Author Topic: Packages  (Read 9837 times)

Chuckles_82

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Packages
« on: May 15, 2012, 06:04:23 PM »
Is it possible, using something like sim3pe (I'm guessing here) to modify sims3packs and .package files, to either copy content that you want to keep to one master file, and/or remove content that you don't want to keep? I haven't especially wanted to get into modding in sims3 - I did enough for my liking in sims 2 - but the more content I get, the bigger the game gets, and I'd really like to just tidy it all up. Wouldn't it be great (for example) if you could get rid of the pirate boots that come with BB and still keep the town! Plus, it would be nice to be able to peek into some of my .package files and make sure there's nothing extra in there!

Offline Seabody

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Re: Packages
« Reply #1 on: May 16, 2012, 12:07:59 AM »
You can merge packages if you want. There's a tutorial here.



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Chuckles_82

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Re: Packages
« Reply #2 on: May 16, 2012, 12:23:24 AM »
Thanks Seabody - that might just do it. I'll have to have a good read and do some downloading and what-not - a lot of learning, but I'll give it a go and see if I can't tidy up my files a bit better!

Offline NonaMena

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Re: Packages
« Reply #3 on: May 16, 2012, 06:12:46 PM »
I recommend this thread, if you haven't already seen it: Tips for keeping your mods organized and avoiding conflicts

There are links to various tutorials about merging packages. I also highly recommend trying out CC Magic, if you've got a lot of package files and use a PC. It's far superior to manually merging and re-merging packages all the time. CC Magic is also highlighted in the thread I linked above.

As far as peeking into your package files goes -- that is not a bad idea, but keep in mind that a package file can be comprised of many different resources, depending on the content that you're looking at. If you look at a simple XML tuning mod, you might have only one XML or ITUN file in the package, or you might have several, depending on what is required to make the mod function properly. Objects will require many different types of resources, such as OBJK, OBJD, XML, RSLT, FTPT, STBL MLOD, MODL, IMG, etc. If you are not acquainted with the various resource types requires for objects, or even mods, then you might have a difficult time telling if anything is "extra" or not.

One other thing, you can use NRaas Dresser to prevent pirate boots from showing up on townies. There's also a mod available at MATY that will make the boots invalid for random.

Chuckles_82

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Re: Packages
« Reply #4 on: May 16, 2012, 06:25:18 PM »
Those are probably good, but for most of my playtime I can't use mods (even though I am a fan of such mods that improve game-play), so I'm actually more interested in making sure that they DON'T get into my game via certain package files. I've had to remove some packages in the past, because I get a notification when I load the game that xyz.package contains a mod - when it's only supposed to contain game content. It will still be interesting to learn about what particular items require what resources and so-on, and to use those programs to organise everything. I guess it's going to take a lot of reading and a lot of rummaging around in a 'practice' file before I know what to look for.

 Thanks for the extra info :)

Offline NonaMena

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Re: Packages
« Reply #5 on: May 17, 2012, 03:19:47 AM »
Some objects are scripted objects, such as Buzzler's Scribbling Pad (or my custom food script, or my custom scripts for the Tree Of Prosperity/Cow Plant). These objects require a custom script to use, and that's why you would get a message that a Mod Script has been found when starting the game. XML and Tuning mods do not produce this message. If you delete the custom script from the package, you won't be able to use the object :) Just something to keep in mind.

Also, keep in mind that EA's premium content are actually just game mods by EA. They are scripted objects.

Chuckles_82

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Re: Packages
« Reply #6 on: May 17, 2012, 05:31:57 AM »
Ahh that explains it :) I think I could pinpoint very easily, knowing that, which items I have that are scripted then.



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Offline NonaMena

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Re: Packages
« Reply #7 on: May 17, 2012, 06:08:24 AM »
Yep. If an object comes with an S3SA resource, that object is most likely a scripted object. Responsible creators should inform you that you are downloading a scripted object, and anything you download from the Scripted Objects section at MTS will be a scripted object.

Chuckles_82

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Re: Packages
« Reply #8 on: May 23, 2012, 09:36:21 PM »
Woo! Just 'unwrapped' my first sims3pack file in Delphy's Multiextractor, and peeked into a .package file with s3pe! Exciting stuff! I can't believe how many resources there are for just one file! Next to get CC Magic and put together my first trial package :D

EDIT: In some of my store bundles, there are 'spare' .package files that I can't work out what they are for. The THUM resource shows a picture that looks like a picture of the whole set, and the TXTC resources are called something like mirrorWallClubC2x1.... etc What do I do with these files?


EDIT: All the links for the user guide for CC Magic are broken :( Does anyone have a current link?

Offline NonaMena

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Re: Packages
« Reply #9 on: May 24, 2012, 02:02:54 AM »
Woo! Just 'unwrapped' my first sims3pack file in Delphy's Multiextractor, and peeked into a .package file with s3pe! Exciting stuff! I can't believe how many resources there are for just one file! Next to get CC Magic and put together my first trial package :D

EDIT: In some of my store bundles, there are 'spare' .package files that I can't work out what they are for. The THUM resource shows a picture that looks like a picture of the whole set, and the TXTC resources are called something like mirrorWallClubC2x1.... etc What do I do with these files?


