Forum Discussion
6 years ago
*stares at TS4MM reading '423 mods active out of 584 total, in 45 categories.'* Uhhh..........
Okay, technically, most of my 'mods' are mods we don't discuss here (i.e. a significant # of packages are just animations, skins, meshes, etc.).
Other than that, MCCC is a must have. I also use a lot of mods by LittleMissSam (especially her small mods and fixes), I should probably just have a category for her TBH, but it would make my system awkward since I try to keep each script/package mod in it's own folder (for the sake of easily loading package mods with mod manager) and a single folder for pure script mods. As far as pure script mods my big ones are FullHouse, AllCheats, SellInventory, and Ultra Simulation Speed. I have a couple other "fix" mods like Simulation Lag Fix and Vampire Bug Fixes.
Okay, so even if a lot of them are WW content mods I still have a ridiculous amount of mods, mostly gameplay mods to change things that annoy me like getting rid of certain autonomous actions (*cough*Parenthood Ask Advice*cough*), simplified vampire cheats, intersex tuning override,
Single cup tea, store most things in chests, woohoo acceptance animations replacement, no privacy, no surprise holidays, longer interaction queue, etc. I have some custom content as well.
But my biggest shoutout is to programs for mods. As someone who uses a lot of mods, and especially someone who sometimes wants a mod feature for a particular game/household but other times not so much, I can't live without Raxdiam's The Sims 4 Mod Manager. Unfortunately it's not up to speed with the newer ts4script files so you still have to manually add/remove script mods, but it makes adding and disabling simple package mods a breeze.
Another big one for managing a lot of mods is scumbumbo's TS4 Package Conflict Detector. Once your mods folder is over 1GB, process of elimination isn't exactly realistic if somethings causing an issue, and this program greatly simplifies the task. Again, it only works with .package files, but at the end of the day its a lot easier to use process of elimination on my significantly smaller library of script mods than my entire mods folder.
(side note: even if you're not a mod creator, if you use a ton of mods, it's super useful to have S4PE, particularly if you're using the conflict detector, sometimes a simple quick read of a resource ID will make it clear what's an actual conflict vs. mod to mod specific compatibility add-ons, and sometimes you might catch something obvious and even if you don't know how to fix it, you can at least let the mod creator know ;3)
Okay, technically, most of my 'mods' are mods we don't discuss here (i.e. a significant # of packages are just animations, skins, meshes, etc.).
Other than that, MCCC is a must have. I also use a lot of mods by LittleMissSam (especially her small mods and fixes), I should probably just have a category for her TBH, but it would make my system awkward since I try to keep each script/package mod in it's own folder (for the sake of easily loading package mods with mod manager) and a single folder for pure script mods. As far as pure script mods my big ones are FullHouse, AllCheats, SellInventory, and Ultra Simulation Speed. I have a couple other "fix" mods like Simulation Lag Fix and Vampire Bug Fixes.
Okay, so even if a lot of them are WW content mods I still have a ridiculous amount of mods, mostly gameplay mods to change things that annoy me like getting rid of certain autonomous actions (*cough*Parenthood Ask Advice*cough*), simplified vampire cheats, intersex tuning override,
Single cup tea, store most things in chests, woohoo acceptance animations replacement, no privacy, no surprise holidays, longer interaction queue, etc. I have some custom content as well.
But my biggest shoutout is to programs for mods. As someone who uses a lot of mods, and especially someone who sometimes wants a mod feature for a particular game/household but other times not so much, I can't live without Raxdiam's The Sims 4 Mod Manager. Unfortunately it's not up to speed with the newer ts4script files so you still have to manually add/remove script mods, but it makes adding and disabling simple package mods a breeze.
Another big one for managing a lot of mods is scumbumbo's TS4 Package Conflict Detector. Once your mods folder is over 1GB, process of elimination isn't exactly realistic if somethings causing an issue, and this program greatly simplifies the task. Again, it only works with .package files, but at the end of the day its a lot easier to use process of elimination on my significantly smaller library of script mods than my entire mods folder.
(side note: even if you're not a mod creator, if you use a ton of mods, it's super useful to have S4PE, particularly if you're using the conflict detector, sometimes a simple quick read of a resource ID will make it clear what's an actual conflict vs. mod to mod specific compatibility add-ons, and sometimes you might catch something obvious and even if you don't know how to fix it, you can at least let the mod creator know ;3)
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