Forum Discussion
- Ah. I'll have to wait until Amazon sends me the game then.
- I just read it before coming to read this thread. That is my thread too. I plan to try his version of unpyc3 today.
- Anyone interested should reference that discussion linked by MyreMylar above. We're getting it done man.
- Good news!
I saw there was even some talk in the other thread of being able to 'hot load' some scripts while the game was running which sounds promising for tweaking and debugging scripting. Can @SimGuruModSquad confirm whether any of that is at all possible? Do scripting modders need to take down and reload the game each time we we change a script or is there some clever way to force a script reload ingame? "Spiceweasel;12543934" wrote:
But truthfully, I consider giving accurate estimates an important skill as a developer. It takes experience, but too many people just shrug it off, saying "I suck at estimates" without ever trying.
Fair point! It's something I'm working on. ;)"SimGuruModSquad;12565380" wrote:
but when reloading happens it does not recreate already instantiated python objects, it just updates the code. So if the existing object somehow become incompatible with the new code, you will experience a lot of exceptions :)
That's not much different from not hotloading - and it was worse with the open world as you didn't really ever know whether one of the affected objects might have been in existence on another lot. Anyway, yeah if you reloaded the game with a code change you could still get exceptions. as the sims tried to continue to do something to your object that was no longer the right thing :D
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