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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
214 Comments / replies (Who?) - 21 Feedback Posts, 3 Thanks Posts
This is a featured upload! It showcases the best talent and creativity available on MTS and in the community.
--

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 don’t currently have fisher sims so I didn’t test whether this was actually necessary, but it won’t 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 13,006 24th Jul 2015
PackingCrate_1-13.zip | Description: Packing Crates for game version 1.13 and newer 105.1 KB 12,432 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) – sub-folders nested any deeper won’t 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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214 Comments / Replies (Who?) - 140 Feedback Posts, 66 Thanks Posts
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Test Subject
#76 Old 27th Jun 2015 at 10:41 AM Last edited by The_Only_Zac : 27th Jun 2015 at 11:04 AM.
Quote:
Originally Posted by scumbumbo
Should work with furniture and most decorative items - nearly everything that isn't available to put in a sim's inventory. It sounds like you may have the script portion (the zip file with SCRIPT in the name) installed properly - that file needs to be intact (don't unzip the .py and .pyo files in it). Or, you don't have script mods enabled in your game options.

The attached screenshot shows the two files that must exist in the mods folder for the mod to work.


Something seems to be wrong with your screenshot (when I click on it, it just says "This content failed to load"), but I'm pretty sure I installed the mod correctly. Here is a screenshot of my Mods folder (your mod highlighted), along with the contents of the script zip which I did not upzip or modify in any way. Also, script mods are enabled in my game options.
Screenshots
Top Secret Researcher
Original Poster
#77 Old 27th Jun 2015 at 5:06 PM
Quote:
Originally Posted by The_Only_Zac
Something seems to be wrong with your screenshot (when I click on it, it just says "This content failed to load"), but I'm pretty sure I installed the mod correctly. Here is a screenshot of my Mods folder (your mod highlighted), along with the contents of the script zip which I did not upzip or modify in any way. Also, script mods are enabled in my game options.

The screenshot is fine, it looks like the site may be kind of buggy today after the upgrade. Your screenshots looked correct, so I'm not sure what the problem could be.

I reread your original post, and just realized - are you trying to use the mod to take items from another lot? Because the menu item will only show up on a lot owned by the current household (their home lot, or an owned retail lot), at least currently.
Test Subject
THANKS POST
#78 Old 27th Jun 2015 at 6:40 PM
You rock, scumbumbo!
Test Subject
#79 Old 27th Jun 2015 at 11:55 PM
Quote:
Originally Posted by scumbumbo
The screenshot is fine, it looks like the site may be kind of buggy today after the upgrade. Your screenshots looked correct, so I'm not sure what the problem could be.

I reread your original post, and just realized - are you trying to use the mod to take items from another lot? Because the menu item will only show up on a lot owned by the current household (their home lot, or an owned retail lot), at least currently.

I tried it on a generic lot first (the lot the sim was on when I loaded the game), and then the active household's home lot, and it didn't work on either lot (although I assume it not working on the generic lot is to be expected).
Pettifogging Legalist!
staff: moderator
#80 Old 28th Jun 2015 at 10:18 PM
I'm using the experimental version and just had two issues:

- I attempted to split a household, so I bought two crates, put some items in each and then put the crates in two sim's imventories. The entire household moved to the new lot together (I wanted the sim to be split off to move out from there), and when one of them put their crate in world, suddenly all the items in that were duplicated.

- The sim put its crate near the curb (but it was still on the lot), and when "Place In World"-ing objects out of there, some ended up on the curb where they became inaccessible (so the sim couldn't re-pack them either)

- This is more a cosmetic issue, but, when unpacking a crate would it be possible that the inventory view remains open? Right now I go Open > select item > Place in World, then the crate closes and I need to open it again. When moving a household full of stuff that gets a bit tedious.


This is in 1.8.whateveritisnow, with no GPs/EPs.

Also, curtains aren't packable it seems, is that by design?

Stuff for TS2 · TS3 · TS4 | Please do not PM me with technical questions – we have Create forums for that.

In the kingdom of the blind, do as the Romans do.
Top Secret Researcher
Original Poster
#81 Old 28th Jun 2015 at 11:28 PM
Quote:
Originally Posted by plasticbox
I attempted to split a household, so I bought two crates, put some items in each and then put the crates in two sim's imventories. The entire household moved to the new lot together (I wanted the sim to be split off to move out from there), and when one of them put their crate in world, suddenly all the items in that were duplicated.

