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CCMerger 1.4 - Merge your packages

by LazyDuchess Posted 19th Oct 2020 at 8:23 PM - Updated 4th Nov 2020 at 2:20 AM by LazyDuchess : Warning
52 Comments / replies (Who?) - 17 Feedback Posts, 8 Thanks Posts
Update 1.4: Option to write text files with the contents of each merged package.

I highly recommend backing up your Neighborhoods folder, keeping your unmerged CC in a safe place and testing your merged objects, stuff can go wrong (Invisible objects is one of the most common reported issues).

Safest types of mods to merge seem to be hacks and CAS parts.

If you want to be extra safe, I recommend merging custom clothes and behavior mods for the most part, those seem OK (Read known issues below)

CCMerger is a useful little tool that allows you to merge a whole folder and its subfolders into fewer or, in some cases, a single package.

In addition, it takes care of changing 0xFFFFFFFF groups automatically, letting you merge different objects together!

The settings on the tool's interface (Max package size and Max files per package) can be altered, higher values mean less packages, setting them to 0 disables these limits. Setting them too high could make the game crash on boot, so while i recommend using the default values, feel free to experiment with different ones and see what works for you, the tool will remember them next time.

Using the tool is simple, just click on the Browse button to choose the folder with the packages you want to merge together, adjust the limits if you desire, and click the Merge button! The tool will also generate a handy log detailing how many files and packages it has merged and if anything went wrong.
Source code is available on Github

Known issues:
Fences seem to not work most of the time.
Some objects might appear invisible (Graverobber's addons, Dahlen Bookcases by Windkeeper and Alienware computer have been confirmed not to work so far.)

As you can see in the image below, i merged my whole Downloads folder into just 20 package files and my game actually seems to perform better thanks to it


Additional Credits:
FreeSO for DBPF package reading code
Tags: #package, #merging

Operating System: Windows
Utility Type: CC Editors 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 2
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
CCMerger 1.4.zip

Size: 973.8 KB · Downloads: 1,403 · 20th Oct 2020
973.8 KB 1,403 20th Oct 2020
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 download link to save the .rar or .zip file(s) to your computer.

2. Extract the zip, rar, or 7z file.

3. Place in Downloads Folder: Cut and paste the .package file(s) into your Downloads folder:
  • Origin (Ultimate Collection): Users\(Current User Account)\Documents\EA Games\The Sims™ 2 Ultimate Collection\Downloads\
  • Non-Origin, Windows Vista/7/8/10: Users\(Current User Account)\Documents\EA Games\The Sims 2\Downloads\
  • Non-Origin, Windows XP: Documents and Settings\(Current User Account)\My Documents\EA Games\The Sims 2\Downloads\
  • Mac: Users\(Current User Account)\Documents\EA Games\The Sims 2\Downloads
  • Mac x64: /Library/Containers/com.aspyr.sims2.appstore/Data/Library/Application Support/Aspyr/The Sims 2/Downloads
Need more information?
 
52 Comments / Replies (Who?) - 35 Feedback Posts, 15 Thanks Posts
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Test Subject
THANKS POST
#2 Old 19th Oct 2020 at 8:58 PM
My game loads so much faster! And My downloads are so beautifully organized! Thanks so much!
Test Subject
#3 Old 19th Oct 2020 at 10:30 PM
Hey there! thanx for your great work! I would like to request a feature. Is it possible to make packages with a readme text file containing all the merged files' names? I could take a screen or write down all the files manually, but that would be so time-saving.
Thanx in advance! <3
Lab Assistant
#4 Old 19th Oct 2020 at 10:40 PM
Can we choose the merged filename? For example, I have my objects divided into folder by creator. Then, within that folder I have them divided up by set (if there are enough that doing so is advised). I'd like to still be able to tell whats in the merged file. Can I do that?
Lab Assistant
Original Poster
#5 Old 19th Oct 2020 at 11:03 PM
Quote:
Originally Posted by jtf04240
Can we choose the merged filename? For example, I have my objects divided into folder by creator. Then, within that folder I have them divided up by set (if there are enough that doing so is advised). I'd like to still be able to tell whats in the merged file. Can I do that?

