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How many mods in the sims 4 mod folder is too many?


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Posted

Been using this site for mods since late 2022 and been having a great time (Thank You), no issues until a couple days ago (5-9-24) when feet and arms started to disappear (even when I removed clothing and foot wear). So, my question to the modders, is having 5,074 mods in the mod folder too many?

 

I have a pretty robust machine and performance wise, its no issue but when I'm in the game, going through the clothing inventory, I can see several bad CC outfits because they're red and white (probably around 20 - 25 give or take), I've just been ignoring those because I can't fathom on how to pin point the failed files. Yesterday day I performed a full wipe of the game from my drive and started fresh, lost roughly 150 hours of my first file (but I did place the saves in a folder on another drive). Tonight, things started to go haywire again, feet missing, porting to that magic land area and one of the other sims transported there also without inviting it. just showed up after porting to the floating island.

 

I did a search tonight looking for a sims 4 failed mod detector but can't find anything that looks reliable or updated, so I gave up that idea.

 

Thanks,

 

 

 

Posted (edited)

I have about 2250+ mods. The key is ensuring all mods you use are up to date. Some mods conflict with others, you want to avoid this. Recolored clothing is useless without the original mesh. The first thing I would do in your case is create a new household and remove all clothing from all outfit slots. If your feet and arms are missing, then SAVE that household and then USE the "Tray Importer" software. Select your damaged household and that tray importer will tell you what defaults you are using and any other mods which are attached to the sim. You should remove those mods then reload that household, if that solves your problem, you know it is one of those mods you removed which caused the problem.

 

Remember those mods that give you checkerboard patterns? Wear those too... save household and open the household in the importer... it tells you the mods to remove. I advise using a temp folder to test all CC before placing that content into your main mod folders. Better exception mods and other so called 'detectors' have never been of any use to me. Ensuring script mods are up to date and checking new CC before categorizing it will take some extra effort on your part but will save you time in the long run. Cheers!

 

 

Edited by SpexSIMS
Of all the things I have lost, I miss my mind the most!
Posted

Thanks for responding, I'll give that a try and see where it goes, There's a bunch of mods that I'll never use anyway, I'll start weeding those out too.

 

Cheers

Posted

In addition to what SpexSIMS already mentioned, I would like to add three small notes from my personal experience with the game:

 

There are a few cases where disappearing body parts are not caused by defaults, but by conflicting or simply badly created clothing CC.

I have a particular top for female Sims in my Mods folder that makes the upper body disappear when removing it in CAS (and only in CAS, Live mode is fine). Weirdest thing I've ever seen, but picking any other top or full body outfit fixes things.

I've also seen hair, hands or feet disappear from different types of clothing and accessories, which is why I run everything through S4S these days, disabling it for random outfits.

 

Regarding the number of mods (i.e. files in your Mods folder), I don't think that's really a good measure for gauging possible performance problems. For example, script mods like WW or MCCC can have a much, much bigger impact on how well your game runs, since they are pretty much constantly active. On the other hand, custom clothing usually just needs to be loaded into the game, so file size is what matters here.

Personally, about a dozen script mods are no problem for me and loading times don't get too bad as long as my Mods folder stays below roughly 10 GB.

 

When it comes to "broken mod detectors" and stuff like that, all the ones I've seen deal with exceptions (i.e. errors reported by the game and/or script mods). "Better Exceptions" and similar mods are to be taken with a grain of salt, in my opinion. They can provide a good starting point for fixing issues, but sometimes, they'll give you reports saying stuff like "Probable Culprit - WickedWhims (40%)", which is nothing but a complicated way of saying "I'm clueless, you're on your own, mate".

MCCC pretty-prints exception reports and lists installed mods (including duplicate detection), which is all you really need, so I don't really see any reason for using additional tools - apart from S4TI for identifying CC items, of course.

 

Cheerio!

Posted

how much is too much?
your PC is going to tell you :D 

 

currently I have 3.422 files in my mod folder, with a total of 10,7GB

still runs perfect for me

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