Simple editor for most properties of objects in The Sims 1
ObjectEditor is a simple utility to edit most properties for a single object. This tool is where you change various information on new and existing Sim objects. With it you can change the name, price, description, and placement for an object. The advanced properties allow you to how quickly an object drops in value, build mode flags and more. The ObjectEditor is part of the blueprint suite of tools but a stand-alone version is offered here for your convenience.
On startup, the program will ask you for a file to edit. It starts in your GameData\Downloads directory (where most objects are) but lets you choose any object to edit. The program can only edit files that are writable (i.e. do not have the read-only flag set) and in IFF format. ObjectEditor cannot edit files that are inside Far files. Please use Far Edit to extract them first then edit them.
Once you’ve selected a file, it’s previewed and you can begin editing. Click on Open to open another file. Click on Save to save the current changes. Click on Exit to quit the program. Please note that Open and Exit do not save your current work so be sure to click Save first!
The object definition window shows you the filename for your object, the name as it appears in pick lists and the catalog ID. These are just displayed for reference.
The Editable Properties list is a list of values that you can check in the object. Initially only a few are displayed but by clicking on the Advanced tab, many more options are available. A brief description of each value is displayed on the right side of the dialog box under the Property Editor label and if the value is editable, you’ll be able to change it in the edit control displayed below. As you change the selection in the Editable Properties list, the type of edit control on the right side might change depending on what type the property is. For example, the Room Flags displays a list with all the available room flags selected while the Name and Price display a single line field to edit the value.
Note that the current version of ObjectEditor does not allow you to edit the hunger, room, etc. ratings as they are only for the catalog values and don’t actually change the values in the game.
The available properties are:
|The name of the object, as it appears in the catalog.
|The description of the object, as it appears in the catalog.
|The price of the object, when it is initially sold.
|The room flags of the object. These categorize the object in the catalog by room type. Kitchen, Bedroom, Bathroom, Family Room, Outside, Dining Room, Miscellaneous, Study.
|The function flags of the object. These categorize the object in the catalog by function. Seating, Surfaces, Appliances, Electronics, Plumbing, Decorative, General, Lighting.
|The name of the resource, as it appears in lists.
|The self depreciating flag of the object. If true, then the object’s tree code handles depreciating (lowering) the value of the object over time. If false, then the simulator automatically handles depreciating the value, based on the Initial Depreciation, Daily Depreciation and Depreciation Limit properties.
|The initial depreciation of the object, only used if Self Depreciating is false. The value of the object is lowered by this amount, the first day after you buy it.
|The daily depreciation of the object, only used if Self Depreciating is false. The value of the object is lowered by this amount, every day after the first day you bought it.
|The depreciation limit of the object, only used if Self Depreciating is false. The value of an object will not fall below this limit after you buy it.
|Globally Unique ID Number, that identifies this object. This should be different from the GUIDs of all other objects. The middle 4 digits (16 bits) of the 8 digit (32 bit) hex number contain the magic cookie (xxMMMMxx) from Transmogrifier (if present).
|The resource ID of the first draw group. If you modify this, make sure it corresponds with the draw groups (that you can change in the xml file).
|Number of Graphics
|The number of DrawGroup resources. If you modify this, make sure it corresponds with the draw groups (that you can change in the xml file).
|Dynamic Sprite Base ID
|The resource ID of the first dynamic sprite. If you modify this, make sure it corresponds with the draw groups (that you can change in the xml file).
|Number of Dynamic Sprites
|The number of dynamic sprite resources. If you modify this, make sure it corresponds with the draw groups (that you can change in the xml file).
|Thumbnail Graphic Index
|The index of the draw group to use in the thumbnail view. If you modify this, make sure it corresponds with the draw groups (that you can change in the xml file)
|The wall style of the object, only used by windows and doors. This controls the hole the object punches in the wall. Wall types are: None=0, Normal=1, Door=3, French Door=15, Door Left=5, Door Right=6, Fence 1=2, Fence 2=12, Fence 3=13, Fence 4=14, Custom=22
|Custom Wall Style ID
|The custom wall style id of the object, only used by windows and doors.
|The shadow code of the object. Used to control shape of shadows under multi tile objects. -1 for no shadow. 0 for default shadow. Bits for shadows of multi tile objects: NorthEast=1, NorthWest=2, SouthWest=4, SouthEast=8, North=16, West=32, South=64, East=128.
|The shadow flags the object. Options are: Thumbnail Has Shadow, Runtime Has Shadow (not used)
|The shadow brightness of the object. 0 is normal. Larger is brighter.
|Front Face Direction
|The front face direction of the object. The direction that should be considered the front, when placing the object. Options are: Front=0,Right=2,Back=4,Left=6.
|Chair Entry Flags
|The chair entry flags of the object, only used by chairs. Controls the directions from which people are allowed to enter the chair. Options are: Front, Front Right, Right, Back, Right, Back, Back Left, Left, Front Left.
|The tile width of the object. Should be even! Controls how close people can walk next to the object. The larger the wider, in 1/16 tile units.
|Footprint Inset Mask
|The footprint inset mask of the object, as a 4 digit (16 bit) hex number. 4 bit fields for North (0x000f), East (0x00f0), South (0x0f00) and West (0xf000). Each bit field contains a 4 bit number that is added to the inset of the corresponding edge, to extend the edges of the object out in 1/16 tile units.
|Flags are: Hard to Click, Clear Attributes With Tutorial Reset.
|Build Mode Type
|The build mode type of the object, used by architectural objects like doors and windows. This categorizes the object in the build mode catalog. Build modes are: None, Door, Window, Stair, Plants, Fireplace, Column, Pool
|If true, the object won’t show up in the catalog.