If i understood correctly, a method for that could be merging the sets separately by choosing their folders and saving them with the name of your choosing, then the program appends 0, 1, 2 and so on at the end of the filename. For example, going into "creator/set_x" and saving it to set_x.package will create files like set_x0.package, set_x1.package
Lab Assistant
Original Poster
#6 Old 19th Oct 2020 at 11:10 PM
Quote:
Originally Posted by sadananas
Hey there! thanx for your great work! I would like to request a feature. Is it possible to make packages with a readme text file containing all the merged files' names? I could take a screen or write down all the files manually, but that would be so time-saving.
Thanx in advance! <3

I'm assuming by the merged files' names you mean the names of the packages that have been merged into each individual final merged package, yeah? I can work on that
Lab Assistant
THANKS POST
#7 Old 19th Oct 2020 at 11:43 PM
you are a goddess, thank you
Lab Assistant
#8 Old 20th Oct 2020 at 3:35 AM
How are the files read by the game? Individually as an archive of each or as one file with multiple things attached? Can we unmerge? How does this affect load times - does it speed it up?

Also, great job!
Lab Assistant
Original Poster
#9 Old 20th Oct 2020 at 3:49 AM Last edited by LazyDuchess : 20th Oct 2020 at 6:41 AM.
Quote:
Originally Posted by TwoFingersWhiskey
How are the files read by the game? Individually as an archive of each or as one file with multiple things attached? Can we unmerge? How does this affect load times - does it speed it up?

Also, great job!

Thank you!
I'm not sure exactly how the game handles archives as that's stuff in the game's code ofc, but my guess is that all archives are read on boot (archives have a table with each resource and their groups, ids, etc.) and their files' metadata along with their location and what archive they can be found in get mapped onto a lookup table, so if the game requires an asset then it knows what archive to open and where to find it.
Load times seem to get better for some people, i haven't noticed much of a difference in load times in my game, maybe boot time is shorter, but mine were already good. The problem that drove me to create this tool was that my game was running really choppy, coincidentally after installing hundreds of packages, and it actually seems to have made my game run smoother.
Oh, and, to unmerge you have to extract the files with SimPE as normal, there's no built-in functionality to unmerge, although the unmerged files are kept anyways.
Lab Assistant
THANKS POST
#10 Old 20th Oct 2020 at 4:38 AM
Seems neat, I'll try it out when I'm next able to. Just wondering though, would it be '"safe" merging CC with mods this way? Because I have tons of stuff in my downloads folder and organizing them would be a pain lol. But it would be fine as long as it works.
Lab Assistant
Original Poster
#11 Old 20th Oct 2020 at 4:48 AM
Quote:
Originally Posted by kiddypatches
Seems neat, I'll try it out when I'm next able to. Just wondering though, would it be '"safe" merging CC with mods this way? Because I have tons of stuff in my downloads folder and organizing them would be a pain lol. But it would be fine as long as it works.

While i do still recommend to back up your neighborhoods just in case, i can confirm that yes you can, between the hundreds of packages i merged myself there were a lot of mods and cc, and i have been playing for days with no problems.
Test Subject
#12 Old 20th Oct 2020 at 4:50 AM
I love love love this! I was just reading your posts about this topic the other day, I was thinking how cool it would be to have such a program! And voila! Here you are batting a home run! My only real gripe is the program freezes for complete selection of really large collections (I'm sitting at close to 35,000 package files). Breaking up the merge process into individual category seems to do the trick though!
Lab Assistant
Original Poster
#13 Old 20th Oct 2020 at 6:43 AM
Quote:
Originally Posted by l3lake
I love love love this! I was just reading your posts about this topic the other day, I was thinking how cool it would be to have such a program! And voila! Here you are batting a home run! My only real gripe is the program freezes for complete selection of really large collections (I'm sitting at close to 35,000 package files). Breaking up the merge process into individual category seems to do the trick though!

