MTS has all free content, all the time. Find out how YOU can help to keep it running. Tell me how...

TS4 SimRipper - rip sims from savegames, V3.9.1 uploaded 9/20/2021

by CmarNYC Posted 4th Dec 2019 at 7:36 PM - Updated 28th Sep 2021 at 4:23 PM by CmarNYC
1290 Comments / replies (Who?) - 24 Feedback Posts, 1 Thanks Posts
This is a featured upload! It showcases the best talent and creativity available on MTS and in the community.
I'm now limiting my support of this tool to fixing problems caused by patches, and no longer trying to exactly duplicate every bit of CC out there. Please feel free to report problems with CC and I'll take a look at them IF you provide your save game and sim troubleshooting info, but no guarantees that I'll fix them.

This is a tool to read TS4 save files, list the sims, and create a mesh of the sim with all the appropriate morphs applied, hopefully duplicating the appearance of the sim in the game. The mesh can then be saved in a choice of mesh formats. The composited diffuse and specular textures are also saved. Optionally a composited bumpmap and emissionmap can be saved, but these are experimental and may not be useful.

Meshes exported as Collada DAE can be imported into Blender (or other 3D editors that support DAE) with rig and bone assignments.

To use: Extract the tool folder from the attached zip and run TS4SimRipper.exe. Select a save file, then click on any of the sim's names which appear on the left. After several seconds the sim should appear and you can use the outfit dropdown to change outfits and the save buttons to save the sim in the current outfit.

WHEN ASKING FOR HELP WITH A PROBLEM, PLEASE UPLOAD THE SIM TROUBLESHOOTING INFO AND YOUR SAVED GAME, ALONG WITH PICTURES AND YOUR SIM'S MESH AND TEXTURES IF APPROPRIATE. IF THE SIM WON'T DISPLAY, REMOVE ALL CC AND MODS. IF IT STILL WON'T DISPLAY, UPLOAD YOUR SAVED GAME. IF IT DOES DISPLAY, ADD YOUR CC AND MODS IN A FEW AT A TIME AND FIGURE OUT WHICH IS CAUSING THE ERROR, THEN UPLOAD THAT CC/MOD PACKAGE AND YOUR SAVED GAME.

WE CAN ALL SAVE TIME AND ANNOYANCE IF I DON'T HAVE TO ASK EVERY TIME.


Requirements: .NET 4.5, 64-bit Windows. No Mac and no plans to support Mac, sorry.

* Please note that with custom content and default replacements supported, if you're using adult skins and meshes they may show up.

Tutorial on the basics of using these meshes in Blender, including importing textures and animations and transferring normals: http://www.modthesims.info/showthread.php?t=639931

Known problems/limitations:
- Animations for dogs look like they were made for a much larger animal and there's distortion of the head. Animations for little dogs and cats are fine. No idea why.
- Pet collars and clothing do not (yet) compress fluffy fur and will disappear into the fur on floofy pets.
- When loading toddlers or children, you may get errors saying one or more physique morphs (heavy/muscle/thin/bony) was not found. As far as I can tell this is normal and caused by some of the body morphs not being implemented for children/toddlers.
- The edges of hair meshes may be slightly visible, especially in Blender. This may be a normals problem.
- Some skin details and makeup don't show up as visibly as they should.
- Cleaning DAE meshes seems not to be working very well.

A note about error messages:
- Error messages saying it can't find presets, sim modifiers, BGEOs, DMaps, or BoneDeltas may or may not mean anything. In most cases it's caused by a custom preset or slider you used to have but have removed. The preset/slider reference may still be in the sim's data.
- Error messages saying it can't find a LRLE texture may or may not mean anything. Because of the workarounds used for CC makeup and skins the 'LRLE' texture may actually be an RLE.
- If the sim looks right, don't worry about the messages.

To-do:
- Fix pet collars and clothing to compress fur under them.
- See if normal and emission maps can be improved.
- See if skin details blending can be improved.

Please note the Collada DAE format will import into Blender with all skeleton and joint assignments intact. Unfortunately their importer will not keep the original normals. IMO in most cases that probably won't make a significant difference but the people who may use these meshes in Blender will have to determine that. Possibly they can export in both DAE and OBJ and transfer data in Blender.

