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Phaenoh
9th Apr 2008, 5:17 AM
This tutorial is going to teach you how to recategorize Maxis content. I will be covering objects.

First a little heads up. We will NEVER be editing the Maxis program files. ALWAYS create a copy of them for editing. It is possible (but not recommended) to do your editing directly in the program files, but there are two downsides to this. If you mess it up, and you don’t have a backup and need to replace the files (for most people, that means a full game reinstall). The other downside is that when you get a new Expansion Pack, it will overwrite all your changes and you will have to start all over. That happened to me. I was editing the BV object files and when I installed FreeTime I lost all that. It really sucked. Though it was a good thing for you guys, I had to make a new version (the way I’m teaching here) and was able to upload that for you all. If you found this tutorial to be a bit daunting, my catalog edits (objects (http://www.modthesims2.com/showthread.php?t=280490)) (clothing (http://www.modthesims2.com/showthread.php?t=280521)) are available for you instead. Everyone clear on this? No editing game files!!!

Recategorizing Objects:
Requirements: Paper, pencil, SimPe and basic knowledge of it. If you don’t understand some of the the SimPE, go look them up in How To Use SimPE type tutorials.

1) Grab a piece of paper and a pencil. (For those who like to use their computers as note takers, this won’t work as well unless you LOVE pressing Alt+Tab six thousand times. Start the game. Go into Buy Mode and start writing down the names of every object you believe to be in the wrong category. Put a little arrow next to it and write down where you would prefer it to go. Take your time, go through each category. (This tutorial can also be applied to regular CC, so if you have some of that in the wrong categories too, you can note them as well, but put a little star* by them to remind you that they are CC. When editing those, skip to step 5) A few of the Build Mode categories can be rearranged as well. Plants, and some parts of the miscellaneous tab can be regrouped or added into. After you have all of that accomplished (I filled an entire page, 2 columns.) You should exit the game when you are done.

2) Start SimPE. Open the Object Workshop. (There are a couple of different methods for finding all the items, but I found this one to be the best) Find the first item on your list and ‘Clone’ it. Default cloning settings are almost fine. You need to untick the first option. We DON'T want it to ‘Set Custom Group ID’. As Numenor has pointed out, it will go much faster if you make these changes too!
In the cloning options, UNcheck these options:
- Set Custom Group ID (as suggested by Phaenoh)
- Fix Cloned Files
- Change Description

This way, the clone is immediately loaded into SimPE, without the Scenegraph Wizard, without the question about changing the description and without the need to save the package anywhere: much faster :)
http://thumbs2.modthesims2.com/img/1/0/5/2/6/7/5/MTS2_Phaenoh_743115_RecatTutPic1.jpg

Not needed with Numenor's suggestion: It will then give you the option to change the description, but since we won’t be keeping this file, changing it would be pointless. Then the Scenegraph Update wizard will show up, again, changing things is pointless. SimPE is then going to ask you to save it as something. My standard procedure is calling it delete.package and saving it to my desktop.

Once you have the package created and loaded and saved, find the Object Data (OBJD) and Extract it (right click, choose ‘Extract’). If your object has more than one OBJD, pick the one without the numbers next to it.
http://thumbs2.modthesims2.com/img/1/0/5/2/6/7/5/MTS2_Phaenoh_743116_RecatTutPic2.jpg

Create a folder on your desktop called something like ‘Buy Mode Recat Project’ and save the sucker in there. You don’t have to bother with renaming it. ‘4F424A44-00000000-7F2F87A2-000041A7.simpe’ is fine.

3) Repeat for all objects on your list.

4) Create a new package. Right click ‘Add’ and add in all those OBJD files that are in that folder we make. Single click on the first one in the list and shift click on the last one and you can do them all in one step. Save this file as YourName_BuyModeCatalogEdit and follow the install instructions here (http://www.modthesims2.com/showthread.php?t=280490) (This has a hard time installing sometimes, it’s been trouble shot there already).

5) Click on the first OBJD in your list. In the Plug-In tab view, click Catalog Sort tab if it isn’t already. Check and uncheck those check boxes to your hearts desire. Make sure you also change the drop down box to your new category. When I did mine, I only changed the drop down box. Hit commit. Lather, rinse and repeat for all OBJD. Save. You are done! Go test it in the game!
http://thumbs2.modthesims2.com/img/1/0/5/2/6/7/5/MTS2_Phaenoh_743117_RecatTutPic3.jpg
To move things around in build mode, its a little more complicated. You need to go into the RAW DATA tab and edit numbers in there.

:alarm: Please note, these are HEX values!

