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

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
162 Comments / replies (Who?) - 16 Feedback Posts, 9 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 I originally made this for personal use, but after developing it to its current state, I thought it was good enough to share with the rest of the community!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: 76,708 · 2nd Jul 2019
1.98 MB 76,708 2nd Jul 2019
The Sims 4 Ultimate Mod Manager V1.1.zip

Size: 1.94 MB · Downloads: 5,823 · 26th Jun 2019
1.94 MB 5,823 26th Jun 2019
The Sims 4 Ultimate Mod Manager V1.0.zip

Size: 1.89 MB · Downloads: 6,831 · 22nd Jun 2019
1.89 MB 6,831 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.
 
162 Comments / Replies (Who?) - 122 Feedback Posts, 37 Thanks Posts
Hide Thanks Posts for this thread (Show only feedback)
Page 1 of 7
Test Subject
THANKS POST
#2 Old 22nd Jun 2019 at 5:59 PM
Cool, Thanks!
Lab Assistant
THANKS POST
#3 Old 22nd Jun 2019 at 6:49 PM
Looking good and very useful! Nice job!
Test Subject
#4 Old 22nd Jun 2019 at 6:52 PM
I was wondering if it shows broken or outdated mods?
Forum Resident
THANKS POST
#5 Old 22nd Jun 2019 at 7:33 PM
I think this is a very useful tool. Thank you very much for sharing it!!!! I am looking forward to using it in my game.
Lab Assistant
Original Poster
#6 Old 22nd Jun 2019 at 7:41 PM
Thanks so much for downloading everyone! And thanks to the wonderful feedback from the moderators in the approval PM (I'll implement the suggestions into the post soon!).
As mentioned in the OP, this is just the beginning! I want to make this program bigger and even more feature packed so keep an eye out for updates and bugfixes coming soon
Lab Assistant
Original Poster
#7 Old 22nd Jun 2019 at 7:42 PM
Quote:
Originally Posted by Midnight Vampire
I was wondering if it shows broken or outdated mods?

It doesn't currently no. I'm not sure if I would be able to achieve this as I'm unfamiliar with the structure of package files, but it's something I can look into in the future!
Test Subject
THANKS POST
#8 Old 22nd Jun 2019 at 9:38 PM
Ah, okay. Thank you.
Lab Assistant
#9 Old 23rd Jun 2019 at 3:38 AM
Does this show mods that conflict with each other? It's hard for someone who doesn't know how to dig inside the package files to know which mods use which XML, especially since not all modders explain which XML are used (honestly, I've only ever seem MTS modders do that).
Smeg Head
THANKS POST
#10 Old 23rd Jun 2019 at 10:35 AM Last edited by coolspear1 : 23rd Jun 2019 at 11:08 AM.
Quote:
Originally Posted by Jibby
It doesn't currently no. I'm not sure if I would be able to achieve this as I'm unfamiliar with the structure of package files, but it's something I can look into in the future!


The holy grail of application features.

To get it to work? First you would need to have downloaded every mod out there from all creators, sources and websites. Next extract every, single XML each mod package file uses and then programme each of them into your application as is. Then come each patch, run those (Many thousands) you've stored in your app against any changes made to same files by Maxis during patch. All the while taking into account the changes the modders first made to the files, as they will always be highlighted as being different when running checks against Maxis files, as such may always be considered to be broken by your app as they will never be the same as the original Maxis files. (Getting that balance right will take some doing.)

Good luck looking into it. You'd be the first in history to do it on a general, wide scale, covering the vast world of mods out there. A modder could do it for there own small range of mods, as Twallan did for his Sims 3 NRaas suite of mods, but on a general scale for most mods? Not impossible, but very impractical. And every time all your hard work and long nights have put something together ready for release, the next patch will tear it apart and bring you right back to square one. Not impossible, but highly untenable. Think "Steam," pretty much the kind of app you'd have to build to contain all that info about mods and do all that regular mod checking against continual game file updates. (Not forgetting such an app feature would be worth millions when considering all its other practical uses outside of checking game mods.) So, really, good luck. Do a promising job and who knows, maybe even EA will be knocking on your door to implement the feature into Origin to do as Steam does for its games and mods.

Aside from that, I do like your new app and am looking forward to seeing how it develops and the new features yet to come.
Lab Assistant
Original Poster
#11 Old 23rd Jun 2019 at 12:50 PM
Quote:
Originally Posted by coolspear1
The holy grail of application features.

To get it to work? First you would need to have downloaded every mod out there from all creators, sources and websites. Next extract every, single XML each mod package file uses and then programme each of them into your application as is. Then come each patch, run those (Many thousands) you've stored in your app against any changes made to same files by Maxis during patch. All the while taking into account the changes the modders first made to the files, as they will always be highlighted as being different when running checks against Maxis files, as such may always be considered to be broken by your app as they will never be the same as the original Maxis files. (Getting that balance right will take some doing.)

