I think there will be a folder in place already. I have to figure out where I saw that, though.
Edit:
"Attendees were told to expect several things from mod support in The Sims 4, including the use of Python for coding, a directory for mods being located in the user data folder, an expanding document that will help users avoid conflicts with any custom-created content, and a dedicated modding section in the official forums. "
I did some quick tests. Unlike Sims 3 there is no packages folder in the Mods folder. There does not seem to be any need for one. The configuration file simply reads: Priority 500PackedFile *.packagePackedFile *\*.package
This file is automaticaly generated by the Demo. It looks as though with this configuration you can have one level of sub-folders inside the Mods folder.
From what I can see, the mods support structure (the resource.cfg files) are identical between the Demo and TS3. If the full game has the same structure as the Demo we will be able to do many of the same things with CC as we did in TS3.
I don't know how to read or set up the resource.cfg file but does it support subfolders? Will there be an amended one that will support subfolders because I like keeping organised.
Nothing to see. I don't even care about the forums.
I don't know how to read or set up the resource.cfg file but does it support subfolders? Will there be an amended one that will support subfolders because I like keeping organised.
The resource.cfg file is just a text file that tells the game where to look for your CC. You can add the same sub-folder structure as we saw in TS3 by using a TS3 resource.cfg file. (90% certain, anyway)
I don't know how to read or set up the resource.cfg file but does it support subfolders? Will there be an amended one that will support subfolders because I like keeping organised.
The resource.cfg file is just a text file that tells the game where to look for your CC. You can add the same sub-folder structure as we saw in TS3 by using a TS3 resource.cfg file. (90% certain, anyway)
Yes I was thinking the same when I saw the Resource.cfg file for the Sims 4 CAS Demo.
It already has two levels that look like this for the CAS Demo.
This is just a guess messing around and created as an example for visual aid. So don't read too much into this as I have not played around with any mods/cc for the CAS Demo.
Not sure if the Priority 501 DirectoryFiles Files/... autoupdate is needed as well as the end for location of the CC folder in the game. This example also goes five levels deep. However, idk if there is a maximum sub-level and what that number is. I also noticed they are using the backslash instead of the forward slash this time around.
Has anyone figured out a way to make subfolders work? I tried using the Sims 3 (with adjustments) in the CAS Demo, and it doesn't seem to be working for me.
I've made new folders in the Mods folder (note that there is no folder called "Packages"). And I have made subfolders in these new ones.
Like this: Mods\ShimrodsJunk\ShimClothingRecolors. It works fine in the Demo with my CC files in these folders.
@blewis823, I'm also hoping for sub-folder functionality to be added to the Base Game. I just installed some CC to test out the system and had to chuck everything into the Mods folder without sub-folders to get it to show up in the demo. It is a hot mess in there. My Adrian Monk OCD is kicking up to epic proportions...
On the bright side, however, all my shinies show up!
I've made new folders in the Mods folder (note that there is no folder called "Packages"). And I have made subfolders in these new ones.
Like this: Mods\ShimrodsJunk\ShimClothingRecolors. It works fine in the Demo with my CC files in these folders.
Okay, I copied and pasted into a new text file... made a back-up of the original, and saved as the cfg. When I try to start the demo I get the following:
For clarification, this is what I have in the cfg:
The .cfg file I've written works fine for me. What I did was NOT write a new notepad file and name it .cfg, I copied the original somewhere safe, then rewrote the Resource.cfg that was there, adding in the new text, and saved it. It may sound absurd that this would make any difference, but this is how I did it. I notice also on my file if I take Properties and then PreviousVersions tab, the original version comes up in the list, so Windows recognizes this file as a new version of the original file; if this makes a difference.
The .cfg file I've written works fine for me. What I did was NOT write a new notepad file and name it .cfg, I copied the original somewhere safe, then rewrote the Resource.cfg that was there, adding in the new text, and saved it. It may sound absurd that this would make any difference, but this is how I did it. I notice also on my file if I take Properties and then PreviousVersions tab, the original version comes up in the list, so Windows recognizes this file as a new version of the original file; if this makes a difference.
