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View Full Version : s4pe 0.5.2 beta released 11/20/17


CmarNYC
5th Aug 2016, 7:29 PM
0.5.2-beta release available here: https://github.com/s4ptacle/Sims4Tools/releases/

Changes for 0.5.2-beta:

-Support for RLE2 resource containing L8 luminance DDS image
-Text display of 0x0904DF10 and 0x669499DC xml resources
-Added animal specifiers to CASP and CAS Preset for compatibility with Cats and Dogs
-Support for new RLE compression code in DeformerMap resource
-Support for version 14 of GEOM

Still no installer - just unpack and run s4pe.exe. Bug reports, questions, and suggestions are welcome.

The latest beta code can be downloaded here: https://github.com/s4ptacle/Sims4Tools/tree/develop

Future plans:
-Fix Thumbnail Cache
-Extract XML from DATA resources
-Do an installer

Previous release notes:

Changes for 0.4.8-beta:
- Added support for CASP version 0x2A (patch of 1/12/17)
- Added support for new version of MLOD mesh (thanks, Mitch100degrees)
- Added support for type 0x3c1d8799 as XML (thanks, Dorsal Axe - I couldn't find this type to test; if it's packed xml it won't work.)
- Updated property tags
- Added new occult body types (thanks, tmp30102016)

Changes for 0.5.0-beta:
-Added SimRegion names
-Read JAZZ files as DATA
-Support for new versions of SimOutfit, StyledLook, CSTL
-Added wrappers for Sculpt and HotSpotControl
-Overhaul of CLIP/ClipEvents to support all known event types

Changes for 0.5.1-beta:
-Lot Description/LOTD
-World Description/WRLD
-World Map/WMAP
-LITE fix
-World Object Data/WOBD
-Region Description/REGD
-KD Tree/KDTR
-Terrain Blend Map/TNBM
-Updated BGEO wrapper for correct unpacked blend and vector values
-Additional decoding of Hotspot Control/HOTC
-Fixed cloning of channels in CLIP (credit to AllTheTimeAngry)
-Corrected LinkTag field and allow addition/deletion of Blend/BGEO link in Sculpt/SCPT and SimModifier/SMOD
-Backward compatibility with XML text for DATA
-XML support for 0xB8BF1A63 (untested)

DevX
14th Aug 2016, 4:31 PM
I just wanna say that I have experienced some crashes with this version...
it happens when selecting a image file (I think)
maybe the new dds previewer isn't fully stable?

CmarNYC
14th Aug 2016, 6:27 PM
I just wanna say that I have experienced some crashes with this version...
it happens when selecting a image file (I think)
maybe the new dds previewer isn't fully stable?

Next time it happens could you post a screen grab of the error message? And if possible I'd like to know which resource caused it.

DevX
14th Aug 2016, 7:34 PM
Next time it happens could you post a screen grab of the error message? And if possible I'd like to know which resource caused it.
here you have one:

CmarNYC
14th Aug 2016, 10:27 PM
Thanks! What did you do to create this package, or how did you get it? It looks like UI.package, but there's no filename, the file offsets are all 0xFFFFFFFF and the file sizes are all 0x00000000, which is what I'd expect in a new package with resources imported but that hasn't been saved, or possibly with a corrupted package.

DevX
15th Aug 2016, 10:06 AM
Thanks! What did you do to create this package, or how did you get it? It looks like UI.package, but there's no filename, the file offsets are all 0xFFFFFFFF and the file sizes are all 0x00000000, which is what I'd expect in a new package with resources imported but that hasn't been saved, or possibly with a corrupted package.

I did just import the UI.package and extracted some images to later convert them to PNG

CmarNYC
15th Aug 2016, 12:36 PM
How did you import the UI.package, and to what? If you imported it to another package and didn't save before using it maybe that's causing your problem. The simplest thing would be to copy the UI.package to a work folder and use the copy; no need for importing.

Lalalandings
25th Aug 2016, 1:20 AM
I downloaded it today, it works great and fast, but im curious about the serious "Trojan.M whatever" Warning and removal from Malwarebytes anti-malware in the file "build.exe". Harmful ? Got im scammed now ? :x just wondering if this might just me or is there a real danger behind it ? btw. i download it once again on a totaly safe VM and it happens there too. build.exe with trojan.

CmarNYC
25th Aug 2016, 3:05 AM
It's not unusual for AVs to give false positives on executables, especially if they're not widely used and haven't been identified as safe. About all I can tell you is that my AV has no problem with it and I haven't seen any reports of problems from anyone else.

Lalalandings
25th Aug 2016, 4:04 AM
Seems you're right, only Malwarebytes has an issue with it, see also: https://www.virustotal.com/de/file/f01078a63b48e409d751375d9d7bd2dc6f585136c8b3bbf34b92185153c0cd05/analysis/1472094054/

CmarNYC
25th Aug 2016, 7:31 AM
That's a useful site! :)

Malwarebytes has a forum where you could report this if you want, or I could: https://forums.malwarebytes.org/forum/42-file-detections/

Edit: in future I think I can just remove Build.exe from the release - testing to make sure it's only used for making the build, not for using the program.

Lalalandings
25th Aug 2016, 8:11 AM
I already has reported to them via support mail. but maybe it helps more if you could do too, cuz of some proof or something maybe needed to them. :D

dey1
5th Sep 2016, 10:06 PM
Is there a way to get S4PE to export RLE files in DDS format when batch exporting? I'm trying to mass resized a hole lot of textures.

CmarNYC
6th Sep 2016, 12:54 PM
With the current s4pe structure, I don't think so. It wouldn't be hard to make an external converter/extractor, though. I'll look at both possibilities.

Morphar
6th Sep 2016, 5:47 PM
This mod seems to be abandoned again and again:
http://modthesims.info/showthread.php?p=5071835#post5071835

I would like to have a look in the code so I installed s4pe but where is the code?
Can you direct me to where I can read about this type of code? I saw that you have done TS4 CAS-tools. Can it be used in this case?

dey1
6th Sep 2016, 9:27 PM
With the current s4pe structure, I don't think so. It wouldn't be hard to make an external converter/extractor, though. I'll look at both possibilities.


Yes after trying I did not think so either but maybe it can be added, thank you so much for whatever you come with up and for taking your time to do so! You're so awesome Ms. Byte! :up: :)

CmarNYC
6th Sep 2016, 11:30 PM
This mod seems to be abandoned again and again:
http://modthesims.info/showthread.php?p=5071835#post5071835

I would like to have a look in the code so I installed s4pe but where is the code?
Can you direct me to where I can read about this type of code? I saw that you have done TS4 CAS-tools. Can it be used in this case?

The latest working code is here: https://github.com/s4ptacle/Sims4Tools/tree/develop

There's a drop down button on the right to download the whole project in a zip. It's C# and set up as a Visual Studio project.

TS4 CAS Tools uses some of the s4pi libraries. S4pi is the set of classes etc. that s3pe uses to handle resources and packages. The code includes both. CAS Tools doesn't do batch operations, if that's what you're asking.

Let me know if you have questions!

Edit: If you mean the code for the slider mods you linked to, I think they're Python scripts and bone and/or DMAP sliders. You could ask for more info in Modding Discussions. You won't be able to look at scripts with s4pe; they're in zip or ts4script (also zip archives AFAIK) files.