Texturing and alpha transparency:
- Starting in version 2.3, textures are linked into DAE meshes and will be loaded automatically as long as the textures are in the same folder as the DAE. All you should have to do is change the Viewport Shading (next to the Mode selection) to Material.
- To make transparency work and to adjust shine:
-- If alpha hairs or other meshes that use alpha transparency aren't displaying correctly: After importing the DAE, expand the rig and select any mesh, click the Texture icon in the properties under the objects listing, select the first texture, scroll down to the Influence section, and under Diffuse put a check next to Alpha.
-- To adjust shine intensity: select a mesh and click on the Texture icon as above, then select the second texture (which should be the specular) scroll down to the Influence section, and under Specular change the Intensity number. Higher numbers = more shine.

Pictures include sims in SimRipper and in Milkshape. I'm hopeless in Blender but have managed to do a couple of screenshots.

If you're reporting a problem, please, please don't just say 'It doesn't work'. I need to see error messages, a description of the problem, pictures if possible, whether it's happening with all sims or certain sims. If you have an error message saying the tool can't read something, please post a screenshot of the message or the text. You can blur or edit any file paths that contain personal information. Please only include the first 10 lines or so in comments.

As of version 3.3, you can click the "Show Sim Troubleshooting Info" button and save a zip including the information and error listings and all the CC packages the sim is using. Please upload this zip AND your savegame with your report of a problem, it'll save everyone a lot of time. PLEASE INCLUDE IT WHEN YOU POST SO I DON'T HAVE TO ASK.




Image and package handling is done with s4pi: https://github.com/s4ptacle/Sims4Tools

9/20/2021, Version 3.9.1.0:
- Added support for fingernails and toenails.
- Added options for alternate sort orders of skin details. If one's not working, try the others.
- Added buttons to save skin textures and clothing/makeup/hair/accessory textures separately.
- Added sorting of sims by first name and household as well as last name.
- Tweaked the texture sort order to include ordering by composition method.
- Restricted the sim troubleshooting info to the current outfit.

8/15/2021, Version 3.8.2.0:
- Another fix for skin detail overlays. This may be the best I can do in this area.

7/21/2021, Version 3.8.1.0:
- Fixes the issue of clothing textures appearing transparent in older save games, putting your poor sim in a skin suit.

6/17/2021, Version 3.8.0.0:
- Changed the order in which skin detail overlays are applied to fix some being hidden by others. If you still have disappearing overlays, please upload an example package.
- Will now read custom CAS modifier tuning, supporting enabling and tweaking of morphs.
- Added support for skin and makeup sliders.
- Added options for skin blending.
- Changed the preview to an orthographic camera.
Notes:
- SimRipper does not have the same limits as the game on what the color sliders can be used on, so if hue, saturation, brightness, and/or opacity have adjustment values in the save game those adjustments will be shown.
- Since I've never been happy with the skintone blending, I've added additional methods that you can choose. "Blend" is the old method which is almost unchanged. "HSV" retains color better with mid-tone skins but looks terrible with light skin. With "HSL" medium and light skins may look sallow or slightly bluish. Very dark skin looks almost the same in all three but may vary a little in brightness. There's also an option of whether to apply the overlaid "Colorize" color - with most skins this will make little or no difference.
- Using an orthographic camera instead of a perspective one should eliminate perspective distortion making noses, ears, etc. appear too big, and duplicate the view in CAS a little better.

5/11/2021, Version 3.7.0.0:
- Will now skip unreadable packages instead of crashing.
- Will now skip invalid bone assignments when converting to Collada DAE.
- Fixed glitches at hairline with some alpha hairs.
- Fixed very short hair disappearing when used with a hat.
- Fixed some CC with nonstandard vertex paint not morphing correctly.
- Added support for painted pet coats.
- Known problems:
---Textures not saving on some systems. Try saving them in another location.
---Alpha hair and eyelashes may not render correctly. I believe this is a rendering problem in Windows WPF and Blender since they show up correctly in Milkshape and look different in WPF vs Blender.

2/26/2021, Version 3.6.0.0:
- Fixed skins showing up bluish gray after the 2/25 patch.
- Changed how images are saved in hopes of fixing the GDI+ errors some users are getting.
- Fixed bug causing children and toddlers to appear pregnant if loaded after a pregnant adult.

