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More Nesting Depth for Folders

More nesting depth for folders - aka more folders within folders.

It's just recently been brought to my attention about the nesting depth allowed for mods in folders within the main Mods folder. So I thought I'd provide an updated Resource.cfg file which I use in my Mods folder for anyone interested.

If you are using the Maxis default "Resource.cfg" file that is situated in the Mods folder, then the amount of nesting depth is very limited to package file mods (no more than two or three folders deep if I remember correctly.) and zero nesting to script mods (Especially the old format of script mods that have to remain in their rar folders. Although I understand that the newer format of script mods is still a zip folder of sorts, just one designed not to be easily opened so players do not accidently extract its contents and render the mod broken.)

I use a different Resource.cfg that allows for much more nesting depth (five folders within folders deep) and also for an Overrides folder to sit in the Mods folder, so you can put mods in it in case you want one mod to definitely override others that are using the same XMLs and would otherwise conflict. (Good for mod testing purposes.)

I've put both the bigger Resource.cfg file and an empty Overrides folder in a rar attachment to this post, if you want to try them out. Just extract them both and place them as is into the Mods folder. But make sure to keep the original Resource.cfg file safe if ever you wish to return to the Maxis limited nesting.

It is highly unlikely that this "mod" would ever need updating. Firstly it is not a mod in the same sense as all other mods. It does not effect that part of the game. If Maxis ever change the way mods are injected into the game, (and they may as well work on a new iterations of the franchise than  do that to ye olde TS4) then this file and its data would need looking at. So I'm confident enough to say, this will never need updating no matter how unbearably long they continue to drag out TS4 for. And I would not say that for any other TS4 mod. 

 

Update April 2022.

For future reference, it's also worth keeping in mind that if you ever need to use the function on Origin to "Repair Game," during the process it may replace this Resource.cfg with the original. So be ready for that if ever the need arises. In recent times, 2022 and patch 1.85, there was a supposed fix for the lag latency that happens when switching between Live Mode and Build Mode, and vice versa. Much like a frame rate lag spike that could go on for several minutes before clearing up. Some players reported it still occurs after patch, and were advised to then do an Origin Game Repair for the fix to finally take hold. So there is one example to keep an eye on this Resource.cfg if you feel you need to try that repair trick to fix the Live Mode/Build Mode lag spike if it still persists after patching to 1.85+.

What I can confirm from my own experience is that yesterday, I patched from game version 1.83 to 1.86. Only to find the Live Mode/Build Mode lag fix, as expected,  did not take hold in my game. It was still there. Before I took to cursing Maxis' typical ineptitude, I came out of game and tried the Origin Repair. Took about ten minutes, then I was back in game. More surprised than I ought to have been, I discovered the lag has indeed gone. Yay! Two years of it now finally over. Slowpoke Maxis comes good in the end. Also the Origin Repair process did not replace the modded Resource.cfg with original. So that report I got some time ago does not seem to be accurate. Though it may vary from game to game, perhaps. Depending on how much damage Origin has to repair, I'll guess.

Edit - I think it needs to be said that the Maxis patch to fix the lag mentioned above no longer works. A very short-lived fix that now does nothing. The lag is back and worse than ever. To be truthful, they never did fix it properly to begin with. Where it stopped happening when transitioning from Live Mode to Build Mode and vice-versa, it was still present when using Photography. Hence not thoroughly fixed, and probably now why it is back in game when Live Mode/Build Mode transitioning and worse than ever. No amount of Origin Game Repair helps. Well done Maxis. Typical Maxis. Fixing it with horse blinders on means not really fixing it at all. 

        

Resource.rar

Featured Replies

Thank you for this! I had the worst time learning why some of my mods wouldn't work when no one else was having trouble and someone mentioned nesting. They walked me through editing the resource file (bless their soul, it was a task) Having one already edited and ready to go is a great thing. Thank you!

