Understanding Mod and CC Conflicts with Delphy's Dashboard by Nona Mena

*** Read the whole of this tutorial in http://www.simlogical.com/ContentUploadsRemote/uploads/1551/Understanding_Mod_CC_Conflicts_Delphy_Dashboard.pdf ***

For most users, one of the most confusing aspects about mods and other custom content for the Sims 3 is understanding what a conflict is, and how it can adversely affect one's game. There are few different ways mods and custom content can conflict with each other, and some ways are a little more difficult to understand for the average user. This article will attempt to explain different types of mod and other custom content conflicts, so that users are better able to understand how these conflicts can affect their game.


Part One: Mod Types

In order to understand conflicts, you have to understand the different types of mods. These explanations should help, but if you have any questions, please feel free to post.

Script Mods
Script mods are written in the programming language C# and are used to add additional game play/interactions, fix EA bugs, or simply alter the way EA does certain things. There are three main types of script mods:

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 most popular sorts of tuning/override mods are:

Part Two: Custom Content

Custom Content (CC) is typically defined as new objects, clothes, hair, or makeup that you can use in your Sims 3 game. Custom Content can be EA created content, such as the objects from the Sims 3 Store, or it can be created by third party entities. Whether you install your custom content as a .package file or a sims3pack, all new objects are actually a collection of game resources which come together to make something new. This is why it is possible to mod EA and user-created CC.

Examples of modding EA CC (i.e. stuff from the Sims 3 Store) include:

Examples of modding Third Party CC (ie. user created objects) include:
Note: Some creators may not be ok with you altering their objects. If you alter an object created by somebody else, make sure you get permission from the creator if you plan to upload your changes somewhere.

Part Three: Game Resources

There are many different types of game resources in the Sims 3, and, as I've stated earlier, all of them can be overridden. However, the purpose of this article is not to explain all the game resources. The goal here is that you are familiar with the concept of a game resource.

The most important thing you need to know to about game resources to understand a conflict is that every game resource must have Type-Group-Instance ID, also known as the TGI or Resource Key (RK). Every game resource must have a unique TGI, but only the Instance ID (the I in TGI) is entirely unique.

Let's take an XML Tuning mod for example. We'll use my No/Fewer/Always Extra Days from Gourmet Pet Food for the example. This mod alters the Ingredient_0x76df356197fd4b81 XML in the GameplayData.package. The Ingredient_0x76df356197fd4b81 XML has the following TGI (RK):


No other resource in the game can have this exact TGI, unless, of course, you are specifically overriding the resource, such as when using a mod. If you have more than one mod that overrides the same exact resource, you have a conflict.

Next Section: Mod and CC Conflicts

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