Known bug, mentioned on the mod description page. The items are not actually duplicated, it's a very weird bug but doesn't really hurt anything other than cause confusion. If you unpack one of the items that appears to be duplicated, it will appear on the lot and yet still appear to be in the crate. If you click on the one in the crate you'll see that it is still actually referring to the original item (it's like the object is twinned). They both have the same object id, and the strangest thing of all is that looking at the internal inventory object it's not really there anymore. The UI just thinks it is. If you save the game and reload (or go to another lot, whatever it takes to make it reload the UI) the one in the inventory will then be good and properly gone. Wish I could fix it as yes, it's confusing as hell, especially if you're not expecting it.

I can only assume it's just something EA wasn't expecting (until this mod it wasn't possible to put an item that has an inventory INTO an inventory). The UI thinks there's a stack of items (all with the same object id) and the Python knows better.
Quote:
Originally Posted by plasticbox
The sim put its crate near the curb (but it was still on the lot), and when "Place In World"-ing objects out of there, some ended up on the curb where they became inaccessible (so the sim couldn't re-pack them either)

I'll look into that. I've never actually seen that one happen.
Quote:
Originally Posted by plasticbox
This is more a cosmetic issue, but, when unpacking a crate would it be possible that the inventory view remains open? Right now I go Open > select item > Place in World, then the crate closes and I need to open it again. When moving a household full of stuff that gets a bit tedious.

I agree. It's closing it automatically, but I should be able to force it back open again after my code runs ... maybe.
Quote:
Originally Posted by plasticbox
Also, curtains aren't packable it seems, is that by design?

That's odd, I can pack curtains (at least those that use the object_curtain_generic tuning (12EC1) - not sure why they wouldn't pack in your game. But my GUESS is that it's because you don't have GTW. The curtains have that sim ray affordance I mentioned when you were looking at the retail component. Without that affordance in your game that would leave the super affordance list empty and the mod won't add the SA. Likely you can't pack a lot of other objects then, e.g. those no view decoration objects. I guess I could add the SA anyway if you (or anyone without GTW I guess) are willing to test that. I skipped it in the script as I wasn't sure that adding SAs to something that had none was a good idea.

@plasticbox - Thanks for the feedback.
@The_Only_Zac - Perhaps this last issue plasticbox mentions is the issue you're facing? Do you have GTW?
Pettifogging Legalist!
staff: moderator
#82 Old 28th Jun 2015 at 11:50 PM
Woops, sorry, didn't see you had the twin objects mentioned already. The way you describe it makes sense, thanks for the explanation!

Quote:
Originally Posted by scumbumbo
I'll look into that. I've never actually seen that one happen.


It seems to always happen in my game when sims have just moved into a lot (are still standing on the curb) and then the first thing I do is have them place the crate in world .. they will sometimes place the crate on the curb as well. See the screenshot!


Quote:
Originally Posted by scumbumbo
I can pack curtains (at least those that use the object_curtain_generic tuning (12EC1) - not sure why they wouldn't pack in your game.


It was the curtains from here http://modthesims.info/download.php?t=549396 (they have that 12EC1 tuning, I just checked).

Quote:
Originally Posted by scumbumbo
But my GUESS is that it's because you don't have GTW. The curtains have that sim ray affordance I mentioned when you were looking at the retail component. Without that affordance in your game that would leave the super affordance list empty and the mod won't add the SA. Likely you can't pack a lot of other objects then, e.g. those no view decoration objects. I guess I could add the SA anyway if you (or anyone without GTW I guess) are willing to test that. I skipped it in the script as I wasn't sure that adding SAs to something that had none was a good idea.


I can test, sure =)

Or what I could also try .. maybe they would be packable in debug mode? -- ETA: Hm no, I only get Set As Head and Reset Object. NVM ..
Screenshots

Stuff for TS2 · TS3 · TS4 | Please do not PM me with technical questions – we have Create forums for that.

In the kingdom of the blind, do as the Romans do.
Test Subject
#83 Old 29th Jun 2015 at 12:13 AM
Quote:
Originally Posted by scumbumbo
@The_Only_Zac - Perhaps this last issue plasticbox mentions is the issue you're facing? Do you have GTW?