Ty very much! And wow yeah, i dont have nearly as many packages to test the freezing, but i will see what i can do about it It freezes during the "Processing..." stage i'm guessing?
Test Subject
#14 Old 20th Oct 2020 at 7:17 AM
Quote:
Originally Posted by LazyDuchess
I'm assuming by the merged files' names you mean the names of the packages that have been merged into each individual final merged package, yeah? I can work on that

OH my god, are you serious? You've done it already! I'm going to test right now. You are the goddess!
I am just curious. what will happen to the merged file if I try to delete some of its contents in-game?
Lab Assistant
#15 Old 20th Oct 2020 at 9:01 AM
Excellent question sadananas! I wondered the same thing - since I tend to delete recolors I won't use etc.

I'm assuming though that the best way to address this is to not merge file until you are sure what you have in them are things you want to keep. I also wonder if using this program affects the ability to few the files in CleanInstaller and Download Organiser.

If it would cause a significant decrease in load time (for example, without any custom content, my game loads in under a minute from launch to loading of chosen neighborhood. But once I add all my custom content (about 6.4GB) it takes nearly an hour to load.
Forum Resident
#16 Old 20th Oct 2020 at 10:14 AM
What would happend if I merged my downloads and then deleted a pice of clothing ingame? Would that actually work or would that cause problems with the merged package?
Test Subject
THANKS POST
#17 Old 20th Oct 2020 at 11:23 AM
A gift from god
Lab Assistant
#18 Old 20th Oct 2020 at 12:37 PM
Quote:
Originally Posted by LazyDuchess
While i do still recommend to back up your neighborhoods just in case, i can confirm that yes you can, between the hundreds of packages i merged myself there were a lot of mods and cc, and i have been playing for days with no problems.


Thanks for the reply! I still have yet to try it out, but that is a relief to know. :D
Field Researcher
THANKS POST
#19 Old 20th Oct 2020 at 4:32 PM
You are an absolute genius. Thank you for the significant reduction of my load time!
Lab Assistant
Original Poster
#20 Old 20th Oct 2020 at 8:03 PM Last edited by LazyDuchess : 21st Oct 2020 at 2:44 AM.
So after testing yeah, deleting something in-game deletes the whole package the item is in. So you should do this before merging.
Thanks a lot for the cute thank you messages <3
Test Subject
THANKS POST
#21 Old 21st Oct 2020 at 2:30 AM
Obrigado

Test Subject
THANKS POST
#22 Old 21st Oct 2020 at 5:35 AM
I love this tool! it does what it should and it is very easy to use.
Lab Assistant
#23 Old 21st Oct 2020 at 9:27 AM
It's a game saver! Thanks so much
Test Subject
#24 Old 21st Oct 2020 at 1:54 PM
I've tried to use this program on one of the subfolders i have, objects only, as that's the most exiting part of the program to me. I'm not sure if the game itself loaded any faster as my files are pretty optimized as it is, but i'm pretty sure that object thumbnails for those merged objects would show up noticeably faster. However, i'm writing to report that at least one object from that batch was broken during merging, it became unrecolorable and if i tried to place it on lot it was invisible, i don't know if it was just one object or there were others, majority seemed to work though, but still i had to put my backups back in and i'm afraid to use this program at this point. I'm, wondering what could've caused this and if this can hopefully be resolved?
Lab Assistant
Original Poster
#25 Old 21st Oct 2020 at 4:59 PM
Quote:
Originally Posted by SweetSweet
I've tried to use this program on one of the subfolders i have, objects only, as that's the most exiting part of the program to me. I'm not sure if the game itself loaded any faster as my files are pretty optimized as it is, but i'm pretty sure that object thumbnails for those merged objects would show up noticeably faster. However, i'm writing to report that at least one object from that batch was broken during merging, it became unrecolorable and if i tried to place it on lot it was invisible, i don't know if it was just one object or there were others, majority seemed to work though, but still i had to put my backups back in and i'm afraid to use this program at this point. I'm, wondering what could've caused this and if this can hopefully be resolved?

Thank you for the report, I'm not sure if this can be resolved as I think it has something to do with the way the game loads packages in the first place, which is why i recommend backing up your neighborhoods and using the default limits.
You could try leaving those objects unmerged, but i don't blame you if you're afraid to merge more.
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