So here's my issue. Every time I try to edit a SimData file and save it in my mod, the changes never seem to be read or recognized by the game. As just one specific example, I'm trying to change the XP needed to reach each Spellcaster level and am modding the following files:
I'm mirroring the changes to both files, and they are pretty simple changes (literally just changing some numbers in the "event_intervals" section). I know that the mod is being loaded because it shows up as activated when I get to the main menu, and I know the StatisticTuning file is being read because as I gain XP, the interface responds according (the progress bar fills up the way I'd expect given the new XP values I set). But, I'm not actually gaining the Spellcaster levels at the modded XP levels.
I've loaded both files manually via batch import as well as loading just the tuning StatisticTuning file directly through S4S (which automatically loads the corresponding SimData file), and neither seems to work out. There are several similar situations where when I make changes to a file and its corresponding SimData file, the changes in the SimData file are clearly not being read by the game. Any help here would be appreciated!
Post by MizoreYukii on Apr 5, 2021 10:08:22 GMT -5
Post your package so we can take a look, as there shouldn't be any other steps to make them work. It sounds like either your game is borked or something else you did is causing it to not work. You also made sure you're not using conflicting mods, yes?
Just for testing, I changed only the first event interval from 50 to 10. So, it should only take 10 XP to level up from an apprentice to a neophyte if you are a Spellcaster. The user interface definitely reflects this change as the XP progress bar fills up very quickly, but the second file isn't being read as the Spellcaster won't actually level up.
This is the simplest example, but I've had an issue with the game recognizing any and all modified SimData files. So far, all changes I've made to other types of files seem to work just fine. Even with no other mods activated, this is still happening, so I really don't think it is a conflict between mods. If it matters, I have the option enabled to allow script mods, though I don't have any and never have. Any help would be appreciated, thank you for your time!
Last Edit: Apr 5, 2021 15:17:20 GMT -5 by seleuceia
When you extract files from the game, what is the impact of checking the box for using EA naming? Still trying to troubleshoot this issue before reporting this as a bug with S4S - obviously if I'm doing something wrong, that's an issue with me, not S4S.
It's not S4S otherwise this would be widely reported as a looot of people use it for modding. xD It's working fine for me in-game, they level up quickly and then switch to the next rank in the UI, and I see no errors in your editing. Are you clearing your localthumbache every time you make changes to SimData related files and reload your game? Since these are UI related files it needs to be cleared frequently/every reload with certain files.
The EA Naming checkbox outputs a file like this: 0x00000000!0x0000000000012fce.0x0c772e27. It's not really an important difference.
I've cleared several items in the cache as I've modded, including the one you've mentioned. I tried again just now just to be sure, and it still didn't work. Just for the purposes of troubleshooting, I verified the integrity of the game yesterday. Today I then cleared out the entire Sims 4 folder in My Documents except the mod folder, which contains only a simple test mod. That test mod has the two files I provided in the package I shared along with a few others that make very simple and easy-to-check changes. Despite this, the SimData files are still not being read by the game, only the tuning files.
I'm at a loss here. With the package I provided to you, the UI will show the Spellcaster gaining XP at the expected rate, but no "slams" for leveling up or acquisition of perk points at the expected levels of XP, which I assume must mean the SimData file is being ignored. If it is working for you, I guess that's good in the sense that my mod is at least correct. Short of reinstalling the game, however, I don't know what else to do to actually get these mods to work. Thank you for your time in trying to help!
Post by MizoreYukii on Apr 7, 2021 18:11:08 GMT -5
Ohhh, you were expecting a screen slam! I didn't even realize there was a screen slam for it, which now that I think about it I don't think I got one, or a perk point? But they did level up, and when I re-tested in-game without the mod for a second time I had a hard time getting the screen slam and perk point to re-appear, so the system for it seems touchy anyhow. I don't think the SimData is being ignored though (otherwise it probably wouldn't show the meter adjusting properly), but rather something else isn't realizing that they now rank up at only 10 points. What other SimData files were you trying to adjust? Are they all skill related?
As far as I can tell, this is where you'd change what items are considered part of each collection. Just for testing purposes, I removed all but one of the frogs from the frog collection (it's the first collection, so easiest to edit). The tuning file is working (if you get the one frog I left, the leaf frog, the game will think you finished the collection), but the UI is still showing all 25 frogs as part of the collection when you go to view collections. Here is the package with the modified version of these two files.
In another pair, I was trying to move the Spellcaster perks around so they require different levels.
In this particular package, I moved the "Incredible Forager" perk from the 4th column to the 3rd column. But, when you go into the game, you still see this perk in the 4th column.
These are two of the more recent examples I've worked with, but the problem has arisen everywhere I try to do something with a SimData file. Maybe I'm just really unlucky and am editing things that are more complicated than they appear, I don't know. As a little aside, I started naming them things like "zzz" or "yyy" or "xxx" just in case load order is a thing, but I don't think that is really the issue here as I'm testing these without any other mods.
Last Edit: Apr 7, 2021 20:56:27 GMT -5 by seleuceia
Post by MizoreYukii on Apr 7, 2021 22:37:21 GMT -5
Yeah I think part of the problem is the mods revolving around usually untouched and/or complicated areas. xD I'm 99% sure that moving around the perks visually in the tuning is impossible because it involves a menu which I know the UI portion is almost hardcoded. It may work while still displaying the same positions though, as in when you select it it may activate the changes you added instead, so I recommend testing it and seeing what happens to be sure. Worth a try at least.
I have no idea what collections are but let me investigate that one, I'm not sure if it's the same menu issue as perks. I also asked in my Discord server to see if anyone knows anything about occult skills (I'm fairly sure I've seen regular skill adjustments out there) so hopefully someone knows something.
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