No, I don't have any EPs or SPs (except for that free winter-holiday-whatever pack), but it's not letting me pack anything in the crate, not just curtains. I clicked on a couch, a fridge, a trash can, a microwave, basically everything on my sim's home lot, and nothing works. Also, things that normally can't be interacted with still have no interactions, like end tables and counters.
Top Secret Researcher
Original Poster
#84 Old 29th Jun 2015 at 12:26 AM Last edited by scumbumbo : 18th Jul 2015 at 7:19 PM.
Quote:
Originally Posted by plasticbox
I can test, sure =)

Well, I guess I walked into that one... Assumed that you'd say "Nah, don't bother going to the trouble."

OK, a test version of the script is attached. It may not change anything in your game as it still tests to ensure that the object has the _super_affordances attribute - I'm not sure how that would be added, would take some researching. But now if it's None it will add the two affordances to it as a new tuple, and I'm pretty sure that will be the case for those items.

This download is ONLY intended to be used by experienced mod testers - it shouldn't crash your game or anything, but it may be possible to put obejcts into crates that shouldn't be, possibly causing weird problems. I would start by doing "Save As" and save your game to a test copy. If you do run into anything that now has the pack menu item but doesn't pack or unpack properly, please let me know the tuning ID number of the object so I can blacklist that object. You can use D3OI to get the tuning ID, it will show up as the guid64 of the object if you do the debug show on that object.

ETA (July 18) - This seemed to work well and is now part of the download rather than an experimental replacement script.
Top Secret Researcher
Original Poster
#85 Old 29th Jun 2015 at 12:28 AM
Quote:
Originally Posted by The_Only_Zac
No, I don't have any EPs or SPs (except for that free winter-holiday-whatever pack), but it's not letting me pack anything in the crate, not just curtains. I clicked on a couch, a fridge, a trash can, a microwave, basically everything on my sim's home lot, and nothing works. Also, things that normally can't be interacted with still have no interactions, like end tables and counters.

Yeah, a couch should definitely work with the base game. Is your game fully patched? This mod is likely not compatible with a game that is not up to at least a relatively recent patch level.
Test Subject
#86 Old 29th Jun 2015 at 1:56 AM
Quote:
Originally Posted by scumbumbo
Yeah, a couch should definitely work with the base game. Is your game fully patched? This mod is likely not compatible with a game that is not up to at least a relatively recent patch level.

I'm pretty sure my game is fully patched because it auto-updates through Origin (when there's an update it doesn't let me play the game unless it downloads), but my gameversion.txt is blank for some reason, so I don't know exactly what my patch level is. I definitely have the June 11 Newcrest patch, though.
Pettifogging Legalist!
staff: moderator
#87 Old 29th Jun 2015 at 2:28 AM
@The_Only_Zac are you sure you still have script mods enabled? (Or did someone already ask that?) Patches seem to have a habit of turning that off ..

Stuff for TS2 · TS3 · TS4 | Please do not PM me with technical questions – we have Create forums for that.

In the kingdom of the blind, do as the Romans do.
Test Subject
#88 Old 29th Jun 2015 at 3:23 AM
Quote:
Originally Posted by plasticbox
@The_Only_Zac are you sure you still have script mods enabled? (Or did someone already ask that?) Patches seem to have a habit of turning that off ..

Yes, I'm sure I have script mods enabled. If I didn't, my other script mods would have stopped working, and I would have noticed that.
Top Secret Researcher
Original Poster
#89 Old 29th Jun 2015 at 5:01 AM
I decided I did not like the possibilities for conflicts with the experimental "auto on/off" for the pack menu, it was too prone to eventual hard to diagnose conflicts and just plain messy.

I decided to go with the hidden trait suggestion made by @DarkWalker and have uploaded an updated version of the mod that includes this feature. It's clean, convenient and far far less likely to cause conflicts with other mods.

@KuriXarya @Plasticbox and @egureh - Translations will need updates for the "Enable Packing" and "Disable Packing" strings. I didn't want to put those through Google translator and end up with possibly really stupid translations.
Top Secret Researcher
Original Poster
#90 Old 29th Jun 2015 at 5:07 AM
Quote:
Originally Posted by The_Only_Zac
Yes, I'm sure I have script mods enabled. If I didn't, my other script mods would have stopped working, and I would have noticed that.

