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Featured upload! Packing Crates for TS4 - Updated 02/25/18

by scumbumbo Posted 14th Jun 2015 at 9:16 AM - Updated 1st Mar 2018 at 4:09 AM by scumbumbo : Updated for 02/22/18 game patch
242 Comments / replies (Who?) - 16 Feedback Posts, 8 Thanks Posts
This is a featured upload! It showcases the best talent and creativity available on MTS and in the community.
Update Info
  • 02-25-2018:
    • Updated for and requires game version of 1.40.61.1020 (02/22/18) or newer.
    • Adds newly required on_inventory_change_tooltip_updates tuning for inventory item components.
  • 11-20-2017:
    • Updated for game version 1.36.104.1020 (11/15/17)
    • Version is no longer supported.


Description

So one afternoon about three weeks ago, a sim of mine that had grown up to a young-adult wanted to swipe some of his parent's neat household items when he moved out. He asked me if it was possible to move them from one house to another. "No!" I replied, "It simply can't be done!" But he had an interesting idea, "What if you made a box that was big enough to hold a piano, but small enough I could fit in my pocket?"

"Ridiculous!" I said. "Impossible!" I snorted.

He just grinned, "You made lockable doors, most people said that was impossible...."

That sounded like a challenge to me... and I love a good challenge.

After three weeks of work, many failed attempts and dead-ends, and a serious quantity of coffee, I'm ready to unveil Packing Crates for The Sims 4.

This mod adds a "Pack in Crate" menu item to every item in the game (with a few exceptions) that cannot be normally placed in an inventory. Selecting this menu choice will search the lot for a free packing crate and move that item into the crate's inventory. If no packing crate can be located on the lot, the action will be cancelled.

Crates can be purchased from Storage/Miscellaneous in build-buy for 150 simoleons. The crate was cloned from the crate end-table in the game and will also still serve as an end-table if you want.

After packing objects into a crate, the crate itself can be placed into a sim's inventory and carried with them to a new home. Crates can also be left around the lot for use as storage (or end-tables).

To unpack a crate, place it into the world and open it's inventory. Clicking on an item in the crate inventory will result in a "Place in World" menu choice. The object will be placed near the crate (it will always appear on the first floor). If the game cannot find a place for the object (for instance, paintings and other wall-art will not place automatically) then the object will be placed into the household inventory. Notifications will appear if there are any problems.

The menu choices and the ability to store objects in the crates are added dynamically by the script portion of the mod, so this is compatible with custom content objects, and all expansion packs (even new unreleased ones).

Warning! - It should be noted that if you remove the mod, any items that are stored in crates will disappear along with the crates themselves! You may want to make sure you unpack all crates on all lots prior to removing the mod.

*MINOR* Bug Notice

There is one bug that I have been unable to figure out, but it's not a game changer. The code has been written to take great care with your objects and not lose them in a move.

When a crate is placed in the sim's inventory, and then the sim moves to another lot or the game is saved/reloaded with that crate in their inventory, when opening the crate it will show all the objects in it as being a stack of two. This is an interface glitch only, there is only one copy of the object in the crate and it will unpack normally. However, after unpacking one copy of the object will appear to still be in the crate's inventory. It's not really there! If you click on the crate version of the object, the menu will appear as if you clicked the actual object, which is confusing but I can live with it. The remaining ghost object will go away the next time the game is saved and reloaded.

Ghost items that have not yet been unpacked will also straighten themselves out if the crate is placed back on the lot and the game saved/reloaded.

Weird... but it doesn't really hurt anything. I'm not sure if the problem is fixable without changing the game's user interface code which is not very accessible.

Installation Instructions and Compatibility

This mod was written and tested on Windows for The Sims 4 version 1.36.99.1020 (Nov 7, 2017).

This mod uses the ts4script file format for the script portion of the mod and cannot be installed automatically with a mod manager (until a mod manager is updated to support these files). To install the mod manually, extract both the package and ts4script files from the download into your mods folder.

