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6 years ago
"Rflong7;c-17017418" wrote:
Knowing nothing seems to be the start of Everything. Take the first step and you might learn Everything.
That's an awesome philosophy to have, no argument there.
But let's also be realistic. TS3 script modding, and this kind of thing cannot be done any other way, requires C# and .NET programming skills. I am an IT professional (or at least I've fooled my employer and myself into thinking so) but do not work in these languages and I just don't have the time to devote to learning them, thus consider myself unable to be a mod developer. Many (not all) of my colleagues at NRaas over the years have been in a similar situation. We can alpha and beta test, understand script logs, that's program output, and be helpful in other ways but not in the actual creation processes.
If the OP can program in these environments, then there are resources we can direct them to for further guidance on script mod creation.
The only TS3 mod I know of that could even work on the current patch levels that allows for this is the one "we haven't been talking about" except by its initials from the beginning. It is so unrefined programmatically though that even with most of the unwanted features switched off it destroys users' games long before they would like that to happen and it is not compatible with many NRaas mods. That's a very heavy trade-off for one feature, I'm afraid, and we can't really recommend it.
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