If you can't find ProgramData, you probably have "Show hidden files, folders and drives" turned off. Either:
Change your folder options in explorer in View -> Options -> View -> Hidden files and folders, or
Open ProgramData directly by using Windows key + R to open the Run prompt, type in %programdata% and press enter.
For DAI, I've seen some people have to restore the settings file that contains the keybinds and DLC listings, because the Origin restoration may overwrite that to show no DLC. So keep a backup of that file! You may also need to add the DAI exe to your firewall.
Hi! I love your blog! Your amazing mods and your tillage rotation has inspired me so much in my own gameplay. I don't know if you take mod requests, but I was wondering if it would be possible to create a mod that functions like your hairdresser mod, but with therapy instead. Like the therapist is assigned to a chair and people can sit in it and get advice. If your not interested in making it, how easy do you think it would be for someone who has never programmed before to do? I assume it wouldn't be too hard bc it would just use interactions that are already in the game, but with different names. Could I use your hairdresser mod as a reference code thingy? How did you get started modding and learn what you know now? Sorry for the long ask! I hope it's not too much trouble!
Hiya! Thank you so much haha! I never imagined, when I started this Tumblr, that anybody would really get inspiration from my gameplay (or that I'd even start modding) so that means a lot!
As for the therapy mod, the very talented @olomayasims is currently developing a private clinic mod, which includes therapy, so it is definitely possible!
For someone who has never programmed before, once you get the basics of C# down, and also get familiar with the methods that EA used to code the sims (how they structure interactions, naming conventions, etc.) I think it would be more time-consuming than anything else. So as a very first project, unless you don't mind taking it at a slow pace and keeping the mod simple, I wouldn't exactly recommend it.
My best advice, and what helped me the most, is to look at EA's code and other modders' code (on that note, feel 100% free to use my code as a reference) to see how they did things.
In my hairdresser mod, I looked at EA's Celebrity manager to find out how they coded all the 'impress celebrity' interactions and used that format to code my own 'impress client' interactions. Once I knew the method, it was a matter of adapting it for my own use. For example, for the exact same method, here is EA's code (top) vs my code (bottom), you can see how much it changed:
Once you know the terminology, googling any minor problem you have will also be a life saver! Otherwise, there are always simmers that are willing to help on Mod The Sims or the Sims 3 Creator's Discord.
All that to say: if you want to start modding, go for it! It doesn't matter if your first code is a mess (mine was, and yet the mod still worked great. And tbh, a LOT of EA's code is janky too), as you go along, you'll pick up things that will make it better/easier for yourself.
Thanks for the ask. Don't worry about the length :p
So I wanted to use the new CAS room overrides but found they didn't work when I placed them in Mods folder. After trial, error, and an issue I had with another mod, I realized that it probably needed to load first. I put it in its own folder and named it so it would be first and it worked! Looking for a fix I realized a lot of people had this issue so hopefully it helps.
Hi! :) First I want to express how much I admire you and your work! Your content is such a great addiction to the game, thank you so much! I am really interested in modding but I don't really know where to start learning. I remember reading somewhere that you also were a newbie not so long ago so I would like to ask you if you had suggestions or directions for an absolute newbie who knows nothing about programming lol. I hope not to bother, I can image this is an "unique" question. :)
Hi there! Thank you for all the kinds words :)
Please keep in mind that I’m no expert in modding, hehe. But the best advice I can give to someone starting out (and it’s what I did when I was beginning) is to start with something small. I started off making custom traits- the first ones I did were with Zerbu's Buff and Trait Factory, but I decided to look at the XML files myself afterwards and learned how to make them and buffs from scratch. From there, I applied the knowledge I learned to making custom events, used that knowledge to make custom careers, and took that further knowledge to make custom interactions with Python scripts.
But yeah, in the beginning, I knew absolutely nothing about XML tuning or about modding Sims games! The Sims 4 is pretty easy to mod in terms of tuning changes (which is most mods are- even complex ones like Go to School), you just need to learn how to edit the XML files, have a ton of patience (I have fail moments even now, lol) and have a really good attention to detail- even one character off can screw up the entire mod.
There's some really great tutorials out there- SimsVIP has a wonderful one for creating your first mod. I didn't see it/use it when I was starting (it may have actually been posted after I was starting out), but it's really great. You can learn the basics of XML tuning from that mod, and then do as I did and apply that knowledge to doing something else. I also learned a lot from the tutorial section on ModTheSims, and from asking for help over on Sims4Studio's forums :) Good luck to you!
Maybe you just finished a giant set of new headmorphs and don't want to go through them one by one to export them, or maybe you want to make all your headmorphs compatible with Realistic Teeth.
Good news! You can batch export an entire folder of MRH files to whatever they're set up for - MOR or MOP.
Just start a new headmorph using File -> New -> Morph, but before you choose the base head (the option will grey out if you do choose a head), click on "Batch Export Local" over to the right.
It will ask you to choose the folder in which the MRH files are stored, and then it will start exporting! If you have the Object Inspector open you'll see your different MRHs flash past, and it's not a terribly fast process, but it's still a lot quicker than exporting manually.
This can also be used to create a versions of your headmorphs that are compatible with, for example, Brumbek's Realistic Teeth mod. All you have to do is temporarily place Realistic Teeth in your override folder, perform a batch export, then uninstall it again if you don't want to keep it (or do it the opposite way round if you do use Realistic Teeth and want to make vanilla teeth versions). Voila, instant compatible headmorphs! (The same is technically true of mods like tmp7704's Elf Update, but in practice it requires manual tweaking, so it's not a quick install-export-uninstall process.)
In my experience the exported headmorphs don't end up in the usual place MRHs export to when done manually - mine end up in the documents core override's toolsetexport folder instead of my personal module. I don't know if this is different depending on setup, but if in doubt, check the logs (View -> Other Windows -> Log Window) and it'll say there.
DAO modding tip: read-only source files for headmorphs etc
So you download the core/single player source files (vanilla headmorphs, areas etc) from Nexus or from the Bioware CDN, but when you open them in the toolset, you get a red bar saying they're read-only.
I've seen advice to get around that by saving a new copy from the toolset, but there's a quicker way! There's no format-specific internal flag restricting them or anything -- it's just the standard file permissions flag, which you can unlock on multiple files at once.
On Windows (procedure for other OSes will be different), right-click on the file(s), select "Properties", and untick the "Read-only" flag. Example image below the cut.
So I am trying to get into Unturned modding again.
Sorry about that My mind does not know how to stay still. I have gotten to the animation phrase of making the mod, but using the default models is a bit of a pain I went and found a lovely model known as AUPR22.
Messed around a bit and made something I am willing to change later and slap on, 'placeholder.' Did the whole unity painful thing and did this
So if you are planning to make an unturned mod, go ahead and use this cheat sheet for importing your own custom models.
Lastly I imported the .unity3d file thanks to Exclude_From_Master_Bundle and test it out thanks to /reload itemGUID.
This is the result that came back and it is a bit funny.
But that is mod development for ya.
Hope some of you are having a good day and remember that any item id is on a unassigned 16 bit interger. So don't set your items above 65535