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[Probably Obsolete] Sims 3 - EP Compatibility Tool (Converts/Ports between games) - latest: 1.0.15.13215

by Digitalchaos Posted 19th Dec 2009 at 12:29 PM - Updated 24th Mar 2016 at 9:49 PM by Digitalchaos
 
96 Comments / Replies (Who?) - 91 Feedback Posts, 4 Thanks Posts
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Instructor
Original Poster
#76 Old 12th Dec 2011 at 8:04 AM
kpooler:
I would NEVER use this tool on any core game package, including GameplayData.package
This tool sets an EP/SP flag on the first byte of a resource's groupid, it does not automatically make base-game understand new content, that was including with a later ep/sp.
Technically speaking, what this tool's purpose was to be able to ensure that a mod created with other newer ep(s)/sp(s)...would show up in-game for older eps.

Have you downloaded a mod from MTS, that you would like to run through this tool?
If, so, the only thing I would suggest is to just try it.

However, it might be possible that you would not even need to use this tool to use a mod that requires a newer ep/sp, based on how EA has been updating the code base lately.

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Instructor
Original Poster
#77 Old 14th Dec 2011 at 7:37 PM
I have updated S3PIWrapper to 1.3.2.6 the version for DebugConsoleControl has been fixed at version: 1.0.4108.35123.
Any tools, that use DebugConsoleControl & S3PIWrapper, can now have S3PIWrapper updated to the latest version without the application crashing at load.

Please Re-Download S3PIWrapper from the top of the main post : v1.3.2.6 and use it to update this tool.

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Instructor
Original Poster
#78 Old 5th Feb 2012 at 8:17 AM
added links to new version: 1.0.15.1327
based on S3PIWrapper 1.3.2.7

Adds support for Master Suite Stuff and ShowTime*

This update also ensures that the app targets x86 (incase anyone runs it on x64, it should not crash)

*Showtime launches March 6, 2012 ... I have added code to support it but it will need a slight update, on or after launch.

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Mad Poster
#79 Old 12th Feb 2012 at 12:50 AM
Daft question; HOW do I run this program?
I have downloaded the Current Application Version from the first post as a .zip and then unzipped it onto my desktop. I now just have a load of files sat in a folder that don't appear to have one that opens the application, just lots of .pdb, .xml and .dll files.
I simply want to remove the Ambitions icon from a decorative object I made.
I would quite happily have done so in S3PE only the EP column, as shown in your screenshots, no longer exists in the program and I don't know where else to locate that data manually.

My deviantART, MTS Yearbook Origin ID = Alistu
Instructor
Original Poster
#80 Old 12th Feb 2012 at 9:10 AM
Quote: Originally posted by Menaceman44
HOW do I run this program? I now just have a load of files sat in a folder that don't appear to have one that opens the application, just lots of .pdb, .xml and .dll files.
You would run it using: TS3.EPCompatibilityTool.exe
Quote: Originally posted by Menaceman44
I simply want to remove the Ambitions icon from a decorative object I made.
I would quite happily have done so in S3PE only the EP column, as shown in your screenshots, no longer exists in the program and I don't know where else to locate that data manually.

There is a check box, that says: Change EP Icon only, that you should check ... you can then select what game icon to set using the radio buttons in the 'Set EPFlags' group box.
NOTE: I realize the EPFlags column is gone in S3PE; however, all that did was change the first byte of the group id. (from EP0 to EP1 or to EP6: 0x00123456 -> 0x08123456 -> 0x58123456
Code:
    [Flags]
    public enum CustomContentCategoryFlags : byte
    {

        EP0 = 0x00, // Base Game (Working)
        EP1 = 0x08, // World Adeventures (Working)
        SP1 = 0x10, // High-End Loft Stuff (Working)
        EP2 = 0x18, // Ambitions (needs testing, but should work)
        SP2 = 0x20, // FastLane Stuff
        EP3 = 0x28, // Late Night
        SP3 = 0x30, // Outdoor Living Stuff
        EP4 = 0x38, // Generations
        SP4 = 0x40, // Town Life Stuff
        EP5 = 0x48, // Pets
        SP5 = 0x50, // Master Suite Stuff
        EP6 = 0x58, // Showtime
        //// FLAGS IN TESTING
        //PAID_CONTENT = 0x01,
        //CUSTOM_CONTENT = 0x02,
        //LOCAL_CONTENT = 0x04,
        //ALL_FLAGS = 0xff               
    }


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Mad Poster
#81 Old 12th Feb 2012 at 9:16 PM
Thanks for the info. I've managed to alter the fields with S3PE now.
I've only just managed to locate the .exe for your program as well so will definitely give it go the next time I need to change EP icons.

