Public class TalkingTeddy : StuffedAnimal Now what do you think will be the better class name for our mod? SomethingIDontKnowOrWhatever or TalkingTeddy? Right. It is good style however to choose all names, be it classes or fields or whatever, in a way that they indicate what they do or stand for.
That's not absolutely necessary, but it's not good style to give a derived class the same name as its base class. (Remember: You need to use something different for your mod!) The example namespace in this tutorial is: If you don't do that, the object will cause the game to crash when you try to buy it in the catalog. In case of object mods, you'll always need to put an object's class in a namespace that begins with. Don't use an EAxian namespace or another modder's namespace! Ever. To make sure that your classes never clash with an EAxian class or with another modder's class, you need to make your namespace unique to you. You can have two classes having the same name as long as they're located in different namespaces. The namespace is like the address of a class. We are going to start off by changing the namespace and the class.
AWESOME MOD SIMS 3 IN S3PE FULL
That is the class name including the full namespace. Look at the content of the Data field in the Script row.Right-click the OBJK resource and on the bottom of the popup window (context menu), click on Edit OBJK.
That will ensure that the new object has all the properties of the original object. This next step is important because it will later be used to make your script be derived from the previous object.
AWESOME MOD SIMS 3 IN S3PE HOW TO
This tutorial will show you how to clone an object, write a script for it and make the object use that script. The most basic sort of object mod is a simple clone of the original object rigged with some new interactions. While the Object Mod per se isn't limited to a specific set of properties, it is always an object that uses a custom script. 6.4 Making the Interaction Do Something.