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Test Subject
Original Poster
#1 Old 17th Dec 2014 at 7:14 PM
Default Custom Skill Help?
I have been learning to code for the few months by making very small mods for different games. I decided that a mod that would include a new career,trait and skill that has an object you can use to improve that skill.This is the first "Big" mod i've ever made and I don't know how to code the skill and object. A link to any tutorial or any advice on what way to do this would be appreciated.
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Inventor
#2 Old 17th Dec 2014 at 7:53 PM
If you are just getting started with TS3 modding, it is a very demanding project.

Object
http://modthesims.info/wiki.php?tit..._Object_Modding
http://modthesims.info/wiki.php?tit...Depth_Scripting

Skill
http://www.simlogical.com/ContentUp...e/uploads/1915/

You can study other mods for reference. Making a new class for an object is
relatively easy, while creating a new skill is more challenging. Anyway, I think
that the section of the forum named "Modding Discussion" is more fitted for
your request since it involves coding.
1978 gallons of pancake batter
#3 Old 17th Dec 2014 at 8:06 PM
@Princessmeg8989, I've moved your thread to modding discussion.

If gotcha is all you’ve got, then you’ve got nothing. - Paul Krugman
Test Subject
Original Poster
#4 Old 17th Dec 2014 at 8:09 PM
Quote: Originally posted by Arsil
If you are just getting started with TS3 modding, it is a very demanding project.

Object
http://modthesims.info/wiki.php?tit..._Object_Modding
http://modthesims.info/wiki.php?tit...Depth_Scripting

Skill
http://www.simlogical.com/ContentUp...e/uploads/1915/

You can study other mods for reference. Making a new class for an object is
relatively easy, while creating a new skill is more challenging. Anyway, I think
that the section of the forum named "Modding Discussion" is more fitted for
your request since it involves coding.


Thank you! I tried looking everywhere but couldn't find anything I could use to teach myself coding.
Instructor
#5 Old 18th Dec 2014 at 11:41 AM
Honestly, I'd say you've to start with smaller projects. I used to think I could code a whole new skill even when I had no idea of scripting knowledge, so I actually quit modding for some time, until I had a fresh start and learnt coding for my mods these days.

Don't copy what the original method and just change its name. You have to understand the logic.

You also need to have an idea of what are the things available in game that you can utilize. For example, I wanted to make a Chocolate Maker. Then I thought of WA nectar maker. The working principles are similar, only that I need to change fruit into chocolate ingredients. So I worked towards that way. The very first thing is, what career, trait, skill, object do you want? If you don't have an accurate idea (ie what to base on and what to change, and what new features with what ways to accompolish so), then you could become devastated. Just like in my case, if I just thought of making an object, there are endless possibilities. Then I wouldn't get into right work at all.

The last thing is that you should think clearly as to whether there are custom content out there / EA stuff that could achieve similar effect. For example, there are tons of custom careers out there, only that they come with no new skills, basically just new career with changed icon and text. And, is there really a lot of value in making that mod? ie how often will it be used?
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