Forum Discussion
12 years ago
Thanks for the info @gibbed. I'm not sure I'll mod for Sims 3 again (or Sims Medieval for that matter), but it might come in handy if I do.
@Shimrod101, I looked at the files you mentioned. They're not XML files (did you use a specific wrapper?) They seem to include other data along with the text bits. It's certainly worth looking at, so thanks for pointing this out. Btw, there are bc_pickle_cache files as well with type 0x1C99B344. Right now there's still so much information to explore...
@thequux2, I probably shouldn't have said "simply what S4PE uses", giving the impression of randomness. I wasn't even aware of the history of the filename format specifically (thanks, @IngeJones). But I know that S3PE was widely used and well-maintained through all the years and the s3pi libraries allowed other modders (including myself) easy access to package/resource handling. We'll see which tools TS4 modders create, but I'm confident that filename formats will not be an issue since end users will most likely deal with packages (and zips) and modders will either use tools that fit their workflow or simply rename files as needed. I think it's great to see so many people working on different tools for the game. I haven't looked more closely at the python code so far. I haven't done much with python before, so this might be my chance to get into it.
@Shimrod101, I looked at the files you mentioned. They're not XML files (did you use a specific wrapper?) They seem to include other data along with the text bits. It's certainly worth looking at, so thanks for pointing this out. Btw, there are bc_pickle_cache files as well with type 0x1C99B344. Right now there's still so much information to explore...
@thequux2, I probably shouldn't have said "simply what S4PE uses", giving the impression of randomness. I wasn't even aware of the history of the filename format specifically (thanks, @IngeJones). But I know that S3PE was widely used and well-maintained through all the years and the s3pi libraries allowed other modders (including myself) easy access to package/resource handling. We'll see which tools TS4 modders create, but I'm confident that filename formats will not be an issue since end users will most likely deal with packages (and zips) and modders will either use tools that fit their workflow or simply rename files as needed. I think it's great to see so many people working on different tools for the game. I haven't looked more closely at the python code so far. I haven't done much with python before, so this might be my chance to get into it.