I thought the Launcher worked quite well. I would have liked it more if it had sorted things but it wasn't as bad as some third party tools I tried.
Launcher only installed Sims3Packs. ALL gameplay mods (script and XML) and a sizable chunk (I think most, but can't prove it) of other player mods only came in .package format. Was a while before there were any player tools that could even create Sims3Packs.
What 3rd party tools did you try? AFAIK CCM was the only one.
@Srikandi715 I know the Launcher only installed Sims3Packs. I used it a lot. CCM may have been the one I tried. I can't remember what it was called because I didn't use it for long since I didn't like it very much.
I wished there were more sorting options for the launcher, I have a lot of store content and re-installing it and fixing issues tended to be a pretty big pain. I was pretty annoyed with the launcher pretty much every time I was really interacting with it. (And re-downloading stuff from my store account was a pain and it logging me out every like 10 minutes. lol)
Something sort of s3 launcher-esque would be fine with some alterations... I'm curious how it's going to be, I guess we'll see soon!
@simfeetunder that's how I felt too. The launcher was just very limited. What it did do it did fine but I wanted it to do more. I hope EA has something in Sims 4 that's like it but better. Of course that's what all players want all the time. Something even better than what we have.
@SimGuruModSquad is it technically possible that when users turn off both script and non-script mods in the in-game dialog but do not remove anything from their /Mods directory, some is still being loaded (from /unpackedmod for instance, or tuning from package files when /unpackedmod and the redirect in resource.cfg is present)? Or is disabling in-game a surefire way for the game to not load anything at all?
Trying to troubleshoot issues (not my own) with households not loading and latest patch (the 1.0.732.20 one).
Would it be possible to make it so that the “Script mods” department in the dialog only lists zips that actually contain script mods? The way it’s now, any zips will be listed, which leads to some degree of confusion: users download a package mod, forget to unzip it, see it listed in the Mods dialog (so they think it’s installed properly) and then wonder why it won’t work in game.
Comments
Launcher only installed Sims3Packs. ALL gameplay mods (script and XML) and a sizable chunk (I think most, but can't prove it) of other player mods only came in .package format. Was a while before there were any player tools that could even create Sims3Packs.
What 3rd party tools did you try? AFAIK CCM was the only one.
Something sort of s3 launcher-esque would be fine with some alterations... I'm curious how it's going to be, I guess we'll see soon!
Trying to troubleshoot issues (not my own) with households not loading and latest patch (the 1.0.732.20 one).
Non-script mods cannot be disabled via the in-game UI. There is just one disable, that is just for script mods.
Use the command line option -ignoreMods to completely disable mods.
Thanks for the info. Just to add/clarify, this is for the Origin thingy command line.