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Featured upload! Packing Crates for TS4 | 1.13 update available

by scumbumbo Posted 14th Jun 2015 at 9:16 AM - Updated 11th Jan 2016 at 4:29 PM by plasticbox
213 Comments / replies (Who?) - 19 Feedback Posts, 6 Thanks Posts
This is a featured upload! It showcases the best talent and creativity available on MTS and in the community.
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Update Info
  • 2015-01-11 / pbox: Moved the 1.13 version to this post (it was in the comments previously) and updated with Spanish localisation. Thanks gato_24! This version ought to work fine for 1.14 as well.

  • 2015-12-22 / pbox: Update for 1.13 -- this updates the inventory enums XML (S4_03B33DDF_00000000_40441721EB0ACFAC) to the current state and also adds in some custom inventories:
    • Now includes the storage chest fom some patch ago
    • Also includes all of the custom inventories from this mod (Painting Canvas Storage Rack; inventory 98 is in use for the rack and 85 .. 97 are various other inventories being reserved for other purposes)
    • Since someone reported fish decay being broken again, I also made an edit that sets the fish decay in sim inventories to 0.2 (i.e. it includes the functionality from Fish Freshness Fix, in case that would be useful again for the current game). I donít currently have fisher sims so I didnít test whether this was actually necessary, but it wonít hurt.

  • July 24 - Bugfix for players with Spa Day to fix a bug with the Spa Day aquarium objects.
  • July 20 - Sim's can now use a crate when visiting another lot.
    • Sim's can still only pack items owned by their household.
    • Unpacked items will persist on lots, but will continue to be owned by the sim's household. So if you leave something on a lot you can return later to pack it back up.
    • After unpacking an item, the crate's inventory will now automatically reopen.
  • July 18 - Updated mod for better compatibility if player does not have Get To Work. Many items which previously could not be packed should work.
  • June 28 - The "Pack in Crate" menu option can now be turned on and off (defaults to off)
    • To enable packing, click on any packing crate and choose "Enable Packing".
    • The menu will turn on for only that sim, but can be turned on for multiple sims (not sure why you'd want to, but you can!)
    • The trait that controls the menu is "non-persistent" so it will revert to off when reloading.
  • Added Chinese translation (June 25), thanks egureh!
  • New Crate (June 21)
    • Added a new crate, provided by Plasticbox. Thanks!
    • Added Russian and German translations, thanks to KuriXarya and Plasticbox!
  • Bug Fix (June 20)
    • Crates now have a user-customizeable name which will appear when the cursor is hovered over a crate
    • If the XML package was not installed, or was in a subfolder, the script would cause errors resulting in a crash back to the world select. The crash bug has been fixed - but it is still important that both the package and script files be in the same folder for crates to work properly.
For those looking for a simple way to transfer just cash when splitting a household, check out Plasticbox's Stacks of Cash custom objects. This also has the advantage of no script modding required, which I know some like to avoid!

Description

So one afternoon about three weeks ago, a sim of mine that had grown up to a young-adult wanted to swipe some of his parent's neat household items when he moved out. He asked me if it was possible to move them from one house to another. "No!" I replied, "It simply can't be done!" But he had an interesting idea, "What if you made a box that was big enough to hold a piano, but small enough I could fit in my pocket?"

"Ridiculous!" I said. "Impossible!" I snorted.

He just grinned, "You made lockable doors, most people said that was impossible...."

That sounded like a challenge to me... and I love a good challenge.

After three weeks of work, many failed attempts and dead-ends, and a serious quantity of coffee, I'm ready to unveil Packing Crates for The Sims 4.

This mod adds a "Pack in Crate" menu item to every item in the game (with a few exceptions) that cannot be normally placed in an inventory. Selecting this menu choice will search the lot for a free packing crate and move that item into the crate's inventory. If no packing crate can be located on the lot, the action will be cancelled.

Crates can be purchased from Storage/Miscellaneous in build-buy for 150 simoleons. The crate was cloned from the crate end-table in the game and will also still serve as an end-table if you want.

After packing objects into a crate, the crate itself can be placed into a sim's inventory and carried with them to a new home. Crates can also be left around the lot for use as storage (or end-tables).

