|
Post by andrew on Aug 3, 2018 16:25:30 GMT -5
Hi ilikesunshine, Thanks for posting, I'm sure that your post will help other Mac users. The generated folder is here on the mac version of The Sims. It is not usually needed to make a mod. After seeing your post, I tried to make changes to the project so that it will work with Windows or Mac, but could never get the Mac to install the right version of Python. Each time I ran the installer, it just said that there was nothing to install, and the later versions (or earlier versions) of Python that do install or are available on homebrew won't decompile the game's scripts. Did you use the installer or did you install Python in some other way?
|
|
elke
New Member
Posts: 1
|
Post by elke on Aug 12, 2018 5:10:26 GMT -5
I'm having the same problem as Lynnem but for me it says No Module Named 'sims4.log'
I have opened it the way you showed below.
Hi lynnem , this may be due to the way that you opened the PyCharm project. Make sure to open the folder directly. If you open the folder above it, it will still open, but it won't use the configuration that was included in the project file and will require additional steps to get the scripts to run. In this picture, the left side shows what it should look like, and the right shows what it could look like if you opened the folder above the main folder.
|
|
|
Post by Lamare on Aug 12, 2018 7:28:32 GMT -5
Hey andrewThank you for this tutorial, it's really helpful. Would you mind if someone translated it in other language and posted the translation on other forum? Some people were asking me about this tutorial (since I mentioned using it) and they don't know English. If you do allow me to translate, how would you prefer I go about sharing the Starter Project (should I link to your google drive or upload some place else to save you the bandwidth)? P.S. I would PM you, but I can't. I guess, I'm too new on this forum to be allowed to send messages.
|
|
|
Post by andrew on Aug 12, 2018 10:35:12 GMT -5
elke at what point are you seeing this error? The example mod does not use the sims4.log module. One reason for getting a message like that would be that the game scripts did not decompile correctly. Did you check your EA folder to see if the decompile step generated .py files there? In particular EA/core/sims4/log.py. Lamare sure, you are welcome to translate this tutorial and use images from it. You can re-use the link for the starter project (google drive is free and bandwidth is not really an issue). If you do translate it, please send me a link, and I'll include the link in this thread.
|
|
|
Post by siennafreya on Aug 14, 2018 20:13:58 GMT -5
The run decompile all isn't working. The decompiler can't seem to find where my sims 4 is
|
|
|
Post by andrew on Aug 17, 2018 3:00:03 GMT -5
siennafreya where is your sims 4? If it is not in: C:\Program Files (x86)\Origin Games\The Sims 4 then you will need to configure it in the settings.py mentioned in step 6.
|
|
|
Post by siennafreya on Aug 23, 2018 7:49:18 GMT -5
Yeah, I changed it and it still couldn't find my sims 4 file
|
|
|
Post by andrew on Aug 31, 2018 2:45:25 GMT -5
siennafreya do you see any error messages when you try to run the decompile script?
|
|
|
Post by bellagoth94 on Sept 5, 2018 14:14:53 GMT -5
Hi ilikesunshine , Thanks for posting, I'm sure that your post will help other Mac users. The generated folder is here on the mac version of The Sims. It is not usually needed to make a mod. After seeing your post, I tried to make changes to the project so that it will work with Windows or Mac, but could never get the Mac to install the right version of Python. Each time I ran the installer, it just said that there was nothing to install, and the later versions (or earlier versions) of Python that do install or are available on homebrew won't decompile the game's scripts. Did you use the installer or did you install Python in some other way? Hi, I'm having the same issue. I assume nothing but 3.3.5 will work for this tutorial? andrewilikesunshine How does one install 3.3.5 on mac? I also tried other versions, none worked in PyCharm. (Thank you for this step-by-step guide though!!)
|
|
|
Post by Basemental on Oct 3, 2018 15:57:47 GMT -5
|
|
|
Post by andrew on Oct 3, 2018 22:52:29 GMT -5
Basemental yes, I saw this. I've made a test setup now with uncompyle6 and it seems to be working (somewhat, it fails on a lot of files), but is terribly slow. I started it an hour ago and it still hasn't finished decompiling the first of the 3 zip files.
Edit: It may not be that it is slow, it just gets stuck on some pyc files like buff.pyc and never finishes.
I also tried another decompiler, pycdc. Unfortunately it doesn't seem to support this version of Python well enough yet. It may only have issues with 2 new opcodes (LOAD_METHOD/CALL_METHOD) added in python 3.7 though. The code seems easier to work with than uncompyle6, so implementing them could be an option if this is the only issue. Unfortunately, those 2 opcodes are used extensively so until they are implemented, we can't know how well it handles everything else. Hopefully a real solution can be found soon. In the meantime, I'd not suggest plugging uncompyle6 into this workspace because it will simply hang and never stop on some files. Since this setup is meant to attempt to decompile all files, expecting an error on the ones it can't instead of an infinite loop, it would need some reworking to handle uncompyle6 in the current state.
|
|
|
Post by Basemental on Oct 4, 2018 2:34:58 GMT -5
Yeah, I mucked around with it a bit last night without attempting to plug it into the workspace and it had serious issues decompiling a bunch of important files. Fingers crossed that either a real solution can be found before November, or that EA suddenly does a 180 and decides to release the uncompiled files to the modding community (one can hope, right?)
|
|
|
Post by BTM on Oct 16, 2018 16:19:42 GMT -5
Hi everyone! First of all, thank you so much for this awesome tutorial, andrew. It's been almost a year since I started crating content for TS4 and now I think it's time to start creating script mods. I have a good level in C++ and Java, and I'm learning Python to be able to create this kind of mods. I'd like to create complex mods, not the ones that changes some in-game function but the ones that add new interactions and animations. I've been looking for more advanced tutorials but I can't find any way to learn what I'd like to. If anyone could show me any tutorial that may help me I'd be really grateful, even if it uses XML. Anyways, if you don't know any useful tutorial I'd be pleased just by knowing if I should explore the script files of the game and figure it out by my own or if I should just learn XML and how to make script mods by that way. Also, does anyone know wich programming language and programs do "complex mods" creators to create their own? Thanks for advance!
|
|
|
Post by Basemental on Oct 29, 2018 19:37:24 GMT -5
Wow, this is fantastic news! I am in awe that you managed to sort this out way before the patch drops. Thanks so much for updating and sorting out a proper decompiler, andrew! And, not to mention, updating the PyCharm project which I am sure I am not the only one on this site that has grown very much accustomed to using.
Hats off!
|
|
|
Post by Basemental on Nov 1, 2018 16:04:46 GMT -5
andrew - Hope you are OK with me tagging you about this. Just noticed SimGuruModSquad posted this on Fogity's Discord server for the decompiler he has been working on: "Quick heads up that the upcoming patch will introduce use of the FORMAT_VALUE opcode. Since this is new, your current tests may not be flagging this as something that should be supported"
|
|