Contents.The Sims 4 Custom Content BasicsThis guide explains the basics of downloading and installing custom content for The Sims 4. It is not a full guide to every little detail, but a general overview to help you get started. It will also link you to other pages with more information, where needed.SummaryThis is a basic summary of the steps detailed below.1. Information: Read about the content before you download it.2.
Download: Click on the download link to save the archive file (zip, rar, or 7z) to your computer. Put it somewhere easy to find, like a folder on your Desktop.3.
Extract: Use 7-Zip or Keka to extract the custom content file(s) from inside the archive file.4. Identify which type of file(s) you've extracted - are they.package,.sims4pack, or.sim?5. Install: Install the file(s) in the correct way, according to which type of file they are.6.
Installing custom content and mods in your Sims 4 game can be a bit confusing! From knowing where to place the items, to figuring out what to do when your CC doesn't work- there's a lot to know and it can be tricky, especially if you're a beginner. This guide will teach you all you need to know about downloading, installing, and troubleshooting custom content and mods for the Sims 4! Download an extraction toolWhen you start downloading CC, you'll notice that many of the files end in names like.zip,.rar,.7s, and so on. These files have been compressed by the custom content creator so you can download them and put them into your game.
However, you can't just place a.rar or.zip file straight into your Sims 4 game. Therefore, you'll need a tool to extract these files.I recommend using Winrar (which, despite the name, can be used in both Windows and Mac) to extract your files. You can download it. Once you've finished downloading it, install it on your computer and move on to the next step! Turn on Mods in Your Sims 4 GameBy default, The Sims 4 has an option to disable mods in the game. Before you get started with playing with mods and custom content, you'll need to start up your Sims 4 game and turn mods on (you'll also need to do this after each patch that is released, as the game options default back to mods being turned off).To do this, start the game, click on the Menu button (the three buttons on the top right corner), Game Options, Other and then tick the Enable Custom Content and Mods box.
Then hit the Apply Changes button and restart your game. The next time you start it up, your settings will be saved and you'll be able to play with mods! How to download Sims 4 ModsNow that your game is patched and you've got a proper extraction tool on your computer, it's time to download some custom content or mods that you'd like to use in your game! If you don't already have one in mind, I've written some articles on some great custom content sites and mods for the Sims 4. Feel free to browse those articles to find something of your liking!Once you've found the content you want to add to your game, click on the download button on.If you're using Google Chrome as your Internet browser, you'll see the item downloading at the bottom of the screen. Once it's done downloading, you can right-click on the little arrow, and then choose to go to the folder it's downloaded to. Typically, your downloaded items will go into your Downloads folder on your computer.How to Install ModsOpen up the Downloads folder and then right-click on the content you've just downloaded.
If you're using WinRar, you'll see an icon that looks like a stack of books. Click on the option that says, 'Extract to (mod name)'. The file will then extract into a folder.Open up the folder and check the contents inside. Usually, you'll just see files that end with.package.
Where Do Ts4script Files Go To Play
This is the file-type used for Sims 4 mods and custom content. You might see some other file types too. Some creators include images of their CC or.txt ('read me') files.
These can be safely discarded. If you see file types ending in. Ts4script,.bpi,.blueprint or.trayitem- these are also Sims 4 file types, and I'll tell you how to install those below. Do not delete them!Highlight (use your cursor to draw a box around) the.package files in the folder and then right-click on them and select 'cut'.
Now you'll need to navigate to your Sims 4 Mods folder.To do this, go to Documents Electronic Arts The Sims 4 Mods. Once you're in that folder, simply right-click anywhere and then select 'Paste.' You'll then see the.package files you've downloaded appear!When you start up your game, the mod or CC you've installed should be there and working perfectly!
