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- General/Other - Game not launching after i made my own object mod?
Replies: 3 (Who?), Viewed: 474 times.
#1
3rd Sep 2023 at 9:56 PM
Posts: 2
Game not launching after i made my own object mod?
Hi,I was trying to learn some basic modding stuff and I followed this object tutorial => https://modthesims.info/wiki.php?ti..._Object_Modding
After I did everything according to the tutorial (no errors or warning on Visual Studio)(And i just select a different object,not teddybear but easel, rest is the same), I added my package to the mod folder as usual. When I open the game, it starts normally, but it turns itself off before I get to the maxis logo without any error. I tried to launch it without my test mod, then all mods, no difference. In the generated file in the documents, it says:
[Instruction data]
0058d916 => DasmX86Dll.dll not found.
This is the code I wrote by following tutorial:
Code:
using Sims3.Gameplay.Interactions; using Sims3.Gameplay.Objects.HobbiesSkills; using Sims3.Gameplay.Actors; using Sims3.Gameplay.Autonomy; using Sims3.SimIFace; using Sims3.UI; using static Sims3.Gameplay.Objects.HobbiesSkills.FamilyEasel.Familyphoto; namespace Sims3.Gameplay.Objects.HobbiesSkills.FamilyEasel { public class Familyphoto : Easel { public sealed class Talktome : ImmediateInteraction<Sim, Familyphoto> { // Fields public static readonly InteractionDefinition Singleton = new Definition(); // Methods protected override bool Run() { base.Actor.ShowTNSIfSelectable("Hello!", StyledNotification.NotificationStyle.kSimTalking); return true; } // Nested Types [DoesntRequireTuning] private sealed class Definition : ImmediateInteractionDefinition<Sim, Familyphoto, Familyphoto.Talktome> { // Methods protected override string GetInteractionName(Sim a, Familyphoto target, InteractionObjectPair interaction) { return "Talk To Me"; } protected override bool Test(Sim a, Familyphoto target, bool isAutonomous, ref GreyedOutTooltipCallback greyedOutTooltipCallback) { return !isAutonomous; } } } public override void OnStartup() { base.OnStartup(); base.AddInteraction(Talktome.Singleton); } } }
Attached files:
xcpt DESKTOP-MKL5SQO 23-09-03 20.16.31.txt (20.1 KB, 3 downloads) |
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#2
4th Sep 2023 at 12:58 AM
Posts: 508
Thanks: 10 in 2 Posts
The xcpt is mostly a generic crash log without any useful information for mod related crashes. It may help to install NRaas ErrorTrap and see if you get a proper ScriptError log, which can then be shared over on their forums for a more expert eye to read.
Otherwise, just a matter of waiting for someone with scripting knowledge to pop in and double check that code.
Otherwise, just a matter of waiting for someone with scripting knowledge to pop in and double check that code.
Test Subject
#3
4th Sep 2023 at 3:21 AM
Posts: 14
The order of your code actually matters! So you need to put the Definition class FIRST, then "public static readonly InteractionDefinition Singleton = new Definition();" then the Run() method. I would also definitely reccommend installing ErrorTrap like CardinalSims said, it'll be very helpful for future error logging! It usually even tells you which part of your code is throwing the error.
Test Subject
#4
4th Sep 2023 at 3:23 AM
Posts: 14
oh also you don't need to have "using static Sims3.Gameplay.Objects.HobbiesSkills.FamilyEasel.Familyphoto;"
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