Custom Content Editors

Download at your own risk!  The following programs listed on this page are used to create custom content for The Sims 3.  To download, click on the image for the program and it will either start automatically or take you to the proper site where you can find it.

If you happen to come by a broken link or you happen to see a program that is not listed here, please email me at Judhudson@knology.net!

Delphy’s Acronym Bending Original Output Barber Shop (aka DABOOBS)
Source: ModTheSims
Copyright: Delphy

This program allows you to create non-replacement custom hair meshes for The Sims 3. It generates entirely new hair packages that can be placed in game, and contains all possible linkages and correct file assignments – no “minimum effort” involved here!

This does not mesh, texture, make the geometry or otherwise create the original hair meshes and texture files you will use. All this program does is package up the various mesh lods and textures into a format usable by the game.

If you are already familiar with how to make hair for TS2, then you can look at the tutorial here: Tutorial:Sims_3_Hair_Basics

Delphy’s CAS Texture Unitool
Source: ModTheSims
Copyright: Delphy

The CAS Texture Unitool (hereafter referred to as CTU), is a tool to basically allow you to edit the CAS Part files that control which textures appear on which meshes. Using this tool, you may add new textures that appear in CAS for a specific mesh. You may also edit the pattern cutouts for those textures, the specular, the base colours, and pretty much everything possible thats available in the file.

Tutorial can be found here.

Delphy’s Pattern Packer
Source: ModTheSims
Copyright: Delphy

The Pattern Packager program allows you to add new Patterns (aka items that appear in Create a Style) to your Sims 3 game. Each Pattern can have up to 4 recolourable “palettes”, which are defined on the Red, Green, Blue and Alpha channels of the source image.

Please read the tutorial located here: http://www.sims2wiki.info/wiki.php?…Custom_Patterns

Please note! It is NOT possible to just download any old seamless pattern from the net and shove it in game. It WILL look bad and not work properly! You have been warned, and if I get any questions saying “I downloaded a pattern online and tried it and….” then I will find you and eat your pasta.

S3 Object Mesh Tool
Source: ModTheSims
Copyright: Wes Howe

When building object meshes you select the files and execute the decompiler and recompiler from the buttons on the GUI. The “MODL/MLOD Info” button will summarize the group/face/vertex information about an extracted file.

The tool requires the “Visual Studio 2008 Runtime” package be installed. This is free from MicroSoft, and can be found here.

Sims 3 Object Cloner (S3OC)
Source: ModTheSims
Copyright: Peter Jones

ObjectCloner is a tool intended to create new Sims 3 objects by copying and renumbering parts of an original game object.

Sims 3 STBL Editor
Source: ModTheSims
Copyright: Namethief

With this editor you can change ingame text, like item description, job description, job names, etc.

To get it to work you’ll need some things first:

  • You need the Java Runtime Environment. Chances are good that you already have it, but if you can’t open the “Sims3 STBL editor.jar” found in the archive you’ll need to download and install it. The Java SE Runtime Environment can be found here: Java SE Runtime Environment
  • You need to extract the proper STBL from the fullbuild0.package (with proper I mean it depends on where you live. If you are french for example you want to extract the FRE_STBL and not the ENG_US one…). This can be done with a tool named S3PIDemoFE, which you can find at S3PIDemoFE tool
  • S3PIDemoFE can also be used to create a new package where you put your new STBL into.

After you’ve grabbed the above you can use the tool (just extract the rar-content wherever you like). You load the proper STBL into the tool and then you can change the text to whatever you want it to be. Keep in mind that the tool won’t change the extracted STBL, it makes a fresh copy of it, just changing the things you have changed in the tool. The new STBL can be found in the Out-subfolder and that is the file you need to put into a new package.

For a good explanation of what you need to do read this thread: Tutorial – How to Change Career Names/Job descriptions! It’s about changing jobnames, but there’s no real difference in changing other game text. Read it to get an idea of how to extract that STBL file. If you already know how to extract files from a package – the String Tables can be found in the \GameData\shared\Packages\fullbuild0.package. There’s one for every language and you’ll need to extract the one you’re using. The tool should work with every language file.

