Sims 4 Updater Reentry

0 views
Skip to first unread message

Elvina Cannizzaro

unread,
Aug 3, 2024, 1:52:49 PM8/3/24
to mabeabuhong

Sims 4 Updater is a GUI tool for updating/repairing your The Sims 4 game to the newest available version. Simply select your game folder and click the Update button. Sims 4 Updater uses a mix of xdelta patches and full files to ensure as small download as possible.

Q: Updater doesn't run, I get some error message, what should I do?
A: First of all Sims 4 Updater is 64-bit only, so make sure your Windows is 64-bit too. It's written in Python 3.10 and they dropped Windows 7 support in 3.9, so if you have Windows 7 - update it to 8 or newer. And lastly make sure you have VC Redist 2015-2022 x64 installed and that your anti-virus doesn't block it.
There's a hack to make it run on Windows 7 but don't ask me for help with it.

Q: My anti-virus says Updater is a virus, should I be concerned?
A: Sims 4 Updater is written in Python and turned into exe with PyInstaller. It is a common issue that some anti-viruses mark it as a virus because of how it's made instead of checking what it does.
There's a source code audit by administrator of CS RIN forum posted in the second post of the Updater thread.
I've been making stuff for The Sims 4 since 2018. If you don't trust the Updater - don't use any other of my tools either. Online crack that most repackers use is also made by me. :)

Q: I get download or metadata errors, what should I do?
A: If you use a VPN - try selecting a different country or disable it completely.
If you don't have a VPN or that didn't help - use ProtonVPN - free version works fine.

If it doesn't work or is too slow consider downloading the files manually (see below).
If the Updater can't auto-update, download the newest version yourself.If you can't update the game - first download all the patches between your current game version and the newest one:
-4-updater-beta#sims-4-updater-manual-updates
Then download my newest crack (no-origin-fix--ANADIUS.rar):
-sims-4-crack-only
And finally if you want to install some DLCs grab them from:
-sims-4-dlc-only-1
Put all downloaded files in the same folder as the Updater and simply run it.

Q: Can I use the Updater without internet connection?
A: No, but you can use the Patcher. It uses the same patch, crack and DLC files as the Updater (see links in the answer above). You can get it from here.
Extract the 7z archive with 7-zip or WinRAR. patcher.exe is what you want to use.

Q: Do I need a VPN? Does Updater use torrents?
A: No. Updater uses HTTPS downloads, so you don't need a VPN. Your ISP can't see what you're downloading, only that you connected to some server. Use a VPN with Updater only if you have some problems with your downloads.

Q: I have problems with starting/playing the game, where can I get some help?
A: Make sure you read the troubleshooting guide.
If you still have problems you can ask on my Discord.

Q: Can I just download DLCs without updating my game?
A: Yes, create a text file and rename it to "no game update". Keep in mind that new DLCs need a new game version. So if you can't see a DLC icon on the main menu screen - you won't be able to use it.

If you have a legit game through Steam - Updater should automatically detect the correct path. Then it will ask if that's your legit game - answer "yes". Updater will leave the legit exe untouched in Game/Bin folder and will put a cracked one in Game-cracked/Bin. You can play that cracked game (add it on Lutris or Steam) or you can use a DLC Unlocker, as the Updater says.
If you have a cracked game - you will have to select the main installation folder yourself. It should be somewhere inside your Wine prefix.

Updater will try to automatically detect where your game is. If it doesn't - select The Sims 4 app. It should automatically detect the correct path to use:
If you have a legit game - Updater will select the correct The Sims 4 Packs folder. And it will download DLC files only.
If you have a cracked game (Windows version running through Wineskin wrapper) - Updater will select the correct path inside the wrapper.

LinkedIn and 3rd parties use essential and non-essential cookies to provide, secure, analyze and improve our Services, and to show you relevant ads (including professional and job ads) on and off LinkedIn. Learn more in our Cookie Policy.

Everyone raves about Kerbal Space Program, but KSP is a toy, where you launch toy ships with toy men at toy planets. There is no sense of scale or distance, the controls are terrible. In addition, the emphasis on lego construction leads to a lot of compromised designs from a small bin of standardized parts. You're never going to understand what flying in space is really like by flying Kerbal Space. It's for teaching orbital mechanics like you would a grade schooler, with cartoons and arrows you can click and drag everywhere.

