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SimGuruModSquad's avatar
10 years ago

Package Version Question

Hey all!

A common point of failure for Sims 4 users seems to be attempting to run with Sim 2 or Sims 3 mods.

Running with Sims 2 mods will result in a cryptic “required game data is missing” error. We can definitely improve that error message which hopefully will eliminate some noise.

But Sims 3 mods are a little more tricky because Sims 4 currently does not even recognize these mods as coming from Sims 3. It will try to load the mod and usually crash. The reason for this is because we bumped the version of the .package format to 2.1 (Sims 3 was 2.0), but didn’t change the runtime to reject 2.0 packages (oops).

I would like to change the engine to reject 2.0 packages. But since this is a significant change in behavior I wanted to pose this question to the group: Do you know of any Sims 4 modding tools that currently or ever created .package files with version 2.0?

I have not been able to find any Sims 4 mods using version 2.0 packages, but have only tested a relatively limited amount of content.

Thanks,
SGMS
  • The first post in this thread is about “a cryptic “required game data is missing” error. We can definitely improve that error message ”. Hence why I thought this might be a good place to point out another cryptic error message that could be improved at the same time.

    Other than that I’m under the impression that they can decide for themselves what to do in what order .. I didn’t claim it was a priority or would affect players (of course not - but this is the modding forum, not the general gameplay bug report forum).
  • The problem s4pe has handling the maslow.package is occurring because s4pe is not completely compliant with the way game.packages should be managed.

    It is unclear to me why you think anyone should have reported this to EA or why you are doing so now. It's a tool developer's responsibility to bring their tool into compliance with how the game is made...not the game maker's responsibility to bring their game into compliance with a modding tool that is doing things the wrong way.

    EA was kind enough to give us an example gold standard .package. The idea being that tool developers could use it as an example to guide development of their tool. s4pe isn't capable of dealing with it properly and that means s4pe is, in some fundamental way, lacking compliance with the game...that is, there is something wrong with the tool. When something is wrong with a modding tool the appropriate place to seek bug fixes for it is the developer's web site. In this case, s4pe's problem goes beyond a mere inability to manage the maslow.package. That failure is symptomatic of the same problem that causes it to corrupt some previously game-safe items when it merges them. This would be of some concern to the Sims 4 community if there was no other tool to use for merging .packages. Fortunately Studio is able to both manage the maslow.package correctly and merge content without breaking it. Because EA does not advocate merging .packages, and they don't work on s4pe, s4pe's failure to successfully merge .packages isn't their concern nor can they do anything about it. The only people that can do something about it are the people developing s4pe.

    This thread is about people putting Sims 3.packages into their Mods folder and having the game not start as a result. The question was: would it cause the community any distress if the game was made to skip over these .packages instead of failing on them. I don't see any post in the thread indicating that it is a general request thread. Of course EA may choose to change the error message the game gives...that's up to them. I agree with Nearia35 though...I would hope that creators understand how the tool they're using works and manage to close files before starting the game if that's what the tool they're using requires. I don't see this as an issue of such proportion that a special request to "fix" it doesn't look a little out of place in a thread that was started as a courtesy to our community not as an open invitation to vent pet peeves resulting from user error.
  • Does Studio also have a "Grid" type of view for editing? There is one in TSRW though it's not as comprehensive as the s?pe one. I saw that studio allows the import and export of resources in a package list view but have not yet attempted direct editing within the tool other than for tuning xmls (which it's brilliant for).

    Edit: Oops sorry this is getting way off topic :o
  • Yes. Studio's Warehouse tab is a fully functional resource editor that allows direct editing of .package resources.

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