Script mods must be enabled in your game options for this mod to work properly.

Nobody's bought me a Mac yet, so until I hear from someone who tries it out, I can only assume it will work on a Mac. I don't know of any reason why it wouldn't work.

The mod modifies one of the game scripts in ways that may not be compatible with other mods, but that would be their fault, not mine!

Additional Credits
  • Plasticbox for the previous two updates prior to the Nov 2017 fixes
  • Kuree and all the others at Sims4Group who have put together the S4PE tool
  • Sims 4 Studio group for The Sims 4 Studio to clone and retexture the crate
  • Deaderpool for figuring out how to modify tuning at game load
  • Special thanks to egwarhammer for encouraging me to rethink how I was approaching the packing crate issue
  • Translations kindly provided by:
    • KuriXarya - Russian
    • Plasticbox - German
    • egureh - Chinese
    • gato_24 - Spanish
  • Additional crate provided by Plasticbox - made using blender, Milkshape, TSRW and s4pe

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
PackingCrates.zip | Description: Packing Crates for game version 1.40.61.1020 (Feb 22,, 2018) 107.1 KB 4,997 25th Feb 2018
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.
Read the upload description for installation instructions. If nothing else is specified, do the following:
No Extraction Required (Script Mods):
1. Cut and paste the .zip 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\
Script mods need to be placed directly in \Mods or one level below that (e.g. \Mods\Scripts) – sub-folders nested any deeper won’t work.
Extraction Required (Everything Else):
1. Use WinRAR (Windows) to extract the .package file(s) from the .rar or .zip file(s).
2. Cut and paste the .package 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.
  • Mod still not working? Make sure you have script mods enabled
 
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242 Comments / Replies (Who?) - 163 Feedback Posts, 71 Thanks Posts
Hide Thanks Posts for this thread (Show only feedback)
Theorist
Original Poster
#126 Old 19th Jul 2015 at 3:14 AM
Quote:
Originally Posted by egureh
Thanks for updating! :D
BTW I guess you selected a previous version of Chinese strings? The last two lines are still in English.

Sorry, I've updated that with your latest translation. Thanks!
Theorist
Original Poster
#127 Old 20th Jul 2015 at 9:37 AM
Quote:
Originally Posted by plasticbox
-The sim put its crate near the curb (but it was still on the lot), and when "Place In World"-ing objects out of there, some ended up on the curb where they became inaccessible (so the sim couldn't re-pack them either)

- This is more a cosmetic issue, but, when unpacking a crate would it be possible that the inventory view remains open? Right now I go Open > select item > Place in World, then the crate closes and I need to open it again. When moving a household full of stuff that gets a bit tedious.

I addressed both of these issues/suggestions tonight. The latest version will allow crates to be used off the home lot. Unpacked objects will persist on other lots and will continue to be owned by the original household so the items can be repacked as well after usage. The script will now also reopen the crate's inventory after unpacking as long as items remain in the crate.

The UI glitch that shows single items in crate as being stacked after taking a crate to another lot still persists. The objects are not duplicated - just ignore the extra item, it will go away at the next reload (or after carrying the crate to another lot). If it proves bothersome when unpacking a large number of items, drop the crate on the lot, save and reload and the crate will show only one of each object.

Thanks @plasticbox for the feedback!
Mad Poster
#128 Old 24th Jul 2015 at 11:56 AM
It would appear from my testing that this mod is now interfering with the fish tanks that were introduced with Spa Day. When I have this mod installed the tanks do not retain their fish inventories when Sims leave and then return to the lot or on loading of a Save game.
I've just removed it and played three seperate homes in three seperate save files and they all now retain their fish when travelling and loading.

The only anomaly in my testing is that when I tested a few days ago by removing my ENTIRE mods folder the issue was still there. Removing JUST your mod seems to fix the issue though.