1/16/2021, Version 3.5.0.0:
- Fixed layer order of face sculpt textures causing cheek and forehead sculpts to layer default or blank definition over the other features.

1/13/2021, Version 3.4.2.0:
- Fixed bug causing default replacement skin definitions to not show up.

1/10/2021, Version 3.4.1.0:
- Fixed bug causing some sims in HQ to look like monsters from hell and others to be missing makeup items like eyebrows.

1/6/2021, Version 3.4.0.0:
- Now supports the December patch.
- Added support for the LRLE image type. MAC makeup and all skin definitions should show up correctly.
- Updated the Sim Troubleshooting Info to include only the current outfit.
- PLEASE NOTE: MAKEUP AND SKIN SLIDERS ARE NOT YET SUPPORTED. You'll get the makeup/skin color but without any slider adjustments.

11/18/2020, Version 3.3.0.0:
- Added a button to "Save Sim Troubleshooting Info". This will let you save a zip file with the information and error listings and copies of all the CC packages used by the sim. You can then upload the zip to your comment reporting the problem.

11/17/2020, Version 3.2.0.0:
- Update to support new version of savegame data.
- Toddler eyebrows and other makeup textures along with the eye colors added in a patch are now included along with skin definition files. Most toddlers should show up correctly.

10/20/2020, Version 3.1.0.0:
- Bugfix for sims with alpha hair and no other alpha parts failing to save as solid and glass meshes and textures.
- Diffuse textures now blended with premultiplication to avoid blending artifacts on some parts.
- The preview will now reflect the different saving options, which handle the skin texture a little differently. This will make no difference in the majority of cases but sometimes may give you a more accurate idea of how it will look in Blender or other tools.

10/14/2020, Version 3.0.0.0:
- Lots of fixes for the Oct. 6 patch. This update has not been fully tested but I wanted to get something out there that's at least mostly working. Please report problems.
- Added option to save as solid and glass meshes and textures, like in older versions.
- Added option to save DAE meshes without linked textures.

8/30/2020, Version 2.3.3.2:
- Fixed bug causing textures to not save to some folders.

8/23/2020, Version 2.3.2:
- Fixed bug causing overlays to not appear. They still may be fainter than you expect.
- Bone morphs will no longer crash on faces with a zero length side.
- Fixed unevenness in long dresses and skirts with some morphs.
- Increased the precision of bone morph calculations. Much to my surprise, .NET uses different mechanisms for floating point arithmetic in 32-bit vs 64-bit, which apparently is why the MS3D meshes had the arms at the wrong angle in 64-bit but not in 32-bit. Using double precision has fixed that and may help with small rig errors a couple of people have reported.

8/18/2020, Version 2.3:
- Added HQ texture support.
- Textures are now linked into DAE meshes. Import the DAE and change the Viewport Shading to Material and you should see the model with diffuse and specular textures. See instructions above under "Texturing and alpha transparency".
- Some alpha hairs or accessories may not display correctly using the main diffuse texture if they've been uv-mapped onto face or body areas. In that case you can save a 'glass' texture which has no skin texture background and import it for your alpha mesh that's not looking right.
- Optionally meshes can be saved as one mesh or as multiple mesh parts, one for each part of the sim: head, hair, body, accessories, etc.
-- Separate mesh parts will show visible seams between parts because Blender doesn't import the normals correctly. You may be able to correct this by importing an obj of the same model and transferring normals as explained in the tutorial above.
-- Having "Clean DAE Mesh" checked and saving as a single mesh will in most cases give you a mesh with no visible seams.
- Fix for null reference exceptions affecting occult sims, possibly due to a change in the EA save game format.
- Various fixes.

7/26/2020, Version 2.2.2:
- Fix for new version of the CASP introduced in the Knitting patch.
- You can now select different bone sizes in Blender. A setting of 9 gives you pretty visible bones.
- This is an interim update to get the CASPs working again. Still working on separate part meshes, HQ support, and various fixes.

6/4/2020, Version 2.2.1:
- The June 3, 2020 patch seems to have changed the way makeup textures are compressed, resulting in eyecolor, eyebrows, lipstick etc. not appearing. This is an interim update which uses older versions of those textures. Any new makeup that came with the June 3 patch will not show up correctly.

