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Sims 4 Simple Mod Manager

by Thrahistan Posted 14th Sep 2014 at 6:51 PM - Updated 17th Sep 2014 at 8:59 PM by leefish
 
58 Comments / Replies (Who?) - 27 Feedback Posts, 30 Thanks Posts
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Test Subject
THANKS POST
#2 Old 14th Sep 2014 at 7:23 PM
Thanks! This is gonna be handy :D
Test Subject
THANKS POST
#3 Old 14th Sep 2014 at 7:29 PM
Awesome! I was looking for something like this but I thought I would have to program it myself. My boss thanks you for keeping me on task and programming stuff that's actually work related.
Test Subject
#4 Old 14th Sep 2014 at 7:31 PM
Hello! Can you elaborate how to use your mod? It doesn't work for me. Win 7 Ultimate.
Test Subject
THANKS POST
#5 Old 14th Sep 2014 at 7:43 PM
Thx
Lab Assistant
#6 Old 14th Sep 2014 at 7:49 PM
It simply won't open for me.
Test Subject
THANKS POST
#7 Old 14th Sep 2014 at 8:11 PM
Seriously appreciate mod! I'm new to this site, but clearly there are some thoughtful creators who do some good work.
Test Subject
THANKS POST
#8 Old 14th Sep 2014 at 8:40 PM
Thanks for this one, it makes it much easier to flush out Mods that causes the game to crash or hang :)
Test Subject
#9 Old 14th Sep 2014 at 8:42 PM
I'm on Windows 8 64-bit, it also will not open for me. I tried running with admin and compatibility mode.
Test Subject
THANKS POST
#10 Old 14th Sep 2014 at 9:36 PM
It doesn't open for me either. :-/

Windows 7 x64
Test Subject
THANKS POST
#11 Old 14th Sep 2014 at 9:44 PM
Does not open for me either :C Win 8.1 64bit
Test Subject
#12 Old 14th Sep 2014 at 10:21 PM
Doesn't open for me either. 64 bit Windows 7
Test Subject
Original Poster
#13 Old 14th Sep 2014 at 11:05 PM Last edited by Thrahistan : 14th Sep 2014 at 11:27 PM.
@people with problems opending this:
i forgot to mention that this needs .net 4.5 runtime

I'm on Win8 64 bit and it works for me. Try installing dotnet 4.5 and hope that it runs then :/
if it does not then i look into it and or lower the dotnet version

and I am sorry that i can't help a lot because I am new to that programming stuff.

ps: are there any error messages?

Quote: Originally posted by karr_y
Hello! Can you elaborate how to use your mod? It doesn't work for me. Win 7 Ultimate.


Its working fairly simple: Double klick the exe, tick mods which should be loaded, klick save. start game through origin or desktop icon ect.
This tool just changes text from the resource.cfg in the sims 4/mods folder in your documents/electronic arts folder. its changing the text from load every mod (PackedFile *.package) to load, for example, this mods (which you picked)->(PackedFile Better_Lights.package PackedFile Super_Jeans.package).

Could you explain whats not working?
Test Subject
#14 Old 14th Sep 2014 at 11:35 PM
Hi,

I use Windows 7 x64 Ultimate (SP1). I had .NET Framework 4.5.1 (installed to all Win7 SP1), and installed 4.5.2. The exe file didn't start. But I found two errors in the Application Logs:
-----------
Application: Sims4ModManager.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.IO.DirectoryNotFoundException
Stack:
at System.IO.__Error.WinIOError(Int32, System.String)
at System.IO.FileSystemEnumerableIterator`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].CommonInit()
at System.IO.FileSystemEnumerableIterator`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]]..ctor(System.String, System.String, System.String, System.IO.SearchOption, System.IO.SearchResultHandler`1<System.__Canon>, Boolean)
at System.IO.Directory.GetFiles(System.String, System.String)
at Sims4ModManager.Form1.getModList()
at Sims4ModManager.Form1..ctor()
at Sims4ModManager.Program.Main()
-----------
Faulting application name: Sims4ModManager.exe, version: 1.0.0.0, time stamp: 0x54143f36
Faulting module name: KERNELBASE.dll, version: 6.1.7601.18409, time stamp: 0x53159a86
Exception code: 0xe0434352
Fault offset: 0x0000c42d
Faulting process id: 0x1ba4
Faulting application start time: 0x01cfd06ab61f492f
Faulting application path: D:\sims4mods\Sims4ModManager.exe
Faulting module path: C:\Windows\syswow64\KERNELBASE.dll
Report Id: f3db7453-3c5d-11e4-961d-6c71d97d6fee
-----------