Sims 3 STBL Duplicator
Source: ModTheSims
Copyright: Digital Chaos

If you’re just wanting to copy the catalog name/description in following 4 ways: (via S3OC )

  1. Pull the default Name/Descriptions strings for all of your game’s available languages
    [the localized strings will be the default ones for each, of the game's available languages]
    (with both “copy English to all languages” & “Create missing string tables”, in S3OC,tickboxes unticked)
  2. Pull the english Name/Descriptions strings for all of your game’s available languages
    (with only “copy English to all languages”, in S3OC,tickbox ticked)
  3. same as #1, but the english strings will be used for the missing string tables
    (with only “Create missing string tables”, in S3OC, tickbox ticked)
  4. same as #3, except the english strings will be used for all languages
    (with both “copy English to all languages” & “Create missing string tables”, in S3OC, tickboxes ticked)

If the above is all that you are wanting to do, then you probably would be better off using S3OC. Whereas, this program copies all strings in a STBL entry, not just the Catalog Name/Desciption; you can have more strings in there (i.e. strings for interaction text, etc, etc) and copying this to multiple langauages [to ensure you object or text will show-up, CORRECTLY, when localized in a game that you do not have strings for], is a big pain-in-the-backside.

Smooth Jazz Studio
Source: ModTheSims
Copyright: TigerM

Jazz scripts serve as an intermediate step between the game code and the animation data. They allow some basic level of control of what is played based on various rules, in the form of a finite state machine.

JAZZ SCRIPTS ARE NOT ANIMATIONS. There has been some confusion about what exactly they are, since there is no obvious visible action to the casual observer. The animations themselves are of course visible, and the game scripts obviously exist. But the existence of some amount of logic between the two is not apparent. Jazz scripts are responsible for taking instructions from the game scripts such as “Make sim X eat food Y” and turning it into specific animations for the game to perform on X and Y.

While jazz scripts are not animations, they can be used to change how animations behave. Once an animation tool is available, jazz scripts will be very useful for directing how those animations are used without necessarily requiring a core mod.

Features include:

  • View and edit scripts in a simple textual form (Language reference)
  • Read jazz data from text files or packages
  • Save jazz data to text files or packages individually or in bulk
  • Syntax highlighting and error checking in real time as you edit
  • Also includes a command line interface for bulk import and export operations (Run smoothjazz /help for usage.)

At this point, not all data is understood, so some fields are still presented as unknown values in the language. (If someone can definitively identify what these are, rather than just guesses, it would be greatly appreciated.) However the most common values are silently ignored as a default. For now it is recommended to keep any work in progress in package form, so there is no conflict with future syntax definitions.

Requires .NET 2.0 runtime, or the latest release of mono to run. Lookup of hash values for proper name display requires The Sims 3 data files. If Smooth Jazz does not find the game files automatically, there is an option to specify the game path on the command line, as well as in the settings.

The Sims 3 Assembly Generator
Source: ModTheSims
Copyright: Digital Chaos

Allows the user to easily create new dll assemblies for an object, and will in no-way override the core dll files.  It will not magically create game-compatible dll files, this is left up to the user to ensure that the dll will work, in-game, when compiled (i.e. valid c# source code, source code written to conform to what the game expects, etc)

The Sims 3 Core Mod Merger
Source: ModTheSims
Copyright: Morgade

This is a tool able to inject multiple Core Mods in a batch process.

This merge proccess is fast and really works. (The two sample mods provided injects code in the same method)

This tool will only be useful when (or if) modders agree in develop and distribute core mods in the expected format (dll + config xml).

The Sims 3 Mod Generator
Source: ModTheSims
Copyright: Morgade

This tool allows customizing THOUSANDS of game parameters and generates a package file to be used as a “mod”. (No XML editing required)

It has the concept of “Mod projects”. These “mod projects” groups multiple parameters that can be tuned and saved to a package file. (Take a look at the screenshot).

The Sims 3 Patch Log Viewer
Source: ModTheSims
Copyright: Delphy

Are you getting an ‘Invalid File Found’ error when you try to install a patch for The Sims 3?  The Sims 3 Patch Log Viewer is a tool written by Delphy to scan your game’s files to check to see if any of them may have accidentally been changed.  If it discovers a changed file, you can then put in your original CD and copy that file back so the patching process can resume to normal and you can successfully patch your game!

The Sims 3 Workshop
Source: TSR – The Sims 3 Workshop Homepage
Copyright: The Sims Resource

“The Sims 3 Workshop” is a Custom Content Tool developed by The Sims Resource for use with The Sims 3. Our goal is to give artists the same level of freedom to create new content for Sims 3 as they could for Sims 2, including new objects, clothing, hair etc.

Our development will be quite public, inviting support and input not only from our staff artists but from the entire community. We plan to provide a plug-in compatible environment and encourage others to help make the Workshop a useful and productive tool for both artists and players alike.

“The Sims 3 Workshop” is being developed professionally and as such will have an EULA which will be flexible enough to protect artists work while allowing creations to be distributed via any means, be it free, donation or subscriber/pay.

For the latest development info check out the News & Updates page.