5/31/2020, Version 2.2.0: (Yes, I messed up the version number.)
- Bone morphs are reworked to hopefully be more accurate in extreme morphs and scaling.
- The creation and save speed for Collada .DAE meshes is substantially improved.
- Uses a better folder browser for choosing paths in the setup.
- *known bug* Milkshape meshes have an error in the rig causing the arm bones to be positioned wrong. Collada DAE meshes seem to be fine.

2/26/20, Version 2.0.2:
- Failure to correctly read CASModifier tuning in countries that use a comma as a decimal marker has been fixed. This caused the modifiers not to be read, and is likely the cause of crashing when trying to load a sim.

2/23/20, Version 2.0:
- There are now three file paths that can be modified in Setup if needed: The path to the game files, the full path to the Mods folder, and the full path to the Saves folder.
- You can now filter the list of sims in a save game listing by species, gender, and age.
- There is now a button to save textures only.
- A missing Region Map should no longer cause crashing.
- Errors are now logged and can be displayed by clicking the Show Errors button.
- The listing of the sim's information (background info, morphs, CAS parts, etc.) is no longer shown in the tool but can be displayed by clicking the "Show Sim Information Listing" button.
- Duplication of sims' appearance, especially children and toddlers, has been improved by the inclusion of CAS Modifier tuning. (Thanks, Menaceman44!)
- Males in female frame now have flattened breasts when wearing female tops.
- Filling of the waist gap when combining female tops and male bottoms should now work correctly in all clothing.
- A pregnant morph can now be applied to cats and dogs.
- Tans and sunburns are now supported, with or without tan lines. (Tan lines must be created in the game.)
- The correct parts of pants should now be removed when combined with boots.
- I fiddled with the bumpmaps and emission maps, but I can't tell if it's an improvement.

1/23/20, Version 1.9.2:
- Fixed Collada DAE meshes exported on systems with languages that use a comma for decimals not importing the rig into Blender correctly.
- Fixed the teeth texture and made the inner mouth color more realistic.
- Tweaked skin colors a little.

1/15/20, Version 1.9:
- Animations should now work well in Blender.
- CAS parts using the SimGlass shader are now supported. They will be a separate mesh part within the Collada, OBJ, or MS3D file, and their texture will be exported to separate images named as Glass. At this time all glass parts will be combined into one mesh part. This will however affect only transparency hair in most cases.

12/18/19, Version 1.8:
- Bugfixes for locality differences.
- Skin details are now blended according to the composition method.
- Occult states added. Occult sims with an alternate form can now be put into that form.
- Pregnant sims will now have a pregnant morph applied, and a slider for pregnancy progress can make any sim appear pregnant. (Human sims only so far.)
- Improved appearance of light skin colors.

12/6/19, Version 1.7:
- Added more robust handling of errors in reading resources. If a resource can't be read, the tool will now tell you the resource type, tgi, and the package it's in; and ignore it.
- Now uses skintone settings for makeup opacity, so your sims should no longer look like they put blush and eyeshadow on with a trowel.
Tags: #TS4, #Sim, #Ripper

Operating System: Windows
Utility Type: Miscellaneous
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
TS4SimRipper_3_9_1_0.zip | Extract the folder and run TS4SimRipper.exe

Size: 2.45 MB · Downloads: 37,501 · 20th Sep 2021
2.45 MB 37,501 20th Sep 2021
TS4SimRipper Source 9-20-2021.zip | Source files, not needed to use the tool

Size: 2.87 MB · Downloads: 6,502 · 20th Sep 2021
2.87 MB 6,502 20th Sep 2021
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.
 
1290 Comments / Replies (Who?) - 1204 Feedback Posts, 54 Thanks Posts
Hide Thanks Posts for this thread (Show only feedback)
Page 8 of 52
Test Subject
#176 Old 22nd Jan 2020 at 10:47 PM
Quote:
Originally Posted by CmarNYC
Are you using a custom rig?
What language do you use on your computer?
PC or Mac?
)


Huh, I didn't expected that a language might be a problem, I'm using PC and my language is Polish, which uses commas instead of periods...

