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The Sims 4 Ultimate Mod Manager V1.2 - SUBFOLDER SUPPORT

by Jibby Posted 22nd Jun 2019 at 5:56 PM - Updated 27th Jul 2019 at 12:57 AM by Jibby
170 Comments / replies (Who?) - 21 Feedback Posts, 4 Thanks Posts
This is a featured upload! It showcases the best talent and creativity available on MTS and in the community.


The Sims 4 Ultimate Mod Manager



The Sims 4 Ultimate Mod Manager is a fully featured application to manage mods and custom content for the Sims 4.


Thanks so much for checking out my application. I originally made this for personal use, but after developing it to its current state, I thought it was good enough to share with the rest of the community!
Please note that the application is still under development. You may encounter some bugs or things that just aren't quite right. If you do, please let me know and I will do my best to issue a fix ASAP!

VERSION 1.2 (02/07/19) - 'We Need To Go Deeper'
It’s the Inception update! Now you can manage a folder within a folder within a folder...
Subfolder support! You are no longer limited to managing mods directly in the root of the mods folder/selected library. Double clicking a subfolder will now load its contents into the list, allowing you to move mods to/from there instead.
Game version detection: The application will detect the current version of the game and display it. When the game has received an update, the application will inform the user on the next launch and recommend checking for mod updates.
Log Reader: You can now view Last Exceptions and other log files right in the application. Access this in the settings menu.
Bugfix (kinda): The refresh button actually looks like a refresh button now!
Meta: Fixed some typos in this very changelog, not that you noticed them... did you?

I had to make some reasonably large changes to the code to get subfolder support working correctly, so as always, it’s possible that some bugs have slipped through the cracks. Again, let me know if you encounter anything out of the ordinary and I’ll issue a fix. Also this is the first version that the app’s automatic update feature should have detected! Let me know if you got the popup!

VERSION 1.1 (26/06/19) - Calling Home
AUTOMATIC UPDATES!
An update to make updating easier huh? This is just a small update but it should hopefully help keep everyone on the latest version.
Automatic updates! The application will now tell you on launch if there is a new version available. This can be turned off in the settings.
Bugfix: Clicking load all will no longer crash the application when there is an identically named file already loaded (and vice versa, of course).
Bugfix: Window titles have proper names now.

Larger updates are coming soon. I'm currently working on an embedded file browser and setting up the groundwork for localisation down the line. A reader for log files is also being worked on. Hopefully the application will let you know when the next version is ready to download!

Features:
  • Switch between and manage multiple libraries on the fly

  • Create, rename and delete libraries within the application
  • User friendly design
  • Load/Unload multiple mods at once with multi select
  • Drag and drop files onto the load/unload list to send them to the respective directories (even works from within WinRAR)
  • Auto detect and identify different sorts of CC
  • Option to automatically unload mods on game exit
  • Multiple view styles for your mod lists

How to use:
Upon starting the application, it will drop a folder in your documents folder called 'TS4Libraries' (this will be configurable in the future).
Any subfolder in that folder will be treated as a library and display in the 'Libraries' section of the application.
When you select a library, all of the CC in the library will populate the 'Unloaded' list where you can then load it into your mods folder.
Unloading a mod will move it back into the library that is currently selected.

Planned Features:
Short Term:
  • Sorting options
  • 32/64bit toggle
  • Resizable UI

Mid Term:
  • Directory browser to explore the contents of libraries including the ability to delete, rename & move files all within the application.
  • Different colour schemes (potentially with support for creating your own)

Long Term:
  • Update checker for CC
  • An option to specify which mod belongs in which library so that mods can automatically be sent back to said library when unloaded
  • A preset manager to load multiple mods from multiple libraries without switching
  • A save game manager

Super-Duper Long Term:
  • Localisation into multiple different languages
  • macOS version (maybe)


