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Tiny UI Fix for The Sims 3

by Just Harry Posted 27th Dec 2023 at 9:48 PM - Updated 15th Sep 2024 at 3:07 AM by Just Harry
 
198 Comments / Replies (Who?) - 174 Feedback Posts, 23 Thanks Posts
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Lab Assistant
THANKS POST
#2 Old 27th Dec 2023 at 10:47 PM
I'm speechless, I've waited for this for so long.
Lab Assistant
#3 Old 28th Dec 2023 at 12:39 AM
DISCLAIMER: There are outstanding issues with this mod in its current state
This is a game-changing mod, no doubt about it. I used to have to play my game in 1366x768 because the UI was miniscule at 1020x1080 on my 27-inch monitor. But unfortunately, there are still some huge outstanding that will prevent me from ditching 1366x768 currently For reference, DJ has released this on another site before making it live on MTS for testing purposes, so that is how I have been able to provide you with this information.
- Not compatible with Nraas Portrait Panel -> The portraits will disappear if you have this TinyUI installed. The only way you will be able to swap sims is via the space bar. I also tend to get this script error. https://www.file.io/yVGs/download/aJ3CECqLr7ic You can put Nraas Portrait Panel within Overrides to temporarily resolve this issue, but your portrait panels will go back 1.0x scale, and one of your sims will be unselectable as they partially blocked by the map view.
- Game Crashing when Clicking on Family Tree -> I currently have a family spanning six generations in my long running save . I can click on the female sim (Jada) just fine as her bloodline only spans two generations. However, If I click on my male sim (Ilan), any of his children or any other direct descendants of the family, the game engine will lock up. I did change the amount of generations displayed within Nraas Master Controller Intergration from 10 to 2 to no avail. DJ has claimed that the issues had been resolved with builds v1.0.2 and 1.0.3.
- I have also noticed the installation program does seem tofail to patch the compatibility patches for Nraas, which its implication could be the sole cause of these issues unless it's supposed to display like this. IDK if it has to do with my setup, but I did ensure there were no mod conflicts or issues with my anti-virus preventing the script from carrying out its task fully For reference, I have my mod folder sorted with nearly all mods in Packages , with a few other mods in Overrides. I have nearly all Nraas Mods, other than Vector and one or two others I cannot think of right now. I also have 22GB of CC installed in CCMagic, like quite a few Sims 3 players.

For reference, I am running Windows 11 22H2, and TS3 patch 1.69 on my computer. For specs, I am using a Ryzen 7 3700X, paired with 32GB of DDR4 3600Mhz RAM, and a Nvidia RTX 2070 Super running the latest drivers. I have my game and documents folder on my C:, which is an NVMe Drive

The other graphical issues listed in the post do not bug me much, and I anticipate this mod will be in a much better state at a later date.


Hopefully, this bug report may aid in your decision-making on whether to put this in your game or not in its current state.

Sims is a game I have cherished ever since I was young. Enjoy it, it's just a game!
Lab Assistant
Original Poster
#4 Old 28th Dec 2023 at 1:57 AM
Changelog
I suppose the comments are as good a place as any to keep a changelog.