Anyway, this updated version succesfully exported Blender-compatible .DAE with complete rigging, thanks.
Test Subject
#177 Old 23rd Jan 2020 at 1:22 PM Last edited by IHEARTBLK : 23rd Jan 2020 at 2:44 PM.
Quote:
Originally Posted by CmarNYC
I've put in a correction; please test with the attached version.


Thank you so much for the fix!

I found another bug.

In the latest version V1.9.1, and the last patch of the game 1.60.54.1020, the texture of the teeth is not displayed correctly. In the very first versions, everything was fine.
There are also differences in skin tone and shine on makeup and skin.
Screenshots
Ms. Byte
Original Poster
#178 Old 23rd Jan 2020 at 8:13 PM
Quote:
Originally Posted by IHEARTBLK
Thank you so much for the fix!

I found another bug.

In the latest version V1.9.1, and the last patch of the game 1.60.54.1020, the texture of the teeth is not displayed correctly. In the very first versions, everything was fine.
There are also differences in skin tone and shine on makeup and skin.


Thanks! I fixed the teeth. Since starting this project I've made several changes to the way I blend the skin texture which is why it looks a bit different now. It's been very difficult to find a method that looks acceptable on all skin colors and it's probably never going to be perfectly like it looks in-game.

Version 1.9.2 is uploaded.

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Test Subject
#179 Old 24th Jan 2020 at 2:51 PM Last edited by c0ldGlitter : 24th Jan 2020 at 11:56 PM.
Hi! First, thank you so much for this amazing tool!

I just have a question related to Blender (I'm new to this program). It's about textures. Could someone explain to me where to put the "specular" thing? Is that what manages transparency?
And for the main texture, should I put it in Principled BSDF or in Diffuse BSDF?

If someone can explain, maybe with screenshots, ilt would be very kind of you

Thanks !




Update : Ok, now this is transparent... But the hair isn't the good color anymore. Look like it's too transparent
I'm lost.

Screenshots
Test Subject
#180 Old 27th Jan 2020 at 6:31 AM
I'm having another error, sometimes when I try to load a sim it can't find a region map then an unhandled exception error appears.



-----

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at TS4SimRipper.Form1.GetCurrentModel()
at TS4SimRipper.Form1.DisplaySim(SimData sim, SimOccult occultState)
at TS4SimRipper.Form1.sims_listBox_SelectedIndexChanged(Object sender, EventArgs e)
at System.Windows.Forms.ListBox.OnSelectedIndexChanged(EventArgs e)
at System.Windows.Forms.ListBox.WmReflectCommand(Message& m)
at System.Windows.Forms.ListBox.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4075.0 built by: NET48REL1LAST
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll
----------------------------------------
TS4SimRipper
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///D:/Sims%20Folder/(My%20CC)/TS4SimRipper_1_9_2_0/TS4SimRipper.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4042.0 built by: NET48REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4001.0 built by: NET48REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.8.3752.0 built by: NET48REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
s4pi.Package
Assembly Version: 1907.10.1905.25360
Win32 Version: 1907.10.1905.25360
CodeBase: file:///D:/Sims%20Folder/(My%20CC)/TS4SimRipper_1_9_2_0/s4pi.Package.DLL
----------------------------------------
s4pi.Interfaces
Assembly Version: 1911.23.1857.25123
Win32 Version: 1911.23.1857.25123
CodeBase: file:///D:/Sims%20Folder/(My%20CC)/TS4SimRipper_1_9_2_0/s4pi.Interfaces.DLL
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.8.3752.0 built by: NET48REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4075.0 built by: NET48REL1LAST
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.8.3752.0 built by: NET48REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
WindowsFormsIntegration
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4001.0 built by: NET48REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/WindowsFormsIntegration/v4.0_4.0.0.0__31bf3856ad364e35/WindowsFormsIntegration.dll
----------------------------------------
PresentationFramework
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4075.0
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/PresentationFramework/v4.0_4.0.0.0__31bf3856ad364e35/PresentationFramework.dll
----------------------------------------
WindowsBase
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4075.0 built by: NET48REL1LAST
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/WindowsBase/v4.0_4.0.0.0__31bf3856ad364e35/WindowsBase.dll
----------------------------------------
PresentationCore
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4075.0 built by: NET48REL1LAST
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_64/PresentationCore/v4.0_4.0.0.0__31bf3856ad364e35/PresentationCore.dll
----------------------------------------
System.Xaml
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4075.0 built by: NET48REL1LAST
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xaml/v4.0_4.0.0.0__b77a5c561934e089/System.Xaml.dll
----------------------------------------
PresentationFramework.Aero2
Assembly Version: 4.0.0.0
Win32 Version: 4.8.3752.0 built by: NET48REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/PresentationFramework.Aero2/v4.0_4.0.0.0__31bf3856ad364e35/PresentationFramework.Aero2.dll
----------------------------------------
s4pi.Settings
Assembly Version: 1911.23.1857.25122
Win32 Version: 1911.23.1857.25122
CodeBase: file:///D:/Sims%20Folder/(My%20CC)/TS4SimRipper_1_9_2_0/s4pi.Settings.DLL
----------------------------------------
PresentationFramework-SystemXml
Assembly Version: 4.0.0.0
Win32 Version: 4.8.3752.0
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/PresentationFramework-SystemXml/v4.0_4.0.0.0__b77a5c561934e089/PresentationFramework-SystemXml.dll
----------------------------------------
protobuf-net
Assembly Version: 2.0.0.668
Win32 Version: 2.0.0.668
CodeBase: file:///D:/Sims%20Folder/(My%20CC)/TS4SimRipper_1_9_2_0/protobuf-net.DLL
----------------------------------------
s4pi.ImageResource
Assembly Version: 1911.23.1857.25123
Win32 Version: 1911.23.1857.25123
CodeBase: file:///D:/Sims%20Folder/(My%20CC)/TS4SimRipper_1_9_2_0/s4pi.ImageResource.DLL
----------------------------------------
DDSPanel
Assembly Version: 1911.23.1857.25123
Win32 Version: 1911.23.1857.25123
CodeBase: file:///D:/Sims%20Folder/(My%20CC)/TS4SimRipper_1_9_2_0/DDSPanel.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
Screenshots
Ms. Byte
Original Poster
#181 Old 27th Jan 2020 at 12:56 PM
Quote:
Originally Posted by WhatTheSims
I'm having another error, sometimes when I try to load a sim it can't find a region map then an unhandled exception error appears.



