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Forum Resident
#226 Old 24th Mar 2015 at 6:26 AM
Hi cwnz,

I cloned these for you. I was thinking I had already done them, but I couldn't find them anywhere. These are the steps I took:

What you need:
s3pe, s30c, and TS3 Recompressor.
(You only need the recompressor for EA store worlds)

In my Sims 3 Folder, I cleaned out my DCBackup folder leaving just the ccmerged file in it.
Install Barnacle Bay through the launcher.
Make a new folder on your desktop and add: 1.) the new contents of the DCBackup, minus the ccmerged. This is all the extra items included with BB. and the BB.world 2.) add the contents of the s3rc-win.rar you downloaded. This will include a decrapify.exe and s3rc.exe.
Highlight everything in the folder except the two .exe's and drag them on top of the decrapify.exe. A black window will pop up as it "decrapifies" all those .packages.
As it turns out, the sea wall pieces were in the BB.world file so I didn't have to look through the rest of the .packages.
Open s3oc, click File/Open Package, and navigate to the folder with all the BB .packages you just decrapified. Open the largest file, then click on the item you want to clone. Initializing tabs will pop up, when done click "Clone or Fix".
I ticked "Create Clone Package" and clicked Start.
Name your .package and when it's done, Open it up in s3pe.
Find the OBJD, highlight it, and click on "Grid"
Under Common Block Change Version to 0x0000000E Click Commit
Under Common Block Change IsVisibleInWorldBuilder to True
These two things were already set correctly when I did it.
Change BuildCatagoryFlags to 0x00008000 Click Commit
Save and drop your .packages in your Caw Framework.
Screenshots
Download - please read all instructions before downloading any files!
File Type: rar BarnacleBay_SeaWalls.rar (1.17 MB, 7 downloads) - View custom content
Test Subject
#227 Old 2nd Apr 2015 at 4:11 AM
thank you so much :-)
Test Subject
#228 Old 3rd Apr 2015 at 1:36 PM
Im working on costum plants and trees and everything just works fine. But I cant figure out how to rename the objects in caw - they just appear as the objectname I cloned (which is a bit annoying when you first have to test if its the object you want to place). I have all these multilanguage STBLs defined in S3OC and they work in the game. But I have no idea how to rename the name displayed in caw.
Could someone help me here?

Im not a native speaker
tumblr
my simhomes
Instructor
#229 Old 3rd Apr 2015 at 1:45 PM
If you are talking about the same name you see with S3OC when you clone an
object, that's the "InstanceName" and you can set it with S3PE using Grid. It's
the field between "Materials" and "OBJKIndex". Keep in mind that only OBJDs
of version >= 0x16 have that field.
Test Subject
#230 Old 3rd Apr 2015 at 2:30 PM Last edited by lolalule : 3rd Apr 2015 at 2:55 PM.
Quote:
Originally Posted by Arsil
If you are talking about the same name you see with S3OC when you clone an
object, that's the "InstanceName" and you can set it with S3PE using Grid. It's
the field between "Materials" and "OBJKIndex". Keep in mind that only OBJDs
of version >= 0x16 have that field.

Thank you Arsil, youre always so helpful

I found the field, changed it but it does not work. I think it has something to do with the translation, because the one i tested is translated. I will install the english version of caw and try it again.

Edit: No thats not the problem. Now its the english name, but not that one, that i wrote as the instancename.

Im not a native speaker
tumblr
my simhomes
Instructor
#231 Old 3rd Apr 2015 at 3:09 PM Last edited by Arsil : 3rd Apr 2015 at 3:19 PM.
Oh, maybe I know what's the problem. Is your game (or CAW) localized?
When you clone an object with S3OC, after you change its name and
description, you also have to tick "Copy English to all languages" otherwise
it will keep the old strings (those of the object you are cloning).

You can also change them later with S3PE or one of the many tools that
deal with STBL resources (I use Easy STBL Manager).
Test Subject
#232 Old 3rd Apr 2015 at 4:23 PM Last edited by lolalule : 4th Apr 2015 at 4:46 PM.
What do you mean with localized? I easily changed the caw language to en - my game is german.

I first copied all resources I need to a new package. After that I cloned it with S3OC and then edit the description and catalog name (and ticked copy english to all languages). And the STBLs are in the package. The description and catalog name appears in the game - so everythings fine with that. But that does not affect the name shown in the caw metadata panel.
I think thats a caw related problem, that could not be solved with a change in a .package - there are those dll files in the caw bin folder with the resource names. The only reason I want to change the name is for people who download the objects can easily find them, but when its depending on your caw installation...

Next time I clone an object that has no translation in caw, maybe then caw takes the resource name.


Edit: that wasnt the thing.

But I tried to copy that plant with TSR and now it shows the Instance Id of _SPT, SPT2 and FTPT. When I open that .package with S3OC there is no resource name. Changing the name (and instance) in S3PE has no effect - it just shows the new instance id. But thats better than the name as the cloned object.

Arsil you made a tree in my thread and somehow your tree is named as your defined catalogname. I have no clue how youve done that Cause my catalogname is never shown, and I have all the necessary STBLs.
I opened your tree in S3PE and search for any differences wasnt succesful until now...

It has to be a really stupid mistake ...
Screenshots

Im not a native speaker
tumblr
my simhomes
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