How to Check if a Tuning mod needs an update by Nona Mena
*** You can read the whole tutorial in http://www.simlogical.com/ContentUploadsRemote/uploads/1104/How_Check_Tuning_mod_needs_update.pdf ***
Introduction
This tutorial will teach you how to check if a tuning mod requires an update.
This tutorial is intended for beginner modders, or intermediate to advanced mod users who want to know how to check if an XML mod requires an update. Therefore, in some cases, my explanations may be over-simplified. The objective of this tutorial is not to explain more advanced modding techniques, but rather, to enable novice modders and mod users to determine for themselves if an xml tuning mod needs an update.
Mod Types
There are several different types of mods. Depending on the mod type, and the resources edited, some mods may not actually need an update for every patch.
Script Mods
Script mods are written in C#, and are used to add additional gameplay/interactions, fix EA bugs, or simply alter the way EA does certain things. There are three main types of script mods:
- Core mods - These mods change the core programming of the game, and must be updated with every single patch. While a sort of highlander rule does apply to core mods, in that you can only have one core mod at a time, there is some flexibility in this. Each core library has its own S3SA resource inside a package in the game install directory. If you had three core mods, each overriding only one specific S3SA resource, you could use all three core mods without problem. This is why Awesome mod can safely be run alongside NRaas ErrorTrap. If you are not sure if you can use two different core mods at the same time, ask the creators first. Do not use two different core mods at the same time without first knowing if it is safe.
- Scripted object mods - These mods add new interactions and gameplay by adding new functionality to an object. The most prominent example of scripted object mods are EA's Premium Content items.
- Pure Scripting mods - These mods add new functionality to the game, without an object.
Tuning Mods
Tuning mods can also be called overrides. They alter some resource in the game data, and the game uses the altered resource instead of EA's resource. This is why they are overrides: They override EA's tuning. A "default replacement" is also an example of an override. Pretty much any resource in the game can be overridden. Some of the more popular sorts of tuning/override mods are:
- XML mods - These override XML resources, usually found in the GameplayData.package.
- ITUN mods - ITUN mods specifically affect interactions, and override ITUN resources in the GameplayData.package. These include No/Less/More Autonomy mods.
- OBJD overrides - These are mods that alter the OBJD resource of an object. Examples include: re-categorizing, making shiftable, changing price, showing in the catalog, etc.
Note that, while they can be called override mods, it is not necessary to put most tuning mods in the Overrides folder.
Using this tutorial
This tutorial will teach how to check if a tuning mod needs an update. You cannot use this method to find out if a script mod needs an update.
Methods
There are two ways to check if your mod(s) needs an update. Please choose a method to go to the next part of the tutorial. Also, keep in mind that I have written this tutorial for beginners. It is not meant to be a definitive source for mod users knowing whether a mod needs an update. Please consult the mod creator if you have trouble checking a mod.
Method One: Batch Testing. With this method, you can test all mods in your mods folder at once. You must prepare for this before you patch.
Method Two: Individual testing. This method is good for testing individual mods. If you only have a handful of mods to check, or do not have the Gameplaydata from the previous patch level, use this method.
- Please note: This method is more advanced than Method 1, and more susceptible to error, as the user will need to use his or her own judgement. In some cases, beginners may have a difficult time telling whether a mod will need an update. I highly recommend that beginners stick to Method 1, but Method 2 can be useful for beginners.