To unpack a crate, place it into the world and open it's inventory. Clicking on an item in the crate inventory will result in a "Place in World" menu choice. The object will be placed near the crate (it will always appear on the first floor). If the game cannot find a place for the object (for instance, paintings and other wall-art will not place automatically) then the object will be placed into the household inventory. Notifications will appear if there are any problems.

The menu choices and the ability to store objects in the crates are added dynamically by the script portion of the mod, so this is compatible with custom content objects, and all expansion packs (even new unreleased ones).

Warning! - It should be noted that if you remove the mod, any items that are stored in crates will disappear along with the crates themselves! You may want to make sure you unpack all crates on all lots prior to removing the mod.

*MINOR* Bug Notice

There is one bug that I have been unable to figure out, but it's not a game changer. The code has been written to take great care with your objects and not lose them in a move.

When a crate is placed in the sim's inventory, and then the sim moves to another lot or the game is saved/reloaded with that crate in their inventory, when opening the crate it will show all the objects in it as being a stack of two. This is an interface glitch only, there is only one copy of the object in the crate and it will unpack normally. However, after unpacking one copy of the object will appear to still be in the crate's inventory. It's not really there! If you click on the crate version of the object, the menu will appear as if you clicked the actual object, which is confusing but I can live with it. The remaining ghost object will go away the next time the game is saved and reloaded.

Ghost items that have not yet been unpacked will also straighten themselves out if the crate is placed back on the lot and the game saved/reloaded.

Weird... but it doesn't really hurt anything. I'm not sure if the problem is fixable without changing the game's user interface code which is not very accessible.

Installation Instructions and Compatibility

This mod was written and tested on Windows for The Sims 4 version 1.9.80.1020 (July 9, 2015). The ts4script file in the mod is not compatible with earlier versions of the game.

This mod uses the new ts4script file format for the script portion of the mod and cannot be installed automatically with a mod manager (until a mod manager is updated to support these files). To install the mod manually, extract both the package and ts4script files from the download into your mods folder.

Script mods must be enabled in your game options for this mod to work properly.

Nobody's bought me a Mac yet, so until I hear from someone who tries it out, I can only assume it will work on a Mac. I don't know of any reason why it wouldn't work.

This modfies one XML resource in the game, S4_03B33DDF_00000000_40441721EB0ACFAC, which only contains inventory enums and is unlikely to be used by any other mods. This was necessary to provide the new inventory type required by the mod.

The mod modifies one of the game scripts in ways that may not be compatible with other mods, but that would be their fault, not mine!

Additional Credits
  • Kuree and all the others at Sims4Group who have put together the S4PE tool
  • Sims 4 Studio group for The Sims 4 Studio to clone and retexture the crate
  • Deaderpool for figuring out how to modify tuning at game load
  • Special thanks to egwarhammer for encouraging me to rethink how I was approaching the packing crate issue
  • Translations kindly provided by:
    • KuriXarya - Russian
    • Plasticbox - German
    • egureh - Chinese
    • gato_24 - Spanish
  • Additional crate provided by Plasticbox - made using blender, Milkshape, TSRW and s4pe

You must have the expansion or stuff packs listed below installed to use this custom content. Please see the post text for any exceptions.

Sims 4
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
PackingCrate.zip | Description: Packing Crates for TS4 -- this is only for games older than 1.13 104.2 KB 12,985 24th Jul 2015
PackingCrate_1-13.zip | Description: Packing Crates for game version 1.13 and newer 105.1 KB 12,353 11th Jan 2016
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
Basic Download and Install Instructions:
1. Download: Click the File tab to see the download link. Click the link to save the .rar or .zip file(s) to your computer.
Read the upload description for installation instructions. If nothing else is specified, do the following:
No Extraction Required (Script Mods):
1. Cut and paste the .zip file(s) into your Mods folder
  • Windows XP: Documents and Settings\(Current User Account)\My Documents\Electronic Arts\The Sims 4\Mods\
  • Windows Vista/7/8/8.1: Users\(Current User Account)\Documents\Electronic Arts\The Sims 4\Mods\
Script mods need to be placed directly in \Mods or one level below that (e.g. \Mods\Scripts) Ė sub-folders nested any deeper wonít work.
Extraction Required (Everything Else):
1. Use WinRAR (Windows) to extract the .package file(s) from the .rar or .zip file(s).
2. Cut and paste the .package file(s) into your Mods folder
  • Windows XP: Documents and Settings\(Current User Account)\My Documents\Electronic Arts\The Sims 4\Mods\
  • Windows Vista/7/8/8.1: Users\(Current User Account)\Documents\Electronic Arts\The Sims 4\Mods\