CmarNYC
3rd Dec 2016, 7:46 PM
Version 0.4.7 beta is released. The most notable change is support for the new version of CASP as of the 12/1/16 game patch.

tmp30102016
26th Dec 2016, 3:44 PM
New BodyTypes to add from sims\outfits\outfit_enum.py :

OCCULT_BROW = 64
OCCULT_EYE_SOCKET = 65
OCCULT_EYE_LID = 66
OCCULT_MOUTH = 67
OCCULT_LEFT_CHEEK = 68
OCCULT_RIGHT_CHEEK = 69
OCCULT_NECK_SCAR = 70

Dorsal Axe
29th Dec 2016, 12:05 AM
Any chance we could get a wrapper for _XML type 0x3c1d8799? It's used for the zonemodifier tuning.

Mitch100degrees
2nd Jan 2017, 3:16 PM
Getting this error on specific MLOD's... ClientFullBuild0 for EP3.

Error reading resource 0x01D10F34-0x00000001-0x2AC11B7731D59BF7
Front-end Distribution: 0.4.7-beta
Library Distribution: 0.4.7-beta

Source: mscorlib
Assembly: mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
Exception has been thrown by the target of an invocation.
----
Stack trace:
at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
at System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at System.Reflection.ConstructorInfo.Invoke(Object[] parameters)
at s4pi.WrapperDealer.WrapperDealer.WrapperForType(String type, Int32 APIversion, Stream s) in F:\SourceTree\Sims4Tools\s4pi\WrapperDealer\WrapperDealer.cs:line 128
at s4pi.WrapperDealer.WrapperDealer.GetResource(Int32 APIversion, IPackage pkg, IResourceIndexEntry rie, Boolean AlwaysDefault) in F:\SourceTree\Sims4Tools\s4pi\WrapperDealer\WrapperDealer.cs:line 66
at S4PIDemoFE.MainForm.browserWidget1_SelectedResourceChanged(Object sender, ResourceChangedEventArgs e) in F:\SourceTree\Sims4Tools\s4pe\MainForm.cs:line 2654
----

Source: mscorlib
Assembly: mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
Exception has been thrown by the target of an invocation.
----
Stack trace:
at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
at System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at System.Reflection.ConstructorInfo.Invoke(Object[] parameters)
at s4pi.GenericRCOLResource.GenericRCOLResourceHandler.RCOLDealer(Int32 APIversion, EventHandler handler, UInt32 type, Stream s) in F:\SourceTree\Sims4Tools\s4pi Wrappers\GenericRCOLResource\GenericRCOLResource.cs:line 826
at s4pi.GenericRCOLResource.GenericRCOLResource.ChunkEntryList..ctor(Int32 requestedApiVersion, EventHandler handler, Stream s, TGIBlock[] chunks, RCOLIndexEntry[] index) in F:\SourceTree\Sims4Tools\s4pi Wrappers\GenericRCOLResource\GenericRCOLResource.cs:line 309
at s4pi.GenericRCOLResource.GenericRCOLResource.Parse(Stream s) in F:\SourceTree\Sims4Tools\s4pi Wrappers\GenericRCOLResource\GenericRCOLResource.cs:line 97
at s4pi.GenericRCOLResource.GenericRCOLResource..ctor(Int32 APIversion, Stream s) in F:\SourceTree\Sims4Tools\s4pi Wrappers\GenericRCOLResource\GenericRCOLResource.cs:line 67
----

Source: s4pi.MeshChunks
Assembly: s4pi.MeshChunks, Version=1609.14.1346.15790, Culture=neutral, PublicKeyToken=null
Expected end at 208, actual end was 160
----
Stack trace:
at meshExpImp.ModelBlocks.MLOD.Mesh.Parse(Stream s) in F:\SourceTree\Sims4Tools\s4pi Wrappers\MeshChunks\MLOD.cs:line 362
at meshExpImp.ModelBlocks.MLOD.Mesh..ctor(Int32 apiVersion, EventHandler handler, MLOD owner, Stream s) in F:\SourceTree\Sims4Tools\s4pi Wrappers\MeshChunks\MLOD.cs:line 320
at meshExpImp.ModelBlocks.MLOD.MeshList.CreateElement(Stream s) in F:\SourceTree\Sims4Tools\s4pi Wrappers\MeshChunks\MLOD.cs:line 655
at s4pi.Interfaces.DependentList`1.CreateElement(Stream s, Boolean& inc) in F:\SourceTree\Sims4Tools\s4pi\Interfaces\DependentList.cs:line 146
at s4pi.Interfaces.DependentList`1.Parse(Stream s) in F:\SourceTree\Sims4Tools\s4pi\Interfaces\DependentList.cs:line 115
at meshExpImp.ModelBlocks.MLOD.MeshList..ctor(EventHandler handler, MLOD owner, Stream s) in F:\SourceTree\Sims4Tools\s4pi Wrappers\MeshChunks\MLOD.cs:line 641
at meshExpImp.ModelBlocks.MLOD.Parse(Stream s) in F:\SourceTree\Sims4Tools\s4pi Wrappers\MeshChunks\MLOD.cs:line 67
at s4pi.Interfaces.ARCOLBlock..ctor(Int32 apiVersion, EventHandler handler, Stream s) in F:\SourceTree\Sims4Tools\s4pi Wrappers\GenericRCOLResource\ARCOLBlock.cs:line 63
at meshExpImp.ModelBlocks.MLOD..ctor(Int32 apiVersion, EventHandler handler, Stream s) in F:\SourceTree\Sims4Tools\s4pi Wrappers\MeshChunks\MLOD.cs:line 44
----

dangalz66
5th Jan 2017, 9:55 PM
Received this error message: S4PE Error Message (https://drive.google.com/file/d/0B497ZCa5yBYGdUFPc21jZElfd3c/view?usp=sharing)

My AV also flagged and deleted the S4PE exe file so I created an exclusion and redownloaded file before I continued.

When I go to import the CLIP files for use in S4Studios I received the error message. I tried a method I found searching the net for a much earlier version with no luck.

I am using 0.4.7 and tried it with 0.4.6 and same thing. Am missing something here and for the life of me I cannot figure it out. Please help, thank you!




Details as follows:

