Forum Discussion
POLICY UPDATES
AI Reliance and Related Issues
Heavy reliance on AI is increasing among Sims 4 modders, CC creators, and mod-tool developers, especially new ones. This is a first attempt at a policy here.
CONTEXT
An increasing number of mods, especially complex script mods from creators new to Sims modding, are heavily reliant on AI for coding. This is very rarely (but not never!) announced by the creator. More often, it’s evident (to experienced Sims modders) in the code itself. Also showing up a lot: AI-generated gameplay images, when it’s perfectly possible to just take a screenshot. CC meshes that give signs of possibly being AI generated (typical AI visual inaccuracy not carefully corrected afterward). Meaningless info in mod descriptions suggesting heavy AI reliance that might extend to the mod as well. Translations in 18 languages all at once, uncredited.
POLICY (to be fully implemented as of next patch):
- Overall approach: I will not put a blanket broken/updated list ban on all known or suspected AI use: LLMs are a tool that experienced coders can use judiciously. I am also not going to assume that all new creators are overreliant on AI or that creators using AI for something other than coding are “vibe coding.” Instead, I’m implementing an approach that I hope will list a larger number of broken mods without promoting ones that I have cause to be suspect of (taking into account multiple factors). I will not be maintaining a list of creators I don’t cover and why, or of creators I don’t announce all updates for. Leaving this a grey area lets me adapt to changing patterns in what’s showing up out there and doesn’t indirectly promote those creators. (I may change this policy sometime in the future, of course.)
- Broken mods: I will announce when mods likely to be heavily AI-reliant test broken.
- Updated mods:
- Whether or not an update to a mod from a new-to-Sims creator clearly overreliant on AI gets updated will depend on the nature of the update (essential fixes vs. feature changes) and on available time to test updates. When it’s an essential fix but time isn’t available, sometimes I’ll say the update is untested, sometimes I’ll delay announcement. (I work full time! and testing these updates isn’t top priority.)
- I will not announce translation-only updates that are adding all languages, as these are likely to contain errors.
- I will not announce updates to the many new unnecessary mod management tools appearing from new-to-Sims developers.
- If I know a modder is relying on the old Mod Constructor tool, which Zerbu is no longer developing, I will follow the same policy as for AI and announce fixes only, not feature changes.
- New bugfix mods: I have already stopped announcing these from non-established modders, after other support people’s analysis of some released ones. I don’t have enough available time to either know all the reported actual bugs (is this mod fixing an imagined bug?) or to look at the code for all of these (does the mod actually solve the problem in a way that will work?). You may find the occasional exception depending on available time and the severity of the bug.
ADVICE
- For New-to-Sims Modders:
- LLMs are an especially poor tool for Sims coding in particular. Instead, use the many, many resources created over the last decade especially for Sims modding and learn to write Sims mods. Start small.
- I’m seeing a lot of new mods and tools that are duplicating what existing ones already do; please consider putting your time into something that’s new. If you’re duplicating effort, I’m more likely to suspect you’re not actually even familiar with the game and are just vibe coding hoping to make some cash.
- I’m seeing a lot of you relying on Mod Constructor. This is not an actively supported tool, and you should not be relying on it at this point. A good starting point for tools is Lot 51’s website.
- For translations, be open to community translations by people who actually know the language. Link out to them on your description page. You do not know 18 languages and can’t possibly know that the AI-dependent online tool you used got a translation wrong, especially in the particular context of the game.
- Write your own descriptions. It’s fine if the English isn’t perfect! It’s fine if it doesn’t have lots of emojis! At least it will be less likely to contain nonsense. You don’t need a 500-word marketing pitch, just accurate description. You do need to be showing that you do your own work instead of relying on an LLM to create for you.
- Don’t upload AI-created illustrations of what your mod does. You should know by now how to take a screenshot. If you don’t know how to take a Sims 4 screenshot, you shouldn’t be modding for the game.
- Please learn how the Curseforge app works for players! I’m seeing a lot of you wrongly uploading multiple mod versions and optional files as separate uploads in the same project. This effectively makes your mod broken for all those players.
- For Players:
- Stick to established mod management tools if you must use one at all. All mod managers are completely optional. None can solve all your mod/CC issues. Plenty of us have never, ever used one.
- When looking at a new complex mod, look at what else that creator made before that to see how familiar they actually are with Sims modding. Often there’s already a complex mod doing the same thing by an established creator; use that one. And read the comments. If a brand-new Sims modder isn’t permitting comments, just walk away.
Possible Future Changes
Possible Other Upcoming Changes
- What Gets Left Off “Broken”: I’m considering listing Broken mods from creators not previously covered. This would apply to creators excluded for reasons such as paywalls, software piracy, or trademark/copyright violation even though these are issues covered by the Maxis rules for Sims 4 modders. It would not apply to mods breaking game-rating rules (the T for Teen rating). It would also not apply to the updated list: this would be only to let you know that the current available version is broken. Still thinking about this one.
- Mod Adoption: I’m also considering changes to how long is okay after a creator stops being active (but hasn’t announced they’re leaving modding) before I announce that someone has adopted and updated their mods. This has previously been two years. I’m thinking one year or 18 months might be fine for mods that were clearly broken. I’ll likely make a decision on this after I get through moving house next month.