---


I can fix SimRipper so a missing region map won't make it crash, but the part it's missing from may not display correctly. The best solution would for you to find and remove whatever CC is causing the error, but of course that's not easy.

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Test Subject
#182 Old 28th Jan 2020 at 8:23 AM Last edited by WhatTheSims : 28th Jan 2020 at 8:51 AM.
Quote:
Originally Posted by CmarNYC
I can fix SimRipper so a missing region map won't make it crash, but the part it's missing from may not display correctly. The best solution would for you to find and remove whatever CC is causing the error, but of course that's not easy.



That would be great, thanks! I'm gonna assume it's probably a default replacement or something since it's happening on base game sims as well.

EDIT: Found the problem, it was the Body: Redux mods by Luumia. If anyone else has the region map error, this might be the culprit.
Lab Assistant
#183 Old 30th Jan 2020 at 1:23 PM
How you add animation from simripper like this ?
Screenshots
Ms. Byte
Original Poster
#184 Old 30th Jan 2020 at 3:18 PM Last edited by CmarNYC : 31st Jan 2020 at 2:20 PM.
Quote:
Originally Posted by Zulf Ferdiana
How you add animation from simripper like this ?


Export an animation from Sims 4 Studio:
- Start S4S, click the Animation button with 'Clip Pack' selected.
- Give the package a name and save it.
- You'll get a screen with the package opened. Click the Studio / Clips tab. In the bottom section, select 'EA Clip'.
- Click the green 'Export' button. You'll get a list of EA animations. Select one and click Export. You'll get a blend with the animation.

Use the animation in Blender: (This is using Blender 2.78 and probably works for 2.7x. I don't know how to do it in 2.8 and above.)
- Import the Collada DAE mesh from SimRipper: File / Import / Collada DAE. Make sure you have 'rig' selected.
- Append the animation: File / Append / Select the blend with your animation.
- You'll get a list of folders. Open 'Action' and select the animation. Click 'Append From Library'.
- Click the button in the lower left corner of the Blender screen and select 'Dope Sheet'.
- In the bottom row, where it now says 'Dope Sheet', click and select 'Action Editor'.
- Click the button right next to where it now says '+ New' and select the animation.
- Now you can click that bottom left corner button again and select Timeline, and drag the little green bar or use the playback buttons to move through the animation.