KNOWN BUGS:
  • On some versions of Windows, icons may not appear on buttons. This is because the icons are UNICODE emojis which some installs of Windows don't correctly display. In the future I will address this by replacing the UNICODE with custom made bitmap icons.
  • On very rare instances, using auto unload may unload all mods before the game starts. I still need to tweak this feature a little more. Ensuring that Origin is open before launching the game can help this.
  • The program always auto detects TS4_x64 even on 32bit systems and can cause problems if changed to the 32bit exe. In a future version, I will implelent a setting in the options menu to chose between 64 and 32bit.
  • Deleting or modifying the name of the 'Default' library may cause stability issues. If you don't want to use this library, it's best to just ignore it for now until I can iron this out.
  • When (un)loading a mod, the scrollbar will sometimes jump back to the top.
  • Under certain circumstances, the 'Up' button doesn't disappear when in the root of the selected library. This enables the user to navigate to unrelated directories.

relCount 3

Operating System: Windows
Utility Type: CC Managers
Plugin Type: Not Applicable

You must have the expansion or stuff packs listed below installed to use this custom content. Please see the post text for any exceptions.

Sims 4
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
The Sims 4 Ultimate Mod Manager V1.2.zip

Size: 1.98 MB · Downloads: 85,710 · 2nd Jul 2019
1.98 MB 85,710 2nd Jul 2019
The Sims 4 Ultimate Mod Manager V1.1.zip

Size: 1.94 MB · Downloads: 6,095 · 26th Jun 2019
1.94 MB 6,095 26th Jun 2019
The Sims 4 Ultimate Mod Manager V1.0.zip

Size: 1.89 MB · Downloads: 7,073 · 22nd Jun 2019
1.89 MB 7,073 22nd Jun 2019
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
Basic Download and Install Instructions:
1. Download: Click the File tab to see the download link. Click the link to save the .rar or .zip file(s) to your computer.
2. Extract: Use WinRAR (Windows) to extract the file(s) from the .rar or .zip file(s).
3. Cut and paste the file(s) into your Mods folder
  • Windows XP: Documents and Settings\(Current User Account)\My Documents\Electronic Arts\The Sims 4\Mods\
  • Windows Vista/7/8/8.1: Users\(Current User Account)\Documents\Electronic Arts\The Sims 4\Mods\
Need more information?
  • Anyone can use both .rar and .zip files easily! On Windows, use WinRAR.
  • If you don't have a Mods folder, just make one.
 
170 Comments / Replies (Who?) - 127 Feedback Posts, 40 Thanks Posts
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Page 5 of 7
Test Subject
#101 Old 6th Dec 2019 at 9:05 AM
Default Make for Mac users please
Quote:
Originally Posted by Flossie299
This is amazing! unfortunately I'm a mac user, so I can't quite use it yet. I spent all day fiddling about with wine to see if I could get it up and running, and while the .exe installed with no worries, when wine tries to launch the manager it crashes with a fatal error. talk about devastating rip. I don't know if the wine error is something that could be fixed on your end (since my mac runs other .exe programs using wine with no problems) so I suppose I'll be waiting in the wings with all the other mac users to see if you're ever able to get a mac version up and running. I can assure you, if you did, you'd become the single most popular person amongst the mac simmer community overnight!


Yes!! With so many mods, this is a lifesaver. I used either this one or another when I had Windows.
Lab Assistant
Original Poster
#102 Old 6th Dec 2019 at 2:21 PM



Hi everyone! If you didn't see my post on other platforms, I'm currently working on The Sims 4 Ultimate Mod Manager version 2.0 - a complete rewrite and redesign of the application with more features and a better user experience.

When working on what would have been 1.3, I realised that there were too many bodges and bad coding practices ingrained too deeply in the core of the program which made adding and maintaining things a real headache. Being a total programming noob when I first started development, the main code that runs the program is all over the place and extremely over-complicated. I barely even know what most of it even does anymore and I wrote it!

Taking what I've learned over the course of making The Sims 4 Ultimate Mod Manager, I feel it's time to start again and do it right this time. Bringing things back to the point we're at now will likely take some time, but I promise it will be worth it! I've got big plans for the future of this program, but to achieve them, this is a 100% necessary step.