Doors/Windows, Build mode type = 8
Build mode subsort:
- doors = 1
- multi-story windows = 2
- windows = 4
- gates = 8
- archways = 10
- multi-story doors = 100

Garden center, Build mode type = 4
Build mode subsort:
- trees = 1
- shrubs = 2
- flowers = 4
- gardening = 10

Miscellaneous, Build mode type = 1
Build mode subsort:
- columns = 8
- stairs (full staircases) = 32
- swimming pool = 40
- multi-story columns = 100
- column arches = 200
- garage = 400
- elevators = 800
- architecture = 1000


6) To make this compatible for uploading, you need to group these objects into the Expansion Pack or Stuff Pack they came with. Click on the Raw Data tab. Scroll down until you see the Valid EP Flags 1 and 2. That number specifies the pack. Create a package for each pack. DON”T CHANGE THE NUMBERS!
http://thumbs2.modthesims2.com/img/1/0/5/2/6/7/5/MTS2_Phaenoh_743118_RecatTutPic4.jpg

Base Game: 0x0001
Holiday: 0x0000 (special case, requires in game testing to determine which Holiday Pack)
University: 0x0002
Nightlife: 0x0004
Open For Business: 0x0008
Family Fun: 0x0010
Glamour Life: 0x0020
Pets: 0x0040
Seasons: 0x0080
Celebration: 0x0100
HM Fashion: 0x0200
Bon Voyage: 0x0400
Teen Style: 0x0800
FreeTime: 0x2000
Kitchen and Bath: 0x4000
IKEA: 0x8000
Apartment Life: 0x0000, 0x0001
Mansions & Gardens: 0x0000, 0x0002

You are done! Go test!

I've included a pdf version complete with pictures of this tutorial for your offline enjoyment! Any updates or changes I've been making to the online version are NOT included in the PDF, however. If you have any trouble with the tutorial, reread the step, then ask questions. If it was helpful let me know!

Atreya
13th Apr 2008, 10:08 AM
Thanks for this tutorial. I already recatagorized all my clothing for a while. But i'm happy i can finally start on the other objects now.
Oh and thanks for the pdf. I really appreciate it.

I got two questions:
you said: Holiday: 0x0000
Does this number work for both. I have the 2006 version does that mean all objects from this pack are considered to be 2006 or are some of them still 2005? And how can i tell which item is which version?

Is it possible to extract the Object Data (OBJD) from the game files, similar to the clothing editing? This would mean i would not have to create a clone package for every single object. Where would i have to look for these object data?

One last thing: It may be usefull to mention this cheat in your tutorial
"boolprop showcatalogepflags true/false" (without the "", true turns the cheat on, false turns it off)
This cheat allows you to see to which ep/sp an object belongs when you look at the description of the object in your game. Only problem are the holiday packs. Those objects are labeled as base game objects. (probably because the holidaypacks don't have their own installation folder so their objects and outfits are added to the basegame)
I think this cheat requires pets, not sure.

Phaenoh
13th Apr 2008, 4:22 PM
As for Holiday, the only way to figure out which is which is by trying them both in game and seeing which one shows up. If you don't really understand, try downloading my version of the Holiday edition you don't have and see what it does to your catalog. You will see some missing pictures. Delete it after you are done with it, it won't harm your game.

It is possible to extract the OBJD, thats the first way I was doing it, however I found it far easier to make clones instead. The files are separated by EP in these packages. C:\Program Files\EA GAMES\The Sims 2 FreeTime\TSData\Res\Objects
Unless you really know when something came out its hard to find. Also, they aren't always named the same thing in the catalog, most times they aren't.

Good tip about the cheat. I am always trying to remember what it is and never succeeding at it.

Atreya
13th Apr 2008, 10:21 PM
Hi,

I tested with both files, only 2005 and only 2006. My conclusion is i need both in my game. I didn't notice any missing pictures (i checked all categories).
I have only the holiday pack 2006 installed but i have all objects listed in your original thread, those of the 2005 holidaypack are included in 2006.
Only 2005 catalog edit: only the items you have listed as 2005 are moved and show correct pictures, the 2006 items are unchanged.
Only 2006 catalog edit: only 2 items you have listed as 2006 are moved and show correct pictures, the 2005 items are unchanged.
Both catalog edits installed: all items you listed as 2005 and 2006 are moved and show pictures.

Since you only gave one number as ep flag, it doesn't matter if it came with 2005 or 2006. It would only matter if i wanted to share this file with someone who has 2005 because he/she would have the empty pictures you discribed.

Something completely different now, I can't find the scarecrow anymore with your season catalog edit installed. The other objects that are changed with this file are ok so i think it has something to do with the buy/build mode change. I can still find it in the collections but not in gardening and not in deco.

wndy26
14th Apr 2008, 3:24 AM
Wow Phae...great job on the tutorial. I will definitely be putting this to use this evening. :)

soulfulwriter
16th Apr 2008, 2:36 AM
Thank you so much for this tutorial. It's just what I need! :)

GrayDragonfly
25th Apr 2008, 4:29 PM
With objects, if it has two or more Object Data (OBJD) files do I need to extract all of them? An example would be the salon chair, it has five OBJD files.