My deviantART, MTS Yearbook Origin ID = Alistu
Theorist
Original Poster
#129 Old 24th Jul 2015 at 3:07 PM
Quote:
Originally Posted by Menaceman44
It would appear from my testing that this mod is now interfering with the fish tanks that were introduced with Spa Day.

Thanks for the bug report @Menaceman44 - Yes, the inventory enum tuning for the aquaria was overwritten by the mod. I've uploaded a fixed version, but can't test it as I don't have Spa Day. 99.9% sure this will fix it though, as the missing inventory enum tuning would definitely have caused problems.
Mad Poster
#130 Old 24th Jul 2015 at 7:25 PM
Thanks for the update! It seems to be working fine now with the fish tanks.

My deviantART, MTS Yearbook Origin ID = Alistu
Test Subject
THANKS POST
#131 Old 25th Jul 2015 at 7:54 PM
This is just brilliant! Thank you!!
Test Subject
THANKS POST
#132 Old 26th Jul 2015 at 10:35 AM
cant pack some stuffs why? help pls >-<
Test Subject
THANKS POST
#133 Old 28th Jul 2015 at 7:22 PM
This is such a neat idea. Thanks, and this really helps me keep extra items in the attic.
Lab Assistant
#134 Old 29th Jul 2015 at 8:56 PM Last edited by FizzMidnight : 30th Jul 2015 at 4:19 AM.
for some reason i can't seem to pack anything. I have a crate in world, and when i click on it, there is only the option to open and put into inventory (there is a 3rd option, but i don't remember what it is, but i do remember it isn't enable packing).

EDIT: After reviewing my folders.. I discovered the script file was missing. Problem, resolved.


EDIT2: bleh, I tried to put something in the crate, but when i click on the item, i don't get the option. I have enabled packing.
Lab Assistant
DELETED POST
30th Jul 2015 at 3:33 AM
This message has been deleted by FizzMidnight.
Lab Assistant
#135 Old 30th Jul 2015 at 4:44 AM
Quote:
Originally Posted by scumbumbo
That sounds like script mods are not enabled in the game options. That or the ts4script file is not properly installed. The safest way to install the mod is to place BOTH the package and ts4script file directly into the mods folder. This ensures that they load in the proper order (the package must load before the script does).

ETA - I just realized this mod didn't use the new ts4script file format yet, I have updated the download to use the new file format. This will make the mod no longer compatible with game versions prior to the latest patch (July 9) but makes installation of the mod much easier. Script mods must still be enabled for the mod to function.


Okay.. so I am having trouble with this mod working... I just downloaded it again to make sure I had the most current version and noticed the script file has ts4script in it. In this post that I am quoting, didn't you say it doesn't work with that script type?

EDIT: Okay.. sorry for spamming up your discussion with my problems.. I ran the game to check it and sure enough, it is working after all now.
Theorist
Original Poster
#136 Old 30th Jul 2015 at 5:50 AM
Quote:
Originally Posted by trojkasam
cant pack some stuffs why? help pls >-<

What items are you unable to pack? There was an update to the mod a while back that fixed an issue with a lot of stuff being unpackable if you don't have Get To Work. Also, anything that is already allowed to be put into a sim's inventory is not crateable.
Theorist
Original Poster
#137 Old 30th Jul 2015 at 5:52 AM
Quote:
Originally Posted by FizzMidnight
Okay.. so I am having trouble with this mod working... I just downloaded it again to make sure I had the most current version and noticed the script file has ts4script in it. In this post that I am quoting, didn't you say it doesn't work with that script type?

EDIT: Okay.. sorry for spamming up your discussion with my problems.. I ran the game to check it and sure enough, it is working after all now.

No problem, glad you got it working!