I'm planning to write a tutorial for the few things I've figured out how to do in Blender. Right now I have the flu so that's on hold.

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Lab Assistant
#185 Old 1st Feb 2020 at 3:13 AM
Quote:
Originally Posted by CmarNYC
Export an animation from Sims 4 Studio:
- Start S4S, click the Animation button with 'Clip Pack' selected.
- Give the package a name and save it.
- You'll get a screen with the package opened. Click the Studio / Clips tab. In the bottom section, select 'EA Clip'.
- Click the green 'Export' button. You'll get a list of EA animations. Select one and click Export. You'll get a blend with the animation.

Use the animation in Blender: (This is using Blender 2.78 and probably works for 2.7x. I don't know how to do it in 2.8 and above.)
- Import the Collada DAE mesh from SimRipper: File / Import / Collada DAE. Make sure you have 'rig' selected.
- Append the animation: File / Append / Select the blend with your animation.
- You'll get a list of folders. Open 'Action' and select the animation. Click 'Append From Library'.
- Click the button in the lower left corner of the Blender screen and select 'Dope Sheet'.
- In the bottom row, where it now says 'Dope Sheet', click and select 'Action Editor'.
- Click the button right next to where it now says '+ New' and select the animation.
- Now you can click that bottom left corner button again and select Timeline, and drag the little green bar or use the playback buttons to move through the animation.

I'm planning to write a tutorial for the few things I've figured out how to do in Blender. Right now I have the flu so that's on hold.


I tried export with DAE file. but it takes long time and get not responding.
Screenshots
Lab Assistant
#186 Old 1st Feb 2020 at 3:39 AM
Export via DAE take long time but It's work
Screenshots
Test Subject
THANKS POST
#187 Old 1st Feb 2020 at 3:05 PM
First of all, thank you for such an amazing tool, I used to do this whole ripping thing the hard way with ninja ripper before.
Do you plan on making it compatible with custom sliders and presets?
Ms. Byte
Original Poster
#188 Old 1st Feb 2020 at 4:19 PM
Quote:
Originally Posted by 1450010
First of all, thank you for such an amazing tool, I used to do this whole ripping thing the hard way with ninja ripper before.
Do you plan on making it compatible with custom sliders and presets?


It already is. If they're not showing up for you, maybe your user path isn't set up correctly.

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Test Subject
#189 Old 1st Feb 2020 at 5:54 PM
Quote:
Originally Posted by CmarNYC
It already is. If they're not showing up for you, maybe your user path isn't set up correctly.



Thank you. I don't know why, but the presets in a subfolder just weren't being loaded. Once I put them in the Mods folder it worked just fine (even though I get this "Can't find sim modifier 0xC5F6763E-0x00000000-0xD1B3A6E18V885A25" with a specific sim, which I guess didn't affect anything).
Ms. Byte
Original Poster
#190 Old 1st Feb 2020 at 6:08 PM
Quote:
Originally Posted by 1450010
Thank you. I don't know why, but the presets in a subfolder just weren't being loaded. Once I put them in the Mods folder it worked just fine (even though I get this "Can't find sim modifier 0xC5F6763E-0x00000000-0xD1B3A6E18V885A25" with a specific sim, which I guess didn't affect anything).


Thanks, I'll check on whether all subfolders are being Included. You could get that missing modifier error with a sim you saved with a custom slider you removed from your game since then.

