![]() ![]() With regards to the third issue I understand that expecting compressed mods is core to the design of vortex, so if you don't want to change that just let me know and i can mark that issue as either completed or as won't fix (you choose as a lot of people get mad at developers when the tern won't fix gets used). If you could remove the "Vortex Mods" subdirectory, and let me know about modifying the resource.cfg then I will mark the first issue as complete ( I have also marked the second issue as complete). If vortex could modify the resource.cfg itself ( to be like how wickedwhims does) that would probably be the easiest solution. I think the whole "Vortex Mods" subdirectory looks bad, and would honestly prefer if it were removed. So I tested 0.18.13 and both of the added features work, and the support for tray items is great, but I don't understand the purpose of the "Vortex Mods" subdirectory, the whole problem was around the default resource.cfg only allowing one subdirectory, which is now taken by the new "Vortex Mods" subdirectory so now with the default resource.cfg any mod that adds even a single subdirectory doesn't get loaded by the game.Īlso file name collisions aren't a problem because the game will overwrite it with whatever it loads last (that has the same name) I am not 100% sure of the order that it searches but base on a few mod patches installation guides I believe that it is alphabetical order lowest directory allowed by the resource.cfg first. py/.pyc files however apparently need to be installed into the mods base directory so it may make sense to handle those with a separate mod I do have sims4 installed including a test setup so unless you really want this issue I think it makes sense I do it myself. It may be prudent for us to have Vortex verify/write that resources.cfg file to ensure it works. I don't really believe that it makes a difference mod-to-mod, either the game reads ts4script/package files from nested directories or it doesn't, I doubt some mods need to be installed into the base directory and others need to be in subdirectories. ts4script files but I know for a fact that on this test system I have mods that have a ts4script file in a nested directory and they work in game, so it would seem this should work too. If that is the case, other users may not have this file or have it with different content which could then cause mods to not work that work fine for others. That would indicate that this file controls where the game searches for package files, in this case it tells it to search in nested dirs up to 5 levels deep. package/.ts4script files or is it safe for us to assume that the entirety of the mod is included within those files ? Are you aware of any other files or file extensions which are supposed to be deployed alongside. ts4script files and deploys them to the top level of the mods directory. Given that there is no way for us to ascertain where such mods are meant to be deployed programatically, I think I will add a new mod type to the extension which the users can select manually through the mods pane which searches for any. As far as I can remember, not ALL *.package and *.ts4script mods will function without a sub-directory simplest example (and lets be honest, the most used Sims 4 mod of all) Wicked Whims will not function correctly if its files are simply dropped inside the top level of the mods folder. Hi thank you for sending us your suggestion - this helps us fix/implement old and new installation patterns for our supported games. ts4script (and an error that the sims 4 no longer supports. implementing support for this would be pretty tough so maybe just give a warning telling them to put all. Support for loose script files (HARD): the sims 4 supports python scripting, this is in the form of. ts4script files, and it would be nice to add those to vortex without having to compress them first. Support for adding loose files to vortex: sometimes mod authors on distribute. Support for Tray items: basically all files with other extensions shouldn't go in "The Sims 4\Mods", but should instead go in "The Sims 4\Tray" (again no sub-directories), the extensions I know of are. now this would be fine if most mod developers for the sims 4 expected users to use a mod manager, but they don't. ts4script files to be in the top level of the mods folder. General quality of life improvements for The Sims 4 extension (game-sims4)ĭon't use sub-directories: the sims 4 expects all. ![]()
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