Good luck looking into it. You'd be the first in history to do it on a general, wide scale, covering the vast world of mods out there. A modder could do it for there own small range of mods, as Twallan did for his Sims 3 NRaas suite of mods, but on a general scale for most mods? Not impossible, but very impractical. And every time all your hard work and long nights have put something together ready for release, the next patch will tear it apart and bring you right back to square one. Not impossible, but highly untenable. Think "Steam," pretty much the kind of app you'd have to build to contain all that info about mods and do all that regular mod checking against continual game file updates. (Not forgetting such an app feature would be worth millions when considering all its other practical uses outside of checking game mods.) So, really, good luck. Do a promising job and who knows, maybe even EA will be knocking on your door to implement the feature into Origin to do as Steam does for its games and mods.

Aside from that, I do like your new app and am looking forward to seeing how it develops and the new features yet to come.


Ah thanks for the info haha. Maybe not so feasible after all!
Lab Assistant
Original Poster
#12 Old 23rd Jun 2019 at 12:56 PM
Quote:
Originally Posted by Mizuki_Ukitake
Does this show mods that conflict with each other? It's hard for someone who doesn't know how to dig inside the package files to know which mods use which XML, especially since not all modders explain which XML are used (honestly, I've only ever seem MTS modders do that).

Not at the moment. I've seen applications do this before so I know it's not impossible, but as I mentioned earlier, my technical knowledge of package files and XML is pretty limited so I'd have to learn how to do this properly.
Not writing off the suggestion, but I'm going to work on polishing the application and adding in more QoL features before I dive into this kind of thing.
Test Subject
#13 Old 23rd Jun 2019 at 1:36 PM
Sell you my ARM for a mac version of this. it's amazing, thank you!!
Lab Assistant
Original Poster
#14 Old 23rd Jun 2019 at 1:49 PM
Quote:
Originally Posted by SamichMachine
Sell you my ARM for a mac version of this. it's amazing, thank you!!

Thank you! I'd love to make a version for macOS but unfortunately I don't actually own any Macs (or know how to program them for that matter!).

But if I ever do get a Mac, you can bet that I'll at least try porting it over!
Test Subject
THANKS POST
#15 Old 23rd Jun 2019 at 11:51 PM
mate, this is so....hang on I've got to punch this angel in the face she is singing again....AMAZING!! Please keep expanding, we need this.
Lab Assistant
Original Poster
#16 Old 24th Jun 2019 at 12:06 AM
Quote:
Originally Posted by McgooDavey
mate, this is so....hang on I've got to punch this angel in the face she is singing again....AMAZING!! Please keep expanding, we need this.

Thank you so much for the kind words! Really motivates me to develop the application further.
Keep checking back as I'm already working on new features like a built in file manager that'll be ready soon!

Thanks for using my program
Test Subject
#17 Old 24th Jun 2019 at 12:25 PM
Hello thank you very much for this utility, just a quick question, I know it's a lot to ask, but would it be possible to put it in French please. Because I and English suck
Lab Assistant
Original Poster
#18 Old 24th Jun 2019 at 2:08 PM
Quote:
Originally Posted by severine30900
Hello thank you very much for this utility, just a quick question, I know it's a lot to ask, but would it be possible to put it in French please. Because I and English suck

Hi there! Thanks for getting in touch.

As for translating the program, it's not something I would object to doing down the line. But for now I want to focus my time and resources into making the application more feature complete and fixing bugs. Once it's at a state I'm happy with, if I can find people that speak a different language and are willing to help out, I'll add as many translations as I can!

I want my tool to be accessible to as many people as possible, but as I'm not multilingual it's not something I can do as I go.
Test Subject
THANKS POST
#19 Old 24th Jun 2019 at 8:53 PM
Awesome work!
Test Subject
#20 Old 25th Jun 2019 at 6:26 AM
I think I might need a tutorial for it, cause I don't know how to use it! ):
Test Subject
THANKS POST
#21 Old 25th Jun 2019 at 7:17 AM
Is it have thumbnail for .package file
Awesome !
Test Subject
#22 Old 25th Jun 2019 at 8:49 AM
Quote:
Originally Posted by coolbird
Is it have thumbnail for .package file
Awesome !

Also wondering
Lab Assistant
Original Poster
#23 Old 25th Jun 2019 at 12:45 PM
Quote:
Originally Posted by CataSweetSunshine
I think I might need a tutorial for it, cause I don't know how to use it! ):

Hi there! I'm sorry that you're having difficulty. There's a quick outline in the OP under 'How to Use', however I realise that this may not be sufficient so I'm currently working on a more in depth video tutorial too. I will let you know when this has been uploaded!

In the meantime, if anyone has any particular questions or needs to know how to do something in particular, feel free to ask here or send me a PM! I'm more than happy to offer support
Lab Assistant
Original Poster
#24 Old 25th Jun 2019 at 12:49 PM
Quote:
Originally Posted by coolbird
Is it have thumbnail for .package file
Awesome !


Quote:
Originally Posted by MissMeePee
Also wondering


Hey guys! In it's current state, the application doesn't extract or examine the contents of package files. Doing this would be a massive challenge for me as I wouldn't even know where to start building a feature like this. That's not to say I won't attempt it one day, but for now I want to work on my personal roadmap for the program + fix bugs. After that, I'll start examining the feasibility of actually looking inside the package files.

Thanks!
Test Subject
#25 Old 25th Jun 2019 at 2:42 PM
Was so excited to download this until I saw it wasn't available for Mac OS. I look forward to trying it in the future if you're able to make that happen otherwise, this looks incredible
Page 1 of 7