Version 1.0.4 is the latest version to be released. The focus of this update is robustness. Here's the changelog:
  • There is now a button, in the configurator, for checking for updates to the Tiny UI Fix.
  • The generated tiny-ui-fix.package is now saved to Mods/TinyUIFix/tiny-ui-fix.package instead of Mods/Overrides/tiny-ui-fix.package, to ensure that the Tiny UI Fix package is loaded after the packages that it scales. The script will automatically add an entry to the Resource.cfg file to set-up a priority for the package—if a Resource.cfg file does not exist, one will be created. Old tiny-ui-fix.package files in Mods/Overrides/tiny-ui-fix.package will be deleted automatically, so there's no need to worry about cleaning them up manually.
  • The version of the Tiny UI Fix script is now printed on start-up.
  • The version of a patchset is now logged alongside its ID.
  • The assembly names of all the assemblies that are initially resolved are now printed. Hopefully, this should help to diagnose patchsets failing to identify assemblies by name.
  • Mod folders containing exactly one package file no longer cause an "Unable to index into an object of type System.Collections.Generic.Dictionary`2[System.UInt64,System.Collections.Generic.IEnumerable`1[System.Object]]" error to occur.
  • Errors that occur when a layout is being scaled are now handled gracefully: the layout is skipped, and the resource-key and the package of the layout is logged.
Lab Assistant
Original Poster
#5 Old 28th Dec 2023 at 2:13 AM
Quote: Originally posted by HanoM29
This is a game-changing mod, no doubt about it. I used to have to play my game in 1366x768 because the UI was miniscule at 1020x1080 on my 27-inch monitor. But unfortunately, there are still some huge outstanding that will prevent me from ditching 1366x768 currently For reference, DJ has released this on another site before making it live on MTS for testing purposes, so that is how I have been able to provide you with this information.
- Not compatible with Nraas Portrait Panel -> The portraits will disappear if you have this TinyUI installed. The only way you will be able to swap sims is via the space bar. I also tend to get this script error. https://www.file.io/yVGs/download/aJ3CECqLr7ic You can put Nraas Portrait Panel within Overrides to temporarily resolve this issue, but your portrait panels will go back 1.0x scale, and one of your sims will be unselectable as they partially blocked by the map view.
- Game Crashing when Clicking on Family Tree -> I currently have a family spanning six generations in my long running save . I can click on the female sim (Jada) just fine as her bloodline only spans two generations. However, If I click on my male sim (Ilan), any of his children or any other direct descendants of the family, the game engine will lock up. I did change the amount of generations displayed within Nraas Master Controller Intergration from 10 to 2 to no avail. DJ has claimed that the issues had been resolved with builds v1.0.2 and 1.0.3.
- I have also noticed the installation program does seem tofail to patch the compatibility patches for Nraas, which its implication could be the sole cause of these issues unless it's supposed to display like this. IDK if it has to do with my setup, but I did ensure there were no mod conflicts or issues with my anti-virus preventing the script from carrying out its task fully For reference, I have my mod folder sorted with nearly all mods in Packages , with a few other mods in Overrides. I have nearly all Nraas Mods, other than Vector and one or two others I cannot think of right now. I also have 22GB of CC installed in CCMagic, like quite a few Sims 3 players.

For reference, I am running Windows 11 22H2, and TS3 patch 1.69 on my computer. For specs, I am using a Ryzen 7 3700X, paired with 32GB of DDR4 3600Mhz RAM, and a Nvidia RTX 2070 Super running the latest drivers. I have my game and documents folder on my C:, which is an NVMe Drive

The other graphical issues listed in the post do not bug me much, and I anticipate this mod will be in a much better state at a later date.


Hopefully, this bug report may aid in your decision-making on whether to put this in your game or not in its current state.


Thanks for the sitrep, Hano, I've just released version 1.0.4 which should hopefully make it easier for us to diagnose the issue with the compatibility patches for NRaas mods: all the assembly names that are resolved initially are now printed in the log.

So, there are two possibilities for the cause of the compatibility patches not being applied: the first is that the NRaas assemblies aren't being resolved for some reason, which is what the new logging will allow us to discern; the second is that your copies of the NRaas assemblies are lacking a definition for the NRaas.VersionStamp type.

You should see something like this for the assemblies that are initially resolved: https://i.ibb.co/VVJPGyc/Resolved-Assemblies.png
And when the NRaas assemblies are detected by the patchset, a full set of patches looks like this: https://i.ibb.co/YDSQJHx/Full-Set-Of-Patches.png

I'd very much appreciate it if you could let me know which of those two it is—so that I can get to work on a fix
Lab Assistant
#6 Old 28th Dec 2023 at 4:17 AM
Thanks for this mod! Playing at 4k will be so much more easy now!!

