Without even a color wheel now, every object and apparel needs to have its own separate file for even simple color changes. I can see how all these CC files are going to quickly mushroom out of control. Some of the new CC just show an unrelated generic image and don't even offer correct icons that show the true colors of the clothing. I don't see that there is an easy way to manage and delete unwanted CC either through a separate utility or from within the game. Managing all this CC is going to be very difficult, so how do we do it???
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If you edit your resource.cfg file (found in the Mods folder), you can get it to recognize subfolders. I don't remember the EXACT line, but it looks something like this (not exactly):
PackedFile Mods/*.package
PackedFile Mods/*/*.package
Just copy those lines, and add more "/*" to have it recognize deeper folders. So you would add something like
PackedFile Mods/*/*/*.package
PackedFile Mods/*/*/*/*.package
PackedFile Mods/*/*/*/*/*.package
PackedFile Mods/*/*/*/*/*/*.package
That way, you can use subfolders to keep things organized.
In my Mods folders, for example, I have three folders: "CAS", "Build", "Game Mods"
In CAS, I have "Hair", "Male", "Female", "Child"
In Male, I have "Tops", "Bottoms", "Full", "Misc"
Whenever I download a mod or CC, I put it in the appropriate folder.
That way, if I need to delete or change something, I know exactly where to find it.
http://forums.thesims.com/en_US/discussion/817478/hello-come-and-introduce-yourself
http://tinyurl.com/OneRoomOneWeek
http://tinyurl.com/rosemow
My Showcase thread https://forums.thesims.com/en_US/discussion/948861/rosemow-s-rooms-showcase
So for example, if you download my Superman costume, but the filename is something crazy like "ya_mTop_891257a8_supman.package", you can just rename it to "AdultMaleSupermanCostume.package" to make it easier to find in the future. It won't affect the performance of the content (even if you rename it after it's already in use, because of the way TS4 uses IDs).
(I should point out I would NEVER name my files something so ridiculous. It's just an example. But some people do...)
I was wondering about that! I was thinking of replacing all my current (made) packages with ones that'll work with the game that I'd just make new versions and naming them with like _FullGame or something, now I know for sure that I can rename all my current ones to _CASdemo or something.
I could update all the current files I have uploaded with the revised name (for demo) and put up "these are for the full game, guys!" versions too, so that people can choose the one they need to use. But I'm not sure yet if I'll keep making demo versions or just drop those after tonight.
Can you also state how to open the resource.cfg file in order to edit it? I can't figure out how to do that.
Can I ask if using CC in Sims 4 will follow the same procedure as Sims 3, ie:
Mods folder then in mods folder packages folder , overrides folder and resource cfg.
Then after downloading CC use winzip and then place into packages folder so it works in the game?
I ask because someone was saying they were wondering why bother making anything because even without CC if the user did not have the same in game content it would not work like sims 3 where items the user did not have got replaced with similar game items?
Also I read that CC will not be downloaded through the exchange on any item so am I presuming correctly that if I download from somewhere other than the exchange it will keep the CC on my item and into my game?
If so would Sims 4 CC work with custard and need updating when new patches come along?
Sorry for the long questions but I think I am beginning to realise before I am even able to get my hands on the game I will need more content
If you right-click the file and click open it will ask what you want to open it with, I suggest/use notpad.
Priority 500
PackedFile *.package
PackedFile *\*.package
It doesn't read subfolder packages of course
Do you write about file from the game already?
sorry for edit but my English isn't to good and uncle Google suffers from stupidity
Hero on EA AHQ
The Resource file that came inside the Mods folder, both the CAS demo and the full game have a Mods folder with this file in it.
I like it this way if it works because i can add a pic to the folder on my desktop so i know exactly what the cc is?
Who are you asking?
like i try to do:
mods > CAS > hair (all hairs folder), clothes (all clothes folder) etc and uh, yea no the game doesnt see it all if its set up like this.
so right now i just have
mods > CAS folder, Build folder, Buy folder, Scripts folder with the resource.cfg in there.
Hmm. I have Mods/Hairs-m, Mods/Hairs-f, Mods/Clothes-m, Mods/Clothes-f & Mods/Accessories right now, I don;t have any folders inside of other folders once I'm in Mods. Do you have your resource file altered?
What happens when you move (let's say) all the hairs into CAS instead of in a hairs folder?
Current setup: Mods (where the resource.cfg is) >
CAS (all CAS things here),
Build mode,
Buy mode,
Scripts
the resource.cfg has not been altered in anyway, its the one that installed with the game.
i was hoping to have it setup like my S3 mods folder, you know:
Mods (where the resource.cfg is) > Packages >
CAS (+ its subfolders "hairs", "eyes", "skins", "clothes", etc),
Build Mode,
Buy Mode,
Scripts
Rabbit Holes
Annual Merges (HUGE merged files basically)
fix.package for TS3 decrapped store content
i was hoping w/ S4 we could do the same setup, but apparently not. /sob
CyberSurfer
The Ghost in the World's Virtual Machine
CyberSurfer
The Ghost in the World's Virtual Machine
So If you have:
/Mods/Resource.cfg
/Mods/fix_outline.package
/Mods/Hair Textures/hair_texture_example.package
they will all load, but:
/Mods/Hair Textures/Blond hair/blonde_hair_example.package
will not load
To make the last example load you would have to change your Resource.cfg file to read:
Priority 500
PackedFile *.package
PackedFile *\*.package
PackedFile *\*\*.package
adding the last bolded line basically. I don't believe that spaces in file names or directories will make any difference but I don't have the full game yet to be certain.
That bolded line right there, that's your issue. You need to read this and edit your resource file in order to have folders work properly.
edit: OMG i just realized this is what we did for our S3 resource.cfg. well jeez, no wonder. ok guys, im all set. im testing now.
edit 2: ok so i edited it and it causes the game to not start up with a file missing/damaged error. i put it back to the way it was and the game was fine, naturally.
i mean i copied + pasted from the linked thread simfeetunder posted but ??????????
is it possible someone can test this/how id ideally like to setup my folder(s) and post their edited resource.cfg file to dl from dropbox/mediafire or something please?
That's really weird.
Here, I uploaded mine.
As previously mentioned though, I do not currently have subfolders more than the first level... I have Mods/Body but not like Mods/Body/Tattoos,
But above your post Myre suggested adding another line to the resource file (which I did to mine) that should allow you to have another level of folders. I'm half asleep and need to go back to bed for a bit so I can't test that right now but it *should* work.
edit: ok so it turns out, i need to have a resource.cfg in each base file under mods for my subfolders within them to show up in-game. wth?