My deviantART, MTS Yearbook Origin ID = Alistu
Instructor
Original Poster
#82 Old 8th Apr 2012 at 11:13 AM
small update: 1.0.15.1328 (updated S3piWrapper to 1.3.2.8)
+ Product code for showtime is now included

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Original Poster
#83 Old 9th Apr 2012 at 5:50 AM Last edited by Digitalchaos : 9th Apr 2012 at 5:51 AM. Reason: failed to set version 1.0.15.1328 to 1.0.15.1329
update: 1.0.15.1329 (updated S3piWrapper to 1.3.2.9)
+ added new button that will display binary ep flags (treated as bit flags) for each of the games

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Test Subject
#84 Old 11th Apr 2012 at 8:58 AM
This may have been mentioned, but none of the links are currently working for me. Can you offer any advice?
Instructor
Original Poster
#85 Old 11th Apr 2012 at 8:13 PM
I had fixed the urls before
svn.netsolutions.dnsalias.com was changed to svn.netsolutions.dnsalias.com:81, but the changed urls revereted back to svn.netsolutions.dnsalias.com.

I have changed the links again...please try to download again and let me know if the urls do not have .com:81.

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Instructor
Original Poster
#86 Old 19th Jun 2012 at 5:46 AM
update: 1.0.15.13210 (updated S3piWrapper to 1.3.2.10)
* when getting a namemap resource : ensure that we check wether the resource is null before using it

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Instructor
Original Poster
#87 Old 23rd Jun 2012 at 8:12 PM
update: 1.0.15.13211 (updated S3piWrapper to 1.3.2.11)
* when getting a namemap resource : ensure that it gets properly added to the package (if it does not exist)

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Instructor
Original Poster
#88 Old 25th Feb 2013 at 3:14 AM
release: 1.0.15.13213
+ updated to s3piwrapper 1.3.2.13
adds support for:
* The Sims 3 - Katty Perry's Sweet Treats
* The Sims 3 - Diesel Stuff
* The Sims 3 - Supernatural
* The Sims 3 - Seasons
* The Sims 3 - 70s, 80s, & 90s Stuff

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Test Subject
#89 Old 15th Mar 2013 at 10:25 AM
Excuse me because i write now after almost 4 years but this program function even to conver mod al like nraas for older basegame version?
Mad Poster
#90 Old 15th Mar 2013 at 2:00 PM
Quote: Originally posted by fastwebnico
Excuse me because i write now after almost 4 years but this program function even to conver mod al like nraas for older basegame version?


This tool is only to be used on objects, not mods. As far as I know, Nraas has old versions of all of his mods still available anyway.

My deviantART, MTS Yearbook Origin ID = Alistu
Instructor
Original Poster
#91 Old 15th Mar 2013 at 2:24 PM
fastwebnico:
Menaceman44:
* The tool would probably only have a major impact on objects (and not other types of mods)
However, it was designed to programatically change the group flags on the various resources in the mod's (.)package file.

Moreover,

The idea was this: a user has all EPs/SPs installed, makes a mod, and then says: 'oh I want to make a base-game-only version as well' ... and the nightmare would being: not knowing what resource came from what EP/SP, etc.

This tool was a means to fix some of the issues.

Although, now, EA have made this tool uneccessary ... with how they are now updating the game scripts and resources.

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Test Subject
#92 Old 6th Jul 2014 at 11:00 PM Last edited by Chiaka : 7th Jul 2014 at 9:57 AM.
Technically not Obsolete...at least not where custom creations are concerned.....
Quote: Originally posted by Digitalchaos
fastwebnico:
Menaceman44:
* The tool would probably only have a major impact on objects (and not other types of mods)
However, it was designed to programatically change the group flags on the various resources in the mod's (.)package file.

Moreover,

The idea was this: a user has all EPs/SPs installed, makes a mod, and then says: 'oh I want to make a base-game-only version as well' ... and the nightmare would being: not knowing what resource came from what EP/SP, etc.

This tool was a means to fix some of the issues.

Although, now, EA have made this tool uneccessary ... with how they are now updating the game scripts and resources.



First let me apologize for resurrecting a dead thread. I am still learning S3PE and s3oc, but I cannot figure out how to make a custom set of objects BG compatible with them. When I try to download either of the zip files for this program, it times out by "taking too long to respond" which is frustrating me. *sigh* I have scoured the internet for ways to avoid needing this program, but the one work-around I have found for making items BG compatible does not seem to apply to these files for some reason or another. The items I am trying to convert are Stair and matching Fence and Southern Charm II . Any help, advice, an → to a tutorial for complete idiots, would be significantly appreciated. Thank you.