I tried launching the exe file even in the Documents/EA/Sims4/Mods folder but got the same errors. What could be the source for "Exception Info: System.IO.DirectoryNotFoundException"?
Test Subject
Original Poster
#15 Old 14th Sep 2014 at 11:44 PM
Quote: Originally posted by monksims
Hi,

I use Windows 7 x64 Ultimate (SP1). I had .NET Framework 4.5.1 (installed to all Win7 SP1), and installed 4.5.2. The exe file didn't start. But I found two errors in the Application Logs:
-----------
Application: Sims4ModManager.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.IO.DirectoryNotFoundException
Stack:
at System.IO.__Error.WinIOError(Int32, System.String)
at System.IO.FileSystemEnumerableIterator`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].CommonInit()
at System.IO.FileSystemEnumerableIterator`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]]..ctor(System.String, System.String, System.String, System.IO.SearchOption, System.IO.SearchResultHandler`1<System.__Canon>, Boolean)
at System.IO.Directory.GetFiles(System.String, System.String)
at Sims4ModManager.Form1.getModList()
at Sims4ModManager.Form1..ctor()
at Sims4ModManager.Program.Main()
-----------
Faulting application name: Sims4ModManager.exe, version: 1.0.0.0, time stamp: 0x54143f36
Faulting module name: KERNELBASE.dll, version: 6.1.7601.18409, time stamp: 0x53159a86
Exception code: 0xe0434352
Fault offset: 0x0000c42d
Faulting process id: 0x1ba4
Faulting application start time: 0x01cfd06ab61f492f
Faulting application path: D:\sims4mods\Sims4ModManager.exe
Faulting module path: C:\Windows\syswow64\KERNELBASE.dll
Report Id: f3db7453-3c5d-11e4-961d-6c71d97d6fee
-----------

I tried launching the exe file even in the Documents/EA/Sims4/Mods folder but got the same errors. What could be the source for "Exception Info: System.IO.DirectoryNotFoundException"?


That's helping quite a lot, i'm dumb i forgot that im german my folder is called "Die Sims 4" and english people would have "The Sims 4" i think? correct me if im wrong :D
Test Subject
#16 Old 15th Sep 2014 at 12:00 AM Last edited by monksims : 15th Sep 2014 at 12:04 AM. Reason: Noticed one thing worth mentioning
Quote: Originally posted by Thrahistan
That's helping quite a lot, i'm dumb i forgot that im german my folder is called "Die Sims 4" and english people would have "The Sims 4" i think? correct me if im wrong :D


Glad I could help.

I'm a Finn but I use all my programs in English. I guess you should either let the user configure the location or try to get all the localizations for "The Sims 4".

Edit: Btw, I noticed in the first error that the .NET Framework version is 4.0.30319. Not 4.5 as you mentioned earlier...
Test Subject
#17 Old 15th Sep 2014 at 12:20 AM
Yeah it doesn't work for me either it won't open and I have .NET Framework 4.5.2 installed. I have Windows 7 Home Premium 64-bit SP1. I'm sure it's a great and very handy tool if I can get it working. I don't know if you did. Is there a way you can add a compatibility check to it? Where it can check if mods are compatible/incompatible each other where it can show what mods you have to turn on and off others to work. Some other games I play like Mass Effect, Dragon Age or Spore that has a mod manager that comes a compatibility check.
Test Subject
Original Poster
#18 Old 15th Sep 2014 at 12:32 AM
Yeah pls download it again (if its directly updated) ive uploaded the new build where you can change the location of the folder.

Quote: Originally posted by The Star Treker
Yeah it doesn't work for me either it won't open and I have .NET Framework 4.5.2 installed. I have Windows 7 Home Premium 64-bit SP1. I'm sure it's a great and very handy tool if I can get it working. I don't know if you did. Is there a way you can add a compatibility check to it? Where it can check if mods are compatible/incompatible each other where it can show what mods you have to turn on and off others to work. Some other games I play like Mass Effect, Dragon Age or Spore that has a mod manager that comes a compatibility check.


I will have a look into compatibility check but cannot promise if it will take place in this tool :/
Test Subject
#19 Old 15th Sep 2014 at 12:41 AM
Quote: Originally posted by Thrahistan
Yeah pls download it again (if its directly updated) ive uploaded the new build where you can change the location of the folder.


