Home | Download | Discussion | Help | Site Map | New Posts | Sign in

Latest Site News

MTS Movie Night #4 - posted on 19th Feb 2018 at 4:46 PM
Replies: 5 (Who?), Viewed: 740 times.
Test Subject
Original Poster
#1 Old 20th Jan 2018 at 9:04 AM
Create chance cards for new career
Hi Evereybody !

First of all, I would like to apologize for my bad english ^^ I am from Belgium ...

I created a new career with "Create a career Beta" created by Neia (If you see that, THANK YOU) . I tried it in my game and that works perfectly ! But that's too simple ...

I would like to add a lot of chance cards. But I don't know how to do that and which program we can use to do that.

If somebody can kindly explain me, I would be very happy !

I will post my new mod here after that. So you can test it in your game and you can leave me any comments you want
staff: super moderator
#2 Old 21st Jan 2018 at 10:57 AM
Moved to modding discussions

In case you want people to give feedback on your download (which includes testing), please take a look at our Creator Feedback forums: http://www.modthesims.info/fd.php?f=473
Test Subject
Original Poster
#3 Old 22nd Jan 2018 at 2:37 PM
Thanks Lyralei !
#4 Old 23rd Jan 2018 at 3:10 AM
I'm pretty sure there's some individuals who have made chance cards for their own careers, so hopefully they may yet speak up and fill in more details, but this should get you started. Feel free to ask any further questions as well.

You'll want an XML extractor program (e.g. XML Extractor, S4PE which you should already have, and a program to edit XML text files such as Notepad++ (a generic but powerful text file editor) or firstobject XML Editor (specifically for XML files and can help make XML friendlier to edit).

You'll want to learn the basics of creating new XML resources, including how to number the "Instance ID" for them using a hash generator. You'll also want to learn how to create STBL entries to display text in the game. There's several good tutorials listed on SimsWiki.

There's four main parts to career chance cards:
  1. The chance cards themselves, which are tuned in AdventureMoment snippet nodes. If you unpack the XML from the game and use the XML Extractor's file finder program, you can see dozens of these by just searching for "career chance card" and use those as an example to create your own. The chance card tuning specifies the text to be displayed, the choices available to the player, and what "loot" and "notifications" can randomly occur for each choice.
  2. The notification tunings (examples found by searching for "notification chance card") specify the details of what the notification chosen by the chance card should display.
  3. The loot tunings, e.g. loot_JobPerformance_Gain and Loss resources, specify what effect to apply to the Sim when a specific result is chosen. Typically these are just small or medium bosts to job performance, but they could include whatever loot you want to reward the Sim with, e.g. Simoleons, relationship changes, reward objects, death... whatever.
  4. Finally, the "rabbit hole" interaction for the career itself (e.g. si_Career_Business) controls which adventure moments are available for when the career is running. There should be an interaction like this one generated for your career, and that will be the one you want to edit. That superinteraction does a LOT more than just that, but if you look in the XML for the interaction you'll see the list in the "basic_extras" section of the XML. You can include up to 35 "Career_ChanceCard_##" entries for a career, as well as ones for responsible or irrespsonsible traits as well (the list of "keys" that can be used for chance cards can be seen in the "interactions.utils.adventure" module tuning (adding to that list of possible keys would not be trivial and would be incompatible with future game xpacs, etc). Each card entry can perform any number of tests to specify whether that card is available at any specific career level, or by trait, or Sim age, or well just about anything else you could think of to test for.
So... yeah, it's really quite complex but it's not really rocket science either. If you start out small with just a few chance cards to see how you get them working, you can then build up from there and learn how to code the more complex cards.
Test Subject
Original Poster
#5 Old 23rd Jan 2018 at 11:30 AM
Thanks Scumbumbo ! That's very kind of you for explaining me all of that. Like you said: That's not really rocket science. But I have one question, where do you find "interactions.utils.adventure"?
#6 Old 23rd Jan 2018 at 8:27 PM
Originally Posted by Laura2112
Thanks Scumbumbo ! That's very kind of you for explaining me all of that. Like you said: That's not really rocket science. But I have one question, where do you find "interactions.utils.adventure"?

That's a module tuning file, so you'll find it in the "tun" subfolder assuming you're using the XML Extractor I wrote. The filename would be S4_03B33DDF_00000000_C11899C371C041F5.xml
Back to top