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.InvalidOperationException: Could not find a resource handler
at s4pi.WrapperDealer.WrapperDealer.WrapperForType(String type, Int32 APIversion, Stream s) in F:\SourceTree\Sims4Tools\s4pi\WrapperDealer\WrapperDealer.cs:line 128
at s4pi.WrapperDealer.WrapperDealer.GetResource(Int32 APIversion, IPackage pkg, IResourceIndexEntry rie, Boolean AlwaysDefault) in F:\SourceTree\Sims4Tools\s4pi\WrapperDealer\WrapperDealer.cs:line 66
at S4PIDemoFE.MainForm.ExportFile(IResourceIndexEntry rie, String filename) in F:\SourceTree\Sims4Tools\s4pe\MainForm.cs:line 1868
at S4PIDemoFE.MainForm.ExportBatch() in F:\SourceTree\Sims4Tools\s4pe\MainForm.cs:line 1856
at S4PIDemoFE.MainForm.ResourceExport() in F:\SourceTree\Sims4Tools\s4pe\MainForm.cs:line 1762
at S4PIDemoFE.MainForm.menuBarWidget1_MBResource_Click(Object sender, MBClickEventArgs mn) in F:\SourceTree\Sims4Tools\s4pe\MainForm.cs:line 1440
at S4PIDemoFE.MenuBarWidget.OnMBResource_Click(Object sender, MB mn) in F:\SourceTree\Sims4Tools\s4pe\MenuBarWidget\MenuBarWidget.cs:line 336
at S4PIDemoFE.MenuBarWidget.tsCMSBW_Click(Object sender, EventArgs e) in F:\SourceTree\Sims4Tools\s4pe\MenuBarWidget\MenuBarWidget.cs:line 399
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1087.0 built by: NETFXREL4STAGE
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll
----------------------------------------
s4pe
Assembly Version: 1409.20.48.15791
Win32 Version: 1409.20.48.15791
CodeBase: file:///C:/Users/Danny/Desktop/TS4%20Projects/Wicked%20Whims/s4pe/s4pe.exe
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1087.0 built by: NETFXREL4STAGE
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1087.0 built by: NETFXREL4STAGE
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1087.0 built by: NETFXREL4STAGE
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1087.0 built by: NETFXREL4STAGE
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1087.0 built by: NETFXREL4STAGE
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Custom
Assembly Version: 1612.3.1611.20145
Win32 Version: 1612.3.1611.20145
CodeBase: file:///C:/Users/Danny/Desktop/TS4%20Projects/Wicked%20Whims/s4pe/System.Custom.DLL
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1087.0 built by: NETFXREL4STAGE
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
s4pi.CustomForms
Assembly Version: 1609.14.1346.15786
Win32 Version: 1609.14.1346.15786
CodeBase: file:///C:/Users/Danny/Desktop/TS4%20Projects/Wicked%20Whims/s4pe/s4pi.CustomForms.DLL
----------------------------------------
s4pi.Interfaces
Assembly Version: 1612.3.1611.20146
Win32 Version: 1612.3.1611.20146
CodeBase: file:///C:/Users/Danny/Desktop/TS4%20Projects/Wicked%20Whims/s4pe/s4pi.Interfaces.DLL
----------------------------------------
s4pi.WrapperDealer
Assembly Version: 1609.14.1346.15788
Win32 Version: 1609.14.1346.15788
CodeBase: file:///C:/Users/Danny/Desktop/TS4%20Projects/Wicked%20Whims/s4pe/s4pi.WrapperDealer.DLL
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
Win32 Version: 4.6.1087.0 built by: NETFXREL4STAGE
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
s4pi.Package
Assembly Version: 1609.14.1346.15788
Win32 Version: 1609.14.1346.15788
CodeBase: file:///C:/Users/Danny/Desktop/TS4%20Projects/Wicked%20Whims/s4pe/s4pi.Package.DLL
----------------------------------------
s4pi.Settings
Assembly Version: 1612.3.1611.20145
Win32 Version: 1612.3.1611.20145
CodeBase: file:///C:/Users/Danny/Desktop/TS4%20Projects/Wicked%20Whims/s4pe/s4pi.Settings.DLL
----------------------------------------
s4pi.Extensions
Assembly Version: 1609.14.1346.15788
Win32 Version: 1609.14.1346.15788
CodeBase: file:///C:/Users/Danny/Desktop/TS4%20Projects/Wicked%20Whims/s4pe/s4pi.Extensions.DLL
----------------------------------------
s4pi.Helpers
Assembly Version: 1609.14.1346.15789
Win32 Version: 1609.14.1346.15789
CodeBase: file:///C:/Users/Danny/Desktop/TS4%20Projects/Wicked%20Whims/s4pe/s4pi.Helpers.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


---------------------------

PS A heartfelt thanks to all who have made Sims4 Modding available for the rest of us! Keep it up! :up:

CmarNYC
6th Jan 2017, 10:03 PM
Mitch100degrees: Could you upload a few examples of the MLODs that are erroring? I suspect they're a new version but need to see them and test. You can extract them using Extract to File and Extract to Package and upload both, please.

Dangals66: Sorry you had trouble with your AV. This happens sometimes since many AVs don't trust any executable they can't identify. The error you're getting typically happens when you extract s4pe with an extractor other than 7-zip. Please try again using 7-zip to extract the s4pe files. The link is in the info for the s4pe download.

dangalz66
7th Jan 2017, 1:47 AM
Mitch100degrees: Could you upload a few examples of the MLODs that are erroring? I suspect they're a new version but need to see them and test. You can extract them using Extract to File and Extract to Package and upload both, please.

Dangals66: Sorry you had trouble with your AV. This happens sometimes since many AVs don't trust any executable they can't identify. The error you're getting typically happens when you extract s4pe with an extractor other than 7-zip. Please try again using 7-zip to extract the s4pe files. The link is in the info for the s4pe download.

Bah! I figured it was something simple I was missing! It worked. Thanks very much! You ROCK!!!

Mitch100degrees
9th Jan 2017, 6:08 AM
Attached 3 examples, each extracted to file and to package.

CmarNYC
9th Jan 2017, 10:33 PM
Thanks! I found the problem and have attached a fix you can try until I do a new version of s4pe. (Which I want to include several new file type wrappers and a couple of fixes mentioned in the comments here - thank you everyone.) I've asked at the EA forums for an explanation of what's going on in this new version of the MLOD since it's kind of strange and my fix is basically a kludge. Meanwhile, please test the fix and let me know.

Extract with 7-zip and replace the s4pi.MeshChunks.dll in your s4pe folder.

Edit: I've gotten help on the EA forum with details on this structure and some info on misnamed or unknown fields. Thanks, SimGuruModSquad! I've attached a new updated dll.

Mitch100degrees
13th Jan 2017, 11:53 AM
Sorry for taking so long to get back to you. Thanks for your quick work! It works great. Now to figure out how to get these into obj format because TSRW also doesn't know how to read them and just displays a blank model. Ah well, not your issue there. Thanks again.

CmarNYC
14th Jan 2017, 7:30 PM
s4pe updated to 0.4.8 beta. Changes and link in the OP.

There are several more wrappers I intend to add or update, but I just won't have time for the next 2 weeks.

NikNak513
15th Jan 2017, 7:29 PM
S4pe is incredibly useful! So thank you for keeping it up to date. I was wondering... will adding effects to animations be possible using the grid function be fixed? There's already support for sounds, but adding effects causes the program to crash. S4Studio has this feature but I find that program to be too unreliable at times and prefer to stick with s4pe. Thanks again for your commitment :D .

CmarNYC
16th Jan 2017, 7:05 PM
I can certainly take a look at it! Could you specify which resource it is (tag or type ID), and upload or tell me how to find a couple of effects to test with?

Sorry, I know nothing about doing animations - it's probably the CLIP and/or JAZZ but I want to verify which one you're having trouble with. Also as mentioned above I won't be able to work on it for almost two weeks.

NikNak513
16th Jan 2017, 8:03 PM
Thank you for looking into this, it's alright about the wait. I'm patient! :) Yeah it's the CLIP resource, it throws errors when you add ClipEventEffect via grid editing. I uploaded a text file for you to look at that has a lot of the effects from the game: http://dumptext.com/h75rExIb/raw/.

If you can't solve the issue it's alright, I'll just try and use Sims4Studio... even though it causes crashing in my game sometimes.

