Repricing Game Objects

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sittingbear
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Repricing Game Objects

Post by sittingbear » June 22nd, 2017, 3:57 am

Is there an easier way to find the OBJD's and copy/extract them instead of sifting thru every Delta Build and (sometimes) Full Build files?

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SillySimmerGirl
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Post by SillySimmerGirl » June 22nd, 2017, 11:28 am

What object are you looking for? Have you tried using the program S3oc? I've used it extensively, and it seems to pull in all the objects. You can use it to make overrides instead of clones and change the prices to whatever you wish. Here's a link: http://www.simlogical.com/ContentUpload ... loads/190/

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Post by sittingbear » June 22nd, 2017, 2:04 pm

Thanks and I'm looking for lots of things some of the prices they have is ridiculous

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Post by sittingbear » June 24th, 2017, 4:04 am

Guess I'll just use S3pe can't figure out how use that program to Export the OBJD's

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J4Ks
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Post by J4Ks » June 24th, 2017, 11:28 am

Maybe a simpler suggestion, if you match all these:
- the repricing of objects are only related to your own game
<ul class="quotelist"><li>you are not intending to share the repricing by way of sharing a Custom World with your personal storyline (although it doesn't really matter, they will just revert to the original prices of their game installment)</li></ul>- dare to take risks ;-)
<ul class="quotelist"><li>1. not really risks if you don't mess around in the games Delta / FullBuild files ^.^</li><li>2. make Backup files of the Original Delta / FullBuilds files, so if anything goes wrong (game unable to start or unable to use a game interaction EditTown/CAS/Etc) you can just put them them back by overwriting the ones in your install directory.</li></ul>- the repricing of these objects counts for all worlds

My own stubborn logic by editing category-listing and pricing on Game provided Objects (Base/EP/SP packs) is to edit the game own OBJD files within Delta/Fullbuild files.
Why need another override_Object.package or a mod in your mods folder, to alter these things? The less mods you have in your game the better the game runs, is my own experience and why the need of all these duplicates.

It's pretty safe to adjust these within Delta/FullBuild files, IF you keep the following things in mind:
1. DeltaBuild is an override file of FullBuild, if you need to make changes, check first DeltaBuild, if its not there look in FullBuild (but if you are really adventerous you can try this *)
2. Don't mess around in these files, restrict yourself to only edit TAGS: OBJD and CASP
3. If anything goes wrong you have your backups of the original files (RIGHT?)

(*) To reduce the clutter of duplications within these files I merged all duplicate files within DeltaBuild into FullBuild, so that only new files are contained within DeltaBuild (without a matching file within FullBuild).
The process is too long to describe and requires full concentration so I won't go into deep details.
In short:
- extracted all files from DeltaBuild#.package and FullBuild#.package in their separate folders
- used Excel to list all files within a folder (VB) in their separate worksheet, edit the sheets a bit by using the excelfunction "Text to column" to sort them a bit so both sheets has the same format, then used a compare Function (Lookup and If) to match them
- used the result to once again extract the matched files in DeltaBuild into a new package (merged.package) and deleted them out of the DeltaBuild#.package, EXCLUDING TAGS: NGMP (guidemap) and _KEY (namelisting), then SAVE
- opened the related FullBuild#.package and imported the merged.package
I've played with these edited FullBuild# / DeltaBuild# files for a couple of years and haven't experienced any problems within my games. My initial goal was to be able to retrace the working OBJD / CASP files to be able to edit them, not finding 2 of the same in Delta/FullBuild. Although the files were reduced in size, I haven't watched/monitored the advantages of game performance/lesser RAM usage. It might be just minuscule for me not to notice it at all.