Thanks so much!
Test Subject
#103 Old 15th Dec 2019 at 11:38 PM Last edited by genderneutralnoun : 15th Dec 2019 at 11:49 PM.
Quote:
Originally Posted by Jibby



Hi everyone! If you didn't see my post on other platforms, I'm currently working on The Sims 4 Ultimate Mod Manager version 2.0 - a complete rewrite and redesign of the application with more features and a better user experience.

When working on what would have been 1.3, I realised that there were too many bodges and bad coding practices ingrained too deeply in the core of the program which made adding and maintaining things a real headache. Being a total programming noob when I first started development, the main code that runs the program is all over the place and extremely over-complicated. I barely even know what most of it even does anymore and I wrote it!

Taking what I've learned over the course of making The Sims 4 Ultimate Mod Manager, I feel it's time to start again and do it right this time. Bringing things back to the point we're at now will likely take some time, but I promise it will be worth it! I've got big plans for the future of this program, but to achieve them, this is a 100% necessary step.

Thanks so much!


Awesome! I've only recently gotten into modding the Sims and your tool has been invaluable, I can't wait to see how it'll be even better! Is there a specific place I can follow your development? Perhaps even where others can donate to you? I don't have the funds to donate, but I'm sure others would love to support you!

Edit: Also, I have a suggestion: To save space and consistency, I think a better system than having separate folders for mods would be to have them all in one place, but have different "profiles", and check or uncheck specific mods, like with Mod Organizer 2 (for Bethesda games). Also a way to check for errors would be great, like the old TS4 mod manager had. I have no idea how hard either of those would be to implement, though.
Lab Assistant
Original Poster
#104 Old 16th Dec 2019 at 1:48 AM
Quote:
Originally Posted by genderneutralnoun
Awesome! I've only recently gotten into modding the Sims and your tool has been invaluable, I can't wait to see how it'll be even better! Is there a specific place I can follow your development? Perhaps even where others can donate to you? I don't have the funds to donate, but I'm sure others would love to support you!

Edit: Also, I have a suggestion: To save space and consistency, I think a better system than having separate folders for mods would be to have them all in one place, but have different "profiles", and check or uncheck specific mods, like with Mod Organizer 2 (for Bethesda games). Also a way to check for errors would be great, like the old TS4 mod manager had. I have no idea how hard either of those would be to implement, though.

Hey, glad to hear you're excited about Version 2! I have a Twitter account for development updates, but I'm not allowed to post the link here. You should be able to find it pretty easy though!

As for donations, I don't currently take them and it's not something I'm really looking into at the moment, but I appreciate the sentiment

Thank you for the suggestions, with this new iteration comes the perfect chance to experiment with new ideas, so I'll definitely be keeping them in mind!
Test Subject
#105 Old 11th Jan 2020 at 4:43 AM
Copied the exe to the same directory asT S4-x64.exe. The Game\Bin directory. When I try to run the exe I get a message that it can't find ts4-x64.exe. Apparently this is on me. Maybe some install instructions might help.
Lab Assistant
Original Poster
#106 Old 12th Jan 2020 at 1:31 PM
Quote:
Originally Posted by gottaluvthesims
Copied the exe to the same directory asT S4-x64.exe. The Game\Bin directory. When I try to run the exe I get a message that it can't find ts4-x64.exe. Apparently this is on me. Maybe some install instructions might help.

Hi there! This happens if your Sims 4 exe isn't in the default install location, or the application just fails to detect it for whatever reason. When you click OK, a browse dialogue should pop up that lets you manually select it - then you should be all set!

The 'this one's on you' was intended to be a quirky way of saying that you'll have to take responsibility for finding the file, but I can understand how it might be misleading and not quite informative enough, so I'll see about rewording it - my apologies there. Also, the application's exe can be anywhere; you don't have to put it in your bin folder.