RomanIt
17th Jan 2017, 9:58 AM
Is there a way to change or CASP.kaspart is only possible in hex !? in the preview is displayed as normal, why can not edit !? I can not use for this studio Sims 4 error saving "is unable Sava John yor din a folder" so I need such a possibility in this program or how can I change more types of ages for the object

NikNak513
17th Jan 2017, 12:48 PM
Is there a way to change or CASP.kaspart is only possible in hex !? in the preview is displayed as normal, why can not edit !? I can not use for this studio Sims 4 error saving "is unable Sava John yor din a folder" so I need such a possibility in this program or how can I change more types of ages for the object

Click the "Grid" button at the bottom of s4pe. It's next to Preview.

orangemittens
18th Jan 2017, 3:43 AM
@NikNak513, if you believe that Sims 4 Studio is at fault for an item that causes the game to crash, please report that to us so we can look into the problem. Stating there is a problem without providing details and doing that in a place that isn't set up to report Studio bugs won't improve the situation. :)

vectorplexus
24th Mar 2017, 9:26 AM
Having a bit of a problem here and I can't figure why its doing it, so I'm suspecting is a bug...

I'm trying to edit a PublicKey from a CNTX, but no matter how I try, when I insert the ResourceKey, after pressing commit, it gets a different value... For example:

0xC5F6763E-0x00000000-0x6F562066CF6D1719
turns into
0xCF6D1719-0x6F562066-0x00000000C5F6763E

It looks like is swapping the bits (or whatever you call that) in reversed order... So the only way I could put the right ResourceKey was to insert:
0xCF6D1719-0x6F562066-0x00000000C5F6763E

PS- it's v0.4.7-Beta btw

CmarNYC
25th Mar 2017, 2:04 PM
Having a bit of a problem here and I can't figure why its doing it, so I'm suspecting is a bug...

I'm trying to edit a PublicKey from a CNTX, but no matter how I try, when I insert the ResourceKey, after pressing commit, it gets a different value... For example:

0xC5F6763E-0x00000000-0x6F562066CF6D1719
turns into
0xCF6D1719-0x6F562066-0x00000000C5F6763E

It looks like is swapping the bits (or whatever you call that) in reversed order... So the only way I could put the right ResourceKey was to insert:
0xCF6D1719-0x6F562066-0x00000000C5F6763E

PS- it's v0.4.7-Beta btw

Thanks for reporting this - it's writing the TGI in the wrong order so the low-order part of the instance is written as the type, the high-order part is written as the group, etc. Should be an easy fix and I have to do a new version soon anyway.

vectorplexus
25th Mar 2017, 3:39 PM
oh that was fast hehe =)

also wanted to ask you a couple of questions, relating to DMaps... should I just post them here, or may I send you a PM? I'm just a bit lost here, and while I perfectly understand what the DMaps are doing I have so far been unable to get any result. Also, is it my impression, but those DMaps that are getting exported by S4PE are just one? because looking at the png it exports, it looks like its just the torso part, and I have not been able to export anything else (I'm trying to export the db43e069:00000000:8c373912264c8ee1 ymBody_Fit_Shape).

PS-I'm kinda trying to follow up on SimmyTheSim's work on http://forums.thesims.com/en_US/discussion/797774/simgurumodsquad-0xdb43e069-deformermap-resource/p3 but seeing that I'm only a 3D artist with low knowledge on more technical shenanigans, its been kinda hard. So far I've made some custom slider by manipulating bones, but that's it, totally stuck on DMaps =(

CmarNYC
26th Mar 2017, 3:57 AM
It would be better IMO to discuss DMAPs either here or in the CAS Parts forum so that other people researching them can see. Up to you if you want to continue here or start a new thread.

The DMAPs correspond to the UV1 mapping of the meshes as you probably know. You can kind of see where the arms and torso are. The offset numbers in the DMAP tell you where the map starts and ends on the UV. It's kind of hard to explain or visualize. If you do programming in C# I could give you the code I use in CAS Tools to apply DMAPs to models to show the morphs. I can also upload an image of the standard UV1 map if you don't have it and an illustration of how the DMAP fits on it.

I suppose I should look at making a tool to convert base and modified meshes to a DMAP - since Simmy The Sim never released his as far as I know.

Edit: Here's the male UV1 map image, the male heavy DMAP image (the heavy morph is more visible than most others), and the DMAP layered on the UV1 map. Note that the DMAP as exported by s4pe is upside down - this is the way the data is in the file. To use it visually like this you need to flip it vertically. Also note that only the right side of the body is in the DMAP - the left side is mirrored in the game. And you need to scale and position the DMAP to fit the UV1 - this can be calculated using the minimum and maximum column and row - the column and row on the UV1 where the DMAP starts and ends.

Finally note: The standard size of the UV1 is 1024 x 2048 - I had to scale it down to upload it here. And the image of the DMAP layered over the UV1 is just a quickie, probably not scaled right.

vectorplexus
26th Mar 2017, 7:05 AM
Oh! Now I see it. By offset you mean the UV coordinates? That was throwing me off... Why on earth is there on offset to the UV? Thats why I was getting confused why the UV wasnt matching exactly so I assumed that maybe it was because I had the incomplete map or something.

No, SimmyTheSim never got to release his app unfortunately, I tried to contact him, but no answer =(

I'm afraid that aside from some scripting I've done for several games, I don't have enough programming skills, so while I appreciate your offer, I would just scratch my head looking at it. Even Python is being a struggle to grasp it, as it is its own language, and aside from a noob Blender addon I did, I never really coded in Python.

I'm still going to give a few more shots with xNormal, to see if I can bake a close enough DMap, but I dont think I will be able to do that unfortunately... If I had the skills, I would try to write a blender addon to try to "export" a shape key data/deltas from each vertex on the map, so we could at least have something like x=R, y=G, z=B, but it's beyond my abilities, so I'm stuck!

CmarNYC
26th Mar 2017, 2:47 PM
There are offsets (min & max columns & rows of pixels in the UV) because not all of the body gets morphed in many/most transformations, therefore rather than have areas of the DMAP with no delta information they crop the image.

Yeah, Simmy The Sim has pretty much retired. A shame since he's done some great work, but eventually people move on or are too busy or have health issues.

I'll definitely look into a tool. It would be - I won't say not hard but at least I know how to do everything. (I think. :))

In case you haven't seen it, this is a presentation on the technical features of TS4. The last section goes into deformation maps in some detail, and the whole thing is pretty interesting. http://twvideo01.ubm-us.net/o1/vault/gdc2015/presentations/Nair_Sri_InnovationsInSims4CharacterCreator_GDC15.pdf

vectorplexus
26th Mar 2017, 4:18 PM
There are offsets (min & max columns & rows of pixels in the UV) because not all of the body gets morphed in many/most transformations, therefore rather than have areas of the DMAP with no delta information they crop the image.

Yeah, Simmy The Sim has pretty much retired. A shame since he's done some great work, but eventually people move on or are too busy or have health issues.