How to Install LotsLots are the name for houses or any types of venues that your Sims can visit in the game. You can also download custom lots to add to your game on various Sims CC websites.Installing and downloading lots is basically the same process as above, except you place these files in a place in your Sims 4 folder.Follow all the instructions above, but once you extract your files, paste them into Documents Electronics Arts The Sims 4 Tray. Any download that ends in.bpi,.blueprint or.trayitem belongs in the Tray folder ONLY.When you open up your game, you'll need to go the Gallery (click on the icon of the photos in the top right corner), then click on My Library. There, you'll find the lot you've downloaded.If the lot also included custom content, make sure you click on the Advanced option in the Gallery and tick 'Include Custom Content' for the lot to show up.Now you can place the lot somewhere in your game! How to Install Script ModsScript mods are ones which change and add-on to the scripting of the game.
Things like custom careers, custom animations/interactions, and popular mods like McCommand Center and WickedWhims are all script mods.Installing script mods is again, pretty similar to installing the other mods listed above. The main difference, however, is that the file type will end in.
For these kind of mods, you'll still put them into your Documents Electronic Arts The Sims 4 Mods folder, but you'll also need to make sure in your game settings that you have Script Mods enabled.To do so, click on the Menu (the three buttons on the top right corner), Game Options, Other, and then tick the Script Mods Allowed button. You'll see a warning about script mods. Click OK, Apply Changes, then restart your game.Your script mod will then be working the next time you play! TroubleshootingIf you've installed the CC or mod exactly as describe above, it should all work just fine. However, if it doesn't show up in your game, or doesn't work for some reason, you might need to do some troubleshooting.
Here's a list of things to check and try when you run into problems:. As described above, make sure you have custom content and script mods turned on in your game. If you can't find a particular item in Buy Mode (this is where your custom objects go), go into Buy Mode (by clicking on the tools icon or F2).
Click on the Filter Items tab, select Content, then tick the Custom Content button and you'll see all your custom content. You should see the items you downloaded there. You can also double-check that your custom content is installed by clicking on the View Custom Content button in the Options menu (go to Options Other and click on the View Custom Content button). Look at the files listed there and you should see the content you've downloaded listed. Open up your Mods folder, and make sure you've placed the CC correctly.
Remember, you should only see files ending in.package or.ts4script in your mods folder. If the files are ending in.zip,.rar., or any other file type, they won't work in your game!. While you're online, go into Origin and repair your game. You can do this by clicking on The Sims 4 in your library, selecting the Settings button, and then clicking on Repair Game (please note that you must not be playing the game when you select this option). The game will then repair itself and basically do a fresh install of the files needed to run The Sims 4.
It won't damage your save game, and this has actually fixed broken CC (particularly issues with script mods) for me in the past. Try deleting your.cache files. To do this, go into Documents Electronics Arts The Sims 4 folder. You can delete the localthumbscache.package file in this directory. You'll also see a folder titled cache and one titled cachestr. You can delete everything in these folders, but not the folder themselves. You may also safely delete the entire onlinethumbnailcache folder, if present.
Deleting cache files allows the game to 'fix' itself in a way, and can be done as a first resort before repairing your entire game. Re-download the mod and start over. Sometimes, download can be corrupted upon downloading them, so just in case, you can delete the files your first downloaded, download them again, and put them into your mods folder and see if it works.
Check that the mod itself is up-to-date. With the Sims 4, nearly every time a patch comes out, it breaks a variety of mods.
Usually, the mod's creator will be aware of this and will update his or her website to notify players of this. Check the page you downloaded the mod from and then delete and reinstall the new version, if necessary. Sims websites like SimsVIP also keep a running tab of. Remember that game mods and custom content are designed to work with genuine versions of The Sims 4. There is no guarantee that they will work with pirated versions of the game, so if you do have a pirated version and a mod isn't working, that could be why. The only way to fix this would be to buy a copy of The Sims 4 directly from Origin, where you can ensure the game will be patched regularly and compatible with all mods and custom content.If you've tried all the troubleshooting methods and the mod/custom content still won't work, the best thing to do is contact the original creator and let them know.
