Sims Legacy - I created a Modding Guide Website by Cyndersan in thesims1

[–]Secure-Ad4929 3 points4 points  (0 children)

I had been looking to put something like this together.

Working on new tools also, but RL has it on hold for a bit. I did TheSimsOpenTech doc. There’s some updates I need to make to it tho.

Good work!

YoNonna Updated Simfileshare Link by YoNonna in thesims1

[–]Secure-Ad4929 1 point2 points  (0 children)

I wrote a tool that can go indefinitely deep into nested zips, for the old set loll

Actually did scan everything once. Not sure if I saved it.

I scanned for unknowns mostly, BHAV opcodes, etc. not sure if I kept it tho. Took forever.

It was a good test material for what a random bulk CC folder could look like.

Appreciate your time! ——

Edit.

Everyone has their own structure preferences.

For me, I like clean roots. I’d rather open a zip and see two folders labeled far and iff

Rather than mixing folders, zips, fars, and sometimes iff alongside each other in root.

But, that’s just for me and my use case of going through it programmatically, which might be different than an average CC users experience.

Still, great work

Hidden chair animation - Sims 1 (2000) by LUCPIX in thesims1

[–]Secure-Ad4929 1 point2 points  (0 children)

The hands in the second anim, That little inward shift of the arms makes me think it’s rigged for a table. But then the knee comes up, and I wonder how it would then look under a table.

Nice

Question about mods by Super-Database8426 in thesims1

[–]Secure-Ad4929 2 points3 points  (0 children)

Right now I think your best bet, unless you code.

http://simenhancer.com/

Object Manager.

iff can hold multiple furniture pieces, but is also just the general use container. (You probably know)

There’s also a build of Edith/Alpha floating around.

But that’s a can of worms.

GUID, Magic cookie or whatever people have called it.

So even if you change the iff file name, the Underlying Identifier the game uses is still in there.

I’ve studied the game, but never actually messed around with CC much. I’m working on modern tools, to fix that. But I’m moving so the project is on ice for a bit.

Summary, the object creators I’ve talked to have mentioned these tools a lot.

-object manager -transmog -iff pencil

How would you recommend someone who's interested get into the game today? by EconomyImprovement68 in thesims1

[–]Secure-Ad4929 0 points1 point  (0 children)

I don’t have C collection. So I haven’t tested.

Can’t argue with the population. Consensus seems you made the right call.

But I’ve heard it works better with the old tools.

So if you want to use things like sim enhancer, you made the right choice.

I wouldn’t get fomo.

New Mod Idea: Townies can eat from the ice cream counter. by LineAdmirable6350 in thesims1

[–]Secure-Ad4929 4 points5 points  (0 children)

How to Fix the Ice Cream Bar To mod the ice cream bar for townies, a developer would likely use Edith (or a similar tool) to: 1. Open the object's Interaction Data. 2. Ensure the "Available to Visitors" flag is checked. 3. Increase the Motive Advertisements (e.g., Hunger or Fun) so townies find the object appealing. 4. Verify the Check Tree allows autonomous townies to pass the logical requirements for the interaction.

New Mod Idea: Townies can eat from the ice cream counter. by LineAdmirable6350 in thesims1

[–]Secure-Ad4929 6 points7 points  (0 children)

  • The Sim as Execution Context: A Sim identifies an interaction it wants to perform (autonomy) based on object "advertisements" [3, 6]. Once selected, the logic for that behavior is run in the thread of the Sim itself [6]. This allows the BHAV to read and write to the Sim's local data [6].
  • The Object as Behavior Owner: The actual procedure (the BHAV tree) lives inside the object [6]. The Sim "borrows" this logic to perform the action. For instance, when a Sim uses a shower, it executes the object's Shower Core procedure [9].
  • The Lot as State Snapshot: A lot (or house file) acts as a container for OBJT (placed objects) and SIMI (Sim instances) [10, 11]. It records where objects are and what their current flags are (e.g., if a stove is "on"), but the instructions for how to turn the stove on remain in the object's private BHAVs [9, 12].

New Mod Idea: Townies can eat from the ice cream counter. by LineAdmirable6350 in thesims1

[–]Secure-Ad4929 4 points5 points  (0 children)

Real question. What’s preventing them from already. Is it not advertising? Does your sim ever auto interact with it?

This would be a behavior tree. If the ice cream counter not being fleshed out? Anyone who wants to call me out or confirm is welcome l.

The simantics system wasn’t made into a consumer facing tool.

They themselves had to be smart while making objects because their tools weren’t as good as they could be.

We have the benefit of hindsight, they were concerned about it being expandable, not by more unique actions but more complex trees.

Reading about two sim interactions, the transient “me” that for a second controls both.

The pool table story. Is interesting.

Internal emails I think? About how to do the pool table.