Phaenoh
25th Apr 2008, 6:42 PM
No, only take the lead OBJD, the one without numbers. If you look at the others in the object with it, most of the time those are categorized as Misc. Deco, even if the object itself isn't a deco object. The catalog doesn't bother with the others, so you shouldn't either.

GrayDragonfly
25th Apr 2008, 7:26 PM
Thanks! I kinda thought that might be the case but I wanted to ask first.

sarahxchan
4th May 2008, 7:27 PM
o___o
<333
I love you.
D;
The Maxis categories always pissed me off. Thanks for this awesome tutorial.

sarahxchan
4th May 2008, 8:27 PM
Oh, and quick question, how can you find the OBJD files for CC? I reread the directions a couple of times and I still don't understand. D:

Phaenoh
4th May 2008, 10:41 PM
Open up the CC package. There will be a OBJD file for it in there, if not, then you are looking at just a recolor and you need to edit the mesh file instead.

raisintoasty
5th May 2008, 11:10 AM
Thanks so much for this tutorial! It's so great. Speaking of categorising do you know of a site that lists where all the maxis items are found, what I mean is the name of every maxis item (or just type of item e.g. vases are in sculptures)...

-- I could have sworn there was one but I just can't locate it?

Thanks so much!

-- I have put in my object edits with your ones (because I agree with the ones you've made already, this should be okay right? As long as both our object edits don't contain the same objects?

-- What happens if you can't locate an object? I was looking for Flavorful Necessities and couldn't find it... I'll keep searching though maybe i'm going blind from all this editing.

THANKS again! You are so great :)

GrayDragonfly
11th May 2008, 4:05 AM
I noticed that you didn't include the Celebration Stuff EP. So I just wanted to mention that the Valid EP Flag for it is 0x0100 for anyone who can't find it or needs it.

I'm having a problem also. I guess it's an issue with SimPE but I'm not sure. I have three objects that are showing up as costing 0. I noticed that that's the price in SimPE also. Is there a way to fix this?

The three objects are BV's Zen Garden and Temple of Jumbok IV; and University's Spaceship Spacious Fountain.

Phaenoh
11th May 2008, 8:44 PM
I noticed that you didn't include the Celebration Stuff EP. So I just wanted to mention that the Valid EP Flag for it is 0x0100 for anyone who can't find it or needs it.

I'm having a problem also. I guess it's an issue with SimPE but I'm not sure. I have three objects that are showing up as costing 0. I noticed that that's the price in SimPE also. Is there a way to fix this?

The three objects are BV's Zen Garden and Temple of Jumbok IV; and University's Spaceship Spacious Fountain. Oops, forgot Celebrations, I'll add it. Things that cost 0 aren't the 'real' object. There aren't the lead tile, its the one that doesn't have any numbers in it. They don't show up in the catalog, so don't bother trying to change it. Multi-tiled objects have more than one OBJD so you have to make sure you get the right one.

Numenor
24th Jun 2008, 8:08 AM
Just a useful hint (applies to OBJECTS only, refer to step 2 in the tutorial).

In the cloning options, UNcheck these options:
- Set Custom Group ID (as suggested by Phaenoh)
- Fix Cloned Files
- Change Description

This way, the clone is immediately loaded into SimPE, without the Scenegraph Wizard, without the question about changing the description and without the need to save the package anywhere: much faster :)

Phaenoh
24th Jun 2008, 3:32 PM
Spiffy! Thanks Numenor, I'm still pretty unfamiliar with what all the check boxes do, so this is really helpful! Anything that makes it go faster, I like!

PookaKitten
3rd Jul 2008, 8:12 PM
Great tutorial.

Tip: use the cheat "boolprop ShowCatalogePFlags true" to show the EP/SP an object comes from in the game. Might make it easier to do step 6 in the object tutorial

Couple questions, mostly about removing Maxis content:

1. Is it possible to put an object into 2 locations? For example, putting the restorable car in both the hobbies->recreation and misc->cars bin.

2. How do you "delete" or "hide" objects from Maxis? There are some objects (like the egg chair) that I'll never use and see no point in having them show up.

3. Can you "delete" or "hide" clothes from Maxis? Plenty (if not most) I have no desire to see in CAS.

4. How can I "hide" floors and wallpapers?

Thank you.

Samantha

Phaenoh
17th Jul 2008, 7:02 PM
Couple questions, mostly about removing Maxis content:
1. Is it possible to put an object into 2 locations? For example, putting the restorable car in both the hobbies->recreation and misc->cars bin.
2. How do you "delete" or "hide" objects from Maxis? There are some objects (like the egg chair) that I'll never use and see no point in having them show up.
3. Can you "delete" or "hide" clothes from Maxis? Plenty (if not most) I have no desire to see in CAS.
4. How can I "hide" floors and wallpapers?