The mod didn't use to have a ts4script file, but now it does - that is my preferred packing method for script mods in the future as it seems to cause less confusion than putting a zip file inside a zip file.
Lab Assistant
#138 Old 30th Jul 2015 at 7:22 PM
Quote:
Originally Posted by scumbumbo
No problem, glad you got it working!

The mod didn't use to have a ts4script file, but now it does - that is my preferred packing method for script mods in the future as it seems to cause less confusion than putting a zip file inside a zip file.


Ohhh! Okay. I understand now. Thanks for clearing that up.
Pettifogging Legalist!
staff: retired moderator
#139 Old 5th Aug 2015 at 12:13 AM
Say what are the implications of having 0x03B33DDF-0x00000000-0x40441721EB0ACFAC objects.components.inventory_enums in your package for other items that also need to modify this? Is it somehow impossible to add a new inventory type without overriding that? I wanted to try and make a storage box for inventory-able items which would also need a custom inventory type, but I'm using the packing crate as well and don't want to conflict with that =/.

(This age-old mod (Fish Freshness) also overrides this, btw -- it is mostly but not entirely obsolete, some people might still be using it. Just so you know in case someone reports weird issues that would only be happening when that tuning is borked.)

Stuff for TS2 · TS3 · TS4 | Please do not PM me with technical questions – we have Create forums for that.

In the kingdom of the blind, do as the Romans do.
Theorist
Original Poster
#140 Old 5th Aug 2015 at 1:41 AM
Quote:
Originally Posted by plasticbox
Say what are the implications of having 0x03B33DDF-0x00000000-0x40441721EB0ACFAC objects.components.inventory_enums in your package

@plasticbox - I haven't been able to get adding an inventory enum via scripting to work yet. Figuring that one out is on my "todo" list as yes it's a definite potential source of mod conflicts!
Lab Assistant
THANKS POST
#141 Old 5th Aug 2015 at 9:55 PM
Thanks for sharing!! Is this mod good for the new patch on 07/28/15?
Theorist
Original Poster
#142 Old 6th Aug 2015 at 5:42 AM
Quote:
Originally Posted by Etta01
Thanks for sharing!! Is this mod good for the new patch on 07/28/15?


Yes, this mod was checked with the 07/28 patch and all should be good!
Test Subject
THANKS POST
#143 Old 8th Aug 2015 at 10:23 PM
Thank you this is very needed!!!!!
Lab Assistant
THANKS POST
#144 Old 9th Aug 2015 at 2:08 PM
Genius! I've been desperate for something like this for my con artist sims - thank you!
Test Subject
THANKS POST
#145 Old 10th Aug 2015 at 4:32 PM
tHANKS!
Test Subject
THANKS POST
#146 Old 11th Aug 2015 at 10:20 AM
Yay! So useful. Thank you!
Lab Assistant
#147 Old 11th Aug 2015 at 7:49 PM
It's not working for me. No matter what i do, i can't put any items in the crate. I have the script and i tried removing all the other mods i have but i still can't put anything in. Does it need to be updated?

Edit: quick question: can you put items from the sims inventory into the crate? That's the whole reason i downloaded this. I just notice i can pack things like the refrigerator, but that's not why i downloaded this mod.
Pettifogging Legalist!
staff: retired moderator
#148 Old 11th Aug 2015 at 8:37 PM
Like it says in the first post, "This mod adds a "Pack in Crate" menu item to every item in the game (with a few exceptions) that cannot be normally placed in an inventory." So no, this isn't for inventory items.

Stuff for TS2 · TS3 · TS4 | Please do not PM me with technical questions – we have Create forums for that.

In the kingdom of the blind, do as the Romans do.
Lab Assistant
#149 Old 13th Aug 2015 at 1:27 AM
Quote:
Originally Posted by plasticbox
Like it says in the first post, "This mod adds a "Pack in Crate" menu item to every item in the game (with a few exceptions) that cannot be normally placed in an inventory." So no, this isn't for inventory items.


Very sorry about that, i have issues with paying attention to certain details.
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