less out of date for years, literally. It'll get updated if and when somebody with the knowledge and desire happens to come along, and happens to pick this over all the other projects they could be doing. In the case of a tool like this, there is only a handful of such people, and there are a LOT of other projects it would have to compete with for their attention.

You seem to think there's some kind of agency with the responsibility to keep tools updated. Nope :)

Wurfer
13th Jan 2013, 04:03 AM
Hopefully I'm not out of line asking this. I rarely use forums.

The above tool doesn't seem to work for modern versions. Can someone suggest an up to date alternative method for adding custom paintings to our Sims 3 games? EA seems to hate the idea of us having pretty pictures.

Srikandi
15th Jan 2013, 03:01 AM
Hopefully I'm not out of line asking this. I rarely use forums.

The above tool doesn't seem to work for modern versions. Can someone suggest an up to date alternative method for adding custom paintings to our Sims 3 games? EA seems to hate the idea of us having pretty pictures.

It's easy to add custom paintings to the catalog. There are a few relevant tutorials; I'd recommend OrangeMittens's: http://www.modthesims.info/wiki.php?title=Tutorials:TS3_Add_Change_Object_Images .

There are also several mods that will replace the default paintings that sims paint; I think the most comprehensive mod of this type is here, and there's also help for doing your own: http://thegrownupsarelying.blogspot.com/2010/10/sims-3-customizing-painting-mod.html

Tiger's tool required you to begin painting, and then you could use the tool outside of the game to change the painting in progress, so either of the above (depending on which you want to do) is probably actually a superior solution.

And welcome to MTS :)