1. No
2. Still working on that solution myself, but I believe the answer lies in how the extra tiles in multi-tiled objects are categorized.
3. Search for 'hiders' or set the flag of the outfit to be an odd number.
4. Not sure yet.

How does this work if you want to make a hair style availble for children and toddlers that is normallyh only for teens and older. IE mohawks. Personally it's been making me nuts I want to make my kids as sims and can't they all have mohawks and are toddlers. There are also a few other hair styles I would like availble for my younger sims that the teens have.

That can not be done with these methods, you need new meshes for each age, search for melodie9's hair age conversions, she has already done most of them for you.

Annie Leduc
2nd Aug 2008, 3:47 AM
That's awesome. Thanks for sharing!

Winterhart
2nd Aug 2008, 8:29 AM
Back in May raisentoasty posted the following:
- I have put in my object edits with your ones (because I agree with the ones you've made already, this should be okay right? As long as both our object edits don't contain the same objects?
I have been trying to do the same thing and I can't get it to work. I started out by making some changes to your edits. That worked just fine.
So here is what I did to try and add mine to yours.

1. Created folders for each EP on my desktop
2. Opened simPE object workshop
3. Clicked on object
4. clicked next
5. clicked clone using settings recommended by Numenor
6. clicked no to save changes to package
7. Clicked on OBJD file (it shows up in italics)
8. Checked Raw Data tab for EP
9. right clicked OBJD file and extracted to correct EP
(repeated for all objects)
10. opened your basegame object edit file
11. right clicked and added all the basegame files that I extracted.
12. made the changes
13. clicked commit
14. clicked save
(repeated for each EP folder)

When I looked for the changes in the game I found nothing had changed.

I thought maybe I needed to say yes on step 6 instead of no. I tried that and the second object I tried to clone did not show up. The first one just stayed there.

Do you have any ideas?
Would it help if I attached screenshots for the steps?

I am going to try it again in the morning when I not so tired. :blink:

Thank you for your time, :)
Winterhart

Phaenoh
2nd Aug 2008, 5:48 PM
I"m not really sure what you are doing, cuz they don't look like my instructions. If you are trying to add objects into my packages, don't bother with that first. First make your own packages that work following the original instructions. After you have them working then you can combine them into mine. (Extract from your package, then Add to mine)

Winterhart
2nd Aug 2008, 6:29 PM
I think I've got it. I was trying to add them to yours and then edit. So if I have this right, say I am working with NL. I clone and extract the files for my own edit. Create my own package for NL, make my changes. Then go back and extract those files and add them to your NL package?

Thank you for your time,
Winterhart

Phaenoh
2nd Aug 2008, 11:47 PM
Yup, thats about it.

Winterhart
4th Aug 2008, 6:38 AM
Quick update on catalog project. I organized the stuff that was really bugging me and then guess what. I found more stuff to organize. I have a feeling this is going to be a never ending project. But it is fun. Thank you for the tutorial.

Winterhart

mrlucas
6th Aug 2008, 5:45 AM
this is great, thank you for writing it. i've been totally successful with it.
silly question and i am probably missing something obvious but you mentioned that: A few of the Build Mode categories can be rearranged as well. Plants, and some parts of the miscellaneous tab can be regrouped or added into. How does one accomplish this? specifically i am trying to put a CC decorative object into the build mode plant section. there are no check boxes for that and the drop down menu in overall sort doesn't seem to include build mode. am i just dumb?

Ambular
6th Aug 2008, 9:02 AM
Awesome tutorial! :D I'm slightly insane about hiding and categorizing stuff myself, so here's a few other tips on the subject...

Hiding objects: Not a good idea to try to hide Maxis objects by not putting them into any category at all. It does work, after a fashion, but (IIRC) they just get dumped into the Miscellaneous section, *and* (I know for certain) if you load a lot that contains an item hidden that way, it's liable to crash. It may still be useful for someone who loathes Maxis content, doesn't play in the default 'hoods and doesn't download many lots, though.

Walls and floors: these can be hidden by extracting and changing the value for the "showincatalog" line in the Object XML to 0x00000002. The Object XML's for walls and floors, for reasons unknown to me, do not seem to be accessible using SimPE's search function. They are located in the catpatterns.bundle.package for each EP, found in C:\Program Files\EA Games\[EP or SP name]\TSData\Res\Catalog\Patterns.

Walls and floors hidden this way will still show up in any lot where they were used, but will not appear in the catalog and can't be copied with the eyedropper tool. No idea whether the same technique would work with terrain paints; their data appears to be stored elsewhere.

(As an aside, this is a very handy technique to use if you want to include a custom wall or floor in a default replacement CAS and don't want your downloaders to accidentally delete it. Extract all the information from the wall or floor package, import it into the CAS package, and change the Object XML so it doesn't appear in the catalog.)