I'll definitely look into a tool. It would be - I won't say not hard but at least I know how to do everything. (I think. :))

In case you haven't seen it, this is a presentation on the technical features of TS4. The last section goes into deformation maps in some detail, and the whole thing is pretty interesting. http://twvideo01.ubm-us.net/o1/vault/gdc2015/presentations/Nair_Sri_InnovationsInSims4CharacterCreator_GDC15.pdf

May I suggest something? to you or anyone able to do it... A blender Plugin that would be able to translate the vertex deltas from the base shape to a morph, and then paint them as vertex colours so we could bake them on blender, with some simple options:
- Pair each coordinate with each channel (XYZ/RGB)
- Establish the "scaling" or intensity of vertex distance vs colour

For example, let's say you have a vertex that the initial position is 0,0/0,0/0,0 (XYZ). The shape key will move it to 0,1/1,2/-0,5. The addon would consider the original vertex position to be 128/128/128 RGB, and if we would set the "intensity" to 0,1=1, the vertex colour would be 129/140/123. I would do this myself if I could, but I would have to loose maybe 2-3 months just to be able to "learn" python and blender's API, and thats a huge task I'm not sure I'll be able to put myself through, as I'm a graphic artist/designer, learning programming languages is not really my thing.

I could create a new thread to talk about this, but to be honest, its a bit of a niche when it comes to modders, thats also why I suggested we could conduct the rest of the conversation elsewhere. While I believe that many ppl would like to have custom sliders, the number of modders willing or even able to do them, is quite limited, I do have experience in modding other games, and several times I've been the one and only modder to provide mods that edit or even add custom "body sliders" or more body shape customization.

As for that document, I have never seen it, so thanks for the link. It does include some new information, but most of it I already knew about, specially since I read carefully that thread where SimmyTheSim was posting. It also confirmed my suspicious on why EA decided to use this technique instead of regular mesh deformation, I can see plenty of benefits to it, its just a shame we dont have any tools to customize our own =(

CmarNYC
26th Mar 2017, 5:04 PM
It's kind of ironic that TS4, which was created to allow a lot of customization and for which EA has supported modding, uses techniques that are much harder to mod than previous Sims versions.

Sorry, but I don't use Blender, really didn't like it when I tried it, and like you would have to do a lot of learning to write a plugin for it which I'm not eager to do. At this point I'm thinking of trying to work with .obj - easy, near universal, contains position and normals. It'll only work if the vertex order isn't changed, though, or possibly I could code vertex numbering in the UV, so I'll have do some testing. You'd load the base and morphed meshes in the tool and let it calculate the deltas and do the xyz to color conversion.

It would be great if someone else who's comfortable with Blender plugins could do one! But yeah, there's not a whole lot of people doing this kind of thing. In TS4 IMO it's at least partly because according to EA's information adding custom CAS sliders would be very difficult at best and working with DMAPs is very challenging.

vectorplexus
27th Mar 2017, 2:24 AM
Yes, I agree with you 100%. I started modding since TS1, and it looks like with each iteration, The Sims games get harder and harder to mod. The most modder friendly so far, for me was TS2. And I only bought TS4 recently because I had some friends asking me to mod it, because with TS3 I gave up pretty soon, due to having to wait 20 mins or so for the game to load... If you are modding and need to test out shit several times in the game, thats a huge turnoff, so I quit it entirely.

I'm used to work with OBJs, and keeping the vertex order/count, so thats really nothing concerning, and you are ofc right, working with OBJs is much more universal. Blender's problem is mostly the alien UI, but it has improved greatly since 2.5x, and its a matter of getting used to it. You are not alone when it comes to disliking Blender, I myself used to hate it, now its just another tool =)

CmarNYC
28th Mar 2017, 4:52 PM
@vectorplexus - I've attached an updated s4pe with the CNTX fixed. The CAS Preset (CPRE) is added plus a couple of fixes for new versions, FYI. I need more time to try to catch version changes before doing the official upload - ex: the format of the JAZZ seems to have changed to a DATA file. EA is killing me with all these patch/version changes.

Oh man, TS3 load times! The last time I bought a PC I got a very fast one (not super gamer, but fast) specifically because I had to restart TS3 so much.

Thanks for the info about OBJ. I hope to start on a DMAP tool soon.

vectorplexus
28th Mar 2017, 9:41 PM
@CmarNYC

Thanks! you're a sweet! <3

HumALittle
9th Apr 2017, 8:58 PM
Source: mscorlib
Assembly: mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
Exception has been thrown by the target of an invocation.
at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)

at System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)

at System.Reflection.ConstructorInfo.Invoke(Object[] parameters)

at s4pi.Helpers.RunHelper.Run(Type mainForm, String[] args) in F:\SourceTree\Sims4Tools\s4pi Extras\Helpers\RunHelper.cs:line 97
-----
Source: mscorlib
Assembly: mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
Entry point was not found.
at System.Collections.Generic.IDictionary`2.get_Keys()

at s3pi_STBL_Resource_Editor.MainForm.loadStbl(Stream data)

at s3pi_STBL_Resource_Editor.MainForm..ctor(Stream ms)

I was trying to edit the stbl of an existing mod

CmarNYC
11th Apr 2017, 9:23 PM
I'm not getting an error with game STBLs. What existing mod is this? Are you able to open other resources successfully?

HumALittle
13th Apr 2017, 1:45 AM
I'm not getting an error with game STBLs. What existing mod is this? Are you able to open other resources successfully?

It is ExtremeViolence-Serial Killer mod http://sims4studio.com/thread/7833/studio-drama?page=1&scrollTo=70439

Yes I can open other resources

CmarNYC
15th Apr 2017, 1:13 AM
Still not getting an error while modifying the STBL using the grid. What are you using to edit it?

HumALittle
15th Apr 2017, 1:51 AM
Still not getting an error while modifying the STBL using the grid. What are you using to edit it?

You mean like another program other than S4PE? Because I don't use any other Stbl editor.

CmarNYC
15th Apr 2017, 2:52 PM
I mean what are you clicking on in s4pe to edit the STBL? Also, at what point do you get the error? (As soon as you edit, when you save, etc.) A screen shot might help.

thingol24
1st May 2017, 11:14 PM
I can't add the effect event to the clips with S4PE. I want to add an effect event for an animation with shower object, I can't add this event. Anyone can help me? I think event effect doesn't work but I'm not sure.

CmarNYC
2nd May 2017, 7:34 PM
I can't add the effect event to the clips with S4PE. I want to add an effect event for an animation with shower object, I can't add this event. Anyone can help me? I think event effect doesn't work but I'm not sure.

Do you mean a ClipEvent? I was able to add one without an error. Which version of s4pe are you using, what's the CLIP version, and exactly (step by step) what did you do that didn't work?

Edit: Never mind, I think I see the problem.

Later edit: Yes, that's fixed but I need to make some other changes to the CLIP, then I'll upload it here for testing.

Yet another edit: Test version with CLIP fixes and support for more ClipEvent types - s4peV0.4.9-alpha2. Remember to use 7-zip. I've only tested adding ClipEventEffect and ClipEventStopEffect, so please let me know of any problems.

And again: I've removed alpha2, and an updated alpha3 is uploaded a few comments down.

thingol24
4th May 2017, 8:52 AM
I can't add the effect event to the clips with S4PE. I want to add an effect event for an animation with shower object, I can't add this event. Anyone can help me? I think event effect doesn't work but I'm not sure.

Thank you so much!!! I will try to add effects and then coment!!! Thanks again!! :) :)

thingol24
4th May 2017, 2:21 PM
Do you mean a ClipEvent? I was able to add one without an error. Which version of s4pe are you using, what's the CLIP version, and exactly (step by step) what did you do that didn't work?

