treypk Posted November 28, 2020 Posted November 28, 2020 Hi. I'm totally new in modding TS4. I like to keep things tidy, but I think some of the files don't show up in game because I categorize them into folder(document/TS4/Mods). isn't it? So, can we categorize them or not? Thank you in advance!
bluey Posted November 28, 2020 Posted November 28, 2020 If i remember correctly you can't put script mods two folder's in, but if doesn't have a script it can go up to 5 folder's in which those folders can be sorted with different mods in it. (That how it works for my game)
DarkAudit Posted November 28, 2020 Posted November 28, 2020 Script mods can only be one folder deep in the Mods folder. So c:\Documents\Electronic Arts\The Sims 4\Mods\Super Useful Do Everything Mod\filename.ts4script would be allowed, but c:\Documents\Electronic Arts\The Sims 4\Mods\Scripts\Super Useful Do Everything Mod\filename.ts4script would NOT. HOWEVER, regular *.package files, like most CAS or build CC, can be as deep as your resource.cfg file permits. So what I did over the holiday (at long last) was to finally add a set of 0-9 and A-Z folders and move my CC into those by creator name. I already had a stack of folders for creators like Anto, Madlen, PralineSims, RemusSerion, etc. But now they're more organized and the catch-all "clothes and makeup" folder gets a long-overdue sorting.
Scorpio Posted November 28, 2020 Posted November 28, 2020 I just make folders for each category or script mod like: Mods/Build Buy Mods/Hairstyles Mods/Clothing Mods/Makeup Mods/MCCC (Script mod no folders allowed) Mods/Wicked (Script mod no folders allowed) Mods/Wicked Animations etc. All my downloaded cc I just dump into each category so if I manage to have duplicates they will just overwrite the old ones. But with these you can also have sub folders inside but I just prefer not to. Script mods like WW, MCCC, Basemental, Nisa's WP each have their own dedicated folder with only loose files inside and no other folders.
Crashdown117 Posted November 28, 2020 Posted November 28, 2020 Regarding the second part of the initial question: I really think one should do so, especially when starting with an unmodded game install (easiest time to establish a system like Scorpio's). Everything will be neatly organized and easy to maintain, and you might actually spare yourself some trouble (IIRC, WW doesn't like it when its script and animations are in the same folder, for example). Finally, if something goes wrong (conflicting mods etc), testing will be done much quicker, as you can work with these folders rather than individual files. As an addition to a system similar to Scorpio's, I also use a folder for new CC - some kind of "inbox". Everything that goes there, is tested in-game first, before being moved to the category folders. That way, I can easily remove any new items, if I don't like their look (e.g clothing with "painted" shine or glow that only looks good from one perspective) or if they cause issues (mainly broken furniture).
Scorpio Posted November 28, 2020 Posted November 28, 2020 1 hour ago, Crashdown117 said: As an addition to a system similar to Scorpio's, I also use a folder for new CC - some kind of "inbox". Everything that goes there, is tested in-game first, before being moved to the category folders. That way, I can easily remove any new items, if I don't like their look (e.g clothing with "painted" shine or glow that only looks good from one perspective) or if they cause issues (mainly broken furniture). Good reminder of something I completely forgot about. I prefix all my new mods folders with an _ 'underscore' for testing, except for new cc hairstyles or makeup. It puts them all at the top of the Mods folder so they are easier to find quickly. (Just added 10 new mods to try out after updating my game recently) So lately I also try to include the date added or the mods version or some other way to ID when the mod was last updated. Even if it's just adding something simple at the end of the folder name like 'SE Patched' or 'Nov_15_2020'. Some other mods previously required a ECO patch update or a SW patch update but worked fine with the new SE patch. So those mod folders are still labeled as such with something like 'OK for SE patch' added on the end. Since I have my cc hairstyles merged, and a few others, I use a folder named Female Hairstyles Merged. And another one named Female Hairstyles NEW for un-merged single files I've just added. But before I download any new cc like this I check my downloads folder where my backups are all un-merged to make sure I don't already have it in a merged file. WW can't detect duplicates inside of merged files.
DarkAudit Posted November 29, 2020 Posted November 29, 2020 14 hours ago, Scorpio said: WW can't detect duplicates inside of merged files. One big reason why I *don't* merge my CC if I can help it. 30GB and no duplicates. Go me.
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