Hi! I have come to the conclusion that holding onto script mods until after the patch/pack has dropped is silly. So to expedite things, I've already dc'd all my script mods, ahead of time.
It drives me crazy trying to figure out which mods are broken. As I understand it, modders will have hell to pay to redo all their mods with an update to python. I feel their pain and this is why I decided to take out all scripts. The only thing left is cc. After all the dust has settled, then I re-download all my mods.
In my house, dog hair sticks to everything but the dog.
Comments
I've weeded out my script mods to where the only ones I have are MCCC and UI Cheats; when the patch drops I'll stop playing my active games and switch to building (so I can practice with the terrain tools) until those two are updated. Then I can watch for others to be updated as I go along.
Fun must be always -- Tomas Hertl (San Jose Sharks hockey player)
Edit because I can't spell.
Not by the Python update, no, but there's no guarantee that other elements of the patch won't break some cc, particularly if it's the pre-EP patch.
I’m with you on this! I thought about removing all of my scripts in advance too and still might. But I’m enjoying using them.
Fun must be always -- Tomas Hertl (San Jose Sharks hockey player)
I use many of those same mods -- did a test with and without the Faster Writing/Painting/Programming and they really do make a big difference.
Coolspear1 retired? Last I saw he had considered quitting but he changed his mind. A lot of his tuning mods have been vital for my games. I hope someone can take over some of them, like he took on the Faster mods from Madame Butterfly.
Fun must be always -- Tomas Hertl (San Jose Sharks hockey player)
@stilljustme2, ikr? That's why I keep downloading them, I can't play without them. It's like watching paint dry to watch sims skilling up, that's why I love MCCC. I cheat the devil out of them skills, lol.
Watched the tail-end of the live stream and am very excited for the terrain tools! I just wish the patches didn't wreak havoc on existing mods.
That's the price to pay for adding new content. Every addition means a change in code -- tuning mods can usually get buy unless the addition affects a particular game mechanic (like the gardening overhaul broke custom plants), but script mods will have a lot more issues. And with the entire game code being overhauled in going to Python 3.7 that means major work for the script mod developers. Fortunately they've gotten enough heads up that they can start their work now, which might mean only minor tweaks when the patch is released. (I can see an MC_Fame module down the road for MCCC, though much of Deaderpool's early work will be to just hotfix so his mod is at least usable by the community.)
Fun must be always -- Tomas Hertl (San Jose Sharks hockey player)
Unfortunately, I still don't know if the food mods and trait mods I have in my game will be updated or not, hopefully they will be. And I probably won't be able to play my Go To School save (which uses Zerbu's go to school mod) again the same way. Lifestate mods, like genie mod or mermaid mod or robots mod will also probably not work anymore, so I may not be able to play saves with those mods, unless I want some of my Sims to lose the associated traits, or have the associated objects broken (and without a charging station...the robots trait would not be a good thing).
I plan to play with the mods I have until November, then in November start playing only with my custom content saves. Custom content will be automatically disabled the first time the game runs after the patch. Then, before I enable any script mods, I plan to remove all existing script mods, and replace them with updated versions that come out after the patch.
Hopefully cc won't be affected.
You can still play with CC objects, you just need to run the batch fix from Sims 4 Studio. http://sims4studio.com/ You will need a membership to download the program but, it's free.
Once you've installed S4S, from the main menu choose Content Management; Batch Fixes, Objects; Fix Objects For Cats and Dogs Patch. It's that simple. You may need to run it again as you add more furniture as it only affects the files in your Mods folder at the time you run it.
yea i know but i just cant be bothered...the only cc object i have atm is a pink piano
The problems dealing with the patch is three fold:
1) There are the usual script changes created by any major patch.
2) All script mods need to be updated, therefore unsupported script mods will simply be lost (until someone remakes them).
3) We need to develop a decompiler for the new python version in order to look at the game code.
The last problem is the one with the most impact for the future and for the big mods (such as mccc).
I have been working hard on a completely new decompiler, and making good progress.
But I am not the only one working on making a decompiler work with the new python version.
Most script mods will, however, not need to have the decompiler to be updated. But without it it will be hard to make mods for the new features.
Gender Less - Gender neutral pronouns and titles
Hidden Highlight - Removes the white outline
Unlocked CAS Parts - Unlocks hidden CAS items
Fun must be always -- Tomas Hertl (San Jose Sharks hockey player)
I just have to avoid my modded ones for awhile longer...