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Functionally, there is no difference between a user's loose script and the base game scripts mentioned in tutorials. Meaning that the steps for exporting, decompiling, and attaching one to a
project is identical to the steps laid out for doing all of that to the original game ones.
You could copy the contents of the car script verbatim and give it a unique name alongside your changes, so it's standalone and doesn't mess with the original.
Then that project will be compiled like any script mod.
Finding what parts are relevant is easier said than done, given that scripts are meant to be intuitive for computers to read rather than people. From a quick glance at the car script, around mentions of 'DriverSeat' are where it starts referring to slots to push sims into. You'll want to find the script of the regular car (Sims3.Gameplay.Objects.Vehicles.Car) to find those same areas and copy them (or vice versa, taking the parts of the Fixer Upper you want and adding them to the original car).