

Making the number negative would be similar to removing autonomy for the repair hot tub interaction for the butler. If you wanted your Butler to be less likely to repair a broken hot tub, you could decrease the number in advertised=”200″ to something smaller. This is also where you “advertise” an interaction for a sim. This is what causes skills and motives to change when performing an interaction. Since I’m focusing on commodity kinds in this post, I’ve highlighted the output in orange text. This is the RepairHotTub_HotTubBase ITUN resource found in the GameplayData.package. Notice that it is written mostly in plain English, so pretty much anybody with a package editor and text editor can make ITUN mods (the same is true for XML mods). Here’s an example of what an ITUN resource looks like. Commodity kinds are defined in the core, in Sims3GameplaySystems.dll.

To do this, you need to advertise a certain commodity. You can use ITUN resources to increase/decrease motives or skills when doing an interaction, or to make certain sims more/less likely to use a certain interaction autonomously. ITUN resources are what allow (or disallow) your sims to use interactions autonomously. ITUN resources are generally found in the GameplayData.package, but they are also present in the EA Premium Content items. If you’ve ever used a “no autonomous” (or less/more autonomous) mod, then you’ve used a mod that alters an ITUN resource. It’s not exactly a tutorial, so sorry about it! I wasn’t sure what else to call it. Somebody over at MTS asked me for a list of Commodity Kinds, and I figured, while I’m at it, I might as well explain a little bit in case there’s somebody out there wanting to learn more about tuning mods. The purpose of this post is to explain ITUN mods and how Commodity Kinds are used when making them. Tutorial: Tuning mods and Commodity Kinds You can get more information about ITUN resources at Simlogical: ITUN modding discussion An updated list of Commodity Kinds is also available at Simlogical: Commodity Kinds