I don't know what the ea limit is now, I know it was once one deep inside the mods folder. However, I have three subfolders deep inside the mod folder and my mods always work with no mod required. ::shrug::

 

(i.e.  C:\Users\Kelli\Documents\Electronic Arts\The Sims 4\Mods\Misc\Food\Chefs Helpers )

I've never played around with an Overrides Folder, so I'm going to have to start trying to figure out which mods are sharing the same XML's, and play around with this.  

Thank you so much for this, it should be very handy!

  • 2 weeks later...
  • 1 month later...

Thank you for adding this but I have a question- I read/heard a few times that its not good to have a lot of folders in the mods folder. Personally I have a lot but not sub folders and more sub folders within, I just divide my CC/mods as much as I can. Should I use this file or its only for people who create sub folders within sub folders?

  • Author

Hi @gagasluxury You can still use the files here even if you don't wish to make multiple nested sub folders. What's that old saying, it's better to have it and not need it, than to need it and not have it.

I don't even push it to the extreme. But it's nice to know it's in place if I wanted to. And regarding the reports that it's bad to have too many sub folders. The truth of that is going to vary vastly depending on a few factors. Chiefly the volume of mods and CC and the hardware specs of the computer. Horses for courses. Know your own machine and your mod and CC volume, then you'll have your answer what's good or bad.

Of course it's always fundamentally better to have no folders at all in the Mods Folder. So it's the fine balance between how far you can go keeping things organised and tidy for your own peace of mind, versus the machine's capabilities.

  • 1 month later...

I wanted to ask another thing- will this file ever need to be updated? like its not a mod but do you think it can be impacted from an update or this file will always work? 

Thanks so much for this. I really like being organized because it's easier to find things, especially when having to update mods. This will help me out even more.

  • 3 weeks later...
  • 2 months later...

This is great, thanks! I just need one thing clarified, am I to understand that using this Resource.cfg file will allow me to nest ALL of my script files, in addition to my package files? I really hope this is the case because I've been wanting to nest them in "Scripts" subfolders, according to their authors, since forever.

Edited by 1SavedDiva

  • Author

Then this cfg file will serve you well. As we both know from experience that script mods cannot be nested with the original default cfg file. But with this cfg in place, you can safely nest script mods inside their own named folder while inside the mods folder. One sub folder deep and they're happy. Any more than that and the game goes back to not reading the script mods. All the script mods I use are organized in the same manner you're asking about. Such as MC gets its own folder for all its bits and pieces, named after the creator, deaderpool, and it works perfectly fine in my game. Also a shortcut link on desktop for the TS4 folder, so I don't have to keep hunting it down through My Computer, My Documents over and over, and MC's text report file also gets a shortcut to desktop, so I can quickly open that to see what went on in in my sim world, without having to open what... about three or four folders each time to access it.

It's all very well adding more nesting depth and sub folders, but it does make it more of a chore getting to stuff without desktop shortcuts.

  • 7 months later...

Thank you very much for this! 

I just need a little precision, can you help me please

Now with this new resource.cfg, can we put mods like MC Command Center in a two deep subfolder like this : C:\Users\user\Documents\Electronic Arts\Les Sims 4\Mods\Scripts\MCCC

It's something I've always dreamed of but when I try it in my game (with your resource file) MCCC still doesn't work

I have a similar question to DiamSims's. I'd like to place my mod files back into the Hacks folder that they are in for The Sims 3. Within this folder I'd like to give each modder their own folder. Actually, I had the modder folder inside a folder named for the website where they submitted their work. Script files in my Sims 3 game are path(ed) as follows: Electronic Arts/The Sims 3/Mods/Packages/Hacks/Website Name/Modder Name. Can I do this with your Sims 4 resource.cfg enhancement?

"But with this cfg in place, you can safely nest script mods inside their own named folder while inside the mods folder. One sub folder deep and they're happy. Any more than that and the game goes back to not reading the script mods."  --Coolspear

I think this answered my question.:embarrassed-smile-smiley-emoticon:

 

Edited by teeLcee

  • Author

Script mods can go no deeper than a single folder. I have MC in its own folder. Weerbesu's mods in their own folder. TwisteMexi's in their own folder. So on and so on.

Everything else can go more. In my folder I think the deepest I have some is three folders deep.

