Hi there! You are currently browsing as a guest. Why not create an account? Then you get less ads, can thank creators, post feedback, keep a list of your favourites, and more!
Mad Poster
Original Poster
#1 Old 5th Nov 2014 at 7:27 PM
Default Question about instance numbers
The pool patch broke my strings mod, so I've been making an updated version. I made the original one by just replacing the entire strings table, but since then, I've found the thread on how to mod strings without stomping the main strings table, which is great because in addition to being smaller in size, is also easier to update.
However! I had several versions of the mod up for download on my Tumblr, one that edited one trait, one that edited another, and one that edited both. I discovered that by changing the instance number on one of the new versions, both can be installed without the need for a combined version. When both instance numbers are the same, only one worked. It reminded me of GUID conflicts back in TS2.

So, my question is this: like with TS2 GUIDs, is there any sort of database of instance numbers already in use, or a way of generating unique ones, or a way of scanning for conflicting numbers, or am I just going to have to hope nobody uses the same instance number for their files?
Advertisement
Sir Not Appearing In This Film
#2 Old 5th Nov 2014 at 7:52 PM
Quote: Originally posted by sushigal007
...is there ... a way of generating unique ones ...?


If you are using S4PE, the easiest way is to go to Tools - FNV Hash...

Then enter a unique string into the "Text to hash" field. Something like your name and then the name of your specific mod.

Then click the "Calculate" button, and use the generated "CLIP IID" as your instance #.
Mad Poster
Original Poster
#3 Old 5th Nov 2014 at 8:16 PM
Thanks, I'll give that a try.
Pettifogging Legalist!
retired moderator
#4 Old 5th Nov 2014 at 8:43 PM
There is also the “Hasher” tool by Fogity you could use: http://www.den.simlogical.com/denfo....php?topic=3279 -- it generates a bunch of different FNV flavours at once (I don’t have s4pe open right now so can’t tell whether it does that too).

Stuff for TS2 · TS3 · TS4 | Please do not PM me with technical questions – we have Create forums for that.

In the kingdom of the blind, do as the Romans do.
One horse disagreer of the Apocalypse
#5 Old 5th Nov 2014 at 9:22 PM
I wouldn't use the CLIPIID unless you are numbering animation CLIPs. Just use the fnv64. And remember if it's a STBL it needs the country code in the first byte.

"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
Mad Poster
Original Poster
#6 Old 5th Nov 2014 at 9:29 PM Last edited by sushigal007 : 5th Nov 2014 at 9:39 PM.
Yeah, it went wrong and now neither show up, oops. I'll try some of the other suggestions.
ETA: I'm sorry, it's all just numbers to me, which bit would be the country code?
ETA again: Woop, never mind, I remembered reading "make sure the first non-zero digit is more than 5" so I left the first three digits the same and just changed the last thirteen. They show up now. Thanks!
One horse disagreer of the Apocalypse
#7 Old 5th Nov 2014 at 9:36 PM
In the very first positions, straight after the 0x... So if you got a hash of 0x735385045DF73645 from the hasher you would need to make that 0x005385045DF73645 for the English strings and 0x015385045DF73645 for some other language (I don't know which is which, offhand) etc

"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
Pettifogging Legalist!
retired moderator
#8 Old 6th Nov 2014 at 12:38 AM
Also, make sure you include all of them (00 to 15 -- that is in hex, so 09, 0A, 0B etc) -- otherwise your users will later complain when they run it on some locale you don't cover. It’s much nicer when they at least see the English text rather than just *** 4637467q238 ***.

I believe this stuff is covered in the EA modding guide as well, you can refer to that when you’re unsure. Link is in the sticky in this forum.

Stuff for TS2 · TS3 · TS4 | Please do not PM me with technical questions – we have Create forums for that.

In the kingdom of the blind, do as the Romans do.
Scholar
#9 Old 19th Nov 2014 at 7:02 PM Last edited by Morphar : 19th Nov 2014 at 8:21 PM.
I checked the STBL files in Client folder on my CD1. The following are the only ones found:
ENG_US:00
CHT_CN: 02
CZE_CZ: 03
DAN_DK: 04
DUT_NL: 05
FIN_FI: 06
FRE_FR: 07
GER_DE: 08
ITA_IT: 0B
JPN_JP: 0C
KOR_KR: 0D
NOR_NO: 0E
POL_PL: 0F
POR_BR: 11
RUS_RU: 12
SPA_ES: 13
SWE_SE: 15

Missing codes: 01, 09, 0A, 10, 14.
Suppoted languages according to Crinrict:.
English, German, French, Russian, Polish, Swedish, Spanish, Italian, Dutch, Norwegian, Danish, Finnish, Brazilian Portuguese, Czech, Chinese (Traditional), Japanese, and Korean.

But were are ENG_UK, POR_PR, SPA_MEX. Are they shared like ENG_US + ENG_UK, POR_BR+POR_PR, SPA_ES+SPA_MX, CHT_CN+CHT_TW?
Scholar
#10 Old 19th Nov 2014 at 7:07 PM Last edited by Morphar : 19th Nov 2014 at 8:41 PM.
The mod http://modthesims.info/download.php?t=532735 works only in ENG_US due to that EA have not translated all lines in other STBL-files.
I have used the emty STBL provided by DrChillgood and put in the untranslated lines. I have one file for every language. As I am not a multi linguist the text is in english. Better than an emty bubble in the game.

My problems:
1. The emty STBL was not really emty but contains a dummy line, Peeved Pee. How do I remove it in s4pe? In other words, how do I edit in Grid mode?
2. When I export the STBL from s4pe can I just change the file name by changing tha language byte?
Example:
ENG_US:
S4_220557DA_00000000_0054935F2685AD48%%+STBL.stbl
SWE_SE:
S4_220557DA_00000000_1554935F2685AD48%%+STBL.stbl
3. Can I put all STBL files in one package file?
Scholar
#11 Old 19th Nov 2014 at 7:35 PM
Ah, my guide has helped!


Whoops, I didn't do the hashing thing when I submitted my "Toilets Clog" mod. Bad programming practices! Oh well, it just means that they will see the emotional poop texts instead of "From Clogged Toilet" and "Unclog".

1/8/2016: New avatar! Pre-censored for EA's approval.
3/19/2015: Teens are too close to YAs. EA needs to either shorten the teens, or add preteens and make YAs look older.
Scholar
#12 Old 23rd Nov 2014 at 3:04 PM Last edited by Morphar : 23rd Nov 2014 at 3:30 PM.
OK, I would better correct this to avoid accidents.

String_ENG_US from EA is:
S4_220557DA_00000000_0054935F2685AD48%%+STBL.stbl

Emty String_ENG_US from DrChillgood is:
S4_220557DA_00000000_0094935F2685AD48%%+STBL.stbl
Not following the hashing rules but it works.

String_SWE_SE from EA is:
S4_220557DA_00000000_1554935F2685AD48%%+STBL.stbl

Partly patched String_SWE_SE from me is:
S4_220557DA_00000000_1594935F2685AD48%%+STBL.stbl
Back to top