Multiple object categories: Can't be done in SimPE, but I believe it *can* with Paladin's Categorizer from SimWardrobe. I suppose you could clone a Maxis item, run it through Categorizer and use its Object Data as an override. It doesn't seem to hurt the game when done with custom content, but I haven't tried it with Maxis, so caveat emptor.

Conflicting mods: Generally speaking, files in the Downloads folder will load in alphabetical order by file and then subfolder, and whichever one loads last will override anything that came earlier that affects the same code. So, if you have two mods that recategorize or hide the same content, whichever one starts with the later letter of the alphabet will usually take precedence (unless they're in subfolders named in the reverse order.)

Moving hair: In addition to changing the clothing category, Maxis hair can be recategorized out of the color bins and into Custom (handy for the veils, tiaras and weirder stuff if you still want it to be readily available) after a fashion, by cloning it in Bodyshop and then hiding the original hair.

Sorry to run on so long...hope something in there is useful. :)

Winterhart
8th Aug 2008, 6:51 AM
Sorry to run on so long...hope something in there is useful. :)Don't apologize this is great information. Thanks. :D

Ambular
8th Aug 2008, 7:25 PM
this is great, thank you for writing it. i've been totally successful with it.
silly question and i am probably missing something obvious but you mentioned that: How does one accomplish this? specifically i am trying to put a CC decorative object into the build mode plant section. there are no check boxes for that and the drop down menu in overall sort doesn't seem to include build mode. am i just dumb?

No, I believe you need to edit the RAW data in SimPE to do that. It's much easier to download Paladin's Categorizer from simwardrobe.com, which has checkboxes for it.

Winterhart
10th Aug 2008, 12:24 AM
Walls and floors: these can be hidden by extracting and changing the value for the "showincatalog" line in the Object XML to 0x00000002. The Object XML's for walls and floors, for reasons unknown to me, do not seem to be accessible using SimPE's search function. They are located in the catpatterns.bundle.package for each EP, found in C:\Program Files\EA Games\[EP or SP name]\TSData\Res\Catalog\Patterns.


I finally finished my object re-catalog project and I am ready to start on my walls and floors. I know how to extract obviously and I can figure out how to change the values. But what do I do after that? :blink:

Thank you for your time. :)

Ambular
10th Aug 2008, 1:31 AM
I finally finished my object re-catalog project and I am ready to start on my walls and floors. I know how to extract obviously and I can figure out how to change the values. But what do I do after that? :blink:

Thank you for your time. :)

From start to finish:

1. Go through the catpatterns.bundle.package for each EP and SP to find the object XML's for the floors and walls you want to hide
2. Right-click each XML in the Resource List window, choose "Extract" and save with the filename it gives you
3. Select "New" from the SimPE File menu
4. In the Resource List window, right-click and choose "Add," navigate to the folder where you saved the extracted XML's, select them all (CTRL+A) and click Open
5. Go through the XML's and change the "showincatalog" for each to 0x00000002; commit each line as you go
6. Save the package with whatever name you like.

Don't forget to delete all those XML's from the folder where you extracted them after you're done.

Winterhart
10th Aug 2008, 3:16 AM
6. Save the package with whatever name you like.

Thank you. Where do I save the package? I have one more question. Is there a way to preview those files in simPE or do I have to go through the game and write down all the ones I want to get rid of? :rofl:

Thank you so much for the step by step.

Ambular
10th Aug 2008, 5:19 AM
Thank you. Where do I save the package? I have one more question. Is there a way to preview those files in simPE or do I have to go through the game and write down all the ones I want to get rid of? :rofl:

Thank you so much for the step by step.

Save it in your Downloads folder or a subfolder thereof. And I'm afraid you do have to go through in the game and write the names down. There's no shortcut. :/

Winterhart
10th Aug 2008, 5:36 AM
Thanks. I guess I'll get busy :!: :lol:

maree464
8th Nov 2008, 3:25 AM
When recatagorizing where would I put stuff in build mode....I don't see a place for it. I want to put something in with trees and in with the pools.

Phaenoh
8th Nov 2008, 6:19 AM
I haven't messed around with it much, but I vaguely recall there being a category for 'outside'. Try that. ;)

maree464
9th Nov 2008, 6:40 PM
I have been following your tutorial and am finally finished but I can't see where to recatagorize an items I want to put in build mode. Beside the usual catagories (under catalog sort) it only gives aspiration or career award catagory no outside but I see you recatagorized the potted bamboo in Bon Voyage and put it in trees in build mode but I can't seem to be able to figure out how you did it.

Ambular
24th Nov 2008, 1:01 AM
I have been following your tutorial and am finally finished but I can't see where to recatagorize an items I want to put in build mode. Beside the usual catagories (under catalog sort) it only gives aspiration or career award catagory no outside but I see you recatagorized the potted bamboo in Bon Voyage and put it in trees in build mode but I can't seem to be able to figure out how you did it.