Everything works great on my end apart from a incompatibility with simler90's Core mod. Since Tiny UI patches with vanilla core .dll it reverts all bug fixes and UI fixes made by simler90's core mod. I tried unchecking the vanilla .dll option which does work, however all the UI gets messed up with some graphical elements of the UI not scaling with other parts of the UI etc.
Test Subject
#7 Old 28th Dec 2023 at 5:32 AM Last edited by Criisolate : 28th Dec 2023 at 6:46 AM.
Thank you so much for your hard work and it's definitely a game-changing mod However, I found some compatibility issues with my other mods. Currently I'm using a dark UI mod and thus some texts are changed into white, grey in its LAYO files. While this mod doesn't take it into consideration and uses the vanilla color, making texts unseeable. Plus, fonts replacement mod doesn't work anymore, and simplified Chinese becomes broken on my end. This is a really wonderful mod and I do hope that it's possible to make some patch to solve these issues in the future updates
Lab Assistant
#8 Old 28th Dec 2023 at 10:49 AM
Quote: Originally posted by DJ Omega
Thanks for the sitrep, Hano, I've just released version 1.0.4 which should hopefully make it easier for us to diagnose the issue with the compatibility patches for NRaas mods: all the assembly names that are resolved initially are now printed in the log.

So, there are two possibilities for the cause of the compatibility patches not being applied: the first is that the NRaas assemblies aren't being resolved for some reason, which is what the new logging will allow us to discern; the second is that your copies of the NRaas assemblies are lacking a definition for the NRaas.VersionStamp type.

You should see something like this for the assemblies that are initially resolved: https://i.ibb.co/VVJPGyc/Resolved-Assemblies.png
And when the NRaas assemblies are detected by the patchset, a full set of patches looks like this: https://i.ibb.co/YDSQJHx/Full-Set-Of-Patches.png

I'd very much appreciate it if you could let me know which of those two it is—so that I can get to work on a fix


Right, I am still getting the same issue where it displays Applying 0 patches across Nraas Assemblies. I do know some of my Nraas files date back a bit like they are the versions released between 2014-2016. I am going to try and change out my Nraas Mods for brand new copies and I will report back.

Sims is a game I have cherished ever since I was young. Enjoy it, it's just a game!
Lab Assistant
#9 Old 28th Dec 2023 at 12:02 PM
Solution to TinyUI Issue (Particuarly if you have CC Magic)
Quote: Originally posted by HanoM29
Right, I am still getting the same issue where it displays Applying 0 patches across Nraas Assemblies. I do know some of my Nraas files date back a bit like they are the versions released between 2014-2016. I am going to try and change out my Nraas Mods for brand new copies and I will report back.


I have found the issue and the solution if you are getting Applying 0 patches across Nraas with TinyUI, and are using CC Magic. Essentially, the issue is that CC Magic writes its own modified Resource. cfg, which for whatever reason prevents TinyUI from operating properly in installing the Nraas Compatibility Patches. However, there is a very easy solution to the issue that allows you to use both programs simultaneously

- First things first, label your current Resource.cfg file in Documents / Electronic Arts / The Sims 3 / Mods (or wherever your Sims 3 game folder is installed to) to Resource old.cfg
- Next, download this Resource.cfg (this is the default one that is usually placed in your game if you do not have CC Magic) and place it your Documents / Electronic Arts / The Sims 3 / Mods (or whereever your Sims 3 game folder is installed)
- Now go ahead and install TinyUI. It should suggest now to install the Nraas Compatibility Module.
- Once Tiny UI is installed to your liking, go back to the old Resource.cfg and copy Scan "C: (this depends on what drive your game folder is placed)/Users/x (name of user)/Documents/Electronic Arts/The Sims 3/Mods/Cache/Config/" Anyways just copy that line from the old Resource cfg, open the new one and paste this line at the very top of the file like this

Done!