Come the day Maxis stop patching the game and many of the aforementioned modders will be doing less and less work on TS4, some none at all, then everything will be taken out of subfolders, even my millions of cas CC mods, and all put in the single Mods folder. So the game will find and load them much quicker.

I only keep it organized in sub folders to help find it all for patching and updating. When that's no longer a concern, then bye-bye sub folders and hello better loading.

In essence, many sub folders are helpful, but keep it under control.

I want to thank you for this. My mods folder is now extremely organized so I know whose mod is where and if it's a script or package file. Thanks so much!

  • coolspear changed the title to More Nesting Depth for Folders
  • 2 months later...

Saved the day!  I seem to have taken a detour into Dragon Age games for awhile, I still was keeping track of Sims updates, expansions, ect and had removed my mods to update as I got new packs.  Somewhere along the way I must have deleted the folder I had put them all in and am having to start from scratch again. I was having a senior moment trying to remember how to even set up my mods folder and remembered that you had offered this to us.  Yea!  Thank You! :cheerleader_2:

Sounds like the Bioware community has been pretty vocal about that from what I've been hearing.

 

  • Author

With good reason! Only one word needed to highlight the rapidly growing mistrust that this once Prestige Master Class of game devs have truly lost the plot and may ruin yet another beloved classic Dragon Age, and that word is - Anthem.

Anthem isn't my style as far as content/game play.  I'm just more into using magic or swords than guns, but I have been watching my favorite DA and MA duo as they play the game.  Codex Added has a great podcast discussing Bioware games and they have been streaming the game since the first early access, pre-release. I see hints of the Bioware I know in it but so far not the story content (and no romances :crying:) that makes it more immersive. One of them has played it all the way thru and he says it does get there so we shall see.  Personally, I wouldn't buy the game, but I hope it does well for DA's sake.

  • 4 weeks later...

Thank you for this.

I want to use the Simulation Lag mod, so I'll make sure I follow instructions correctly.

  • 4 months later...

Hey coolguy:  Do you know if doing a game repair through Origin will change this back to the EA cfg file? The reason I ask is that after doing an origin game repair I noticed my awful green plumbob came back. (I hate that bloody thing.) So then I have to go deep into pc files and edit the code that makes the plumbob invisible but leaves everything else in the game alone. Any thoughts from you?

  • Author

I have no idea. Could be. It's easy enough to check though. The .cfg file can be opened with Notepad - it is actually just another form of .txt document, so can be opened with Notepad without issue. Compare the one here to what is in the Mods folder after an Origin game repair. If it has less data and no mention of a Overrides folder then, yep, Origin repair reinstalls the default .cfg.

I'd like to know the result of that, for future reference. So I can make a mention of it in this thread for players to be aware of.

5 hours ago, instantmagic said:

Hey coolguy:  Do you know if doing a game repair through Origin will change this back to the EA cfg file? The reason I ask is that after doing an origin game repair I noticed my awful green plumbob came back. (I hate that bloody thing.) So then I have to go deep into pc files and edit the code that makes the plumbob invisible but leaves everything else in the game alone. Any thoughts from you?

I believe that has always been the case, seems even with Sims 2 and 3 when modded.  I always pull the good (modded) .cfg out when I do anything like that, then just replace it after. The point of the repair, I'd guess, is to restore all of the original files to the game.

On 8/21/2019 at 2:41 PM, instantmagic said:

Hey coolguy:  Do you know if doing a game repair through Origin will change this back to the EA cfg file? The reason I ask is that after doing an origin game repair I noticed my awful green plumbob came back. (I hate that bloody thing.) So then I have to go deep into pc files and edit the code that makes the plumbob invisible but leaves everything else in the game alone. Any thoughts from you?

 

On 8/21/2019 at 6:03 PM, coolspear said:

I have no idea. Could be. It's easy enough to check though. The .cfg file can be opened with Notepad - it is actually just another form of .txt document, so can be opened with Notepad without issue. Compare the one here to what is in the Mods folder after an Origin game repair. If it has less data and no mention of a Overrides folder then, yep, Origin repair reinstalls the default .cfg.

