SimGuruModSquad
September 5 in Mods & CC Technical Discussions
Hi everyone!
We've been busy working on technical documentation to share with you on best practices for Custom Content and Mods and details about how the game works. We're happy to announce that this can now be found here:
http://cdn-assets-ts4.pulse.ea.com/Guide/TS4_Custom_Content_Guide.zipThe Sims 4 is a large game, so we can't document everything about it, but we've included information about a few key things we thought you'd appreciate.
IMPORTANT!
The two example mods, simsmodsquad-maslow.zip and simsmodsquad-novelist.package will not work out of the box because of a couple bugs we recently discovered. So you will need to massage them a bit to get them to work, as follows:
- The game will not currently execute NEW scripts out of the Mods directory when python is initialized. You can work around this by replacing Maxis-authored scripts via the Mods directory to inject your code.
- The game will not currently load tuning files from inside a package file in the Mods dir. You can work around this by as follows:
Add the following to the Resource.cfg in the Mods directory:
DirectoryFiles unpackedmod autoupdate
What this will do is allow loading of loose resource files out of the directory called "unpackedmod". Extract all the records in simsmodsquad-novelist.package to this new directory with the names of the format 0x<group>!0x<instance>.0x<type>, i.e. "0x005fdd0c!0xed7000a97ea8f032.0x545ac67a". The game will now recognize the files.
A patch will be released in the near future that will correct both of these issues, at which time the mods will work out of the box. I will let you know when those fixes have been released.
We hope this accelerates your progress. Please continue to ask questions in the forums, and we will do our best to answer them.
Thanks again for all your hard work and awesome creations.