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Test Subject
Original Poster
#1 Old 18th Nov 2019 at 3:45 PM
Python scripts VS XML Injection: which is more appropiate?
So I've been looking into modding for Sims 4, especifically adding new interactions with pre-existing objects.
As far I I've seen, trying to make a Python script has the advantage of easier compatibility, and it's easier overall for the game to load since it's not an override.
However, the XML Injector seems to be an easier tradeoff, since it's one mod requirement, but XMLs seem easier to handle (since I don't have a lot of Python experience.)
What should I do? I also got the decompiled interaction scripts posted around the site, but it would seem my files are corrupted, so I cannot reverse-engineer them for the life of me. Would making a small addition in XMLs break majority of games?

To be more specific, I want to add more interactions to GTW's SimRay. Altering Fitness stats of other sims, or "draining" their skills to level up.
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Field Researcher
#2 Old 19th Nov 2019 at 12:10 AM
Go with XML Injector if you don't know Python.

I'm not sure what you mean by decompiled interaction scripts? If you need EA's Python files you're better off doing them yourself, I'm pretty sure anything else around here is outdated. http://sims4studio.com/thread/15145...ython-scripting

Creator Musings is a Sims 4 modder, poser/animator, and CC creator hangout server (though everyone is allowed) with a tutorial/resource directory, help channels, and mod/cc/sims 4 news channels!
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Test Subject
Original Poster
#3 Old 19th Nov 2019 at 12:43 AM
Quote: Originally posted by MizoreYukii
Go with XML Injector if you don't know Python.

I'm not sure what you mean by decompiled interaction scripts? If you need EA's Python files you're better off doing them yourself, I'm pretty sure anything else around here is outdated. http://sims4studio.com/thread/15145...ython-scripting

Thanks, I tried to decompile a set of python scripts provided from the Tutorial indexes. I should've double-checked the date.

Just to make sure, using XML Injector shouldn't override EA interactions in items if done correctly, right? By cloning and adding interactions, I mean.
Field Researcher
#4 Old 19th Nov 2019 at 5:55 PM
Quote: Originally posted by IgnisWings
Thanks, I tried to decompile a set of python scripts provided from the Tutorial indexes. I should've double-checked the date.

Just to make sure, using XML Injector shouldn't override EA interactions in items if done correctly, right? By cloning and adding interactions, I mean.

No it shouldn't as long as you make custom files. In case you're new let me explain what that means, and I'll link proper tutorials. When you want to add something to the game but not override it, you need to make it a custom or new file. You do this by finding a file that is similar to what you want to do (better than making it from scratch), and then renaming the file as such: "MizoreYukii:Whatever_TheMod_NameIs_and_TheType". Your username needs to be in it to help avoid conflicts, and a : added right after, no spaces anywhere in the name though _ are okay. As I wrote in the name, I recommend naming it something like "MizoreYukii:Interaction_ThrowPaint_somethingsomething" where you can see the type of the file easily and then the name of that file and what it does. This will not only keep you organized but again make the name unique.

And then you just make the changes you need to the file, follow the XML Injector documentation to inject, and your new addons should appear just fine and not conflict or override.
http://sims4studio.com/thread/1324/...ge-items-tuning
http://sims4studio.com/thread/3653/...ext-used-tuning
https://www.patreon.com/posts/tutorial-how-to-30507700

Creator Musings is a Sims 4 modder, poser/animator, and CC creator hangout server (though everyone is allowed) with a tutorial/resource directory, help channels, and mod/cc/sims 4 news channels!
My Discord | Twitter | Tumblr | Patreon
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