Edit: Never mind, I think I see the problem.

Later edit: Yes, that's fixed but I need to make some other changes to the CLIP, then I'll upload it here for testing.

Yet another edit: Test version with CLIP fixes and support for more ClipEvent types - s4peV0.4.9-alpha2. Remember to use 7-zip. I've only tested adding ClipEventEffect and ClipEventStopEffect, so please let me know of any problems.

Hi again, now I can save the parameters in S4PE but I'm not sure what I need to put in the fields because are not the same that S4S. I downloaded an example of animation for shower and the fields are differents, I'm not sure what I need to put.

The ActorNameHash are same in both programs (S4S & S4PE) but then in S4S give me two fields differents, "Bone Name" and "Bone Name Hash" and in S4PE give me "slot name" and "slot name hash", also in S4S I have field with "slot name" but there isn't any field with "slot name hash", so I'm lost.

I attached a file with an example of animation for shower of game if you want to look it. I can't open the clip event effect with S4PE that you sent me but I can do it with S4S.

PS: In anyway, thank you so much for your time!

CmarNYC
4th May 2017, 4:56 PM
I'm not that familiar with animations so about all I can tell you is that 'slot' and 'bone' mean the same thing here, so Bone Name/Bone Name Hash should be the same as Slot Name/Slot Name Hash. Possibly the 'Slot Name' in S4S is the same as 'Effect Name' in s4pe. (Most of the field naming was done before I started working on s4pe so I don't know where all of them came from.) If you could let me know or upload a screenshot of S4S with this same shower CLIP open maybe I can try to make the names more compatible.

In looking at the package you uploaded, I see that the Effect event doesn't have the same format as all the Effect Events I've seen in the TS4 game packages. The game Effect events have 16 bytes in the UnknownBytes array while your CLIP has 8. This was causing the error. I've modified s4pe to be more flexible and able to read and modify your CLIP and uploaded it here as s4pe_V0.4.9-alpha3.

Does it work in the game? If not, possibly that apparently non-standard format could be the reason.

thingol24
4th May 2017, 5:31 PM
I'm not that familiar with animations so about all I can tell you is that 'slot' and 'bone' mean the same thing here, so Bone Name/Bone Name Hash should be the same as Slot Name/Slot Name Hash. Possibly the 'Slot Name' in S4S is the same as 'Effect Name' in s4pe. (Most of the field naming was done before I started working on s4pe so I don't know where all of them came from.) If you could let me know or upload a screenshot of S4S with this same shower CLIP open maybe I can try to make the names more compatible.

In looking at the package you uploaded, I see that the Effect event doesn't have the same format as all the Effect Events I've seen in the TS4 game packages. The game Effect events have 16 bytes in the UnknownBytes array while your CLIP has 8. This was causing the error. I've modified s4pe to be more flexible and able to read and modify your CLIP and uploaded it here as s4pe_V0.4.9-alpha3.

Does it work in the game? If not, possibly that apparently non-standard format could be the reason.

Once again, thank you so much!! I will try with s4pe_V0.4.9-alpha3. But here a image with the parameters in S4S and S4PE:

S4S
http://imgur.com/IYFIkw2

S4PE
http://imgur.com/K9gXJPf


PS: And as you said, maybe the SlotName and EffectName are flipped.

CmarNYC
4th May 2017, 6:40 PM
Thanks! Looks like:

S4S BoneName and BoneNameHash are the same thing. I don't know why. They = s4pe SlotNameHash
S4S SlotName = s4pe EffectName
S4S Effectname = s4pe SlotName
ActorNameHash and Timecode are the same in both programs
S4S Header1 and Header2 = s4pe Unknown1 and Unknown2

As I said, slot / bone is basically the same thing.

The SlotNameHash is not a hash of the slotname so I think that's wrong in s4pe, and I'm going to rename SlotName - maybe to ObjectEffectName since they look like specific effects for an object.

As for SlotName vs EffectName - IMO the effect name in s4pe/slotname in S4S is clearly the actual name used to identify the effect since the StopEffect event uses a hash of it and they really don't look anything like a slot/bone name, and some of them start with 'fx'.

thingol24
4th May 2017, 11:59 PM
Thanks! Looks like:

S4S BoneName and BoneNameHash are the same thing. I don't know why. They = s4pe SlotNameHash
S4S SlotName = s4pe EffectName
S4S Effectname = s4pe SlotName
ActorNameHash and Timecode are the same in both programs
S4S Header1 and Header2 = s4pe Unknown1 and Unknown2

As I said, slot / bone is basically the same thing.

The SlotNameHash is not a hash of the slotname so I think that's wrong in s4pe, and I'm going to rename SlotName - maybe to ObjectEffectName since they look like specific effects for an object.

As for SlotName vs EffectName - IMO the effect name in s4pe/slotname in S4S is clearly the actual name used to identify the effect since the StopEffect event uses a hash of it and they really don't look anything like a slot/bone name, and some of them start with 'fx'.

Thanks for aclaration! Now I know what I need to put. So I tried again to add the effect but doesn't work yet... maybe is a problem that example animation that I downloaded, and maybe it's not correct for spray water (the effect that I want) But I detected something wrong with the parameters. In the "example animation" in "unknowbytes" say (Array: 0x8) but In my animation when I put all paramaters same that example, but in "unkwnowBytes" say (Array: 0x10) i can't change the paramater for 0x8... I dont know nothing about programming but maybe this is a problem.

PS: Sorry for my english.

CmarNYC
5th May 2017, 12:28 AM
That's the non-standard format I was talking about. In all the game effect events that array is 16 (0x10) bytes. I think you should add it with the standard 16 bytes and leave them all 0. Anyway in s4pe there's no way to change the size of UnknownBytes - I could probably give that ability but the way the CLIP events are set up I don't think it's supposed to be changeable. If you want to try I can upload a temporary version that'll give you an UnknownBytes that's 8 bytes long.

Does the example animation work? Where did you get it?

If you need more help with making this work, you should post over in Modding Discussion. The people there may know more than I do about possible problems. I'll look to see if you post there in case I can help.

TURBODRIVER
5th May 2017, 8:51 AM
I am going to include some details that thingol24 didn't.

The example shower animation is actually a CLIP from the base game, but the initial package was made with the CLIP exported via S4S which had the incorrect length of mentioned array. The actual CLIP, directly exported from the base game package, has the correct length.
At first I though the flipped 'SlotName' and 'EffectName' had to be the issue, but the truth is that the example shower animation doesn't really display the effect in-game. I am trying to prepare a different way to test if the animations are working, a small mod for that purpose.

Thank You for working on S4PE! I wanted give you a small token of my gratitude, but I guess you don't take donations, I can't find anyway of it anywhere.

EDIT: I made this mod that replaces the shower (Post Modern Shower Stall) animation element and jazz script to play the 'a2o_shower_trans_stand_to_takeShower_shower' clip which contains the example shower animation effect and where the animation plays, the effect is not there. I think this proves that something more has to be done for the effect to be visible and your S4PE setup is probably right although I can't confirm it at the time.
I only know that I am missing something, but the fix for effect event in S4PE will be extremely helpful to figure it out, thank you!

