- #CONSTRUCTOR GAME MANUAL FOR FREE#
- #CONSTRUCTOR GAME MANUAL INSTALL#
- #CONSTRUCTOR GAME MANUAL MOD#
- #CONSTRUCTOR GAME MANUAL MANUAL#
- #CONSTRUCTOR GAME MANUAL FULL#
#CONSTRUCTOR GAME MANUAL MANUAL#
The file naming also follows some specific Costructor naming system my manual package doesn't follow:
#CONSTRUCTOR GAME MANUAL MOD#
How can you tell if a mod is made with the Constructor?įirst thig: the SimData files are all named Constructor: Manually create the STBL for the text (and manually add the text into it):Īpart for the file names and the actual tuning of the traits (and the fact that my manual package only has one trait and one buff) my manual mod and constructor mod are exactly the same thing: Manually associate the Buff to the trait: Manually change the names and instance IDs: Import a trait into an empty package from the game files:Īlso import the CORE Buff, which is this one: If I was to do this manually, I would need to: It also did for us all the Instance IDs part. So, the Constructor gave us: the STBL for the text to appear in game automatically, two XMLs for the Traits, two Buffs (those are associated with the traits as core buffs, we'll see what they are in another tutorial), and the SimData files to go with them. Let's open the Package in Sims 4 Studio and see all the stuff the tool did for us without us having to work for it: We can go on adding elements, but a this point we're just going to EXPORT the package and look what we did so far in Sims 4 Studio:Ĭlick EXPORT PACKAGE, give it a name and SAVEĪs you see the Constructor gave me a package, without me going into S4S, create a new package and start importing XMLs from the game (if you followed my other tutorials you know what I'm talking about, if you didn't I'm going to give a quick tour on how we do the same thing without using the Constructor). We can add other elements to our mod, like another trait: Right now, I only want you to see the structure of the Constructor interface. we'll get into the trait in the next tutorial. don't call it just trait or it's going to get messy pretty fast, give it a name that is recognizable and click " create element":Īt this point, we already have a trait. We'll go back to our BEGINNER and start adding elements: to work on this level is actually easier to mess around in the game files, look at how Maxis did things, to understand what does what, and how things work. The last two categories allow us to add even more functions to our mods.
#CONSTRUCTOR GAME MANUAL FULL#
This is just to show you that you can actually make a full working and rather complex mod by using only the Constructor without opening the game files AT ALL, just by using the user friendly interface. Now, lot of this needs a basic understanding of how the game works on a deeper level, and we'll not be getting into it in detail in this introductive tutorial. So, let's look at it:Īs beginners, we can add a trait, a lot trait or a club rule to our mod, we can also click more info if we need help.Īs intermediate, we can add aspiration tracks, careers, holiday traditions, objective sets, odd jobs, situations/events and social interactions.Īs advanced, we can go so far as adding super interactions and immediate interactions, trait pickers and global modifiers. There are a bunch of things we can start adding to our mod, and they're also categorized by how difficult they are. The ADD ELEMENT button allows us to actually start working on our mod: Now, I find these not so easy to follow for a complete beginner, but they're not impossible either. If you need help, there is also the HELP function with a lot of information: The two most important things are the ADD ELEMENT button and the EXPORT PACKAGE. We'll be looking at this first interface very fast, there is not much to say here:
#CONSTRUCTOR GAME MANUAL INSTALL#
Quick note: some features need Python to work, if asked, a download and install Python from the download page the Constructor will conveniently open for you:
It will open the first interface, which is this one:īefore letting us create a Mod, it wants us to choose a Creator Name and the name of the mod, do it:Īnd click " Create Mod" to go to the next interface: You'll have a number of files and folders, we need to run the. zip file, we can go ahead and extract it into it's own folder:īeware that it's not an installer, the software is unzipped inside the folder, so you really want to extract it into its own folder. we only need to get the tool, so we'll click the DOWNLOAD button:
The tool is not only Free, it's also open source:
#CONSTRUCTOR GAME MANUAL FOR FREE#
You can get the Constructor for free HERE when you can create buffs and traits in the Sims 4, you can already do a lot of things. actually a lot of important things like traits, aspirations, interactions, social events, buffs, etc. The Mod Constructor is a modding tool made and maintained by Zerbu, specifically studied to be user friendly and allow anyone to create. INTRODUCTION What is the Mod Constructor?