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Field Researcher
Original Poster
#1 Old 17th Aug 2014 at 8:31 PM
Default Mods aren't working in the demo. Have they changed how to set it up?
I tried to install a mod and it didn't work. Have they changed how to do it?
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Mad Poster
#2 Old 17th Aug 2014 at 8:34 PM
Place the .package files in the Mods folder which is already there. There's nothing you need to set up.

MedievalMods and Sims3mods: Dive Cave Reset Fix, Resort Revamp, Industrial Oven Revamp, Will O' Wisp fix, UI Sounds Disabled, No Cars, Gnome Family Planner, Townies Out on the Town, No Martial Arts Clothes, Fast Skilling, etc. http://simsasylum.com/tfm/
Test Subject
#3 Old 18th Aug 2014 at 10:47 AM
Quote: Originally posted by Shimrod101
Place the .package files in the Mods folder which is already there. There's nothing you need to set up.


Can we make folders within the Mods Folder to separate, say, clothes, makeup etc?
Eminence Grise
#4 Old 19th Aug 2014 at 2:48 AM
Quote: Originally posted by maggidesto
Can we make folders within the Mods Folder to separate, say, clothes, makeup etc?


Using the supplied resource.cfg file, you can put your mods in subfolders of the Mods folder, but not sub-sub-folders, if you get my drift That's provided for by this line: "PackedFile *\*.package".

If you want more levels of subfolders than that, you just need to edit resource.cfg. Works exactly the same as in TS3, AFAIK. So any of the various versions suggested for TS3 should work. For instance, adding this
PackedFile */*/*.package
PackedFile */*/*/*.package
PackedFile */*/*/*/*.package
PackedFile */*/*/*/*/*.package

would give you up to five levels deep, which should be enough (Note: that's pasted from a TS3 resource.cfg. EA is currently useing backslashes instead of slashes, but either works )
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