Give them a detailed example of what's happening in the game (i.e. 'Whenever I place down the couch I downloaded, an error message comes up and says 'script call failed'). Hopefully they'll get back to you with an updated version of the content or a way to work around the error. If not, you may just need to uninstall the file from your game. How to uninstall sims 4 modsUninstalling CC and Mods is as simple as going to your Mods folder and deleting them. Right-click on whichever file you want to get rid of, select Delete, and then the next time you start up the game, that custom content or mod will no longer be in your game.
. Added WickedWhims icon to the settings menuI noticed that there is some confusion around the icon of the Sim in the settings menu. The settings don't affect just the currently selected Sim but the whole world. To make it less confusing, the icon now displays the WickedWhims logo.To be able to display the logo instead of a Sim, a 3D model with the texture as the logo had to be made and properly positioned to look correctly in the thumbnail. The main downside of doing this is the possibility of the logo looking really blurry on low graphical settings. The 3D model and positioning were done. You must be registered to see the links.
Thanks Wyatt!. Added ability to disable birth control for individual SimsWhen clicking on wrapped condoms or birth control pills, you can disable automatic use of it for the currently selected Sim. This is only useful if you have the 'Birth Control Automatic Use' setting enabled. Added Flirty and Neutral period moodlets. Removed Angry period moodlet. Made periods affect Sims hunger, hygiene, bladder, and energy.
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Made cramps have 3 different levels of strength. Made base fertility of Sims higher. Made Fertility Treatment service slightly less powerfulSome improvements were done to the menstrual cycle system.
Periods now have a slightly more positive side, with the possibility of becoming flirty or not being affected at all. Well, almost at all, because each period moodlet now affects Sims hunger, hygiene, bladder, and energy in different ways.Sims base fertility chances were increased. Now they can range from 10% to 36% before ovulation, and 49% to 84% during ovulation.Tampons/Pads, as well as few other additions to the menstrual cycle, are still in works. Rebalanced experience gained by nudity skillsExperience gained towards nudity skills has been rebalanced and is slightly more difficult to obtain by just performing initial nudity activities. Number of Sims around, their relationship towards you, and their level of nudity will affect gained experience in a more realistic way.
Added 'No Underwear' reward trait for 250 Satisfaction PointsIf you want to disable underwear just for specific Sims, you can now give them the 'No Underwear' reward trait. Or you can just disable underwear in Nudity Settings for everybody. Made 'Display Sex Asking Dialogs' setting separated for NPC and Player SimsThe 'Display Sex Asking Dialogs' setting has been divided into 'Display NPC Sex Asking Dialogs' setting and 'Display Player Sex Asking Dialogs' setting. The difference between them is who initiates the move, by starting sex or joining to sex.If you're annoyed by a Sim in your household having sex with other members of the household, you can now decide about it.If an NPC Sim wants to ask a player for sex, the 'Display NPC Sex Asking Dialogs' setting is used. If a player Sim wants to ask any Sim for sex, the 'Display Player Sex Asking Dialogs' setting is used.
After rereading your original post here's my opinion with the assumption that you're trying to do a clean reinstall (not authoritative in any way): The files that are outside of the mods folder-specifically those in the Saves folder-do not affect the global game state of WW/CNWW (or even the base game itself); meaning the files in the Saves folder are specific to the games that you have saved.My experience with this is that I've transferred a fully functional Windows setup into a Linux WINE setup by just including the mods folder and excluding the Saves and Tray folders. The game functioned as expected after I imported my saved WW settings.This is good if you want to do a clean install, but don't want to have to re-download and/or drag and drop everything back into the mods folder again. This would be the same as deleting your Tray and Saves folder and letting TS4 regenerate those folders the next time you launch the game.As for WP, I think Nisa doesn't have that setup on a global basis-you'll need to configure those settings for each game you play (the same goes for Basemental Drugs and likely for the addon Basemental Gangs). I think the reason it's setup this way is because, unless you're always using the Townies for certain NPCs or a saved game instance with your entire map pre-configured, every game experience is going to be pseudo-unique.
