|
Post by digivix on Nov 28, 2020 20:10:21 GMT -5
This may already exist and or may not be possible but I keep thinking about how to generate or obtain a list of mods that I'm actually using, in game, vs those that are not?
Does this already exist? If not, is it possible? If so, any tips on where to begin or what to look for? I'm very comfortable with Python as well as C# and have created a few personal mods. I'm a developer so if you can point me to specs, naming conventions, etc that would be appreciated. Are the .tdesc files my best resource?
Also, what do I need to do to be able to override the llama and bunny animation on the main game screen? I am using a mod called No Intro, which helps but it's an annoying distraction for me and I'd like to hide it if possible.
Thanks for any input!
|
|
|
Post by MizoreYukii on Nov 28, 2020 23:02:11 GMT -5
Don't know how to help with identifying mods that are currently active in game. I know that some items, like objects and associated files, I've heard won't be active until actually placed and being used. That's about all I know though. You could try looking into the Log Enablers (there are two) and see if they fit what you need, they log what the game is currently doing and it should, theoretically give a log at startup, including any mods. The TDESCs won't help here as they are for tuning files scumbumbomods.com/sims-log-enabler/ www.neonoceancreations.com/mods/s4/debug/Someone keeps a llama override maintained in the Deaderpool server Creators-Board, you can download it here. I recommend joining to keep it updated or learn how to do it yourself (which in this case it's a .GFX file last I heard, so you'll need JPEXS program).
|
|
|
Post by digivix on Nov 29, 2020 18:52:25 GMT -5
Don't know how to help with identifying mods that are currently active in game. I know that some items, like objects and associated files, I've heard won't be active until actually placed and being used. That's about all I know though. You could try looking into the Log Enablers (there are two) and see if they fit what you need, they log what the game is currently doing and it should, theoretically give a log at startup, including any mods. The TDESCs won't help here as they are for tuning files scumbumbomods.com/sims-log-enabler/ www.neonoceancreations.com/mods/s4/debug/Someone keeps a llama override maintained in the Deaderpool server Creators-Board, you can download it here. I recommend joining to keep it updated or learn how to do it yourself (which in this case it's a .GFX file last I heard, so you'll need JPEXS program). Awesome thank you so much!
|
|
|
Post by digivix on Dec 2, 2020 14:39:18 GMT -5
MizoreYukii I didn't find anything that helps me out with Scumbumbo's mod and I haven't figured out how to generate the log with the other but I had an idea and wondered if you know anything about it. If you remove your mods folder after having used one of them, we receive a Item removed message. I think I can use that logic if I can figure out how/where to look. Wondering if you or any others have any insight there? UPDATE: This is for the benefit of others that may attempt to use www.neonoceancreations.com/mods/s4/debug/1) It requires the MAIN mod in addition to the debug mod 2) Log files are stored in the parent directory. Navigate to your mods folder and then go back one level so you are in your ... Electronic Arts\The Sims 4\
|
|
|
Post by MizoreYukii on Dec 2, 2020 15:41:05 GMT -5
No, sorry. You might be able to search for those words in the string table and then search the scripts or tuning for it.
|
|