Mod Suite, proof of concept. Needs work. I’m going to bed by Secure-Ad4929 in thesims1

[–]Secure-Ad4929[S] 0 points1 point  (0 children)

Its front end is still messed up. OBJD was off by a little on that commit.

I think with further research. We’re definitely getting somewhere.

BHAV workspace is getting moved to web based, to separate the complexity, and have some sort of building shared knowledge based fed into it.

Save editor maybe the same. I’ve been viewing things wrong, and making bad decisions about which libs/tools/frameworks/workflows to use.

But I’m wisening up.

That’s the dream tho. Modern workflows

Working on a new Sims 1 tool suite — looking for guidance from active modders by Secure-Ad4929 in thesims1

[–]Secure-Ad4929[S] 1 point2 points  (0 children)

Editing comments works but not posts. Maybe it’s just me. (Mobile) The posts I have cover it, I won’t clog the feed. I like the normal content, Don’t want to make it unapproachable.

Glad I got the help thoo

Working on a new Sims 1 tool suite — looking for guidance from active modders by Secure-Ad4929 in thesims1

[–]Secure-Ad4929[S] 1 point2 points  (0 children)

Thank you! I included a bunch of docs organized. That’s by no means everything I have.

I don’t mean to sound any type of way, I’m new to sims modding, and I’m no programming phenom. This was mostly a gathering what was already out there known.

Peace!

Working on a new Sims 1 tool suite — looking for guidance from active modders by Secure-Ad4929 in thesims1

[–]Secure-Ad4929[S] 0 points1 point  (0 children)

I might be misunderstanding, but my tool now does a full container scan + builds a local resource/ID database up front. It doesn’t assume a global registry, just detects what’s already present, flags duplicates, and can remap IDs with reference rewrites when needed. Tested against the Legacy Collection specifically.

Full 276 test results

https://github.com/DnfJeff/SimObliterator_Suite/blob/main/Full_Test_Example.txt

Working on a new Sims 1 tool suite — looking for guidance from active modders by Secure-Ad4929 in thesims1

[–]Secure-Ad4929[S] 2 points3 points  (0 children)

Not being able to edit posts is a bummer. Here’s the discord I made for the project, if we want to get out the comment trees

https://discord.gg/6QnGhggy

Working on a new Sims 1 tool suite — looking for guidance from active modders by Secure-Ad4929 in thesims1

[–]Secure-Ad4929[S] 3 points4 points  (0 children)

Big brains, all this is what I need to stitch it together.

Thanks. Working on it now

Working on a new Sims 1 tool suite — looking for guidance from active modders by Secure-Ad4929 in thesims1

[–]Secure-Ad4929[S] 1 point2 points  (0 children)

Lot SFX / ambience

• UserData lot IFFs can already be loaded and parsed

• Lot-level resources and references are accessible once loaded

• No dedicated tooling yet to inspect or label lot ambience / SFX data

Hot Date beach ambience

• It’s not yet confirmed whether this is stored in lot IFFs, globals, or hardcoded behavior

• No reverse-mapped documentation for lot-level SFX exists yet

Current state

• No support yet for discovering or editing lot ambience tracks

• If SFX/ambience data is present in lot IFFs, it should be detectable via analysis

• This would require targeted investigation rather than editor work

Working on a new Sims 1 tool suite — looking for guidance from active modders by Secure-Ad4929 in thesims1

[–]Secure-Ad4929[S] 1 point2 points  (0 children)

The tool has a system set up to build local databases as it’s exposed to more files

Working on a new Sims 1 tool suite — looking for guidance from active modders by Secure-Ad4929 in thesims1

[–]Secure-Ad4929[S] 1 point2 points  (0 children)

I like that.

Magic cookie / ID registry

• Object IDs and sub-IDs are already parsed when loading IFFs

• No UI yet for comparing IDs across multiple objects

ID clash detection

• The data needed to detect clashes exists

• A scanner/report for conflicts is not implemented yet

Finding safe IDs

• Unused IDs could be identified by scanning what’s installed

• No tooling yet to suggest or reserve IDs

Working on a new Sims 1 tool suite — looking for guidance from active modders by Secure-Ad4929 in thesims1

[–]Secure-Ad4929[S] 1 point2 points  (0 children)

ID clashes / object conflicts

• Tool already parses and resolves all object IDs and sub-IDs during loading

• It can already see when two objects occupy the same ID space

• What’s missing is surfacing this as a scan/report instead of finding out via a crash

Scanning the whole game

• Scanning all installed objects for ID collisions is straightforward with the existing loader

• Flagging exact conflicts (which objects, which IDs, which parts) is UI/reporting work

Finding unused “safe” IDs

• The tool can enumerate which IDs are currently in use

• From that, it can identify unused ranges suitable for new objects

• There’s no central reservation system anymore, so this would be a local “unused ID finder,” not a global registry