Sims 3 store dlls?

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LBillusion
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Sims 3 store dlls?

Post by LBillusion » July 18th, 2019, 12:55 am

I thought I'd ask here and maybe get a quicker response. Do you know how I can find the Sims 3 dll...I have decided to try my luck at making a modified version of the roaring heights car, but I need to add this to my references. I searched, but I never have luck with such oddly specific questions. Basically, I think my code it's looking for the Sims3.Store.Objects.FixerCar class, but I never gave it this information. Does this make sense? Am I on the right track? I'm really new to coding...
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Chain_Reaction
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Sims 3 store dlls?

Post by Chain_Reaction » July 18th, 2019, 3:01 am

It looks like that's one that didn't get merged with the core so you'd have to decrap the package for the car and pull the DLL from there. Depending on how EA coded it, you may have to unprotect the DLL which can be a fairly advanced process but see if just pulling it and adding it to your references stops build errors.

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Sims 3 store dlls?

Post by LBillusion » July 18th, 2019, 4:30 am

Just to clarify you're suggesting adding the .dll contained in the package file ( or .s3pack file converted to .package)? It's like StoreObjectsFixerCar.dll. If that's not the one, I'm already lost. I tried that and it didn't work.
I think I get what you mean about it not being merged with the core. With most another object I can type in a couple of characters and it comes up. It seems like the Toy Machine isn't merged either. I was going to look at the code for that next.
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Sims 3 store dlls?

Post by Chain_Reaction » July 18th, 2019, 11:00 pm

LBillusion wrote:
July 18th, 2019, 4:30 am
Just to clarify you're suggesting adding the .dll contained in the package file ( or .s3pack file converted to .package)? It's like StoreObjectsFixerCar.dll
Yes. Did you add it to your references? What errors are you getting?
LBillusion wrote:
July 18th, 2019, 4:30 am
I think I get what you mean about it not being merged with the core. With most another object I can type in a couple of characters and it comes up. It seems like the Toy Machine isn't merged either.
Correct. The store content released at the end of the games life never got merged into the store DLL that came with the game thus it's way more bothersome to mod those items. There were quite a few hoops I had to go through to create Cupcake because of that.

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Sims 3 store dlls?

Post by LBillusion » July 19th, 2019, 2:28 am

I'll boot it up again and try some other things out later...it was the red squiggly line under the "FixerCar" class because it doesn't exist technically. I'm trying to get a better understanding of C# in general and then I'll get back at it. I'll probably start off with something much simpler.

I'm thinking this should be much easier than I'm making it, lol. I basically want a clone of the cars script with some of the interactions removed and a change in what happens when it reaches completion. I had other ideas, but I'll try to reign in my imagination for now.

Code: Select all

 private void ReplaceBadCarWithFixedCarIfComplete(InteractionInstance ii)
        {
            if (this.mPercentComplete < 1f)
            {
                return;
            }
            IGameObject gameObject = GlobalFunctions.CreateObject("CarFixerClassic", ProductVersion.Store, this.Position, base.Level, base.ForwardVector, "Sims3.Store.Objects.FixerCar+FixerCarFixed", null);
            FixerCar.FixerCarFixed fixerCarFixed = gameObject as FixerCar.FixerCarFixed;
            if (fixerCarFixed == null)
This is part of the method (right terminology?) I want to replace. Would it be possible to have it change into any possible car, not just one specific one? I was thinking I could use parts of this cars code to simulate breakdowns...that is beyond my scope for now. I should work on making a couch say "Hello" first.
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Chain_Reaction
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Sims 3 store dlls?

Post by Chain_Reaction » July 22nd, 2019, 3:30 am

LBillusion wrote:
July 19th, 2019, 2:28 am
I basically want a clone of the cars script with some of the interactions removed and a change in what happens when it reaches completion.
I would just copy the code, make the class name unique and do my own thing. Replacing and referencing the EA stuff is going to be a pain because the code is protected... unless you really need to modify the EA object.
LBillusion wrote:
July 19th, 2019, 2:28 am
Would it be possible to have it change into any possible car, not just one specific one?
Yes, you'd change the object being created.
LBillusion wrote:
July 19th, 2019, 2:28 am
I should work on making a couch say "Hello" first.
I'd download that.

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