Need more information?
  • Anyone can use both .rar and .zip files easily! On Windows, use WinRAR.
  • If you don't have a Mods folder, just make one.
  • Mod still not working? Make sure you have script mods enabled
 
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213 Comments / Replies (Who?) - 140 Feedback Posts, 65 Thanks Posts
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Top Secret Researcher
Original Poster
#26 Old 14th Jun 2015 at 8:52 PM
Quote:
Originally Posted by isabellamaia04
This mod is awesome! But I have a question, fellow simmer. Is there a way to change something in the file to put it in another language? I've been trying to do this with custom content (like trying to change the description of the item) as well, but I'm not an expert with modding lol it'd be really happy if there was a way to do that.

I expect translators will be sending in some translations shortly. This is possible with custom content as well, the string table just needs to be duplicated for each translated language and the first two digits of the instance of the string table set to the proper language identifier. There's a list of the language ids here on MTS: http://modthesims.info/showthread.php?t=547280
Top Secret Researcher
Original Poster
#27 Old 14th Jun 2015 at 9:00 PM
Quote:
Originally Posted by t.barfield86
Hey scumbumbo, been looking for a mod like this for ages. I seem to have a problem since installing with playing families in Newcrest. Not in the other worlds just that one. When I click on play it takes me right back to select a world screen and then won't let me access any household in any neighbourhood after that. Any idea's what could be causing that? I have the bare minimum of mods and can't think of any that would clash

I tested moving some sims to Newcrest (hadn't gotten around to building there yet) and didn't have any problems. Not sure why you'd see this happen....

You could check to see if a lastException file got generated in your Sims 4 documents folder and paste it (please use a spoiler tag around it) in here. Might give a clue as to what happened.
Lab Assistant
THANKS POST
#28 Old 14th Jun 2015 at 11:54 PM
Thank you !
Forum Resident
THANKS POST
#29 Old 15th Jun 2015 at 1:23 AM
OMG I need this in my life!!! Thanks so much!! Now my sims won't have to walk around with inventories that so full it's beyond crazy :D
Test Subject
THANKS POST
#30 Old 15th Jun 2015 at 5:52 AM
I will install this mod when I get to my computer. Is there a way to name the crates so you don't get them mixed up?
Top Secret Researcher
Original Poster
#31 Old 15th Jun 2015 at 9:21 AM
Quote:
Originally Posted by HudsonGTV
I will install this mod when I get to my computer. Is there a way to name the crates so you don't get them mixed up?

Yeah, that should be possible. I had actually thought of that but wasn't sure if people would want that or not. I'll probably consider that if I end up adding more features.

One other thing I was considering was an on/off mode for the "Pack in Crate" menu item so it wouldn't show on just about every object in the game 24/7. Probably by adding an Enable/Disable menu item to the crates themselves.
Lab Assistant
THANKS POST
#32 Old 15th Jun 2015 at 9:53 AM
This looks so useful, thank you!
Lab Assistant
#33 Old 15th Jun 2015 at 12:45 PM
Another great mod thank you!
Test Subject
#34 Old 15th Jun 2015 at 3:18 PM
Sooo... can you bring a sim with a crate to, let's say, the Landgraabs, knock on the door, start packing their stuff, then leave? If so, then your mod would solve the lack of burglars BUG in Sims 4 too ;P
Also can you drag and drop items onto crates? Like those collectibles laying around everywhere? Man, I do miss the chests from World Adventures.
Pettifogging Legalist!
staff: moderator
#35 Old 15th Jun 2015 at 3:19 PM
This is awesome! I always wanted that =)

Say if we wanted to make a different object with that functionality, would you want to put that in this post as well? Or is it just hassle for you to support the same thing with different meshes?

Asking because I made some stackable crates a while ago (from Maxis deco creates that are already in the game) and for my own game I'd probably prefer one of those since they aren't standing on their side.

Stuff for TS2TS3TS4 | Please do not PM me with technical questions Ė we have Create forums for that.

In the kingdom of the blind, do as the Romans do.
Mad Poster
#36 Old 15th Jun 2015 at 3:22 PM
Quote:
Originally Posted by scumbumbo
Yeah, that should be possible. I had actually thought of that but wasn't sure if people would want that or not. I'll probably consider that if I end up adding more features.

