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Custom patterns in The Sims Medieval PDF Print
Written by CriCri Saturday, 26 March 2011 18:33
patternYeah, we can! If you would like to import in The Sims Medieval your old The Sims 3 pattern (or your favourite ones) you can do it! By the way you need to be careful because not all pattern's categories are the same in these two games... so you need to follow just few steps and you can go on... read more to know all!
First, what is different from The Sims 3 to The Sims Medieval:
  1. For now The Sims Medieval read only .package files. So if you have some patterns in .sims3pack file-type you need first to extract package files from them, for example as explained here on Simpedia >>.
  2. Categories are not the same, in The Sims Medieval you can find:
    1. Fabric
    2. Leather and Fur
    3. Carpet and Rug
    4. Wood
    5. Metal
    6. Weave and Wicker
    7. Paint
    8. Rock and Stone
    9. Masonry
    10. Miscellaneous
  3. So if your pattern is in one of the categories above, you have done. No operations are needed. On the contrary if your pattern category is different you need to edit it with S3PE. Here below we suggest you what to do.

How to install custom patterns in The Sims Medieval

You need to:
  1. Download the Resource.cfg file for The Sims Medieval. You can fine it rarHERE
  2. Extract the Resource.cfg from the RAR archive.
  3. Put the Resource.cfg in:
    Programs Files/Electronic Arts/The Sims Medieval
    this mean where you have installed your game. We repeat, where you've INSTALLED the game.
  4. Create here a new folder and rename it into Mods. Open it and create here another one, called Packages
  5. Insert now in your Packages folder the mods you've downloaded.

Warning!!! The Sims 3 mods and custom contents are not compatibile with The Sims Medieval, you can't use them. Only some patterns are compatibile and you can use them. Read careful this page >>.

If you prefer a dummy method and you won't follow previous steps, you can download this file  rarThe Sims Medieval Resource.cfg + Folder structure
After download just extract the file into Programs Files/Electronic Arts/The Sims Medieval (same folder where you have installed the game). Now you just need to follow the step nr. 5 of the above instructions.

Note: all patterns installed in this way aren't recognized as custom pattern from the game. You can't see special icon to identify them in the list, you have to search them.

How to edit a pattern and make it compatible with The Sims Medieval 

We told that in The Sims Medieval we have less categories then in The Sims 3. There are available categories in The Sims Medieval:
  1. Fabric
  2. Leather and Fur
  3. Carpet and Rug
  4. Wood
  5. Metal
  6. Weave and Wicker
  7. Paint
  8. Rock and Stone
  9. Masonry
  10. Miscellaneous
If the category of your pattern is different you should edit it with S3PE to make it compatible. So open the file with S3Pe.

Now find the resource with
Type = 0xD4D9FBE5

Select it and on bottom you will see a button Notepad near to External.

Click on this button.

S3Pe will open a Notepad instance, where you can see some text (XML code). Find the line with the string: <category name=”xyz”>
Edit and place the right category name instead of xyz. You should choose one of the listed above categories, but the code is without spaces. Here there are categories codes:
  1. Fabric = Fabric
  2. Leather and fur = Leather_Fur
  3. Carpet and rug = Carpet_Rug
  4. Wood = Wood
  5. Metal = Metal
  6. Weave and wicker = Weave_Wicker
  7. Paint = Paint
  8. Rock and stone = Rock_Stone
  9. Masonry = Masonry
  10. Miscellaneous = Miscellaneous
After edit, save the file from File->Save in the notepad. Now close notepad. While coming back to S3Pe, the software will ask you if you want commit changes. Choose YES.
Then you need to edit another resource, search for
Type = 0x0333406C
Edit in the same way of previous steps.

Now you can save your edited pattern:

You can install this edited file in your game, by following instruction on the previous paragraph.

Credit: originally posted by Grant Hess, but edited and tested.
Last Updated on Saturday, 26 March 2011 20:41