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Rockerduck
27th Nov 2011, 07:23 AM
Hiyas!

Please don't hit me, I'm a noob. Laughing at me is fine, though. :P
I'm entirely new to script modding and basically a major noob in about any other category of modding, too - however, I've wanted to replace the EAxian default gardening plants ever since.
I've just gone through the script files to find out how this entire auto soil / plant growth thing works but I didn't find anything (or I simply missed the important bits, I don't know, it's early for me).

Basically, I want to replace the, say, apple tree mesh(es) and keep the object's behaviour, it being harvestable and all. I'm confused by EAxian trees turning out to be speed renders (whatever that is, I have an idea though :P) and there not being meshes for the various growth state of plants. The only clonable objects to work with that I found are the auto soils.

So I figure there must be some script that I have to find in order to figure this whole thing out and work the magic.

Would anyone be so kind as to point it out to me? *blush*

Thanks,
Rocki

douglasveiga
2nd Dec 2011, 06:18 AM
i dont know how to replace plant meshes, but the scripts are here:

Sims3.Gameplay.Objects.Gardening.Plant

cmasta
8th Dec 2011, 09:09 AM
Hiyas!

Please don't hit me, I'm a noob. Laughing at me is fine, though. :P
I'm entirely new to script modding and basically a major noob in about any other category of modding, too - however, I've wanted to replace the EAxian default gardening plants ever since.
I've just gone through the script files to find out how this entire auto soil / plant growth thing works but I didn't find anything (or I simply missed the important bits, I don't know, it's early for me).

Basically, I want to replace the, say, apple tree mesh(es) and keep the object's behaviour, it being harvestable and all. I'm confused by EAxian trees turning out to be speed renders (whatever that is, I have an idea though :P) and there not being meshes for the various growth state of plants. The only clonable objects to work with that I found are the auto soils.

So I figure there must be some script that I have to find in order to figure this whole thing out and work the magic.

Would anyone be so kind as to point it out to me? *blush*

Thanks,
Rocki

You know I am new to modding as well, however I'm fairly advanced at programming. Currently I am at a brick wall with my project, I need to find a way to call a private sub in an eaxian dll without making my mod a core mod. In the meantime while I await a response from Buzzler or Twallan, I need a project to get me by in the meantime until I can create a framework for my real mods. One mod I particularly want to do is a complete plant addition. This would be a mod that completely adds a custom plant to the game. I cannot discuss this mod further on this website as its too mature. If you would like we could team up, I could work the scripting whilst you mesh/model the custom plants. Also I did some minor researching and have already found the plant definition which contains its properties and model so I know this mod is possible. All I ask is that you do one specific plant model/mesh for me. Please get back to me and let me know, Also PM me for the custom plant I want to have made. Thanks!

-Jenda

ShortYute
21st Dec 2011, 12:16 PM
Custom plants already have been make, utilizing the EA meshes already present in the game, Cook and Ingredients Overhaul (http://www.modthesims.info/download.php?t=353351) <- (click on link) de-assemble the code in reflector to she how she does it and analyse the package file,
I also have a plant mod but it is to enable planting on other lots, however I'm stuck at a wall also due to a script programming limitation.
-Hope i helped.

Sims MX
23rd Dec 2011, 12:42 AM
That's a tuning mod. There's nothing to de-assemble. Adding new plants and ingredients is quite simple (it's just a matter of loading the XML). If you want an example, you can check Awesomemod. It can load custom plants and ingredients.