I am very sad to write this, I'm actually a little bit in tears lol. I have a strong programming background with many years of expirience so I though I could jump in and write a tutorial on how to start programming mods with the Sims and then get more advanced. I started a small little fun tutorial on Medium and eventually created this little project here to help automate it.
I did not expect for it to grow so much!!!! This is the 3rd most successful little series I've ever made. I get dozens of notifications a day from people months after I last updated it. It makes me very happy that it's helped so many people and even featured by several places. It's all a bit unbelivable lol.
However, despite my background in programming, I realized that the sims 4 was just too much for me to understand. It was too overwhelming, and the more and more I dug for answers the more questions I had. I couldn't figure out anything but I tried my best. Eventually I realized that this just wasn't going to work. The code is very intense without any kind of help and new tutorials were going to be farther and farther apart. I realized I was going to fail on my promise that I would take you from beginner to advanced which made me a bit sad.
The last thing I was doing was working on a new config system to make it even easier to work this tool and to make it even more powerful and fully cross-compatible, I got about 50% done before I moved on. I don't recall if I published it or not, the rewrite that was 50% done.
But my life was very very different back then, I don't program anymore, I realized it just wasn't in my passion. This project was the last serious thing I programmed. Since then I started a small Minecraft server and made some simple plugins for it and now I'm a full-time VTuber. My life has drastically changed since I started this.
I'm very sorry for letting everyone down but given the popularity of this project I started, it's fair to announce it's abandonment. I never got past beginner stage for the sims 4 like I thought I would with my programming background, which means I can't teach others how to do the same either. This is the 3rd most successful thing I've made so Im very sorry to dispoint everyone but it makes me very happy to learn I still helped so many people.
Please stay awesome and good luck!!!!!!
This is a bolerplate project, sort of like a pre-made template and it represents one project so you can copy it for new projects. To get started just download, do some super quick setup, and you're ready to go. It can decompile the game libraries and compile your mod into 2 different flavors and don't forget to check back for occasional updates. Read more below.
I also wrote a full tutorial here and a separate debug tutorial covering the new automated debug capability.
This is inspired from andrew's tutorial which is very popular and has helped many people, including me. I've modeled it after andrew's but want to go a different direction with it entirely.
- I've decided to make this into a proper open source project though on Github with issue trackers, pull requests, version control etc... and I heavily documented the code.
- I want this to be super easy and convenient to use but I want you to be able to understand it and have a place to ask questions. I want to try my best to make it easily adaptable to the future so that when this goes out of date it can be upgraded.
- I want it to be editor agnostic. Not everyone wants to use PyCharm, it's nice, but it's also heavy and big and sometimes just more complicated than it needs to be. Some people don't use IDE's at all. Whatever works for you, I want this project to fit that.
In part 1 of my tutorial I described using Windows Powershell because the internet is full of old tutorials that have scripts which do everything for you. While it sounds nice, it means you don't understand how those scripts work and by 2020 most of them are 5-6 years out-of-date and some don't even run anymore. Other imposed a certain workflow which I have disagreements with and you may as well or down the road.
I wanted to avoid also making another hands-off script that will become out of date and that doesn't teach you the rest of the modding part which is packaging your mod and decompiling libraries but I get it, Power Shell scripts aren't that great workflow-wise so I've come to a compromise.
The takeaway point is that if I make a script that does everything for you then you're never going to learn how to do it yourself and this is only going to act as a crutch down the line and hamper you instead of helping you. But given it's importance to have I decided to make it anyways but keep it as well-written, documented, and detailed as much as possible as a compromise.
This provides several scripts you can run and use in your workflow and mod
This compiles and packages your src
folder and creates a build
folder containing your packaged mod ready for
deployment. It then copies your packaged mod to the games Mods folder under it's own sub-folder
Mods/YourName_ProjectName/YourName_ProjectName.ts4script
.
Update:
The old behaviour was to create 2 mod files, a slim
version and a full
version. It no longer does this and opts to
only build a full version. The reason why is new information was learned about The Sims 4 loading process and it's
highly discouraged to only include compiled python files. I wrote a tutorial
about it here detailing
the reasoning behind this change.
I put a lot of work into this and this is a big area where mine greatly differs from andrew
. It leverages the latest
decompiler that has the highest success rate currently uncompyle6 and goes
through all the code in your game folder, decompiling them one-by-one placing them into a global projects folder.
Throughout the process it prints a pretty progress meter and at the end of each module it decompiled it shows the success and fail stats as well as how long it took. It does this again at the end of the whole decompilation. It also clears out the old decompiled files for you and overall makes everything very smooth and simple.