CmarNYC
5th May 2017, 1:19 PM
Thanks so much for the information; that clears up the situation considerably! No, I don't take or want donations but thank you. Participation and sharing of modding knowledge is all I want. A nice 'thanks' like you gave is appreciated too. :)

Thanks also for the test mod. If you do find anything more needs to be done in s4pe, please let me know. The CLIP is a complex resource and EA gave very little guidance on the events, plus I've never worked with animations, so I'm kind of in the dark.

CmarNYC
17th May 2017, 11:08 PM
Version 0.5.0-beta released. This seems to be in a perpetual state of beta. :)

LuvNSims2000
20th May 2017, 10:21 PM
Hi, is this program not compatible with macs? I downloaded it and tried to run the sp4e.exe app and when I click on it nothing is happening, it just creates another sp4e folder. Please help

CmarNYC
21st May 2017, 3:53 AM
No, it's not a Mac-compatible program but may work with a Windows emulator. Sorry.

LuvNSims2000
21st May 2017, 4:47 AM
Okay figured as much lol thanks. Do you have any emulator suggestions?

CmarNYC
21st May 2017, 12:15 PM
Okay figured as much lol thanks. Do you have any emulator suggestions?

I've never had a Mac so my knowledge is very limited, but here's some info: https://www.howtogeek.com/187359/5-ways-to-run-windows-software-on-a-mac/. You could also use an old Windows laptop or desktop if you can get one for cheap or free. And Sims 4 Studio has a Mac version and some package editing abilities which might help depending on what you want to do.

TURBODRIVER
23rd May 2017, 4:41 PM
This is not a real issue.

So I noticed that there was a change "Read JAZZ files as DATA", but in my mod there is a JAZZ file that is an XML file.
Now the S4PE preview looks like this : https://pastebin.com/5Bh1XqDe
I can still export and import the file without any problems so I don't know if this is intended or not.
I am not sure but I think JAZZ files can be both DATA and XML files.

CmarNYC
24th May 2017, 4:53 PM
The problem here is that EA apparently changed the format of JAZZ from XML to DATA in a recent patch. I see the same JAZZ files in ClientFullBuild0 in XML and in ClientDeltaBuild0 in DATA. If you're trying to edit a package using a custom or cloned game JAZZ from before the change, you'll get the error.

I do see this as a significant problem but it's more difficult than supporting a previous version of the same format. I'll see if I can get s4pe to pick the right wrapper depending on the format, and hopefully treat the XML contents of the DATA files in a more user-friendly way. Meanwhile, if you could tell me whether older custom JAZZ files are still working in XML format in the game, that would be helpful. :)

TURBODRIVER
25th May 2017, 10:37 AM
Yes, JAZZ files as XML still work. I was just mentioning that the preview in S4PE is not displaying them anymore as DATA files. That's why it's not really an issue, I was just informing you.
I hope they will keep working because I don't know what is the difference between a JAZZ DATA file and JAZZ XML file.

CmarNYC
25th May 2017, 2:39 PM
The DATA format appears to include the same information, but in DATA format (named fields with offsets into blocks of data) instead of XML which is much easier to work with. Ideally s4pe would be able to handle both.

LaurellKH
27th Jun 2017, 12:18 AM
This is a cute video https://youtu.be/mQOUBBwT0bY?list=PLPlIWcCtrurTP9786bog9LWRGgE0frhbz which would help people understand WHAT S4PE IS.

TURBODRIVER
9th Jul 2017, 12:03 PM
Hey! Just want to report that object type '0xB8BF1A63' is an XML file format currently used for ZoneModifierDisplayInfo objects (not sure if only) and it's not supported by S4PE 0.5.0.

CmarNYC
9th Jul 2017, 4:11 PM
Thanks! If there are no difficulties, I'll include this in the next release.

CmarNYC
12th Jul 2017, 2:57 PM
s4pe V0.5.1-beta released. See the OP for details.

Hey! Just want to report that object type '0xB8BF1A63' is an XML file format currently used for ZoneModifierDisplayInfo objects (not sure if only) and it's not supported by S4PE 0.5.0.

I added this as an XML resource, but was unable to find any in the game files so it's untested. If there's a problem please let me know where to find them.

Halstrom
20th Oct 2017, 2:45 AM
Ok silly newb question, if I want to find the instance number for a game asset like a tank top so I can use it to override it in S4PE to a CC bikini, how do find the game instances, I found where to change it in the CC easy enough.

CmarNYC
21st Oct 2017, 2:15 AM
The easiest way might be to clone the parts you want to replace as default replacements using whatever tool you like. The package created from that should have the EA instance ID which you can then copy to the CC part. Not ideal but s4pe can't do previews.

Artisticat
24th Oct 2017, 12:13 AM
I've tried to look everywhere online to see what could possibly be the problem with the current build of this (v0.5.1)... but I've had a few issues with no luck on finding any solutions. The first problem is when I want to choose part of a package, the software always goes to "Not responding" and freezes for several (ten or more) seconds where I have to wait before I can do anything else. If I want to bulk delete (Just using Crtl + Click or Shift + Click with no scrolling, even more so with scrolling) it'll also freeze. It basically freezes with every single action I do.

The second problem is now, after not having any changes done to my PC or installing any new mods at all to my Sims 4 game or any software or... well, anything, S4PE won't even launch. (It launched last night, but not less than 24 hours later. I didn't change anything inside of it, either). I just now tried to redownload the most recent build and reinstall it, and it still won't launch. (I've rebooted, cleared cache, all of the stuff that'd be first suggested with typical technical problems such as this). Granted, I know this is still in Beta, but I'm wondering if other people are having the same problem? There are certain packages I can't edit in S4S (Like viewing a list of animations/nonmaterial things) and I'm trying to reduce the file sizes of several packages I have so my CC isn't so cluttered in-game with stuff I'd NEVER use.

CmarNYC
24th Oct 2017, 1:51 PM
I haven't heard of or experienced this particular problem. Did you extract s4pe with 7Zip? Is this happening with all packages including the EA game packages or only certain ones? If it's only certain packages, please upload one for testing.

As for not launching, the only reason I can think of is that your antivirus may be blocking it. This sometimes happens with software that's not widely distributed.

TURBODRIVER
26th Oct 2017, 2:08 PM
Bug report!

Tuning files of type 'RelationshipBit' and 'SocialContextBit' are recognized wrong by S4PE.
The actual XML Tuning file type is '0x0904DF10', but for S4PE it's '0x074DFB83'.
The reason I know this is because XML Extractor for The Sims 4 by scumbumbo extracts the 'RelationshipBit' and 'SocialContextBit' files as '0x074DFB83' type (incorrect type), but they don't actually work in-game.
To properly add a new 'RelationshipBit' and/or 'SocialContextBit' you need to use the '0x0904DF10' file type (correct type).
Application Sims4Studio has this right and thanks to help from LittleMsSam I was able to figure it out.

I'm including a package file with both correct and incorrect file from the game.

CmarNYC
26th Oct 2017, 8:39 PM
So the problem is s4pe isn't recognizing 0x0904DF10 as an XML type? I'll fix that in the next release. You should report the export problem to scumbumbo if you haven't already. Thanks for the report!

TURBODRIVER
27th Oct 2017, 2:33 PM
So the problem is s4pe isn't recognizing 0x0904DF10 as an XML type? I'll fix that in the next release. You should report the export problem to scumbumbo if you haven't already. Thanks for the report!