I'd like to know the result of that, for future reference. So I can make a mention of it in this thread for players to be aware of.

 I just did a repair because I un-merged a few things to remove bad cc, and upon completion (delete all the crap, load game, play and don't save and close out), the overrides folder was still present. I don't know what to look for, so I didn't bother to open the .cfg to see any differences. I'm still learning to read le's properly.

  • Author

The Origin repair will not get rid of the Overrides Folder itself, in the same way it will not delete mods. But if a repair does replace the modded .cfg for the default version, then there will be no Overrides Folder data set up in the .cfg code lines, so the game will totally ignore the purpose of the Overrides Folder and will not give anything placed within it load seniority. So that any mods in Overrides Folder fall back into the realms of possible mod conflicts.

The modded .cfg looks like this when opened with Notepad -

Priority 500
PackedFile *.package
PackedFile */*.package
PackedFile */*/*.package
PackedFile */*/*/*.package
PackedFile */*/*/*/*.package
PackedFile */*/*/*/*/*.package
Priority 600
PackedFile Overrides\*.package
PackedFile Overrides\*\*.package
PackedFile Overrides\*\*\*.package
PackedFile Overrides\*\*\*\*.package
PackedFile Overrides\*\*\*\*\*.package

The default something like this (If memory serves) -

Priority 500
PackedFile *.package
PackedFile */*.package
PackedFile */*/*.package
PackedFile */*/*/*.package

 

The visible differences being less nesting depth and no Overrides Folder entry at all. The .cfg is just another form of text .txt document made with Notepad. Hence you can use Notepad to open and view/alter its data. If not already setup to be opened with Notepad, double click on .cfg file, Windows will ask you which programme you want to use to open it, select Microsoft Notepad from the suggested options and you're done. Alternatively, single right click on .cfg and choose "Open With..." option from dropdown list. The same suggested options window will open and Notepad will be available to choose. Probably the only option to choose if you don't have multitudes of third party text or document apps on your computer. 

I recently organized my mods folder since I was getting sick of the clutter. And some of my CC suddenly stopped showing up in my game. Because of you, I now know why. Thank you so much for this.

Hi there people!  Pretty new simmer here, but I'm learning stuff (and enjoying) as fast as I can, hehe.

 

So I have a question about this mod. I've taken to naming and numbering folders in my Mods folder, such as.

/Mods/1 General Fixes

/Mods/2 MCCC 641

/Mods/3 Gameplay

/Mods/4 Body changes

 

.And so on, and soforth.  Now, I do understand the purpose of an overrides folder, as I've used such in different games over the years, but my question here is. 

Should I re-do my number scheme so that Overrides is 1, and thus loads first, or will it function as it should without that. And my main question is if I DO add a number to the Ovverrides folder name if it's needed to force it to load first, do I need to edit the provided .cfg file so that all instances of "Overrides" instead say "1 Overrides"?  I'm a bit concerned to try this as I fear to break stuff lol!

 

Also, Coolspear, even though I'm new I can tell you've been tirelessly providing what appears to be amazingly helpful and enjoyable content to players for a VERY long time.  I always appreciate the giving nature of talented modders, and I'd like to thank you for that, Sir.

 

Cheers, people!

  • Author

The Overrides folder must not be renamed. To do so would render your Mods folder with no Overrides folder.  The name stipulated in the .cfg is the only thing that will be accepted. Though if you insist, you can call the folder "Bananas," as long as that is also amended in the .cfg to mirror the change. :slapnut: 

But as you've also correctly pointed out, there simply is no need to change its name as it will always give any files within load seniority, again as stipulated in the .cfg configuration for the loading process.

Also, TS4 is unlike previous iterations where seniority was managed via a simple alphabetical system or numerical one. The TS4 system is based on ____________ (Fill in blank with your own guess. But it's not alphabetical or numerical.) I think I read somewhere that someone worked it out. But I'll be damned if I can remember. Maybe something to do with the inner-workings of the instance numbers on XMLs. So not something that's easily managed on the player's end with simple file name editing. Needlessly complicated and not made with the players and their mods in mind, just coders doing it for themselves. Too long looking at the Matrix green screen, if you ask me.