One other thing I was considering was an on/off mode for the "Pack in Crate" menu item so it wouldn't show on just about every object in the game 24/7. Probably by adding an Enable/Disable menu item to the crates themselves.

Now I like the sound of that! At the moment I plan on dropping it into and out of my game as and when I need it.

My deviantART, MTS Yearbook Origin ID = Alistu
Top Secret Researcher
Original Poster
#37 Old 15th Jun 2015 at 4:02 PM
Quote:
Originally Posted by paika
Sooo... can you bring a sim with a crate to, let's say, the Landgraabs, knock on the door, start packing their stuff, then leave? If so, then your mod would solve the lack of burglars BUG in Sims 4 too ;P
Also can you drag and drop items onto crates? Like those collectibles laying around everywhere? Man, I do miss the chests from World Adventures.

I'm sure some kind of burglary mod should be possible, yes, either as a trait and action for a controlled sim (with a cooldown) or as a situation for an NPC.
Top Secret Researcher
Original Poster
#38 Old 15th Jun 2015 at 4:10 PM
Quote:
Originally Posted by plasticbox
This is awesome! I always wanted that =)

Say if we wanted to make a different object with that functionality, would you want to put that in this post as well? Or is it just hassle for you to support the same thing with different meshes?

Asking because I made some stackable crates a while ago...


Not sure if you're referring to the burglary idea (which would be a separate mod as there would be a lot of differences) or just adding a crate style. Adding a crate style would be easy, just create the object normally, and in the OBJD change the tuning reference and add component 0x7EB4DE51 (the component change is optional, that adds the live drag component to the crate so it can be drag/dropped in and out of the sim's inventory).

For just another style of crate I could make it available for download here, or use your own thread - your choice
Top Secret Researcher
Original Poster
#39 Old 15th Jun 2015 at 4:11 PM
Quote:
Originally Posted by Menaceman44
Now I like the sound of that! At the moment I plan on dropping it into and out of my game as and when I need it.

Remember that if you remove the mod all the crates will disappear (and I assume everything left in them). I suppose you could leave the package and just remove the script - so the crates would still be there with their contents you just could add/remove items from them until the script got added back.
Mad Poster
#40 Old 15th Jun 2015 at 4:17 PM Last edited by egwarhammer : 15th Jun 2015 at 4:25 PM. Reason: grats!
I had a strange glitch where my Landgraabs didn't seem to own anything on their lot.

The Pack Item button was gray, and that unowned "hovertip" came up. I admit I didn't try clearing my cache, that may work, too, I just don't know...

I found another way.

I used the same trick we do to get beds recognized for MC Command Center's population-move in process... copied the lot to my library. Bulldozed lot. (Didn't move/evict or anything... I wanted to see if it would just WORK... and it did.) Pasted lot copy back onto original address. Set beds/baths number.

Back to game, it's all good! Pack Crate showing like it should.

One tip: In Aspirations Mansion Baron for Nancy (I was on her when I thought to look), I hadn't tripped it yet. It came up showing them owning ZERO decorations. I was looking at 3 paintings on ONE wall, cutaway view when it said that. So I knew something was hung somewhere, just glad it was THIS easy to fix!

TL;DR: see issues? Try reapplying the lot.

Here's what it looked like before I fixed it... tried to attach via MTS, it wouldn't, so here's my tinypic shot:



ETA: Congratulations on the (latest!) Picked Upload! Already. That was fast! I love it. Nice job!
Pettifogging Legalist!
staff: moderator
#41 Old 15th Jun 2015 at 4:19 PM
Quote:
Originally Posted by scumbumbo
Not sure if you're referring to the burglary idea (which would be a separate mod as there would be a lot of differences) or just adding a crate style. Adding a crate style would be easy, just create the object normally, and in the OBJD change the tuning reference and add component 0x7EB4DE51 (the component change is optional, that adds the live drag component to the crate so it can be drag/dropped in and out of the sim's inventory).

For just another style of crate I could make it available for download here, or use your own thread - your choice


I meant the latter, only changing the actual crate object. I wouldnít want to upload it myself (not keen on doing support for something where I only made 5%), thatís why I was asking .. OK Iíll let you know when Iím done, thank you =)

Stuff for TS2TS3TS4 | Please do not PM me with technical questions Ė we have Create forums for that.

