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6th Feb 2025 at 4:27 AM
Last edited by echoweaver : 6th Feb 2025 at
8:46 PM.
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Testers Wanted: CCLoader update and vegetarian recipes
I spent a long time on and off poking at CCLoader. Most of the features I hoped to add to it didn't work out.
This version isn't terribly different from the original. The most important thing about it is that it has a tunable flag to replace recipes rather than throwing an error when the recipe you are trying to add already exists. This allows us to replace vanilla recipes.
It also suppresses errors when an ingredient is already present. I tried to replace ingredients, but it didn't seem to be working properly. Therefore, if an ingredient is already present, CCLoader will just move to the next one rather than trying to load it and throwing an error.
I added a warning system in addition to the existing error one. This is tunable. If kDebug is set to true, CCLoader will pop up notifications of recipes that were replaced and ingredients that were already present. Otherwise, this is suppressed.
It also does not throw an error if an xml file listed in the dll xml is not present. I noticed that some modders take the output from CCLoaderGenerator and don't remove the files they're not using.
To test this out, I created some replacement recipes to match the names in Spork's
Vegetarian Recipe Renamer. This mod isn't required for mine, but the recipe changes will make more sense.
Recipes replaced are:
- Veggie Rolls/Mushroom and Avocado Rolls
- Cheese Tofu Steak/Cheesy Mushroom Melt
- Vegetarian Grilled Salmon/Grilled Eggplant Fillets
- Tri Tip Tofu Steak/Grilled Portobello Mushrooms in Steak Sauce (In this case, since there are no portobellos, I suggested Truffles in Red Wine Reduction as a name change and made the recipe using truffles.)
Avocado Rolls use the avocado from
Breakfast at Twinsimming's
Eggplant Fillets use the store purple eggplant.
Three of the four recipes use mushrooms.
All of these recipes should work with only base game ingredients present, with tofu substituted for at least one missing ingredient.
(Though, if you only have base game ingredients, there's not a lot of point to using this mod.)
If I can get ingredient and plant replacements working, this would support the replacement of plant and ingredient models without requiring ccmerged or the plant/ingredient masterlists to be edited/replaced (See
Omedapixel's Default Plants ).
NOTE: As pointed out by desiree_uk -- You MUST remove the original CCLoader. This is a replacement. I'm sure having both would make a big mess.
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