I think the information for that is hidden in the RAW data, but the easiest way to change that is to get Paladin's Categorizer and use that.

joninmobile
13th Jan 2009, 7:49 AM
Is it possible to place community lot items in residential lots? Sorry if someone else asked this I just really need to know.

Phaenoh
14th Jan 2009, 5:12 AM
Yes it is, as it is evident by the many 'com lot collections' that do just that. How, however is not something that I've ever explored so I don't know the answer. Sorry!

joninmobile
14th Jan 2009, 9:31 AM
I ran into a problem when trying it, but I think I know now what I did wrong.Is the sims store considered the latest sp? I was putting all of my editings in the stuff pack folder of mansion and garden.

Phaenoh
14th Jan 2009, 9:46 PM
Store Editions is actually between Teen Style and Kitchen and Bath.

joninmobile
15th Jan 2009, 12:28 AM
well when I put it in the stuff pack folder of Mansion and Garden, or even sims2store, the package file doesnt show up.It's just not there the only thing is the text folder when I look directly to my computer/ea games/ e.c.t.In simPE when I save it though to stuff pack folder it does show in the save as box.Also I'm not able to click save just save as.

Ykol
7th Feb 2009, 11:19 PM
Hi,

well, I managed to hide/unhide all clothes and most of the objects (buy mode), but I have some problems with the objects from the build mode, means, door and windows etc. Does anybody has yet a solution to recategorize/hide them? It's probably also a raw data thing, but I don't find the right entry to change.

loripanori
29th Mar 2009, 10:14 PM
I've been playing around with sorting stuff into the build mode categories, and I may have figured some of it out... As far as I can tell, there are two values on the object data ---> raw data tab that need to be changed... Build mode type and Build mode subsort. The following are the *Decimal* values (not hexadecimal) for some of the build mode categories:

Doors/Windows, Build mode type = 8
Build mode subsort:
- doors = 1
- multi-story windows = 2
- windows = 4
- gates = 8
- archways = 16
- multi-story doors = 256

Garden centre, Build mode type = 4
Build mode subsort:
- trees = 1
- shrubs = 2
- flowers = 4
- gardening = 16

Miscellaneous, Build mode type = 1
Build mode subsort:
- columns = 8
- stairs (full staircases) = 32
- swimming pool = 64
- multi-story columns = 256
- column arches = 512
- garage = 1024
- elevators = 2048
- architecture = 4096

To get rid of the previous catalog category, you may have to click on "function sort flags" on the raw data tab and set them all to false (I'm not sure on the "catalog sort" tab how to set the "overall sort" back to blank once it has been set). I've tested the above categories using one of Phaenoh's catalog clean-up files, and re-categorizing a few random items into the swimming pool tab, or the architecture tab, or the gardening tab and it seems to work.

I can't figure out how to sort stuff into the awnings, fireplaces or fences categories... I'm guessing it's probably too complicated for a non-modder like me. :)

heatheeer
5th Jan 2013, 2:50 PM
Hello, I ran into your new catalog cleanup mod earlier and I thought I'd try and do it myself so I could sort out all my CC as well, but I'm running into a few problems and I was wondering if you could help? Everything went fine until I was supposed to add all the OBJD files to a package, and SimPe won't package them because they're SIMPE files. I'm new to using SimPe so I feel like I've either made a stupid mistake or missed something really obvious, any chance you could clear it up for me?

Phaenoh
5th Jan 2013, 6:43 PM
SimPE not packaging SimPE files makes no sense. Did you make sure you clicked 'Save As' instead of 'Save' the first time? SimPE has trouble being smarter than that.

heatheeer
6th Jan 2013, 5:31 AM
I figured out what I was doing wrong, and it was something extremely stupid. I was trying to make a sims2pack file instead of clicking add at the side, so it wasn't recognising the simpe files as they're not supposed to go in a sims2pack. It works according to your tutorial now :)
Also, do I just take the package files of my CC from my downloads folder and add them to the folder with all the cloned maxis objects before recategorising everything?

Phaenoh
6th Jan 2013, 7:20 AM
Glad to hear you sorted it out. ;) To redo your CC, just change the OBJD file inside the original CC package, no need to extract it.

heatheeer
6th Jan 2013, 11:31 AM
I finished recategorising everything, and just wanted to say THANK YOU so much for this tutorial! I've never seen the deco section so clean!

Chemik
8th May 2013, 4:33 AM
I have a question: what do you do if you can't find an object in SimPE? I have the latest version and I have all SPs/EPs and installed the M&G patch, but Glamour items aren't showing up. I have recently installed the SP (along with others) but the others show up fine.

Phaenoh
8th May 2013, 5:43 AM
Check your File Table to make sure Glamour items are enabled. Make sure the path is accurate. :)

Chemik
8th May 2013, 9:06 AM
Ah, that was it. Also noticed that, because I have the Fun with Pets collection, M&G and Family Fun folder paths had to be changed (as they're installed in a special collection folder). Thanks!

xxrouguexx
22nd Jan 2015, 4:40 PM
Thank you! Thank you! Thank you! I've been working on an herb garden, cloning Maxis flowers for the base, and its been driving me crazy that I couldn't recategorize them for Gardening. Now I know how! I bookmarked your tut because I know I'm going to need it again!