It took me three days to come up with this solution. Was one of the last things that came to my mind but it worked. Now I can play at 1920x1080 without much issue at a much more appropriate UI scale that will save my eyeballs

Sims is a game I have cherished ever since I was young. Enjoy it, it's just a game!
Lab Assistant
#10 Old 28th Dec 2023 at 12:28 PM
Is this compatible with reshade graphic on and asi file like Smoothpatch mod?
Lab Assistant
Original Poster
#11 Old 28th Dec 2023 at 2:57 PM
Quote: Originally posted by Afiz
Is this compatible with reshade graphic on and asi file like Smoothpatch mod?

It is, I used both during development
Test Subject
#12 Old 28th Dec 2023 at 4:31 PM
Hello, thank you so much for this mod!
I can't manage to make the script work though, maybe I'm not using it correctly. When running it, I end up with errors (some parts of it are in French, because that's the language I'm using, but I'm hoping the English parts are the most important ones to troubleshoot )

I have a bunch of yellow errors like this one:
Code:
AVERTISSEMENT : An error occurred when scaling the layout with a resource-key of
0x025C95B6-0x00000000-0x1F6A7CAEE479BF4C, from the package at C:\Program Files (x86)\Origin Games\The Sims
3\Game\Bin\UI\UI.package.
The error was:
System.Management.Automation.MethodInvocationException: Exception lors de l'appel de « ScaleLayoutBy » avec « 3 »
argument(s) : « Le format de la chaîne d'entrée est incorrect. » ---> System.FormatException: Le format de la chaîne
d'entrée est incorrect.
   à System.Number.ParseSingle(String value, NumberStyles options, NumberFormatInfo numfmt)
   à TinyUIFixForTS3Patcher.LayoutScaler.AreaFromString(String text)
   à TinyUIFixForTS3Patcher.LayoutScaler.ScaleAreaStringBy(String area, Single multiplier)
   à TinyUIFixForTS3Patcher.LayoutScaler.ScaleNodeBy(XmlNode xml, Single multiplier, NodeScalingState& state)
   à TinyUIFixForTS3Patcher.LayoutScaler.ScaleNodeBy(XmlNode xml, Single multiplier, NodeScalingState& state)
   à TinyUIFixForTS3Patcher.LayoutScaler.ScaleLayoutBy(XmlDocument xml, Single multiplier, IEnumerable`1 extraScalers)
   à CallSite.Target(Closure , CallSite , Type , Object , Object , Object )
   --- Fin de la trace de la pile d'exception interne ---
   à System.Management.Automation.ExceptionHandlingOps.CheckActionPreference(FunctionContext funcContext, Exception
exception)
   à System.Management.Automation.Interpreter.ActionCallInstruction`2.Run(InterpretedFrame frame)
   à System.Management.Automation.Interpreter.EnterTryCatchFinallyInstruction.Run(InterpretedFrame frame)
   à System.Management.Automation.Interpreter.EnterTryCatchFinallyInstruction.Run(InterpretedFrame frame) 


And I have one red error:

Code:
Exception lors de l'appel de «ScaleStyleSheetBy» avec «2» argument(s): «Le format de la chaîne d'entrée est incorrect.»
Au caractère C:\Users\(me)\Documents\Electronic Arts\The Sims
3\Mods\Packages\MTS_DJOmega_2199823_tiny-ui-fix-for-ts3.bat\tiny-ui-fix-for-ts3\Use-TinyUIFixForTS3.ps1:1845 : 4
+             $CSS = [TinyUIFixForTS3Patcher.StyleSheetScaler]::ScaleSt ...
+             ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    + CategoryInfo          : NotSpecified: ( [], ParentContainsErrorRecordException
    + FullyQualifiedErrorId : FormatException 


