
Create a game-compatible Visual Studio project as explained here: Sims_3:Creating_a_game_compatible_Visual_Studio_project.Sims3Metadata.dll (from scripts.package).Sims3GameplaySystems.dll (from gameplay.package).Sims3GameplayObjects.dll (from gameplay.package).Sims3StoreObjects.dll (from gameplay.package).When done, you must have the following list of libraries extracted to the same folder, with the following names:
Repeat steps 3 to 7 for every package listed under step 2. Repeat steps 4 to 6 for every S3SA resource in the package. Choose a sensible folder for the library and save it under the exact name it gives you. Right-click on the resource and choose "Export DLL". Note that S3PE shows some information about that resource in the preview area. In this folder are three packages: gameplay.package, scripts.package, and simcore.package Navigate to the installation folder of The Sims 3 and from there to the sub-folder where the executable is located. Extract the core libraries with S3PE if you haven't already. If you fail to accomplish that, you can't hope to successfully write scripting mods.
A game that is properly set up to support scripting mods. A basic understanding of the C# syntax or at least any C-like language. NET Reflector, simply called Reflector later on
NET assembly browser/decompiler - this tutorial refers to redgate.
Sims3 Package Editor - simply called S3PE later in this tutorial. Or Microsoft Visual Studio Express 2012 for Windows Desktop. Microsoft Visual C# Express 2008 - simply called VS later in this tutorial. For today we will make a handy little mod that pauses the game after loading a save game. While getting started is a bit more complicated than for an object mod, the actual coding can be as simple or complicated as you want. This tutorial will explain how to make a pure scripting mod, i.e. 11 Where Does The Newborn Go From Here?. 4 Additional Preparations In Visual Studio.