I managed to figure out how to fix the doors/windows/shutters/arch in Southern Charm II using s3pe. If the thing I am about to attempt works, I am going to delete my posts here and upload a written post on how to do this via s3pe. Thank you.
Instructor
Original Poster
#93 Old 7th Jul 2014 at 8:54 AM Last edited by Digitalchaos : 8th Jul 2014 at 11:36 PM. Reason: typo on old DDNS domain name
Quote: Originally posted by Chiaka

First let me apologize for resurrecting a dead thread. I am still learning S3PE and s3oc, but I cannot figure out how to make a custom set of objects BG compatible with them. When I try to download either of the zip files for this program, it times out by "taking too long to respond" which is frustrating me. *sigh* I have scoured the internet for ways to avoid needing this program, but the one work-around I have found for making items BG compatible does not seem to apply to these files for some reason or another. The items I am trying to convert are Stair and matching Fence and Southern Charm II . Any help, advice, an → to a tutorial for complete idiots, would be significantly appreciated. Thank you.


Are you trying to download S3PE/S3OC, or the EP Compatibility Tool?
If you are trying to download S3PE/S3OC (the dowload links are not under my control), then you can each from these links
If, however, you are trying to download the EP Compatibily Tool:
EDIT: The links were incorrect ... I though I had updated them, when I switched DDNS providers ... the links listed above should work ('http://svn' should have been replaced with 'http://www' and 'dnsalias.com' with 'dynu.com')
EDIT2: I have updated all of the links across all of my downloads.

EDIT3: This tool (the ep compatible one) will only change group flags (ie set the group to 0x00000000) for base-game, or set the flags for a particular EP/SP (possibly even a combo)
Moreover, the workaround you found is only (at least I think it is) relavent when you are creating a brand-new object
If the work-around is causing you problems, why not try to clone the object directly using S3OC (by opening the package) and/or obtaining help, to that end, from simlogical (Ingre, or peter et al)

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Test Subject
#94 Old 7th Jul 2014 at 10:03 AM
Quote: Originally posted by Digitalchaos
Are you trying to download S3PE/S3OC, or the EP Compatibility Tool?
If you are trying to download S3PE/S3OC (the dowload links are not under my control), then you can each from these links
If, however, you are trying to download the EP Compatibily Tool:
EDIT: The links were incorrect ... I though I had updated them, when I switched DDNS providers ... the links listed above should work ('http://svn' should have been replaced with 'http://www' and 'dynu.com' with 'dynu.com')
EDIT2: I have updated all of the links across all of my downloads.

EDIT3: This tool (the ep compatible one) will only change group flags (ie set the group to 0x00000000) for base-game, or set the flags for a particular EP/SP (possibly even a combo)
Moreover, the workaround you found is only (at least I think it is) relavent when you are creating a brand-new object
If the work-around is causing you problems, why not try to clone the object directly using S3OC (by opening the package) and/or obtaining help, to that end, from simlogical (Ingre, or peter et al)


I was, in fact, attempting to download your tool as I already had S3PE and S3OC installed. As I just edited my previous post to say, I did manage to figure it out in S3PE using the workaround previously mentioned with a slight modification to the process to ensure package integrity.
I managed to figure out how to fix the doors/windows/shutters/arch in Southern Charm II using s3pe. If the thing I am about to attempt works, I am going to delete my posts here and upload a written post on how to do this via s3pe. Thank you.
Instead of deleting posts, I may just create my tutorial and link back to this thread to help people. Thank you for a prompt and helpful response.
Lab Assistant
#95 Old 13th Aug 2014 at 1:41 PM
So how can you use this program to make objects in housess and worlds for the E1 items to show up in game? Say I wanted to download a house or world, but it says I need wa exp, how would I use this program then? Or do I have to have the item codes? Or?

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Instructor
Original Poster
#96 Old 13th Aug 2014 at 5:25 PM
Quote: Originally posted by bnymph
So how can you use this program to make objects in housess and worlds for the E1 items to show up in game? Say I wanted to download a house or world, but it says I need wa exp, how would I use this program then? Or do I have to have the item codes? Or?

You would need World Adventures installed -- unfortunately.
This tool was mainly meant for a mod author to be able to make a (custom) mod compatible with some EP, where it does not need the original EP to function.
For Example:
I have all EPs and SPs installed and if I were to make some new mod -- (like my global online banking mod, if it weren't base-game compatible to begin with).
I could have used this tool to help make it compatible with base-game, etc.
But the tool, nor will I, be helpful in taking an object from a later EP and 'porting' back to an older EP -- you still need the later EP installed (because certain resources might be missing)

Moreover, this tool has sort of been abandoned -- because of the way EA had been pushing patches.
A custom mod created using the lastest patch -- only needs the latest patch installed to work -- regardless of the EP installed.
Note: this is probably only valid for custom script mods and not for mods that clone objects from later EPs.

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Test Subject
THANKS POST
#97 Old 16th Mar 2016 at 11:54 AM
i am understanding because i am german
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