That is weird.. but it seemed to have fixed the problem..
You need to pay attention to the file extension. The file name must be: resource.cfg not resource.txt. Now the resource file is a text file and can be opened and edited with notepad, but if you save it it will do so as a .txt file which the game cannot read. It's easy to miss this it you have windows set up to hide file extensions.
There is already a folder there. I was looking through my CAS Demo folder, and it said MODS, so I clicked it and it had Resource.cfg there too already, which was good of EA & Maxis. They have recently said they have known about the huge amount of mods up players used, so wanted to bring it automatically to TS4. So in this case, you won't have to mess around with the folders, but I was advice to put in a /packages folder automatically, as when they bring the full game out, packages and MODS will have to be separate, as MODS interact with game play and packages are like clothes, furniture, patterns ect.. (That's how I do it anyway). Hope you have sorted it any who!
The .cfg file I've written works fine for me. What I did was NOT write a new notepad file and name it .cfg, I copied the original somewhere safe, then rewrote the Resource.cfg that was there, adding in the new text, and saved it. It may sound absurd that this would make any difference, but this is how I did it. I notice also on my file if I take Properties and then PreviousVersions tab, the original version comes up in the list, so Windows recognizes this file as a new version of the original file; if this makes a difference.
This makes perfect sense to me.
Nice to see you around these new forums!
Comments
Edit:
"Attendees were told to expect several things from mod support in The Sims 4, including the use of Python for coding, a directory for mods being located in the user data folder, an expanding document that will help users avoid conflicts with any custom-created content, and a dedicated modding section in the official forums. "
http://www.ign.com/articles/2014/08/05/ea-reveals-details-about-mod-support-in-the-sims-4
This file is automaticaly generated by the Demo. It looks as though with this configuration you can have one level of sub-folders inside the Mods folder.
Developer of Sims 4 Modding Tools -- Sims 4 Stuff n Things
The resource.cfg file is just a text file that tells the game where to look for your CC. You can add the same sub-folder structure as we saw in TS3 by using a TS3 resource.cfg file. (90% certain, anyway)
Developer of Sims 4 Modding Tools -- Sims 4 Stuff n Things
It already has two levels that look like this for the CAS Demo.
It would be similar to the Sims 3 Resource.cfg file which is five sub-levels deep.
This is just a guess messing around and created as an example for visual aid. So don't read too much into this as I have not played around with any mods/cc for the CAS Demo.
Possible Sims 4 example.
Not sure if the Priority 501 DirectoryFiles Files/... autoupdate is needed as well as the end for location of the CC folder in the game. This example also goes five levels deep. However, idk if there is a maximum sub-level and what that number is. I also noticed they are using the backslash instead of the forward slash this time around.
DO NOT - PM me tech ?s/issues. ▬ DO create a thread in it's respective Technical Forum. Vacation goes by way too fast!
US Links ► (TS3), Help for all things Sims (Answer HQ).
Priority 500PackedFile *.packagePackedFile *\*.package
I've altered it to this and it works fine:
Priority 500PackedFile *.packagePackedFile *\*.packagePackedFile *\*\*.packagePackedFile *\*\*\*.package
I've made new folders in the Mods folder (note that there is no folder called "Packages"). And I have made subfolders in these new ones.
Like this: Mods\ShimrodsJunk\ShimClothingRecolors. It works fine in the Demo with my CC files in these folders.
On the bright side, however, all my shinies show up!
For clarification, this is what I have in the cfg:
If I revert back to the original cfg, it starts fine..
https://graceymanorsims3.tumblr.com/
That is weird.. but it seemed to have fixed the problem..
Thanks for the help!
Nice to see you around these new forums!
DO NOT - PM me tech ?s/issues. ▬ DO create a thread in it's respective Technical Forum. Vacation goes by way too fast!
US Links ► (TS3), Help for all things Sims (Answer HQ).