Mod Needed:
- DebugEnabler
Program Needed:
- S3PE


1. With Specific Objects a fast way to find the objects is, follow these steps:
<ul class="quotelist"><li>1.1 Open your Sims 3 userdirectory (Docs/EA/TS3) in an explorer</li><li>1.2 Open Game in windowed mode</li><li>1.3 Go into Build Mode, buy and place the objects on your lot terrain (find an empty residential or community lot in edit town and do it on there, or give your Sims enough funds with MC)</li><li>1.4 Go to the objects you wish to find, click on each separate and use NRaas> DebugEnabler> Options: .....> Resource Key:........</li><li>1.5 A pop up appear on your screen with the a lot of alfanumeric numbers, such as 7digits:8digits:16digits, related to S3PE is:<ul class="quotelist"><li>7 digits = Type (minus the 0x)</li><li>8 digits = Group (minus the 0x)</li><li>16 digits= Instance (minus the 0x)</li></ul></li><li>1.6 Switch from the game to the explorer of your Sims 3 game directory and find the recent ScriptError_Name_Date_Time_SomeCode.xml file (open in Notepad to confirm it has the same Resource Key between <content> in it such as displayed), copy the 16digits of the ResourceKey</li><li>1.7 Rename the current ScriptError_Name_Date_Time_SomeCode with describe what it is and the price you wish to change it in, 0x(type in), paste the 16digits together with 0x, such as stove 650 0x16digits.xml</li><li>1.8 Repeat the above till you are done, close the game</li><li>1.9 Collect all those scripterror files you renamed and place them in a folder on your desktop</li><li>1.10 Open the specific DeltaBuild# or FullBuild#</li><li>1.11 Go back to your scripterror files and select the 1st, press F2, double click (while in rename mode) on the 0x16digits and press CTRL+C (copy) make sure the explorer doesn't show file extension.</li><li>1.12 In S3PE click in the Instance Box in the search/filter function on the bottom, press CTRL+V, click in the check in box, then press "SET" and then "Filter Active" it should match all files related to the instance</li><li>1.13 Find the row with OBJD and click, highlight it, on it (you could also use the filter TAG to only show OBJD files, might be safer)</li><li>1.14 Press Grid, collapse CommonBlock and change the Price, press commit</li><li>1.15 Repeat from 1.12 to 1.14 if you have more object pricing to be changed, save and exit when you are done.</li></ul>
2. A more faster way then 1.
<ul class="quotelist"><li>2.1 Copy all DeltaBuild# and FullBuild# files within a new folder on your system (atleast outside the Program Files or Documents Folder.</li><li>2.2 Do 1.2 to 1.5</li><li>2.3 Open the repective copy of DeltaBuild# or FullBuild# in S3PE</li><li>2.4 Open the Scripterror File copy the 16digits and go to S3PE, click in the Instance Box of the search/filter function, type in 0x and paste the 16digits behind it, cick in check in box, press "SET" and then "Filter Active"</li><li>2.5 1.13 to 1.14</li><li>2.6 Do the same process with the rest till you are done, save and exit S3PE and exit game</li><li>2.7 Now copy the modified DeltaBuild#/FullBuild# files back to the install directory where they should be, overwrite them when asked.</li></ul>
3. Repricing for all Objects, doesn't require the game:
<ul class="quotelist"><li>3.1 Open DeltaBuild# or FullBuild# in S3PE</li><li>3.2 In each Game Pack in your install directory, you should have a Thumbnails folder, open the "AllThumbnails.package" in another S3PE</li><li>3.3 Minisize the S3PE programs on your monitor so you can see both</li><li>3.4 Click on the one that has DeltaBuild# or FullBuild# package open, click on the TAG Box in the filter section and type in OBJD, click in the check in box, press "SET" then "Filter Active"</li><li>3.5 Sort both S3PE programs on Instance-header descending</li><li>3.6 Now you can view each Object in the "AllThumbnails.package" and adjust the pricing to your taste, if the OBJD instance is not in DeltaBuild switch to FullBuild<ul class="quotelist"><li>main reason why I hate duplicates within these files</li></ul></li></ul>
This is basically my own method on handling this stuff. It does require more effort, but once you get used to it, it seems like a breeze (if you don't watch the clock:P). I handle reorganizing categories or hiding CASP-parts almost the same way, the only difference is finding the ResourceKey (Instance) which is much easier with <a class="wiki_link" href="/MasterController">MasterController</a> Base and Integration mod. Be in CAS and just R-Click on the thumbnail. No blacklist, no easyCASP, which means lesser mods :-)

Little long, but you asked for it. Good luck!!!

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Post by SillySimmerGirl » June 24th, 2017, 11:30 am

Hi sittingbear. Don't worry, I'll walk you through it. It's easy, I promise :)

Okay, once you open S3oc, at the top click "Cloning" - (We're not actually going to clone anything, we're going to make an override, or default replacement, of the game object.) Under "Cloning", Click on the category of the item you wish to change, such as "Normal Object". After a second or two, the catalog will load. Find the object you wish to change and click on it. On the right you will see details about the object. Below the details, you will see a button "Clone or Fix" Click it. If you want, you can go ahead and change the price now, or you can do it later in S3pe. Totally up to you :)

Now comes the Most Important step. On the left you will see "Renumber / Rename Internally" - UNcheck this box. By doing this, you will be creating an override of the item instead of a clone. Now click "Start" and save the package.

After you have your package file, you can open it in S3pe and delete everything except the OBJD and change the price if you haven't already done so.

If you run into any problems, or have any questions, I'll be glad to help :) Looks like we must be in different time zones, as we are here several hours apart. But I'll check back for your reply.

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Post by SillySimmerGirl » June 24th, 2017, 11:32 am

Wow, J4Ks :) You must have been typing the same time as me. Thanks so much for the detailed info.

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sittingbear
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Post by sittingbear » June 24th, 2017, 11:47 am

J4ks and Silly SimmerGirl thank you :)~
I should be able to get it from here :)~

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Post by sittingbear » June 25th, 2017, 3:19 am

Got it all done but dang.
Extracting Store Item OBJD's and modifying them to make them usable as an Override is easier

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