I can't say with any certainty that you can save those settings UNLESS you create a template save game and then back up those files.The template save game approach is that you load that game that serves as your template, create a sim or import a sim from your gallery to move into the pre-configured world. Once they've moved in, save the game as a new file and then play normally.As for finding the python files.
You really shouldn't have any loose.py files in your Mods folder. TS4 only recognizes.package and.ts4script files. If these are files being stored in the Saves folder, I wouldn't be too concerned with them based on what I've previously mentioned.I hope that helps some? Thank you for your help. The.py files are.
I have no idea where they are. That's what I mean. I've come across them several times and they are always the base of an error so I was wondering if anyone knew what folder those are in and if it's okay to delete them and regenerate.What's funny is I have two worlds.
Somebody created an empty world and since I never played with mods in this world, it's error free. I hope this world doesn't get erased.I'm going to follow your advice and also remove the saves and Tray folders, in addition to the mods. Then update, start new game, play a new household, save, exit, then put everything back deleting what the game just generated or should I keep what the game just generated? That sounds like the cleanest way of doing it.Then there's today and a new patch.
Since the patch is live, I just want to post a reminder that everyone here has lives, careers and families outside of the sims. They will post the leaks when they are able to, but their lives don't revolve around leaking.
So give them time to post, or subscribe to the patreon and post it yourself. Clogging up the thread with 'Does anyone have ' is a waste of time if it's a major mod that's regularly leaked here.Also, here is a link to the SimsVIP broken mod list. Checking here will give you answers about what is broken so that you can keep your non-patreon mods up to date as well. The common ones (More columns, UI extensions ect) are already being reported as broken. You get any LE's with the new update, cross reference your mod list with this.
If you're talking about the.py files that show up in the lastException logs - those are the.ts4scripts being decompressed in the virtual machine that are only applicable to the TS4 instance. You'll see some funky path like 'In file: T:scheduler.py' - those paths don't really exist outside of the TS4 client. Most of the time, you can kind of figure out which mod is throwing the error by looking at the ' portion of the path. That will generally lead you to which.ts4script (and associated.package files) in your Mods folder that you'll want to delete, replace/update, or ignore depending on the severity of the error.Please note: Those.py &.pyc files aren't something that you will manually track down and do anything with. You should only concern yourself with the associated.package and.ts4script files of the custom content/gameplay addons in the Mods folder. So, fair warning about deleting the Tray folder - this is where all your gallery stuff is locally stored.
So things like all your households, lots, rooms, etc. Even the ones you downloaded from other people's share. If you delete that, they will be removed from your game. And for your households, that can be a permanent change.I was fine with that decision. As I was looking for an absolutely clean installation. You may have families that you aren't willing to give up on yet, so keep that in mind with the Tray folder.As far as deleting the Saves and/or Tray folder-you should only need to do it once.
Let the game regenerate the necessary files and folders and don't touch them unless you've found definitive proof that your saves are corrupted beyond redemption.For my templating thing, this is the process I go through. You can change it up as you see fit. The important part is the goal: Create a Saved Instance that you will use as a base for future games. You'll want to drop DaLemonHead's Venues in the Mods folder-ideally in the root Mods folder so that it loads before the other mods. If you drop all your mods loosely in the Mods folder, you'll either want to rename the Venues List file(s) for the affected mods so that you change the extension (ex.
LittleMsSamMoreBuyableVenuesList.package - LittleMsSamMoreBuyableVenuesList.package.disabled) or delete the file(s).For AEP, there is no separate Venues List file.Edit: Generally, you'll want to make sure DaLemonHead's file is the only file that will load. You'll want to drop DaLemonHead's Venues in the Mods folder-ideally in the root Mods folder so that it loads before the other mods. If you drop all your mods loosely in the Mods folder, you'll either want to rename the Venues List file(s) for the affected mods so that you change the extension (ex. LittleMsSamMoreBuyableVenuesList.package - LittleMsSamMoreBuyableVenuesList.package.disabled) or delete the file(s).For AEP, there is no separate Venues List file.Edit: Generally, you'll want to make sure DaLemonHead's file is the only file that will load.
