The world has modernized, and The Sims 3 has evolved with it. - Code to feed AI for creating MODs.
You’ll never have to learn programming from zero again just to make script mods.
With the right source files, guides, and AI CLI tools, you can describe your idea, ask for new interactions, custom systems,
and gameplay features, then turn that into real Sims 3 script mod code step by step.
The barrier is lower now.
You still need ideas, testing, and patience — but you do not need to feel locked out of modding just because you are not a programmer.
AI can help you read the sources, understand the structure, generate scripts, explain errors, and build features that used to feel impossible.
Script modding is not just for expert coders anymore.
It can be for creators too. ✨
Download The Source HERE <<
Firs in yor System Create a FOLDER and put the source inside:
In Linux is Terminal
In Windows is CMD
Install NPM and after de QWEN CLI:
Download Here
Or just put: npm install -g @qwen-code/qwen-code@latest
Aftter type qwen in the terminal
** You can now enter the gpt, gemini, or any other chat and ask her to analyze the code and have her create a prompt for qwencoder so that it analyzes this folder, especially the folder containing the HTML files, and creates a new folder for the mod based on the type of mod you want to make, and finally compile it with xbuild if you are using Linux.
_______ This is a exemple.
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Copy and past.
** A NOTE:
You can ask it to analyze and create the file directly from the terminal; don't forget to ask it to compile the DLL at the end.
Importantly, don't forget to also ask the AI to use the DLLs from the lib folder as a reference in the project it creates.
On Linux, ask them to compile with xbuild; on Windows, use a Windows compiler
The AI will start analyzing the files and creating your mod. It will ask you some questions; you will simply answer "Yes, always".
The AI will start creating your mod and compiling it automatically. Just wait.
A new folder will appear.
Don't be alarmed, this is normal:
There will be minor errors during compilation, but these will be corrected automatically during the process;
In the end, everything works out:
Sometimes the AI forgets to generate the .itun file, which is the file that injects the interactions. Just ask it to create it after creating the mod.
Just type: You signed up to create the .itun file; it's necessary to inject the interactions into the Sims.
It's a small and simple file, but fundamental.
Go to the new folder; we now have a complete mod for the game. We don't need to do anything else, just assemble the .package file with the new interaction.
ADD 3 Resources:
The DLL: S3SE
Create the Source and ADD the DLL with same Name of your Generated DLL in bin folder with .dll in final like here. Is necessary.
Group: 0
After put the name click in FNV64 and it generate the Instance CODE.
click ok and now generate a new source
How to import the XML
Use this version of XML: _XML (0x0333406C)
Open the folder of your project and open the principal file:
The project will have a .cs file in the main folder with the name of your mod.cs. In my case, it's the booter. Ideally, when you ask the AI to create a mod, you should tell it the name of the mod you want.
you have a namespace and a public class.
This is crucial.
Now you take your namespace and your public class and join them, separating them with a period (.).
In my case, I'll have something like:
Sims3InteracoesSociais.Booter
You will import the instantiator file, which may or may not be generated by the AI. If the AI doesn't generate it, I've left it on my Patreon for free along with the coder.
You now have something like this:
You always need to click on FV64 and add group 0, OK, for all files. After that, click on replace and add our XML; it can be the same one that's on Patreon.
Now add the last file, ITUN; it contains the interaction that we need to inject.
In my case, the AI generated several iTunes files for the interactions separately. If it did that for you too, there's no problem.
Ask the AI to request a unique .itun file for all interactions.
Ok the AI generated my One itun:
Click OK, and import your .itun
Save The .package and put in your game.
Now you have New interactions.
Yes, that's all you need to do. Ideally, you should create different interactions so you don't repeat the ones already in the game. In my case, I wasn't very specific, so I ended up creating some similar interactions. But as you've seen in my other mods, you can create something different from scratch with this.
Don't worry, this tutorial is functional; the interactions I created are actually working in the game. Now, one more thing.
FOR Objects.
Literally the same thing. However: You will have to create the object in TSRW first.
And ask the AI to provide the script class of the object. You will add this script class to s3pe
You simply grab the .package file of your object and click on grid in s3pe.
You will click on the ... of collection 0x02
Simply put the script class name here, and after you've done all that, combine the script's `.package` file with the object's `package` file.
Now you know how to generate mod scripts and assemble them. Create them and have fun creating new and new mods. Thank U.