LauraES
10th Jul 2015, 6:05 AM
Thanks so much for your tutorial, I'm so happy with how the buy mode catalog looks and can't wait to play! I wanted to make a quick note that I have the Double Deluxe as the expansion that my game loads from and I was able to put my file in the Bin folder and everything including stuff pack content showed up.

simguru1player
14th Oct 2017, 12:45 PM
Hello and thanks for the build list, which has helped a lot in recategorising items. However, some of the categories listed were wrong, I discovered and were showing up 2 storey columns and connecting arches in my pool items category...

I have since done a bit of digging and found the right ones - and they're listed below:

Phanoah's List from MTS:

Doors/Windows, Build mode type = 8
Build mode subsort:
- doors = 1
- multi-story windows = 2
- windows = 4
- gates = 8
- archways = 16
- multi-story doors = 256

Garden center, Build mode type = 4
Build mode subsort:
- trees = 1
- shrubs = 2
- flowers = 4
- gardening = 16

Miscellaneous, Build mode type = 1
Build mode subsort:
- columns = 8
- stairs (full staircases) = 32
- swimming pool = 64
- multi-story columns = 256
- column arches = 512
- garage = 1024
- elevators = 2048
- architecture = 4096

They should show up in the right places now. :)

Phaenoh
14th Oct 2017, 4:45 PM
However, some of the categories listed were wrong, ... I'll check these out and then fix my list, thank you!

EDIT: Someone just PM'd me about this and mentioned that your numbers are for Decimal, and my numbers are in Hex. There is a little radio button on the right side of the SimPE editor to toggle between them. If you switch to Hex, you'll see the numbers I had posted originally. ;)

Lucydique
15th Nov 2017, 5:07 PM
Hello,
thanks for this great tutorial!
I would like to change things on almost all the maxis content so my question is
Can I just use copies of the "objects.package" and "catpatterns.bundle" from all my EP/SP's as a backup and then change things via the Object Workshop or does it also list items there that are saved somewhere else?

*edit* just saw the object workshop only leads me to recolour and cloning. Still question remains are all the items I see in there located in the "objects.package" files from the game?.
In that case I would guess I can just place copies of all in the latest "TSData\Res\StuffPack" folder and any changes I do there would overwrite the default items. Same with copies of "catpatterns.bundle" placed in my downloads folder. Am I right about that?

Btw. I only wanna edit things like description, category, maybe hiding some nothing about general functions of the objects or the way they look

Thanks for your help!
Greetings, Lucy

simmer22
15th Nov 2017, 8:48 PM
Extract the files you want to work on (find them, right-click in the Resource View window, choose "extract"), and then do File-->New, before you import the files (Right-click, choose "import"). Now you can safely edit them.

You can find most resources by searching for resource names. You should also be able to "clone" the resources by choosing "start" and ticking the right boxes. If the resource names show in cursive after extracting, they're the "original" ones (or a copy of them),a nd theese can be extracted for use in modding.

DO NOT edit the original files from the game files, or you might end up borking your game. You should also NOT place edited copies of these files in your Downloads folder. Keep the copies outside of your Downloads/SavedSims folders (desktop is fine). As said above: Extract the resouces you need (search function or directly from copies of the original files), make a new file, import the resources, and edit all you like. For objects you usually only need the OBJDs if you're recategorizing, and for clothes/hairs/accessories you need the "PropertySet" or "MeshOverlay" resources (they're practically the same type of resource, just with different names)

Lucydique
19th Nov 2017, 10:52 PM
Thanks for your help, here's another question, can I change categories of Neighborhood objects? They don't have OBJD Files

Lucydique
19th Nov 2017, 11:00 PM
Is it the XNGB file and do I have to edit the dtstring that says "sort" ? If yes what are the right names there? Is it: misc, landmark, stone, flora and effects? (did I miss one?)
Can I just change that line and it would go to another category?
Thanks

Phaenoh
21st Nov 2017, 4:07 PM
I don't have that information off hand. Make a copy of whatever file you are editing, make the edit, try it out and report back! :)

Lucydique
29th Nov 2017, 5:09 PM
Ok it's me again with some more questions :p
Is it possible in SimPe to edit several files at once?
E.g. select several XML files (in the same package file) and set the number at the showincatalog dstring to the same for all ? (Would be nice if I want to hide several wallpapers at once)
Any other batch operations would be handy as well (I would be careful I only work with copies anyways)
Also the Plugin view window shows little arrows on the top right but they don't seem to have any function. Thought I might be able to go to the next file with them, if batch operations don't work that would at least be a little easier but nothing happens when I click on them (even if I mark several files in the resource list). It's not even changing between the open windows in the lower part of SimPe which would have been my second guess as to what its function could be.