If you're talking about the.py files that show up in the lastException logs - those are the.ts4scripts being decompressed in the virtual machine that are only applicable to the TS4 instance. You'll see some funky path like 'In file: T:scheduler.py' - those paths don't really exist outside of the TS4 client. Most of the time, you can kind of figure out which mod is throwing the error by looking at the ' portion of the path. That will generally lead you to which.ts4script (and associated.package files) in your Mods folder that you'll want to delete, replace/update, or ignore depending on the severity of the error.Please note: Those.py &.pyc files aren't something that you will manually track down and do anything with. You should only concern yourself with the associated.package and.ts4script files of the custom content/gameplay addons in the Mods folder.So, fair warning about deleting the Tray folder - this is where all your gallery stuff is locally stored.
So things like all your households, lots, rooms, etc. Even the ones you downloaded from other people's share. If you delete that, they will be removed from your game. And for your households, that can be a permanent change.I was fine with that decision. As I was looking for an absolutely clean installation.
You may have families that you aren't willing to give up on yet, so keep that in mind with the Tray folder.As far as deleting the Saves and/or Tray folder-you should only need to do it once. Let the game regenerate the necessary files and folders and don't touch them unless you've found definitive proof that your saves are corrupted beyond redemption.For my templating thing, this is the process I go through. You can change it up as you see fit. The important part is the goal: Create a Saved Instance that you will use as a base for future games. Okay, I'll keep the tray and saves where they are.
What do you mean by saving in a different world? #6 and on only confuses my blonde head. I cannot lose any sims. They are all part of a storyline in the books I write. Or are you saying go to those lots for my additional world that only has one couple and one house while everything else is blank?
I'm so confused now, lol. The locations are also renamed. The normal names of the worlds don't exist but the land does, just empty.I get last exceptions with the py files and I saw a folder full of these py files, so that's why I was asking if I should delete it, there's like 50 files in there and I'm sick of looking at them and if they don't belong part of the game, I want to delete that folder. But if just updating WW (and other big mods like MCCC) is good enough, I'll leave it alone.I do not think anything is corrupt, even with last exception messages because the Famous pack creates these when somebody's sim suddenly is in the spotlight and then taken out. The game just can't deal with it and can't be fixed.
Before, I always was able to read the LE files and fix it immediately but now it's just.py file errors.I'll have to bookmark your reply even though I'm confused about these 'templates' if they are about the empty world I rather keep the empty world that way until I download some better venues. Can you remind me what BD is? I don't know where any of #6 files are or if I own them. I have so many mods and am so overwhelmed when I get in this thread. I can't even remember or keep up with things. But also, every week I save copies of all three Sims 4 folders since I almost lost everything about a year ago so I have about 10 backups on my desktop right now.
Also I keep the WickedWhimsSettings folder right? I'll have to bookmark your reply even though I'm confused about these 'templates' if they are about the empty world I rather keep the empty world that way until I download some better venues. Can you remind me what BD is? I don't know where any of #6 files are or if I own them.
I have so many mods and am so overwhelmed when I get in this thread. I can't even remember or keep up with things. But also, every week I save copies of all three Sims 4 folders since I almost lost everything about a year ago so I have about 10 backups on my desktop right now. Also I keep the WickedWhimsSettings folder right? I think we're both overthinking things a bit.What I call a 'template' is really a saved game that's been configured the way I like to play my games.
That way I don't have to spend time hunting for settings or pouring through the sluggish Gallery to find new venues to add to all the empty lots. It's a 'complete' world without the Household I want to play in it.Steps 5 through 10 really only apply to my current setup. You more than likely play the game differently than I do. Really, the goal is to just create a save file that you can reuse for future games when you don't feel like renovating entire districts and neighborhoods. Just don't save over the 'template' for anything other than updating configurations and lots and it'll serve you well. You must be registered to see the linksAloha!I think many of us were expecting a cats and dogs level modpocolypse today but I'm glad to say that the damage was much smaller than we could have anticipated.