I have no UI mods (I took out the clean UI mod just before running the script). I have some NRAAS but not Portrait. I haven't run CC Magic after so the packages should not be merged.
I tried with putting the UI scale at 2 and 3, with and without "Compatibility Patches for NRaas Mods" checked. All end with that error.
I'm on Windows 11. Game version 1.69
Do those errors ring a bell? Thanks by advance!
Lab Assistant
Original Poster
#13 Old 28th Dec 2023 at 5:27 PM
Quote: Originally posted by Rambar
Hello, thank you so much for this mod!
I can't manage to make the script work though, maybe I'm not using it correctly. When running it, I end up with errors (some parts of it are in French, because that's the language I'm using, but I'm hoping the English parts are the most important ones to troubleshoot )

I have a bunch of yellow errors like this one:
Code:
AVERTISSEMENT : An error occurred when scaling the layout with a resource-key of
0x025C95B6-0x00000000-0x1F6A7CAEE479BF4C, from the package at C:\Program Files (x86)\Origin Games\The Sims
3\Game\Bin\UI\UI.package.

Do those errors ring a bell? Thanks by advance!

Oh, the errors being in French are actually an enormous clue here. I can't believe I didn't put two-and-two together when I first saw the GitHub issue.
The script is trying the parse decimal numbers with commas as the decimal-point instead of dots as the decimal-point, because your computer's locale is set to French. That's a very rookie mistake on my part.

I'll include a fix for this in the next update—in the meantime, changing your Windows regional-formatting settings to use dots for decimal-points instead commas will workaround the issue, see: https://answers.microsoft.com/en-us...6#threadReplies and https://support.microsoft.com/offic...1b-30e9e8a54989
Lab Assistant
Original Poster
#14 Old 28th Dec 2023 at 6:05 PM
I've just released version 1.0.5 of the Tiny UI Fix.
The change in this release is:
  • Layout and text-style scaling no longer fails when the system-locale does not use a dot for decimal-points.
Test Subject
THANKS POST
#15 Old 28th Dec 2023 at 6:51 PM
greetings it states I need s3pi & S3pe. Ive downloaded them but where do I place them ? thx you
Test Subject
#16 Old 28th Dec 2023 at 6:59 PM
Hi, Thank you so much for the effort you put into making this Mod! I'm glad that it's working for a lot of people, however my Windows Defender recognises the .bat-file as a Trojan-Virus and doesn't allow me to execute it. Does anyone else have this problem (and/or knows how to fix it)?
Lab Assistant
Original Poster
#17 Old 28th Dec 2023 at 7:05 PM
Quote: Originally posted by Slashley_V
Hi, Thank you so much for the effort you put into making this Mod! I'm glad that it's working for a lot of people, however my Windows Defender recognises the .bat-file as a Trojan-Virus and doesn't allow me to execute it. Does anyone else have this problem (and/or knows how to fix it)?

I think your best bet would be to add an exclusion for the downloaded file in Windows Defender, Microsoft have some documentation on how to do so here: https://support.microsoft.com/windo...e4-c301afe13b26
Lab Assistant
Original Poster
#18 Old 28th Dec 2023 at 7:08 PM
Quote: Originally posted by Mazrapan
greetings it states I need s3pi & S3pe. Ive downloaded them but where do I place them ? thx you

If you're using Windows, if you install S3PE via its installer, the script should detect it automatically.
Otherwise, in the folder with the "Use-TinyUIFixForTS3.ps1" file, there's a folder named "Binaries", in the "Binaries" folder there may be a folder named "DBPF".
If there is no "DBPF" folder, create the "DBPF" folder.
Inside that "DBPF" folder is where the S3PI DLLs file should go.
Test Subject
#19 Old 28th Dec 2023 at 9:08 PM
Quote: Originally posted by DJ Omega
If you're using Windows, if you install S3PE via its installer, the script should detect it automatically.
Otherwise, in the folder with the "Use-TinyUIFixForTS3.ps1" file, there's a folder named "Binaries", in the "Binaries" folder there may be a folder named "DBPF".
If there is no "DBPF" folder, create the "DBPF" folder.
Inside that "DBPF" folder is where the S3PI DLLs file should go.

