Forum Discussion
10 years ago
If you like working on .packages directly from the Sims 4/Mods folder and starting the game with the .package still open in your creation tool you could use Studio...it does not grab hold of the .package so it's possible to do this. If you prefer some other tool perhaps you could contact the developer of that tool and request that this feature be added to that tool also. Alternatively, you could adapt your workflow to fit the way that tool works. The easiest way to go about that would be to simply create a project folder outside the Sims 4/Mods folder and work on the .package from the project folder. Then, when you're all set to test your .package, you can copy and paste that right into the Sims 4/Mods folder. It's an extra copy/paste step, yes, but it will allow you to avoid the disconcerting "game data missing" notification in the cases where you forget to close your project.package prior to starting the game.
In the case that game data goes missing one easy way to make sure it isn't because you have a .package open in a custom content tool unable to allow the game to start if something in the Mods folder is open in it would be to hit the Ctrl key, the Alt key, and the Delete key on your keyboard all at the same time to bring up your Task Manager. This allows you to view a list of all the applications that are running. If your CC tool is running you can close it and then restart the game. If the game still returned a "game data missing" notification then you would know it wasn't the fault of your custom content tool's grabbing something in the Mods folder and was actually due to missing game data.
The problem s4pe has saving the Maslow example .package is a known issue that was reported long ago and has, apparently, not been addressed. The problem was first reported by players who were ending up with corrupt .packages when using s4pe to merge multiple .packages into one. If, for some reason, you need to save the Maslow example.package directly rather than creating a new shell.package for the resources first, Studio is able to do that with no difficulty :)
In the case that game data goes missing one easy way to make sure it isn't because you have a .package open in a custom content tool unable to allow the game to start if something in the Mods folder is open in it would be to hit the Ctrl key, the Alt key, and the Delete key on your keyboard all at the same time to bring up your Task Manager. This allows you to view a list of all the applications that are running. If your CC tool is running you can close it and then restart the game. If the game still returned a "game data missing" notification then you would know it wasn't the fault of your custom content tool's grabbing something in the Mods folder and was actually due to missing game data.
The problem s4pe has saving the Maslow example .package is a known issue that was reported long ago and has, apparently, not been addressed. The problem was first reported by players who were ending up with corrupt .packages when using s4pe to merge multiple .packages into one. If, for some reason, you need to save the Maslow example.package directly rather than creating a new shell.package for the resources first, Studio is able to do that with no difficulty :)
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