Best way to organize mods folder?Sorry if someone asked this already in the past. I haven't played TS4 for some time now because I think it's still quite boring and I'm still waiting for certain content to fully enjoy it. But while I wait, I still like to look for CC (I'm a hoarder) and update my Mods folder as much as possible.Now, I have a few questions to those who use tons of CC themselves so if you can give me some quick answer it would mean the world to me!1.
What is the best way to organize your mods folder?I like to have everything in subfolders, for example one of my more extended ones is Mods/Clothes/Female-adult/Sleepwear. Sometimes I might have another folder inside Sleepwear which contains a certain set with multiple packages as well. But I never go more than 4 subfolders inside the Mods folder. Do you think that's too much and should narrow it down to 2 or 3? Or it doesn't impact performance at all as long as it's no more than 4 or 5?2.
Is it true long files names and special characters (even spaces) slow the game down?I've been renaming my files to avoid this and it's a really tedious process, so I'd like to make sure it does indeed help and it isn't just a myth. And does this also applies to the subfolders? Or can they have spaces and dots and stuff like that?3.
Having images of the CC inside the mods folder slow the game down?I like to have pictures with the same name of the CC so I can easily identify it, but I'm pretty sure that's not a good thing.4. Can a piece of CC have the same name as another but be in a different folder?For example, having a towel.package inside my kitchen folder and have another with the same name in my bathroom folder. Will the two of them still load alright even though they have the same name?5.
What are the best programs to deal with CC and mods?Like a conflictor program where I can see if I have any corrupted or duplicate CC or an easy way to delete unwanted CC without having to go to the folder and determine which one is it. That kind of thing.
I already use the Sims Studio to merge certain packages.6. Speaking of merging. Does merging packages improve performance at all?Thank you in advance!:D. Script files are type TS4SCRIPT or any file containing.PY or.PYO files within them.I typically organize my own folders by type.Clothing / Hair / Skin / Scripts / items / buildmode /makeup / eyesYou want to make it easy to Debug when things break ( and things WILL break)Usually after a patch, clothing hair, skins etc are fine and a script file gets broken. Or an item.By organizing them separately, you can simply remove the folder to a holding area in order to see if the game works again when you take it out.It is also a good idea to further breakdown clothing into specific parts so that if you see a glove or hat that you thought you liked.
But now it annoys you. You can easily find it. Script files are type TS4SCRIPT or any file containing.PY or.PYO files within them.I typically organize my own folders by type.Clothing / Hair / Skin / Scripts / items / buildmode /makeup / eyesYou want to make it easy to Debug when things break ( and things WILL break)Usually after a patch, clothing hair, skins etc are fine and a script file gets broken.
Or an item.By organizing them separately, you can simply remove the folder to a holding area in order to see if the game works again when you take it out.It is also a good idea to further breakdown clothing into specific parts so that if you see a glove or hat that you thought you liked. But now it annoys you. You can easily find it.Ok, thanks!Like I said in my post, since the beginning I have been putting all the CC into subfolders to keep everything organized and mainly to make it easier to spot a broken CC. Do you know the answer to question 4?
And do you know if there's a program where you can see all of the CC and when you click on it it shows an image of that CC? It's hard to keep track what is what after a while. I do keep images for each CC in a separate folder though but maybe there's an easier way to check? I personally have sub folders such as 'Male Clothing, Female Clothing, M & F Accessories, my mods (my own CC i created,) buy mode, build mode, i have seperate folders for head accessories, like ear rings and hats and glasses, i have a tattoo folder! I personally have a ton of guns, knives, cars/motorcycles so they each have separate folders!