Yes, that's pretty much it.
I would like to report it, but he wasn't online since the beginning of 2016, so yeah...

Artisticat
30th Oct 2017, 2:58 AM
I haven't heard of or experienced this particular problem. Did you extract s4pe with 7Zip? Is this happening with all packages including the EA game packages or only certain ones? If it's only certain packages, please upload one for testing.

As for not launching, the only reason I can think of is that your antivirus may be blocking it. This sometimes happens with software that's not widely distributed.
I did indeed extract it with 7Zip. I even tried re-downloading, extracting, and launching it again with the same result. Yes, it is happening with all packages. It freezes whenever I try to scroll, click, or use it in any way. I also sometimes have to double-delete (Hit delete or ask to delete) something twice before it takes the command and deletes what I specified. The lag, however, I'm going to dismiss until I get a stronger PC, because this one is far outdated and could be the culprit of this. (Unless this program is supposed to work well with older PCs, then I'm unsure of what the culprit could be).

I just turned off my antivirus program and also my firewall and received the same result. This is version 0.5.1, right? I want to make sure that I'm downloading the right version.

It's quite strange. It worked for a while when I first downloaded it, but then it just stopped working suddenly a few days before I posted my last message. Do you have any other suggestions of what I could try?

Halstrom
30th Oct 2017, 3:37 AM
Anyone seen any lists of clothing asset IDs for the base game or expansions? I want to add stockings to other categories but have no idea how to find its ID number.

CmarNYC
30th Oct 2017, 12:57 PM
I did indeed extract it with 7Zip. I even tried re-downloading, extracting, and launching it again with the same result. Yes, it is happening with all packages. It freezes whenever I try to scroll, click, or use it in any way. I also sometimes have to double-delete (Hit delete or ask to delete) something twice before it takes the command and deletes what I specified. The lag, however, I'm going to dismiss until I get a stronger PC, because this one is far outdated and could be the culprit of this. (Unless this program is supposed to work well with older PCs, then I'm unsure of what the culprit could be).

I just turned off my antivirus program and also my firewall and received the same result. This is version 0.5.1, right? I want to make sure that I'm downloading the right version.

It's quite strange. It worked for a while when I first downloaded it, but then it just stopped working suddenly a few days before I posted my last message. Do you have any other suggestions of what I could try?

Only to try closing as many other programs as you can before running s4pe. Except firewall unless you disconnect from the internet, and AV now that you know it's not the culprit. An unprotected PC is attacked very quickly. Are you having any strange behavior or problems with other programs? That could be a virus infection.

CmarNYC
30th Oct 2017, 12:58 PM
Anyone seen any lists of clothing asset IDs for the base game or expansions? I want to add stockings to other categories but have no idea how to find its ID number.

Do you mean the clothing category IDs? You should ask in CAS Parts, not here in Modding Tools.

CmarNYC
20th Nov 2017, 3:20 PM
Version 0.5.2-beta released, changes are mostly to support the Cats & Dogs patch.

luvmebby
22nd Nov 2017, 9:04 PM
I was having problems with s4pe crashing, I just removed all the files and downloaded all fresh, maybe my file placement isn't correct. I know there are other files that go along with s4pe that I had to download separately but I am not sure where I should put them. right now I have 1 folder with 3 subfolders, one with s4pe, and then the tools folders, surprised there isn't any instructions.
http://www.mediafire.com/convkey/bb83/7x9nj481yrf8kpzzg.jpg
I will wait to try and use it again till after thanksgiving when Scumbumbo updates his mailbox tutorial for me. just let me know if this is correct or not first. ;)
I didn't have that last one, when it crashed on me before.

CmarNYC
23rd Nov 2017, 11:43 PM
I was having problems with s4pe crashing, I just removed all the files and downloaded all fresh, maybe my file placement isn't correct. I know there are other files that go along with s4pe that I had to download separately but I am not sure where I should put them. right now I have 1 folder with 3 subfolders, one with s4pe, and then the tools folders, surprised there isn't any instructions.
http://www.mediafire.com/convkey/bb83/7x9nj481yrf8kpzzg.jpg
I will wait to try and use it again till after thanksgiving when Scumbumbo updates his mailbox tutorial for me. just let me know if this is correct or not first. ;)
I didn't have that last one, when it crashed on me before.

You don't have to download anything separately. Just download s4pe_V0.5.2-beta.7z and extract the s4pe folder using 7-zip to any location you like. Open it and run s4pe.exe. That's all there is to it. If you have problems, maybe you used another program to extract - occasionally Winzip etc. will work but in general you must use 7-zip.

luvmebby
25th Nov 2017, 12:17 AM
You don't have to download anything separately. Just download s4pe_V0.5.2-beta.7z and extract the s4pe folder using 7-zip to any location you like. Open it and run s4pe.exe. That's all there is to it. If you have problems, maybe you used another program to extract - occasionally Winzip etc. will work but in general you must use 7-zip.

I used 7-zip this time for sure, not sure about the last time. so I should be good then.

scumbumbo
26th Nov 2017, 11:29 AM
Minor bug in the resource add routines, apparantly the Group and Instance fields are parsed without checking that they actually will parse. The user who found it was generating a "Could not find any recognizeable digits" exception. I couldn't reproduce that precisely but managed to get an "Additional non-parseable characters are at the end of string exception."

Steps to reproduce that:
File / New
Resource / Add
Type "0x0" for Group and "0x0 " (extra space) for Instance
OK button is greyed out invalid, but click and choose a new Type from the drop down and an exception gets thrown
Continuing from the exception leaves the OK button enabled
Click OK to fire the exception again

I imagine that fixing that will also fix the no recognizeable digits exception the user found as well. If not, the thread where he reported the issue is http://modthesims.info/showthread.php?p=5306281#post5306281

ETA - Just noticed he's mentioning the crashes in the messages proceeding this one :)

CmarNYC
26th Nov 2017, 1:43 PM
Thanks for explaining the problem! When I saw “crashing” above I thought it meant the wrappers not loading and giving an error, fixable by unpacking with 7-zip. I will see what I can do.

Edit: The error you explained happens because of the space you're putting in the Instance field - C# throws an error when trying to parse it. Once I find the code I can try to display a more understandable message but that doesn't seem very urgent since it's basically user error. I can't replicate the error luvmebby is talking about but will post on the thread you linked for more info.

scumbumbo
26th Nov 2017, 11:29 PM
I can't replicate the error luvmebby is talking about but will post on the thread you linked for more info.
@luvmebby Just a guess, but I was able to replicate that error by following the tutorial and using the letters OO instead of the numbers 00 when changing the STBL Instance number (step 3f ). I've hopefully clarified that those need to be digits not letters in the updated tutorial.

Asiza
4th Jan 2018, 8:24 PM
thanks for the update

GalaxySimmer98
4th Feb 2018, 3:17 AM
Okay so I can not for the life of me find the s4pe.exe file when i downloaded! its not even there.

CmarNYC
6th Feb 2018, 4:48 PM
Okay so I can not for the life of me find the s4pe.exe file when i downloaded! its not even there.

Did you download s4pe_V0.5.2-beta.7z and extract it with 7-ZIP? If so please upload a screengrab of the extracted files.