In contrast, Orbiter is everything Kerbal is not. Extensive customizable keymapping and joystick support. Open source and extensible with an astonishing variety of completely customized ship meshes, Multi-Function-Device modules (more on this later). As a community project, Orbiter is open in a way a game could never be, and the result of this modularity is realism and depth.

Controls and calculations go out the window in Kerbal. You drag arrows and eyeball orbits. I've seen some impressive feats on youtube, but when I fly a Kerbal ship it's like trying to play a piano from the wrong end with a toothpick. Orbiter puts you right in the cockpit, the pilot, not the manager of a pilot.

Cargo, docking, EVAs, reentry, full solar system simulation. Pretty much the only thing I have to complain about is there's no relativity, and on a continuous-burn in a VASIMR to Pluto, that actually becomes a problem.

I have flown massive SCRAM-jet capable shuttles. Ion drive probes. Space-X launches to the ISS and the moon. Straight direct burns to mars in a month (fuel constrains optional). Reenacted shots from 2001, 2010, and several other favorite scifi universes. One mod replaces the whole solar system with Alpha Centauri and gives you the Avatar spaceship. I've flown Firefly's Serenity and flipped one engine back to pull a Crazy Ivan.

Nobody paid me to write this. Orbiter is free for everyone to download and build on. And they need enthusiasts, and developers for new generations of ships and bases and MFD computers. KSP has gotten so much attention since the early 2010s, at time when both sims were popular contenders. I am hoping that with the new release, improved graphics and (hopefully) some stability improvements, Orbiter can regain mindshare, and inspire a new generation of wanderers.

Trans-X is an essential MFD module for navigating the solar system. It took me about a year to really get the hang of dialing in efficient multi-stage journeys, but once I had the technical knowledge and skill, it was a feeling of immense statisfaction.

The best way to get the hang of things is to run through a few of the basic tutorials built into Orbiter. Get to a point where you can switch between MFDs, you get a hang of the 12-button MFD interface, you can find where you are on a map and an orbit diagram.

Then I'd recommend Go Play in Space as my favorite full-detail step-by-step guide to astronautical proficiency. Try to transfer to the moon, or dock with the ISS. Plot a journey from orbit to interstellar space to Mars capture, and appreciate that function-key time-dialation for the several month journey to the red planet.

The point is, check this thing out over the holidays. Play around. Enjoy the overview effect. See what you've been missing in KSP. Support their efforts to maintain this uniquely realistic and extensible software over the last decade.

You will notice that some ships have beautiful 2d or 3d cockpits to provide fine control over unique systems like SCRAM jets and a offer a general feeling of immersion. However, every ship supports systems control via standard 12-button MFD modules which the user loads on launch and cycles through on a couple displays. This generic-display, programmable-button design is taken directly from real aerospace practicality. When you are rattling around the earth at 7000 m/s, no-look predictable touch controls are essential and the display you have has got to be every display you need.

As a purely sofware interface, though, clicking columns of identical buttons on screen leaves much to be desired. Every operation takes a couple clicks, and fine-tuning several numbers in concert can be particularly maddening as you toggle from superfine to coarse control and keep clicking +/- until the curves match up and the numbers look reasonable.

I hope that at some point this will be addressed from a user interface standpoint, but for now it does provide real-life accuracy to the limitations of the Shuttle specifically, and it also provides a very simple way for mod designers to ensure that any MFD in (most) any ship will behave the same way, freeing the designer to work on the display and calculation in simple C++ addons, without worrying about handling complex input at all. Just vector graphics going out and a 1x12 input stream plus direct telemetry in.

If the project had a next step, I would love to see support for second screen, so I could have an MFD running on a tablet that pings back to my computer. A guy can dream, right? A logical next step will be adding a dual viewpoint VR render option for the Vive and other headsets coming out next year (if that doesn't already exist somewhere; this thing is so option-rich it's hard to keep track of every checkbox).

c80f0f1006
Reply all
Reply to author
Forward
0 new messages