EDIT: All the links for the user guide for CC Magic are broken :( Does anyone have a current link?

The sims3packs for store sets require a dummy package file to hold the thumbnail for the set. That's the package you're seeing. You can just delete it, if you want.

Hmm, I don't think the links for the CC Magic user guides etc are broken. I think Grant's site is down at the moment :( Not really sure why that is. I can try to help for now.

Chuckles_82

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Re: Packages
« Reply #10 on: May 24, 2012, 03:07:20 AM »
Thanks so much again Nona! It's been a steep learning curve today, but I have now got the compressorizer/s3rc working, s3pe working, multiextractor working and CC Magic installed, and just waiting to work out how to put a whole bunch of packages together (I've deleted the dummy package files). I might leave that process for tomorrow - maybe the site will be back up again then (if not I'll drop you a line :) ). I've successfully culled 4 months worth of store sets down to the bare bones of what I want/need. Now only... 2 more years worth to go lol. I'll get the sims3packs out of the way first, and then see what I've got left to do with packages that need un-merging.

The last thing for me to do tonight is get my ccmerged.package sorted/started.

Question (edited due to testing): Is there any way to reduce the amount of files installed when I install a new world? I install the world using the launcher (seems to be the only way to get it to install) then delete it in the launcher, delete the backup files in DCBackup... then what? If I leave a .package version of the objects/CAS items that I want to keep in my mods folder, is there somewhere else I need to delete them from (from the install)? Will the world still work if I find those files and delete them (keeping the world files of course)? For example, if I wanted to delete the couch that comes with lunar lakes, would I be able to do that once it's been installed, and then when lunar lakes loads it replaces that couch with another like when content is missing?

Offline NonaMena

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Re: Packages
« Reply #11 on: May 27, 2012, 05:19:53 AM »
Thanks so much again Nona! It's been a steep learning curve today, but I have now got the compressorizer/s3rc working, s3pe working, multiextractor working and CC Magic installed, and just waiting to work out how to put a whole bunch of packages together (I've deleted the dummy package files). I might leave that process for tomorrow - maybe the site will be back up again then (if not I'll drop you a line :) ). I've successfully culled 4 months worth of store sets down to the bare bones of what I want/need. Now only... 2 more years worth to go lol. I'll get the sims3packs out of the way first, and then see what I've got left to do with packages that need un-merging.

The last thing for me to do tonight is get my ccmerged.package sorted/started.

Question (edited due to testing): Is there any way to reduce the amount of files installed when I install a new world? I install the world using the launcher (seems to be the only way to get it to install) then delete it in the launcher, delete the backup files in DCBackup... then what? If I leave a .package version of the objects/CAS items that I want to keep in my mods folder, is there somewhere else I need to delete them from (from the install)? Will the world still work if I find those files and delete them (keeping the world files of course)? For example, if I wanted to delete the couch that comes with lunar lakes, would I be able to do that once it's been installed, and then when lunar lakes loads it replaces that couch with another like when content is missing?

Oops, so sorry for the slow reply. I've been working really hard on a silly object mod and have had tunnel vision for it.

I have very little experience with installing worlds like that, as I usually just install them via the launcher and then I'm done with that (not enough energy to do more than that). You might find more information at the CC Magic site which is back up now. Or did you already figure it out?

Chuckles_82

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Re: Packages
« Reply #12 on: May 27, 2012, 05:33:56 AM »
Not yet. I've kinda had my own tunnel vision sorting through my files first. I've got about 6months worth left to go. I'd be finished by now, only I got taken down by a tummy bug. So not feeling so good :(

Good to hear that the site is back up though! I'll check that out tomorrow hopefully - if I'm feeling better. I might just have to bite the bullet and put up with extras that come with custom worlds. I'll do some more digging after I've got my package files sorted though.

Offline NonaMena

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Re: Packages
« Reply #13 on: May 27, 2012, 06:58:50 AM »
Not yet. I've kinda had my own tunnel vision sorting through my files first. I've got about 6months worth left to go. I'd be finished by now, only I got taken down by a tummy bug. So not feeling so good :(

Good to hear that the site is back up though! I'll check that out tomorrow hopefully - if I'm feeling better. I might just have to bite the bullet and put up with extras that come with custom worlds. I'll do some more digging after I've got my package files sorted though.

I'm sorry to hear you're not feeling well. I hope you get better soon! I highly encourage you to visit TFM's Sims Asylum and read the CC Magic Walkthrough thread there. Grant posts there often, so there's a plethora of information available.  But you need to register before you read it.

Chuckles_82

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Re: Packages
« Reply #14 on: May 28, 2012, 10:45:44 PM »
For some reason s3pe looks a little bit easier to understand to me. I'm having a go at merging some files now. I've read that the game imposes a 200Mb limit on its own dbc files, but there is no actual limit on how big it can be. Other than how long it takes for s3pe to load everything, is there any drawback to making one very large .package file (just over 1Gb)? I have 716 files, which I could divide into a rather uneven 34 separate merges (by month) instead of 1 big one?