...For objects you usually only need the OBJDs if you're recategorizing, and for clothes/hairs/accessories you need the "PropertySet" or "MeshOverlay" resources (they're practically the same type of resource, just with different names)
I found the "propertySet" but I couldn't find anything that said "meshOverlay" can you tell me the short name of them? (like GZPS being short for the PropertySets)

I don't have that information off hand. Make a copy of whatever file you are editing, make the edit, try it out and report back! :)
I haven't gotten around yet to try something with the NH-Objects but will post my results here after I did

So far I got me copies of all catpatterns.bundle, catcanhobjects.bundle and objects*.packages of all EP/SPs and deleted all file types in them I don't need (so mostly XML, OBJD, XNGB, GZPS, CTSS left in them). The files are much easier accessable for me now because they load faster in SimPE. I also combined all catpatterns into one file and all catcanhobjects into another. Of course I'm keeping all those files away from my game folders but now I can quickly find things and test away to get more used to SimPE in general :p

Thank you all for your help here!

Phaenoh
29th Nov 2017, 5:23 PM
As far as I know, there is no way to batch edit.

MeshOverlays are only for makeups and some beards and eyebrows - think things that are painted onto the face and have no mesh of their own. If something has a PropertySet, it will not have a MeshOverlay. They are rarely recatagorized, so I rarely deal with them, and as such do not know their short name without looking it up.

Making copies and deleting out the unneeded stuff is generally how I start my giant recat mods, but if you are only doing a few things, we suggest the extract method. You are right now track, keep at it!

Lucydique
5th Dec 2017, 6:33 PM
I really did it and recategorized one of the Neighbourhood items from Maxi. :bunny:
Well at least inside the same main category. I chose the "Rock and Sand Peninsula" and moved it from the misc section to the stones section (mostly just to have anything to test). I attached a file showing you the new sorting in the game.
I did not use the Object Workshop but went directly to the "catcanhobjects.package" file which is in the "\TSData\Res\Catalog\CANHObjects" folders of the EP/SPs. The only file needed is the XNGB. In the plugin view it will open something called CPF Editor (I attached a screenshot of that too). Click on the line that says "sort (dtString)" and change the value. Commit and save like before. I put my file into C:\Program Files\EA GAMES\The Sims 2 Mansions and Garden Stuff\TSData\Res\Catalog\Bins and it worked right away.
I only tested to change from "misc" to "stone" but from seeing other files it should be:
misc
landmark
stone
flora
effects
Not sure if it's case sensitive (and yes it's effects not effect).

While I was fiddling around I found 2 links to be useful one from the MTS wiki (http://modthesims.info/wiki.php?title=OBJD) and another one from a blog (https://hat-plays-sims.dreamwidth.org/34791.html)

Thank you so much for your great tutorial here and the encouragement to try something myself!

@Phaenon:Thanks I don't think I'll ever need those files so I can savely forget about the MeshOverlays.
I think you have a mistake in your first post. You listed HEX numbers but the one for stairs which says 32 is a decimal one and the right one should be 20

Lucydique
5th Dec 2017, 8:17 PM
I hope it's ok to put this question here cause it's actually custom content I'm recategorizing but I guess it could be a thing for maxis items too. I tried putting some vents into the elevator category but this made some of them not placeable anymore. Is there something special about that category? I tried it via using SimPe and the categorizer program. From 4 vents I could only place two. both of them are 2 tiles, the other two which are 1 tiles can't be placed anymore so I wondered if it has something to do with the fact that elevators are all 2 tiles in width !?
So did anyone ever try to put anything in the elevators category? Did it work?

Edit:After putting those same items to garage that worked fine

simguru1player
29th Dec 2017, 9:32 PM
I'll check these out and then fix my list, thank you!

EDIT: Someone just PM'd me about this and mentioned that your numbers are for Decimal, and my numbers are in Hex. There is a little radio button on the right side of the SimPE editor to toggle between them. If you switch to Hex, you'll see the numbers I had posted originally. ;)

Ah yes. I tend to switch mine to decimal for ease of reading. Thanks for this. :)

leontinees
5th Aug 2019, 7:56 AM
Whoa, so this DOES exist! :anime: Thanks again for all your effort!

I just have a small doubt, please. After placing your mods, I know I can change or delete things that are in the lists, but is it possible to add new instead? There are still a few items I want to relocate, but I'd prefer not to make yet another list for each exp. I want to add each item to its respective exp among your mods, but I don't know if they're already "closed", so to speak.

Meltzu
4th Nov 2020, 5:36 PM
This was really helpful tutorial (I haven't really touched simPE before this, but I still was able to do this!!). But when I did this at first I changed the function short poxes and ended up having objects in more that one categories xD ...but I just fixed it later.