These create and remove a debugging environment so that you can debug your game with a real debugger. The only downside is that it requires PyCharm Pro, which is a paid program that costs money. There's no other known way to do this. If you have PyCharm Pro then this will access the debugging capability in it and create 2 mods.
pycharm-debug-capability.ts4script
which gives the Sims 4 capability to debug by connecting to PyCharm Propycharm-debug-cmd.ts4script
which creates a cheat codepycharm.debug
you can enter in-game which will active debugging for the rest of the game.
Both the cheatcode and debug_setup.py
give clear and well-written instructions informing you of what to do and how
to set it up or what to expect. I've also written a
tutorial on how to
use it.
As the instructions say, run debug_teardown.py
when not debugging because it can otherwise slow down your game.
Sigma1202 is the person who discovered this, I just made it into a script.
This enters into a special mode called "Dev Mode", it clears out compiled code and links your src folder to the
Mod Folder. When Dev Mode is activated, you don't need to compile anymore. If you run compile.py
though it will exit
Dev Mode and do a normal compile.
When inside of Dev Mode you can enter the cheat devmode.reload [path.to.module]
, it'll reload the file live while
the game is running so it doesn't need to be closed and re-opened. For example, to reload main.py enter
devmode.reload main
. You can also enter paths to folders which will reload the entire folder or just not specify a
path which will reload the entire project.
This only works in devmode.
This expects you to have extracted the tuning files from Sims 4 Studio
with the Sub-Folders
option checked. What
this does is go through each and every tuning file and rename it to a much cleaner and better name.
For example:
From: "03B33DDF!00000000!0D94E80BE40B3604.sims.loan_tuning.Tuning.xml"
To: "sims_loan_tuning.xml"
Vastly prettier and cleaner don't you agree?
Running this script searches the top-level assets folder for any .package
files and then copies them to your
Mod Name Folder alongside your scripts. It's automatically run with compile.py
and devmode.py
and you can run it
anytime yourself.
Zips up the build artifacts in a way that can be sent to Sims 4 Players or Mod Websites. It nests all the build
artifacts in a subfolder named CreatorName_ProjectName
. This way the player can directly unzip your mod into the Mods
folder and it will all be self-contained in it's own folder.
Removes all build artifacts
- The build folder
- The Mod Name folder in Mods
- Debug functionality
When completed, all traces of anything built by the project template for your mod will be removed leaving a fresh slate. This is common when you just want to clean everything up, especially after your all done developing and want to essentially "Un-Build" and "Un-Make" everything.
This uses the popular injector, brought to my attention by LeRoiDesVampires and TURBOSPOOK. It's widely used in the Sims modding community across mods and tools. Reference it in your code to automate replacing functions in-game in a much prettier way with less coding. Optional to use.
- Download it to your computer wherever you like, this will be your project folder for one project.
- Rename the folder to the name of your project.
- Copy settings.py.orig to another file called settings.py, this will become your personal settings
- Change the settings to match your username or display name and where different folders are on your computer.
- If you don't already have the library decompiled, run
decompile.py
which will take a long time - Using your favorite editor whether it be
Sublime
,Notepad++
,Visual Studio Code
,PyCharm
, or wherever begin adding files to thesrc
folder. - Run
compile.py
and test it out. Keep making changes until you're happy then your done. If you want to publish your work you can publish slim, full, or both version.
The toolkit has many settings found in settings.py
and many of them you won't need to change but it's important that
be the first place you go to before you start running scripts.
creator_name
This is the name you want prepended to the mod name.
mods_folder
This is where your sims 4 mods folder is location. It defaults to Documents/Electronic Arts/The Sims 4/Mods
. It
automatically finds your Documents folder most of the time.
Note for Windows Users: if you have moved your Documents folder to another drive then settings will not be able to correctly locate it and you'll run into issues. In this case you would need to set it's location.
Note for non-windows users you may have to change this
projects_folder
This is where you have all of your Sims 4 Projects, it defaults to Documents/Sims 4 Projects
again auto-finding your
Documents folder.
Note for Windows Users: if you have moved your Documents folder to another drive then settings will not be able to correctly locate it and you'll run into issues. In this case you would need to set it's location.
Note for non-windows users you may have to change this
game_folder
This is where your game is installed. It defaults to C:\Program Files (x86)\Origin Games\The Sims 4
. If this is not
your location you need to change this.
Note for non-windows users you may have to change this
There are many other settings related to the project but you generally won't need to change them. I suggest going through the file though and making sure everything is how you want it.
Licensed Apache2, basically do whatever you want to do as long as you credit me back and don't try to pose as me.
Contributions are welcome, just fork and send a pull request