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Test Subject
#191 Old 2nd Feb 2020 at 3:34 AM
over all, it works as intended; though when dealing with sims who are differently framed (a feminine framed male, specifically. not sure if masculine framed females have a similar problem), it ah



does that. ingame, feminine frame males still have flat and masculine chest, but simripper gives them breasts, and it makes consistency a tad difficult when having multiple versions of the same model since i'd have to sculpt the breasts away, and i'm not skilled enough to make it look good ;-;
Ms. Byte
Original Poster
#192 Old 2nd Feb 2020 at 4:03 PM
Quote:
Originally Posted by Meowzzar
over all, it works as intended; though when dealing with sims who are differently framed (a feminine framed male, specifically. not sure if masculine framed females have a similar problem), it ah

does that. ingame, feminine frame males still have flat and masculine chest, but simripper gives them breasts, and it makes consistency a tad difficult when having multiple versions of the same model since i'd have to sculpt the breasts away, and i'm not skilled enough to make it look good ;-;


I did some work on supporting differently framed sims, specifically applying the transgender morph and filling the waist gap that happens with female tops and male bottoms (even that isn't working 100%) but obviously I need to get back to it. I should be able to work it out in the next few days, so hold off on the sculpting.

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Test Subject
#193 Old 3rd Feb 2020 at 1:57 PM
Quote:
Originally Posted by CmarNYC
I did some work on supporting differently framed sims, specifically applying the transgender morph and filling the waist gap that happens with female tops and male bottoms (even that isn't working 100%) but obviously I need to get back to it. I should be able to work it out in the next few days, so hold off on the sculpting.


Hello Cmar, can i get your email or maybe discord server. It;s not that i didn't want to ask you through comment section. It's just i'm really slow at learning. And conversation through comment box will be really hard for me to understand. I understand if you can't do that, thank you.
Test Subject
#194 Old 3rd Feb 2020 at 2:36 PM
Is it possible to make the program have a command to export the textures only? Instead of the mesh and textures both.
Ms. Byte
Original Poster
#195 Old 4th Feb 2020 at 12:47 AM
Quote:
Originally Posted by newbie97
Hello Cmar, can i get your email or maybe discord server. It;s not that i didn't want to ask you through comment section. It's just i'm really slow at learning. And conversation through comment box will be really hard for me to understand. I understand if you can't do that, thank you.


Sorry, but I don't want to give out my email and don't use Discord. If you have questions or don't understand something you can pm me here. I'm not sure what I can help you with, though, since SimRipper is pretty simple to use and I probably don't know Blender any better than you do.

BTW I'm making progress on the male in female frame problem, just have to find the right morph to flatten the breasts.

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Ms. Byte
Original Poster
#196 Old 4th Feb 2020 at 12:49 AM
Quote:
Originally Posted by luvbunnyxx2
Is it possible to make the program have a command to export the textures only? Instead of the mesh and textures both.


Sure, that's reasonable. I'll put it in the next version.

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Test Subject
#197 Old 4th Feb 2020 at 3:39 AM
Quote:
Originally Posted by CmarNYC
Sorry, but I don't want to give out my email and don't use Discord. If you have questions or don't understand something you can pm me here. I'm not sure what I can help you with, though, since SimRipper is pretty simple to use and I probably don't know Blender any better than you do.

BTW I'm making progress on the male in female frame problem, just have to find the right morph to flatten the breasts.


that's okay, no it's not about how to use it. But about the problems that i encounter. Yes i sent you PM already, thankyou.
Scholar
#198 Old 7th Feb 2020 at 2:35 PM
Default Amazing Sims 4 Ripper
I enjoy using Sims Ripper and your newest version made my household sims look much better compare to recent updates which made the meshed sim looked different in The Sims 4. I remember the error messages used to have all in one but it's now individually. I have to hold "enter" to escape and successfully rip the sim.
Screenshots

Sim Renders
www.ansettanimation.com

Ansett Animation Studios is a subsidiary of RomerJon17 Productions © 2019 - 2020
Ms. Byte
Original Poster
#199 Old 7th Feb 2020 at 3:05 PM
Quote:
Originally Posted by RomerJon17
I enjoy using Sims Ripper and your newest version made my household sims look much better compare to recent updates which made the meshed sim looked different in The Sims 4. I remember the error messages used to have all in one but it's now individually. I have to hold "enter" to escape and successfully rip the sim.


Beautiful renders! That's a good point, I can combine all the errors into one again, and maybe just add a button or something to display them instead of a popup.

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Test Subject
#200 Old 12th Feb 2020 at 10:36 PM
I'm having an issue using the program. I have Sims 4 installed on an SSD, my Documents folder is on that same SSD, and it's not detecting the right Documents folder. When I set it manually to the right folder, the program crashes, and it refuses to start up again afterwards. I don't know how to fix this.
Page 8 of 52