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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?) - 21 Feedback Posts, 4 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 4,998 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)
Test Subject
#176 Old 3rd Jan 2016 at 5:28 AM
Quote:
Originally Posted by plasticbox
Attached is a version made and tested in 1.13.104, I seem to have no issues with it. Tested enabling/disabling packing as well as packing, moving and unpacking. Sims can nap, cook, sit, sleep just fine. I wouldn’t know how a missing Chest inventory would have resulted in no napping, though.


Thank's.
I added a link to your post on my mod's description.
Pettifogging Legalist!
staff: retired moderator
#177 Old 11th Jan 2016 at 4:25 PM
Updated the 1.13 version with Spanish translation and moved to main post.

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.
Test Subject
#178 Old 29th Jan 2016 at 9:04 AM
Please fix this mod doesn't support 1.14.49.1020
Pettifogging Legalist!
staff: retired moderator
#179 Old 29th Jan 2016 at 11:16 AM
Please test your CC systematically and don't spam everyone with "it doesn't work".

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
#180 Old 29th Jan 2016 at 5:17 PM
Quote:
Originally Posted by roansims4
Please fix this mod doesn't support 1.14.49.1020

Heed plasticbox's advice - that or you'll just end up on my ignore list -- oh wait, you accomplished that. Seventeen posts, many of which were posted to mods that are either checked and working or have already been updated, gets you ignored in a hurry.

For everyone else -- I realize I was away for quite a while, but I'm getting to them, one by one. Right now only something like 8 or 9 of my mods are not installed in my game, the rest are all working fine. And two or three of those that I haven't updated/checked have been updated by someone else so they aren't even a priority for me.
Test Subject
#181 Old 6th Feb 2016 at 7:10 PM
Thanks for your amazing work Scumbumbo!
Test Subject
THANKS POST
#182 Old 24th Feb 2016 at 3:40 PM
thank you
Test Subject
THANKS POST
#183 Old 4th Mar 2016 at 10:43 PM
looks like a good addition.
Test Subject
#184 Old 10th Mar 2016 at 3:00 AM
Default "Object Not Owned By Household."
So obviously when I first shift-clicked the mailbox and saw "Set Object As Head", I clicked it. And then after seeing a gigantic mailbox on my Sim's head, I freaked out and shift-clicked it, pressing "Reset Object (Debug)". The object on her head was then placed beside her, outside of my property and out of my control. Because of this, I couldn't move this huge mailbox or delete it.

But my problem is that I got this mod specifically because I heard you could pick up objects out of the world and place them in the box to move them. If not, then that's fine; I was just misinformed, then. But if so, is it specifically with mailboxes that this happens, or is it with all items that could possibly be "owned" by a non-existent Sim? Hovering over the option to pack the mailbox in a crate tells me that the "Object (is) Not Owned By Household." Even though the object was an original copy of my family's mailbox, it would still be considered to be mine....right? If this mod can't help me....does anyone know what can? I don't want to be stuck in a world where a giant horizontal mailbox is pointing at my Sim's house!!
Theorist
Original Poster
#185 Old 10th Mar 2016 at 5:02 AM
Quote:
Originally Posted by smw190098
So obviously when I first shift-clicked the mailbox and saw "Set Object As Head", I clicked it. And then after seeing a gigantic mailbox on my Sim's head, I freaked out and shift-clicked it, pressing "Reset Object (Debug)". The object on her head was then placed beside her, outside of my property and out of my control. Because of this, I couldn't move this huge mailbox or delete it.

Probably your easiest recourse is to install the enable advanced debug/cheat interactions mod (it sounds like you already have it installed) and then use "Destroy Object (Debug)". Or alternatively you can use the "Debug: Claim Ownership" to make your Sim own the item and then you can pack it into a crate.
Screenshots
Test Subject
#186 Old 11th Mar 2016 at 2:26 AM
Quote:
Originally Posted by scumbumbo
Probably your easiest recourse is to install the enable advanced debug/cheat interactions mod (it sounds like you already have it installed) and then use "Destroy Object (Debug)". Or alternatively you can use the "Debug: Claim Ownership" to make your Sim own the item and then you can pack it into a crate.


Oh my god, thank you. I didn't expect to get help so quickly! You're a lifesaver.
Test Subject
#187 Old 24th Mar 2016 at 9:10 PM Last edited by dmeyers63 : 24th Mar 2016 at 9:14 PM. Reason: pushed enter accidently
http://hopeandhollyhocks.tumblr.com/image/141546859787 This is such a great piece of custom content. I am having some trouble tho as I had my sims unknowingly unpack the crate in the world instead of on their gridded property. I didnt discover the problem until I went to Buy Mode. Now I cant delete anything that was in the trunk. Anyone have any idea how I can fix this problem as things are a cluttery mess in the world there now.
Mad Poster
#188 Old 25th Mar 2016 at 12:10 AM
Is it not possible to repack the crate at all?

My deviantART, MTS Yearbook Origin ID = Alistu
Test Subject
#189 Old 25th Mar 2016 at 4:00 AM
Quote:
Originally Posted by Menaceman44
Is it not possible to repack the crate at all?

No I cant repack the crate. That was my first idea. I can click on the crate to enable or disable packing. While enabled it does give me the option on each item to "pack in crate" but it doesnt add the item to the crate .
Theorist
Original Poster
#190 Old 2nd Apr 2016 at 6:02 PM
Quote:
Originally Posted by dmeyers63
No I cant repack the crate. That was my first idea. I can click on the crate to enable or disable packing. While enabled it does give me the option on each item to "pack in crate" but it doesnt add the item to the crate .

The crate itself needs to be on the lot in order for the scripts to find an available crate, so you should just need to pick up the crate and move that item onto your lot. Then you should be able to click those items outside the lot and add them to the crate.
Test Subject
#191 Old 4th Apr 2016 at 4:11 PM
Thanks for all your work on this! I had a thought/question. Does the packing crate work for trees/plants? Is that something that would be possible? It would be so cool to be able to put plants in your sims' inventory and then place them outside of the build-able areas, like between lots, on the beach, etc. Thoughts?
Test Subject
THANKS POST
#192 Old 3rd Jul 2016 at 8:58 PM
This mod was one of my favorites. Unfortunately, the June 2016 patch broke it so that when used in the game, it messes with the CAS resources of all of my Sims (no pictures of any households show up on the edit household screen under Manage Households though the names do).
Test Subject
#193 Old 12th Jul 2016 at 2:51 AM
Can you update this mod please?
Test Subject
THANKS POST
#194 Old 23rd Jul 2016 at 2:59 PM
Will this mod be updated? It is great, but I can't use it, at the moment. Thank you.
Test Subject
#195 Old 27th Jul 2016 at 4:09 PM
it works for me in all ways but i cant put objects into it at all, there is not the option to put it there
Lab Assistant
#196 Old 14th Aug 2016 at 1:12 PM
nuts. i was hoping it would still work all those replies before the last three were so good. Is this deprecated or does it need to be updated, I would love to have this!
Test Subject
#197 Old 16th Oct 2016 at 8:20 PM
Seems to still be working properly for me.
Test Subject
#198 Old 28th Oct 2016 at 3:19 AM
FYI, this mod was broken by the 10/27/16 patch.
Test Subject
#199 Old 28th Oct 2016 at 3:59 PM
Quote:
Originally Posted by pixiejuice
FYI, this mod was broken by the 10/27/16 patch.


Same here. Infinite loading screen when loading a family.
I hope you can fix this... I really love this mod
Test Subject
#200 Old 28th Oct 2016 at 5:30 PM
Same here! Game works fine now with the mod removed.
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