Oooh wow, thanks Coolspear!!  Not only did you answer my question you answered one i didn't even ask lol.  Ok so i suppose i can go and take all the numbered lead-name bits off my folders now.  I didn't realize that was non-functioning!!  

 

Alright, now i understand this better, thank you.  Im looking forward to having and using an override folder in this game.

 

Who knows?  I just might very well name it Bananas, lol., but i suppose that depends on how silly and adventurous im feeling at the moment ;)

 

Cheers!  And thank you :)

Edited by Burton

Thank you. OMG I love chatting up geniuses, like Coolspear. I say this with all sincerity, because whether they know it or not, they are teachers to those of us less brainy. :) Above all they are artists who make Sims 4 fun to play. After all the uncool stuff that EA does.like Sims drinking water endlessly from the tap without the gamers permission, people like him fix it the way it should be. So I don't consider mods as really cheating since most of them fix broken things that EA cannot or will not seem to do?!

  • 1 month later...

HI Coolspear, I use a lot of your mods so thank you for all your work. I don't really understand this mod, though. First, can the mods in the overrides folder be organized in subfolders? Also, how do I know if a mod is an override? I currently have your mods in.sims4/mods/[mods] Coolspear. All the mods are named like that and the regular cc is the same except without the [mods] before the creator name. So can I but all the mods like so: sims4/mods/overrides/Coolspear? I am worried I will end up unable to figure out the creators of mods in order to update them, as some creators don't include their name in the file name. If I rename them I run the risk of ending up with duplicate mods because they won't overwrite old versions.

  • Author

Not sure about making subfolders in the Overrides folder. Not something I've tried. My gut instinct says it's probably best not to. But that's only a guess. Though it really would not be an issue to try. It either works or it doesn't. If I can remember I'll try an experiment. You can try too, perhaps finding the results before I do. I'll use the No EA/Maxis Logo on Load mod. Put that in a subfolder. Then load the game. If no logos show, then subfolders work in Overrides folder. If logos show, then subfolders do not work. A simple test to discover the truth of it.

Edit Update - Well I tried this experiment. I moved my SimserderDeutscen folder - which contains their "No Intro" mod (Not the best mod name, as we talked about. Then again, how many No Intro mods are there out there to get confused about? But it's still nice to know the creator's name, I wholly agree.) - into the Overrides folder. Loaded game, and there were no EA/Maxis intro logos at start of loading. So it seems subfolders do work when in Overrides folder. At what nesting depth I cannot say. I've done all the basic experimenting I'm willing to do on this. And confirmed it does work at the single nesting depth/subfolder range. Anything deeper, you'll have to try your own experiments. But please report results here if you do continue the deeper experimenting. This is a good thing for all players to know.

Regarding which mods are suitable, that's entirely up to you. Any can go in there, including script mods. (Though they should definitely not go into subfolders if in Overrides folder. I know that even without trying the experiment above.) I recommend the ones I do because I know they might, or do, conflict with other mods while in normal Mods folder. They won't while in Overrides folder, they'll take precedence, take seniority in the load, and be available in game. So if you feel you need to do that with any mod, it's entirely up to you. And it may help determine the reasons if you are using a mod that is doing nothing in your game. Rather than declare it broken, It might start to work when placed in Overrides folder. Then you'll know it was due to conflict with another mod. (Unless that other mod is already in Overrides folder, and the very reason why the first mod did not work. Aye, that's when it starts to get confusing, I'll agree. That's why I do not have too many in my Overrides folder. Just ones I definitely know about, or those I'm testing. Hence why I've never tried subfolders as there are not that many mods in there.) 

And I know exactly what you mean about creators and modders not naming their mods more suitably. Usually noobs. It does not hurt to send them a message relaying the possible future problems due to lackadaisical, inept mod naming. Sign your work properly, and be recognised all the more for it. Noobs-need-nudging, eh? I know, I was a noob in need of an occasional nudge once. Still do every now and then, and ever-better for it.

