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Post by katabug on Oct 23, 2021 20:52:23 GMT -5
I finally gave in to temptation and got Cottage Living. My game is now updated to the latest version. But it looks like my mods no longer work with it.
I have about 10 'core' mods that I can't play without and I was wondering if there was anyway to update them without having to remake them all again from scratch?
Thanks for any advice.
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Post by MizoreYukii on Oct 25, 2021 12:48:03 GMT -5
Which mods, and what exactly do you mean no longer work? Did you make sure mods were enabled after patching and clearing your localthumbcache? And did you check for any updates to them or alternatives? And if you know what you are doing, yes, you can update mods without remaking them. If they were already abandoned though and last updated many years ago (like Nix's mods), then it's always better to make them from scratch and just copy certain things over because of SimData changes and more. If they were a simple mod (like no autonomous, increasers/decreasers, etc.) then it's just a matter of following this tutorial to compare the changes and make adjustments. If it's a custom mod similar to Slice of Life for example, etc., then you need to be aware of what changed in the patches in order to fix what broke. Unfortunately there's no universal list, and the CoL patch was massive in the amount of changes that occurred. You can use Tuning Error Notifier (TEN) to at least get a starting list of what broke in the mod (recommended to do this without any other mods in the folder to not crowd the list, it seems to cutoff at a certain amount), then it's just a matter of looking up EA files to see what changed and fixing the formats. For example, in the patch SituationJob had some changes to the ranges, and the error looks similar to this: The key word here is "value_range", you would open a search program like DocFetcher and then narrow the search to the TYPE it mentioned (in this case SituationJob), and lookup "value_range", you will get results to compare to. It used to look like this: <U n="value_range"> <T n="lower_bound">75</T> <T n="upper_bound">100</T> </U> Now it looks like this: <V n="value_type" t="int_range"> <U n="int_range"> <U n="value_range"> <T n="lower_bound">75</T> <T n="upper_bound">100</T> </U> </U> </V> So in the file(s) that are spitting this error, you need to go in and fix the format of the value_ranges in the SituationJob(s) to match the new one. The majority, if not all, errors should follow similar concepts to this, unless something more internal changed or the mod barely worked beforehand because of other errors, but that should at least give you a starting point.
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Post by katabug on Oct 27, 2021 19:35:24 GMT -5
You are a life saver! Thank you so much for this detailed explanation. This is exactly the info I was looking for
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Post by lora555 on Sept 23, 2024 4:02:40 GMT -5
Hi. I know the specific part of the mod (package) that needs to be updated and the creator has abandoned it. The bug causes all mold effects in the game to disappear. Happened after the patch previous to "For rent" which essentially has created said effects. I guess it shares resources with the mod and thus they are incompatible. I have only sims 4 studio as my tools currently. I was able to fix some small bugs and glitches before. The file is necrodog_tesla-spicy_merge_VFX.package It has some visual effects, also maybe sounds and animations. I tried to just change the instances numbers for individual parts, but Sims Studio won't let me do it. The file is here till September 26th: we.tl/t-5KNJaXmIfR
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