Try updating to the most recent version, the package has been updated to switch the menu on/off in a much more compatible way. That could make a difference. After clicking a packing crate and choosing "Enable Packing" you should hopefully see the "Pack in Crate" menu now... hopefully...
Field Researcher
THANKS POST
#91 Old 29th Jun 2015 at 9:04 AM
Awesome mod!
Lab Assistant
DELETED POST
29th Jun 2015 at 10:57 AM
This message has been deleted by KuriXarya.
Lab Assistant
#92 Old 29th Jun 2015 at 11:05 AM
Updated russian translation with two new strings.
Download - please read all instructions before downloading any files!
File Type: rar STBL_RUS.rar (816 Bytes, 5 downloads)
Pettifogging Legalist!
staff: moderator
#93 Old 29th Jun 2015 at 1:33 PM Last edited by plasticbox : 29th Jun 2015 at 2:14 PM.
The German would be

Packen aktivieren
Packen deaktivieren

I'll send you an stbl ASAP but maybe you can also just drop in those two if you don't want to wait =)


Also, does it make sense to keep using/testing the last experimental script you posted with the new package?

Stuff for TS2 · TS3 · TS4 | Please do not PM me with technical questions – we have Create forums for that.

In the kingdom of the blind, do as the Romans do.
Top Secret Researcher
Original Poster
#94 Old 29th Jun 2015 at 4:20 PM
Quote:
Originally Posted by plasticbox
TI'll send you an stbl ASAP but maybe you can also just drop in those two if you don't want to wait =)

Also, does it make sense to keep using/testing the last experimental script you posted with the new package?

Thanks, I've updated the mod's German and Russian translations.

Yeah, the experimental script is still valid and still experimental. I need to know if it enabled more objects for someone without Get To Work. That main issue of curtains and other non-interactive items not being enabled I can't really test without uninstalling the EP which I'd rather not do.

The issue of it possibly enabling the menu on objects that won't pack/unpack properly I can test myself, I'll probably add some logging to track down suspect items. But if you do notice something let me know.

Oh, and I did look at the possibility of reopening the inventory window after unpacking an item - that will take some research and playing around to work out. It's definitely not just an easy XML fix. I was thinking of pushing a continuation on the sim to reopen the inventory, but the target object of unpacking is the item, not the crate itself. It should be possible, will just take a bit more work - it will have to be done in the script. I have a plan of attack for that.
Pettifogging Legalist!
staff: moderator
#95 Old 29th Jun 2015 at 6:05 PM
Quote:
Originally Posted by scumbumbo
Yeah, the experimental script is still valid and still experimental. I need to know if it enabled more objects for someone without Get To Work.


Ah -- sorry for not getting back -- yes it does! \o/ See screenshots; also I haven't seen anything with a Pack option yet that shouldn't have one (e.g. stuff that isn't on the lot still shows it greyed out or not at all, like trees and so on).
Screenshots

Stuff for TS2 · TS3 · TS4 | Please do not PM me with technical questions – we have Create forums for that.

In the kingdom of the blind, do as the Romans do.
Test Subject
#96 Old 29th Jun 2015 at 8:12 PM
No matter what I do I can't get the pack in crate option I have script mods enabled I looked at your screenshots mine is installed exactly the same any ideas.
Field Researcher
#97 Old 30th Jun 2015 at 9:41 AM
Thanks for updating! Here is the Chinese translation.
Download - please read all instructions before downloading any files!
File Type: zip PackingCrate_0628_STBL-CN.zip (748 Bytes, 11 downloads)
Test Subject
THANKS POST
#98 Old 30th Jun 2015 at 8:59 PM
Thanks for creating this. This will help me when I move my sims and I don't what to buy a bunch. :D
Test Subject
#99 Old 1st Jul 2015 at 12:36 AM
Quote:
Originally Posted by scumbumbo
Try updating to the most recent version, the package has been updated to switch the menu on/off in a much more compatible way. That could make a difference. After clicking a packing crate and choosing "Enable Packing" you should hopefully see the "Pack in Crate" menu now... hopefully...

I downloaded the new version, clicked on the crate, and clicked "Enable packing," but still nothing has the "pack in crate" option. :/
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