I really hope that helps! Please let me know if you're still having issues and I'll do my best to help get it all sorted
Test Subject
THANKS POST
#107 Old 31st Jan 2020 at 2:27 PM
Is there a way to change where the libraries are stored? I'd like them on a different drive so I don't clog up the drive with my documents.
Lab Assistant
Original Poster
#108 Old 31st Jan 2020 at 3:25 PM
Quote:
Originally Posted by Arwe
Is there a way to change where the libraries are stored? I'd like them on a different drive so I don't clog up the drive with my documents.

I'm afraid it isn't possible in the current version

In 2.0 (which is currently in development), this will be fully configurable though!
Test Subject
#109 Old 1st Feb 2020 at 1:34 PM
Can't wait for 2.0 ^_^

Quote:
Originally Posted by Jibby
I'm afraid it isn't possible in the current version

In 2.0 (which is currently in development), this will be fully configurable though!
Test Subject
THANKS POST
#110 Old 3rd Feb 2020 at 1:35 PM
Hi. Thanks for this wonderful program, maybe i do it wrong but i like to know when after creating more than 20 libraries and added the mods and files.
1 how will the files go back into the library folder i created when i unload ?
2 how can i select all library folders if i want to load them all so i dont have to load 1 by 1.
thanks
Test Subject
#111 Old 28th Apr 2020 at 2:30 AM
Does this mod detect what kind of CC the file is (wall, floor, hair, etc) and auto-categorize them into folders, or is that something that can be added at some point? That's what I want most of all because I have..........almost 5,000 mods. (I have a really good gaming computer, don't look at me like that...)
Test Subject
#112 Old 3rd May 2020 at 3:20 AM
In Mod Conflict Detector application it says 'unable to load game components disabled by user". Help?
Test Subject
#113 Old 19th May 2020 at 6:59 AM
is there an option for loading order?
or will there be an option for this?

it's pretty important to me for mod translations
it's usually better for the translation package to load first
Test Subject
#114 Old 5th Jun 2020 at 10:07 AM
Hi, thank you for this amazing tool! However, I encountered some issue when loading back my biggest library (~ 2k files). Files got mixed up with other libraries that were already loaded. I don't know if it has already been posted, I'm sorry I didn't take time to read all the feedbacks before mine... Thanks again
Lab Assistant
Original Poster
#115 Old 5th Jun 2020 at 9:54 PM
Quote:
Originally Posted by beaminyoongles
Hi, thank you for this amazing tool! However, I encountered some issue when loading back my biggest library (~ 2k files). Files got mixed up with other libraries that were already loaded. I don't know if it has already been posted, I'm sorry I didn't take time to read all the feedbacks before mine... Thanks again

I'm really sorry that my application mixed up your libraries! I've not tested it with large collections, so this behaviour is new to me. I'll keep this in mind for the next version.

And yes, for everybody still checking in, I still intend on releasing version 2, I've just not had enough time to actively work on it lately. It is coming though.

Thanks for your patience!
Test Subject
#116 Old 11th Jun 2020 at 12:22 PM
thanks for the great tool , can you publish the source code plzz ?
Lab Assistant
Original Poster
#117 Old 17th Jun 2020 at 6:56 PM
Quote:
Originally Posted by kiraieee
thanks for the great tool , can you publish the source code plzz ?

Hi there! I don't have plans to publish the source code of this iteration of the application.

However, I am currently in the process of rewriting the application from scratch to allow for more features and (hopefully) cross-compatibility with macOS and Linux.
Making this upcoming new version open source is something I have been seriously considering, but nothing is set in stone just yet.
Test Subject
#118 Old 30th Jun 2020 at 9:04 AM
hi! i'm testing this out, because i was looking for a cc manager to hopefully be able to jump from my cc-heavy setup to no cc so i can build things that don't automatically have the cc flag on them even if i didn't use any. the libraries are confusing me a little though, and i'm seconding the person who suggested profiles like mod organizer 2 (which is basically the feature i'm looking for). from some messing around, it looks like i need to copy cc manually to be able to include it in a second library? for example, i created a library called "no cc", which has absolutely all of my cc unloaded into it. but then of course if i want to make another library for my usual selection of stuff active, there's nothing to choose from because it's all unloaded into "no cc". so would i then need to copy the files i want? and i assume i can't have multiple libraries open at once, which would be the other solution; having separate libraries for create a sim, build mode items, etc., and loading them all together.

