Modding Skill Tree

This article answers the question "How difficult would it be for me to make a...", and gives you a vague idea about whether your ambitions are straightforward, tricky, or not currently possible.

Article WIP; please edit with more examples

Novice

 * Simple traits and lot traits
 * Thought/speech balloons in MC
 * Change a score ("this activity gives +5 fun rather than +3 fun")
 * Change a line of text ("instead of 'Father Winter', make it say 'Father Christmas'")

Beginner

 * Simple careers (not active; no daily tasks); can add multiple branches and custom rewards
 * Social Interaction
 * Change an object's behaviour ("the bin, but make it a toilet")

Intermediate

 * Social events
 * Simple social events can be made with MC, but I've found it much easier through S4S because so much goes into making an event - you also need confidence with testing and refining, and keeping track of a lot of subcomponents
 * Complex careers (active careers; daily tasks)
 * Aspirations

Advanced

 * Making a new skill
 * "something like Wicked Whims"
 * Mods this big are an advanced skill all on their own, due to sheer size and number of components if nothing else - they require discipline

Novice

 * Recolour an object
 * Move something to a different or new Buy Mode category
 * Turn distance fade on/off

Beginner

 * Edit an EA mesh to add new features ("this square table, but make the top round")

Intermediate

 * Add custom VFX ("make this bonfire object - and thus, the fire animation - twice as big)