Oh, now I get it! Thanks. For some reason I wasn't understanding that the overrides folder is for the mods you want to take priority. That's helpful. So I could put your world control mods in /Overrides and put Bienchen's lessfame and no stupid hats mods in /Bienchen to make sure world control doesn't get borked by potential conflicts. And thank you for testing that, it's very helpful.

I do use this, esp. coolspears .cfg file that allows this  If EA releases a pack or patch, I take .cfg file out of the mods folder and put it on desktop. Along with the my active mods folder also on the desk top, then update/patch and sometimes origins fix my game. Why? you ask, because as you DL the new game it will make a new mods folder and a new .cfg file. When you have DL all the EA stuff. Delete their newly generated .cfg file along with newly generated mods folder. Now put your mod folder from your desktop including CS .cfg file and you should be good to go. Hope that helps you. You'd have to ask CS if you actually need to have a folder named Overrides. As I find that the .cfg file of his is pretty much all I need, for EA to "read" all my folders and folders within folders. Hope that helps you .

Well, I need help please.: I don't understand why you are speaking of an override FOLDER. I downloaded the new recource (this installation is clear) and the override folder. But when I open this rar-file there is only a package not a complete folder. Do I need to create a new folder in mods to put this package into? And after creating a new folder (with the "override package) I'm able to put more WorldSimControl packages into it? Like "WSC Empty Streets" and so on? 

 

Sorry, but I'm confused and need really help because I want to try the Empty Streets mod but don't want to do make nonsense.

 

Best regards 

  • Author

I really cannot keep repeating what I've written here in several posts.

There're only two pages here, and I've explained the function of the Overrides Folder in several post. I cannot keep doing it over and over.

Overthinking it is causing confusion. It's a very simple premise.

The .cfg of this thread is setup to recognise the Overrides Folder. The original Maxis .cfg is not.

The Overrides Folder  - (Not a package file. I don't know why it would be a package file on your end when you open the rar.) - is simply to put mods in, to make sure they take load seniority and will work in your game. Doing this to avoid possible conflicts with other mods that may make the mod not work otherwise.

 

I won't ever be repeating this again. Please do not overthink it.

Sorry for disturbing, Coolspear. I read ALL posts and used the translator as well because English is not my native language. But I think it must be allowed to ask questions if somebody like me don't understand such important mods but want to use them.

 

And sorry I said the overrides folder contains only a package because I only saw this package in the cool1_visitorsNone_EmptyStreets_OverridesFolder.rar. I thought that this EmptyStreets OVERRIDE folder IS the override folder.  

 

That the correct, general override folder is part of the resource file I didn't saw before. In the past time I downloaded such a resource file from other persons like "Crincrit" and the content of her rar file was only the changed data. 

 

 

What I downloaded was coolspears nesting depth mod. His mod comes with a .cfg file which I believe is larger than the standard EA one is: And he also provides a folder that is empty that is named Overides. After unpacking the nesting depth file you must replace your EA.cfg file with his .cfg file in  your mods folder it is called resource .cfg So take that out and put coolspears resource file in. Then add his provided override folder. Unzipping his mod should show a resource.cfg file and an empty folder called overrides. You see now? After you have done all that then put his empty streets mod in that provided overrides file. You see now?

Dear Instantmagic!

 

Thank you very much for reply and yes now I understand all things. Like I wrote I didn't saw that the folder with the new resource file included the empty override folder as well.

 

But if you are here maybe you (or anybody else) can help me: I'm totally new in the WorldSimControl theme. There are soo many threads (WSC 1 - 17) and for a beginner like me I don't know where to start and end. Do I need EVERY WSC file or can I take only a few of them? I'm not sure how to handle all these. For example: if I use the "Empty Streets" mod - do I need the "City Streets San Myshuno", too?

 

If a user of Coolspear mods use the files from beginning it will be all clear. But for a new user like me there a so many questions because this WSC is a big, big theme. I read all threads (with translator as well) because I like the whole idea of this series so much. But even after repeated readings I'm often uncertain. 

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