aww shucks!! appreciate you. also does this go in packages ?( sowwie, my game always crashes & I never get to play it, & I always waste time installing content just to have to delete the entire game)
Lab Assistant
Original Poster
#20 Old 28th Dec 2023 at 10:29 PM
Quote: Originally posted by Mazrapan
aww shucks!! appreciate you. also does this go in packages ?( sowwie, my game always crashes & I never get to play it, & I always waste time installing content just to have to delete the entire game)

:‌) The script can go anywhere, it'll put the package that it generates into the right place in the "Mods" folder automatically
Test Subject
THANKS POST
#21 Old 29th Dec 2023 at 1:23 AM
Seen this posted on Reddit and I SCREAMED! This UI mod has been awesome to use for the past few days.

The only issue I have experienced so far is the incompatibility with simler90's core mod. Some minor visual issues (check marks in options), but I'm overall pleased. I'll patiently await for whosoever to make a compatibility fix for the two mods.

I'm so happy and thankful for your work in making this mod for the community.
Lab Assistant
#22 Old 29th Dec 2023 at 12:00 PM
Its worked but I got glitch UI with window screen mode like the portrait panel at left too low cant clickable portrait. I usually play window mode...
Lab Assistant
Original Poster
#23 Old 29th Dec 2023 at 4:36 PM
Quote: Originally posted by Afiz
Its worked but I got glitch UI with window screen mode like the portrait panel at left too low cant clickable portrait. I usually play window mode...

Hmm, would you happen to be using the NRaas Portrait Panel mod? If so, is the "Compatibility Patches for NRaas Mods" patchset enabled?
If it is enabled, and you're using CC Magic, note that there's currently an incompatibility with CC Magic which causes mods to not be recognised by the Tiny UI Fix. The next update should fix this, but in the meantime, HanoM29 has helpfully detailed a workaround: https://modthesims.info/download.ph...328#post5928328
Lab Assistant
#24 Old 30th Dec 2023 at 7:40 AM
Quote: Originally posted by DJ Omega
Hmm, would you happen to be using the NRaas Portrait Panel mod? If so, is the "Compatibility Patches for NRaas Mods" patchset enabled?
If it is enabled, and you're using CC Magic, note that there's currently an incompatibility with CC Magic which causes mods to not be recognised by the Tiny UI Fix. The next update should fix this, but in the meantime, HanoM29 has helpfully detailed a workaround: https://modthesims.info/download.ph...328#post5928328


Yes, I use Nraas Portrait mod and I ticked the Nraas compatible but I didint use CC Magic
Lab Assistant
Original Poster
#25 Old 31st Dec 2023 at 4:05 AM
Quote: Originally posted by HanoM29
I have found the issue and the solution if you are getting Applying 0 patches across Nraas with TinyUI, and are using CC Magic. Essentially, the issue is that CC Magic writes its own modified Resource. cfg, which for whatever reason prevents TinyUI from operating properly in installing the Nraas Compatibility Patches. However, there is a very easy solution to the issue that allows you to use both programs simultaneously
It took me three days to come up with this solution. Was one of the last things that came to my mind but it worked. Now I can play at 1920x1080 without much issue at a much more appropriate UI scale that will save my eyeballs

Thank you for puzzling this one out, Hano. Other CC Magic users would have been left in the lurch had you not pointed this out.

The reason why the script didn't work properly when CC Magic was used is because the script has to process the Resource.cfg file to figure out which package files the game is going to load, and in what order it's going to load them in, so that it can find the resources that it needs to scale. Problem is: CC Magic uses Resource.cfg functionality that the script didn't recognise, like the "Scan" directive, and quoted operands.

I've now released version 1.1.0 of the Tiny UI Fix, which can better handle Resource.cfg files, and can edit the settings of CC Magic to ensure that "tiny-ui-fix.package" is still loaded after a rebuild is performed in CC Magic.
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