In the kingdom of the blind, do as the Romans do.
Top Secret Researcher
Original Poster
#42 Old 15th Jun 2015 at 4:38 PM
Quote:
Originally Posted by egwarhammer
I had a strange glitch where my Landgraabs didn't seem to own anything on their lot.

I used the same trick we do to get beds recognized for MC Command Center's population-move in process... copied the lot to my library. Bulldozed lot. (Didn't move/evict or anything... I wanted to see if it would just WORK... and it did.) Pasted lot copy back onto original address. Set beds/baths number.


Good tip for fixing the whole lot at once. If it's just an item or two you could also use clown's debug cheat mod and shift-click the item to take ownership of it. That's such a useful mod anyway I never run without it.

Link to debug cheat: http://modthesims.info/d/532735
Top Secret Researcher
Original Poster
#43 Old 15th Jun 2015 at 4:41 PM
Quote:
Originally Posted by plasticbox
I meant the latter, only changing the actual crate object. I wouldnít want to upload it myself (not keen on doing support for something where I only made 5%)


No problem, that's understandable! Yeah, I'd be glad to put it on here, if one item breaks from a game update they (likely) all will so I'd have to deal with it anyway!
Test Subject
THANKS POST
#44 Old 15th Jun 2015 at 7:44 PM
Epic :)
Test Subject
THANKS POST
#45 Old 16th Jun 2015 at 7:25 PM
Thanks I have missed the 'Chest" from Sims 3. Packrat at heart.
Mad Poster
#46 Old 17th Jun 2015 at 2:32 PM
Quote:
Originally Posted by scumbumbo
Yeah, that should be possible. I had actually thought of that but wasn't sure if people would want that or not. I'll probably consider that if I end up adding more features.

One other thing I was considering was an on/off mode for the "Pack in Crate" menu item so it wouldn't show on just about every object in the game 24/7. Probably by adding an Enable/Disable menu item to the crates themselves.


YES, names (or even colors... which is easier?) would be a wonderful addition. And I like the flag idea, also.

Since I"m such a packrat, it occurs to me I should ask... is there a limit on how much one crate will hold? Number of UI windows, total items, stacks... what? Infinity plus one?

I was also right that RTFM was helpful. Actually, the description told me what I needed to know... where to get the CRATE! Just added one to play with. And decided I need to ask "how much" before I blow it up.
Mad Poster
#47 Old 17th Jun 2015 at 2:37 PM Last edited by egwarhammer : 17th Jun 2015 at 5:07 PM. Reason: omg TYPO!!!
Quote:
Originally Posted by scumbumbo
Remember that if you remove the mod all the crates will disappear (and I assume everything left in them). I suppose you could leave the package and just remove the script - so the crates would still be there with their contents you just could add/remove items from them until the script got added back.


I thought he may have meant he was going to put the mod in, pack and move, unpack, then take the mod back out. (Did you mean could or could not, in your reply?)

I used to do that (add, use, remove after game exit) with the Change Name/Gender mod, before they turned on ingame name changing.

(If I want a different gender, I'll roll a twin. )
Mad Poster
#48 Old 17th Jun 2015 at 6:35 PM
Yeah, I meant what egwarhammer said.

My deviantART, MTS Yearbook Origin ID = Alistu
Test Subject
#49 Old 17th Jun 2015 at 11:51 PM
Great mod thanks for this! Was wondering if it would be possible to have a version for OR? Hate having to put that gear in my sims inventory or putting it around my lot. would be nice to be able to pack it all in a crate and forget it until you go camping. Thanks again for the great work.
Top Secret Researcher
Original Poster
#50 Old 18th Jun 2015 at 4:31 AM
Quote:
Originally Posted by egwarhammer
is there a limit on how much one crate will hold? Number of UI windows, total items, stacks... what? Infinity plus one?


Short answer - just shy of inifinity plus one...

Long answer - I honestly don't remember the exact number off-hand, I could look it up again if you really think you might approach the limit. It was a 4 with a bunch of digits behind it - probably either 4,194,303 or 4,294,967,295 (22 bits or 32 bits). Probably the four million value as that was the most that can be stored in a single-precision floating point number and what I had to use with storing sim id numbers for door locks.
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