Forum Discussion
Jyotai
5 years agoSeasoned Ace
I've only downloaded a few premade sims. None of them were any good in terms of quality. I use a silly number like 370 as a point of exaggeration for how badly some stuff gets piled on.
With some of these compilations, the same mod can end up in there more than once... meaning the final 'bundle mod' has a conflict with itself.
That said, I find the reply above a bit condescending, though I don't think it was intended to be.
I'm not handing my computer over to a stranger, I'm letting some things alter aspects of my gameplay within a contained environment.
At this point in time I prefer the more cartoony look of Sims 4. If I had ended up going the other way on that choice - those premade sims would have been very valuable to me. Instead I've cannibalized what I got from them. Some of the compilations have things that are no longer available but which work perfectly well - a few clothing and sim traits I've kept from that process.
I think a bigger takeaway is mod makers need to learn to organize their stuff better. Requiring everything be in the top level folder is bad design.
I've got a few mods that have must have features for me, who's makers bundled every mod idea they've every had into one package file, rather than using a modular code structure. That's very bad design. These are things I figured out by breaking open packages and looking through folders of what I'd obtained.
There are mods that will replace the defaults for skin, teeth, body parts, etc - that fail to label themselves properly and don't put themselves into an 'override' folder. This can be an easy source of conflicts if you don't know what to look for you can have multiple 'defaults' for a given thing, which means your game has to sort out which of these is the right one to use on every load up. That's why I use the '!!Overrides' folder and set my Resource.cfg to look like this:
Priority 500
PackedFile *.package
PackedFile */*.package
PackedFile */*/*.package
PackedFile */*/*/*.package
PackedFile */*/*/*/*.package
PackedFile */*/*/*/*/*.package
Priority 1000
PackedFile !!Overrides\*\*\*\*\*.package
- Moving all the mods that will allow you to move them, into organized folders, and them making a folder that appears 'first' in sort by name, giving only that folder priority 1000, and placing only a very select list of things in it, is a good way to tell sim 4 what to do over potential conflicts.
The workflow process of organizing it all like that, is a good way to find those conflicts before you even load up the game.
For things like clothing mods, I have folders within folders to sort clothing into the same categories as they appear in CAS - which just makes it easier to be more aware of what I've downloaded.
As I happen to be a professional developer, I can look through these things and figure out what I'm looking at, and I don't get scared when something breaks, I get interested. Those mods that I've kept are still worth keeping, even if badly made. On balance I get the things I want out of them.
With some of these compilations, the same mod can end up in there more than once... meaning the final 'bundle mod' has a conflict with itself.
That said, I find the reply above a bit condescending, though I don't think it was intended to be.
I'm not handing my computer over to a stranger, I'm letting some things alter aspects of my gameplay within a contained environment.
At this point in time I prefer the more cartoony look of Sims 4. If I had ended up going the other way on that choice - those premade sims would have been very valuable to me. Instead I've cannibalized what I got from them. Some of the compilations have things that are no longer available but which work perfectly well - a few clothing and sim traits I've kept from that process.
I think a bigger takeaway is mod makers need to learn to organize their stuff better. Requiring everything be in the top level folder is bad design.
I've got a few mods that have must have features for me, who's makers bundled every mod idea they've every had into one package file, rather than using a modular code structure. That's very bad design. These are things I figured out by breaking open packages and looking through folders of what I'd obtained.
There are mods that will replace the defaults for skin, teeth, body parts, etc - that fail to label themselves properly and don't put themselves into an 'override' folder. This can be an easy source of conflicts if you don't know what to look for you can have multiple 'defaults' for a given thing, which means your game has to sort out which of these is the right one to use on every load up. That's why I use the '!!Overrides' folder and set my Resource.cfg to look like this:
Priority 500
PackedFile *.package
PackedFile */*.package
PackedFile */*/*.package
PackedFile */*/*/*.package
PackedFile */*/*/*/*.package
PackedFile */*/*/*/*/*.package
Priority 1000
PackedFile !!Overrides\*\*\*\*\*.package
- Moving all the mods that will allow you to move them, into organized folders, and them making a folder that appears 'first' in sort by name, giving only that folder priority 1000, and placing only a very select list of things in it, is a good way to tell sim 4 what to do over potential conflicts.
The workflow process of organizing it all like that, is a good way to find those conflicts before you even load up the game.
For things like clothing mods, I have folders within folders to sort clothing into the same categories as they appear in CAS - which just makes it easier to be more aware of what I've downloaded.
As I happen to be a professional developer, I can look through these things and figure out what I'm looking at, and I don't get scared when something breaks, I get interested. Those mods that I've kept are still worth keeping, even if badly made. On balance I get the things I want out of them.
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