Nona's Sims

Modding and Troubleshooting The Sims 3

Patch 1.63

Patch 1.63 is a major patch, and many tuning mods will require an update.

The good news is: All of my script mods are compatible with patch 1.63.

The following tuning mods will require an update:

  • Buyable Culinary Career Rewards: MinusOne Kelvin Fridge – Updated
  • No Limos, NoLimos Careers Plus – Updated
  • No Unfinished Room Moodlet – Updated
  • No Celebrity Level requirements for Film (Acting/Director) Career – Updated
  • No Autonomous Wishing Well interactions – Updated
  • No or Less Autonomous Ice Cream Maker and Deep Fryer – Updated
  • No/Less Autonomous Teppanyaki Grill – Updated
  • No Autonomous Exit Box Stall, slower motive decay – Updated
  • Improved Beloved Pet, and other Animal-Related Traits – Updated
  • No/Slower Social and Exercise Decay for Pets – Updated
  • More Seasons Interactions for Pregnant Sims – Updated
  • No Autonomous Eat Poisoned Apple – Updated
  • No Academic Performance Decay – Updated

My MTS mods that need an update:

  • More or Less Gigs for Bands and Music Opportunities for your Sims (Late Night) –  – Updated. Only Nona_gigsandmusicopps flavor required an update.
  • Cow Plant Tweaks, with multiple flavors – Updated. The changes here are minimal, and the mods are safe to use with 1.63, you will just be missing some restrictions with plumbots.

Any mod not on this list does not require an update for 1.63, and is safe to use with the patch.

For more information about patch 1.63, and to get a list of all altered XMLs in the patch, please see my ABOUT PATCH 1.63 post at Simlogical.

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October 18, 2013 - Posted by | Uncategorized | ,

6 Comments »

  1. Thank you Nona for the super-fast updates! Has anyone told you today how wonderful you are? Well, you are : )

    Comment by Lin (lindali365) | October 18, 2013 | Reply

    • Aww, thank you Lin! You’re so sweet 🙂 And of course, you’re welcome for the updates.

      Comment by Nona | October 19, 2013 | Reply

  2. Nona, sorry for bothering you, but I am at a loss of creating a mod (well mostly tuning mods). I have created a LHR mod but it is just too simple. Say, I want to know what the file’s for and what the content of each file in GameplayData.Package mean. I know it may be unbearable and time consuming for you to help me, but please… (I have read all the stuff you have written about tuning mods, but still)

    If you are free and you can provide me a tutorial or explanation, that will be nice! 😀

    Comment by Jonathan | October 22, 2013 | Reply

    • Hi, Jonathan. I don’t really understand what you’re asking. If you could be more specific, I would really appreciate that. I am willing to help you, but I am not going to through every resource in the GameplayData for you.

      Comment by Nona | October 22, 2013 | Reply

      • Hi Nona! I am so pleased that you replied my comment!

        Well firstly I want to ask if it is possible to create a tuning mod for day vampires (so that they won’t burn under sunlight) and other occults. I also want to add some more features (like 100% no-fail supernatural skills and skill boost for all supernaturals). I know there are some mods out there providing this feature (like MTS and you maybe 🙂 ), but still I want to create such mod for my friends.

        Which resources should I look into? If possible, except those you have mentioned in your thread (moodthreshold or something like that), can you explain what they mean?

        Comment by Jonathan | October 22, 2013 | Reply

      • Have you seen this tutorial I wrote? http://www.den.simlogical.com/denforum/index.php?topic=1613.0 There’s a section which might help you to find the XMLs you need. If you have any more questions on modding, let’s continue the discussion there. Commenting on this blog is inconvenient (it’s not easy to reply to each other).

        About vampire sin the sun: this is a pretty easy mod. There are a couple floating around (TFM has one at the Naughty Sim’s Asylum, and Missyhissy at MTS). What you need to change is in the Buffs XML. The buff is called heating up. If you look at MIssyHissy’s mod, you can see how she has removed the Heating Up buff for Vampires by making it available only to Mummies. TFM takes a different approach, and instead changes the the DelayTimer field, making the value for DelayTimer higher.

        How you choose to remove the moodlet is up to you. I recommend getting WinMerge and using it to compare modded XMLs against the GameplayData. There’s some details about this in Methods 2 in this tutorial: http://www.den.simlogical.com/denforum/index.php?topic=1104.0

        I’m not sure about skill boosts for supernaturals. I think it will not be possible without a script mod.

        Comment by Nona | October 22, 2013 | Reply


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