Where Do Ts4script Files Go To School
A folder called 'Misc Non Script' mods where i keep the non script mods that arent considered CC but one is 'All club perks cost nothing,' and another is the 'Breast, hips, and legs' mod witch makes females more curvaceous or not depending how big or small they were already. Its really more of a personal kind of set up i think!? It depends on how much CC you use, and what it is exactly.
I of course have my script mods in the folder except MCC and the others that specify not to! I know for a fact you can have 2 folder deep on any non script mod package file and it will show up, anymore idk! When adding new mods tho, i have a folder called 'New Mods' i stick them all in there, so if i have an issue i can take em out one by one to find the messed up one, then when its working fine, i add them to the correct sub folder, I also hve 'Female hair & Male hair' since all the maxis hairs are pretty much undesirable!
(other than the few really cute female ones) so it really is up to you, i have a folder for 'Bodyshop' witch ifu played sims 2 ull get, but its skin tones, eyes, makeup, things like that! When you have a hundered or so u start losing track., i have about 15,000 diff mods and/or Custom Content files sooo this system has worked well for me. I personally have sub folders such as 'Male Clothing, Female Clothing, M & F Accessories, my mods (my own CC i created,) buy mode, build mode, i have seperate folders for head accessories, like ear rings and hats and glasses, i have a tattoo folder! I personally have a ton of guns, knives, cars/motorcycles so they each have separate folders! A folder called 'Misc Non Script' mods where i keep the non script mods that arent considered CC but one is 'All club perks cost nothing,' and another is the 'Breast, hips, and legs' mod witch makes females more curvaceous or not depending how big or small they were already. Its really more of a personal kind of set up i think!? It depends on how much CC you use, and what it is exactly.
I of course have my script mods in the folder except MCC and the others that specify not to! I know for a fact you can have 2 folder deep on any non script mod package file and it will show up, anymore idk! When adding new mods tho, i have a folder called 'New Mods' i stick them all in there, so if i have an issue i can take em out one by one to find the messed up one, then when its working fine, i add them to the correct sub folder, I also hve 'Female hair & Male hair' since all the maxis hairs are pretty much undesirable! (other than the few really cute female ones) so it really is up to you, i have a folder for 'Bodyshop' witch ifu played sims 2 ull get, but its skin tones, eyes, makeup, things like that! When you have a hundered or so u start losing track., i have about 15,000 diff mods and/or Custom Content files sooo this system has worked well for me.I should add as well, that it may take a little time to create all the diff folders you need, and to sort all the files to the correct one? But in the long run, you will be greatful you listened when you get a broken mod, or need to find one for another reason. My experience on merging packages 6.
Speaking of merging. Does merging packages improve performance at all?In my experience, merging packages just makes the game load a lot faster. For example, if you have like 6 or more GB of cc it can take quite a while to load (at one point I had 30 GB and it took around 20 minutes to load) but by merging, you can cut that time by half (it depends like anything else, but this was my experience). But you should make sure to only merge things like CAS stuff, since build/buy and especially mods can break with patches and CAS stuff is a lot less likely to break. Always remember you can unmerge packages if you need to in Sims 4 Studio. In my opinion, it is definitely worth it and you should do it if you can!
Speaking of merging. Does merging packages improve performance at all?In my experience, merging packages just makes the game load a lot faster. For example, if you have like 6 or more GB of cc it can take quite a while to load (at one point I had 30 GB and it took around 20 minutes to load) but by merging, you can cut that time by half (it depends like anything else, but this was my experience).
But you should make sure to only merge things like CAS stuff, since build/buy and especially mods can break with patches and CAS stuff is a lot less likely to break. Always remember you can unmerge packages if you need to in Sims 4 Studio. In my opinion, it is definitely worth it and you should do it if you can!I personally didnt know you could merge CC, but it does make sense? Maybe a turtorial link would be helpful for those less experienced with S4S?
I would even need to look up how to do this, even though im pretty sure i know. You DEFF wanna be cautious doing anything with mods, because u never know!
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