The dl link is dead now. At least for me. :D

Quote: Originally posted by Thrahistan
I will have a look into compatibility check but cannot promise if it will take place in this tool :/


I'm waiting for CC Magic for TS4. I guess the dev is going to make a lot of handy upgrades...
Test Subject
#20 Old 15th Sep 2014 at 12:55 AM
Quote: Originally posted by Thrahistan
Yeah pls download it again (if its directly updated) ive uploaded the new build where you can change the location of the folder.


Yeah now the download link is broken it just opens to a blank page. You might have to re-upload it again. Lol :D

Quote: Originally posted by Thrahistan
I will have a look into compatibility check but cannot promise if it will take place in this tool :/


That's fine I don't mind having the mod manager and compatibility checker as separated mod tools even if I thought it would be easier to have them both in one. Spore actually has both of its separated.
Test Subject
THANKS POST
#21 Old 15th Sep 2014 at 1:10 AM
In your screenshot of your mod, you show a mod which is called "remove". Is this mod for removing custom content in the game or what does this mod do?
Does anybody know a simple method to show custom content like in the game and remove it? (In Sims 2 bodyshop it was so easy to remove custom content)
Test Subject
THANKS POST
#22 Old 15th Sep 2014 at 1:27 AM
Sweet it works now. Thanks Thrahistan. I like the little icon you made for it.
Test Subject
#23 Old 15th Sep 2014 at 2:08 AM
Quote: Originally posted by Thrahistan
Yeah pls download it again (if its directly updated) ive uploaded the new build where you can change the location of the folder.


Okay, got the new version.

First I set the folder to the %userprofile%\EA\The Sims 4 and the application crashed. It didn't ask me to set folder again. Then I copied the exe file to a new location and set the Mods folder. Then I got a blank list because I didn't have any package files in the Mods root. I think it should check for files recursively because nobody wants to have hundreds or thousands of package files in the Mods root.

BTW, some people might have an overrides folder system in use with a different priority. Maybe the app should use the existing Resource.cfg as a guideline where to search for files. And it should make a backup of the original Resource.cfg.

A nice start though. Off to bed... It's only four in the morning :D
Test Subject
Original Poster
#24 Old 15th Sep 2014 at 9:43 AM
Quote: Originally posted by The Star Treker
Sweet it works now. Thanks Thrahistan. I like the little icon you made for it.


I got that Icon from the TS2 section made by Kayume and found here: http://modthesims.info/t/462236

Quote: Originally posted by monksims
Okay, got the new version.

First I set the folder to the %userprofile%\EA\The Sims 4 and the application crashed. It didn't ask me to set folder again. Then I copied the exe file to a new location and set the Mods folder. Then I got a blank list because I didn't have any package files in the Mods root. I think it should check for files recursively because nobody wants to have hundreds or thousands of package files in the Mods root.


Sorry for that messing up
I get your point there,it is recursive now but without subfolders. I'll check that later.

Quote: Originally posted by monksims
BTW, some people might have an overrides folder system in use with a different priority. Maybe the app should use the existing Resource.cfg as a guideline where to search for files. And it should make a backup of the original Resource.cfg.

Thanks! Haven't thought about that, I'll see what I can do therefore.
What do you mean exactly with "overrides folder system"?
Maybe I put something to set priority per mod? Is it the higher the value is the more priority?



If The list is empty or double after the first launch just press refresh that should fix everything.

Quote: Originally posted by sorianumera
In your screenshot of your mod, you show a mod which is called "remove". Is this mod for removing custom content in the game or what does this mod do?


The "remove" was simply the filename from the "Remove intro video" mod.

My tool does not add any files to the Mod folder nor does it add something to the game, it's just for qick and dirty enabling or disabling .package mods.
Test Subject
#25 Old 15th Sep 2014 at 11:25 AM
Quote: Originally posted by Thrahistan
Sorry for that messing up
I get your point there,it is recursive now but without subfolders. I'll check that later.


You didn't mess up, I did. But in an error it should ask the location for the Mods folder again (or tell the user where to point).

A quick-n-dirty hack usually doesn't do anything well except to fill the need to make one. My guess is you had conflicting mods or multiple default replacement mods that you wanted to enable/disable quickly. I bet this tool worked brilliantly in it. And then you introduced the tool for the world and the tool became something bigger because different users have different ideas what your little tool should do. I use simple file renaming to disable a package.

Quote: Originally posted by Thrahistan
What do you mean exactly with "overrides folder system"?
Maybe I put something to set priority per mod? Is it the higher the value is the more priority?


Here's an overrides folder tutorial by Nona for TS3.
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