the good news is that this program works well with the other sims 4 mod manager i have (copyright logic complex 2014; i forget where i downloaded it from). if i load everything in yours and then open the other manager, it remembers what i had checked and unchecked, so i suppose that's a decent enough workaround for me for now!

in version 2 i'd also love to see some sort of image to provide more info on the items, even if it's just the thumbnail or icon that shows up in the game. it would make organizing and cleaning a lot easier. thank you for all your hard work on this program, it looks great (despite my confusion lmao)!
Lab Assistant
Original Poster
#119 Old 1st Jul 2020 at 12:17 PM
Quote:
Originally Posted by somnomania
hi! i'm testing this out, because i was looking for a cc manager to hopefully be able to jump from my cc-heavy setup to no cc so i can build things that don't automatically have the cc flag on them even if i didn't use any. the libraries are confusing me a little though, and i'm seconding the person who suggested profiles like mod organizer 2 (which is basically the feature i'm looking for). from some messing around, it looks like i need to copy cc manually to be able to include it in a second library? for example, i created a library called "no cc", which has absolutely all of my cc unloaded into it. but then of course if i want to make another library for my usual selection of stuff active, there's nothing to choose from because it's all unloaded into "no cc". so would i then need to copy the files i want? and i assume i can't have multiple libraries open at once, which would be the other solution; having separate libraries for create a sim, build mode items, etc., and loading them all together.

the good news is that this program works well with the other sims 4 mod manager i have (copyright logic complex 2014; i forget where i downloaded it from). if i load everything in yours and then open the other manager, it remembers what i had checked and unchecked, so i suppose that's a decent enough workaround for me for now!

in version 2 i'd also love to see some sort of image to provide more info on the items, even if it's just the thumbnail or icon that shows up in the game. it would make organizing and cleaning a lot easier. thank you for all your hard work on this program, it looks great (despite my confusion lmao)!

Hi somnomania, thank you so much for this genuinely valuable feedback!

You describe a fundamental flaw with my application which I'm 100% aware of (it's bugged me too!) and it's something that I'll be reworking in version 2.0 for sure. A workaround for now would be to have two subfolders in one library. One with your usual selection of mods, and one with the heavy CC collection. That way, you can keep both collections in one library and load/unload the entire subfolders as you need them.

Showing in-game thumbnails in the mod manager is a long term goal of mine, but I haven't been able to figure it out how to achieve this just yet.


Thanks again for your comment and I'm really glad you've found the app useful! If you have any more questions, absolutely feel free to get in touch
Test Subject
#120 Old 28th Jul 2020 at 3:44 PM
I have over 13,000 Mods in my PC. hehe he I need to start cleaning much more efficiently :D
Lab Assistant
Original Poster
#121 Old 2nd Sep 2020 at 2:58 PM
Oh wow, this just became a featured upload!

That's so cool, thanks so much :D
Test Subject
THANKS POST
#122 Old 2nd Sep 2020 at 6:35 PM
Thanks mate :)
Test Subject
THANKS POST
#123 Old 4th Sep 2020 at 8:19 PM
Is it functional with the new update? The new update broke everything!
Lab Assistant
Original Poster
#124 Old 4th Sep 2020 at 9:37 PM
Quote:
Originally Posted by Merov
Is it functional with the new update? The new update broke everything!

Hi!
This is a standalone application, so it should still function just fine regardless of any updates to the game
Test Subject
#125 Old 13th Sep 2020 at 11:00 AM
Hi, im new to this program, sounds great from what i read. have a question...

im trying to set up 2 libraries to help make things easier when new updates are released.
i made one library for mods and one library for cc. is there a way to load both libraries at same time?

i am hoping this is possible so when necessary i can quickly unload my mods and play with a cc library alone til mod updates are available.

I guess for now i'll just leave my cc in my main mod folder til i have more info.
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