Sims 4 Resource.cfg Download

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Heberto Calderon

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Aug 4, 2024, 11:53:30 AM8/4/24
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Sims 4 wasn't starting up for me so I went through and deleted the cache files and other unwanted files. Later I tried to open sims and my mods weren't showing up or working, that's when I realized I accidentally deleted my resource.cfg file, and I don't know how to get it back. I've tried taking the mods file out and restarting sims, I've tried downloading a new resource.cfg file, I've tried making a new one in notes, I've tried taking the whole sims 4 file out and then restarting the game, I've tried uninstalling and then reinstalling sims. The game won't make a new file. I've even tried factory resetting the game and I can't seem to get it back. Please help!!
I solved the issue! Sims 4 was making a new folder in my documents (not the folder that it was originally) and that's why I couldn't find it. I took my saves, mods, and other important files from the old folder that wasn't working and I put them in documents. Everything works now! Thank you to everyone who tried to help me.
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And if you don't know what that is, it's basically a folder that you can use to resolve (some) conflicts between mods that edit the same tuning resources. So, like I mentioned in the post for the criminals mod, although that mod technically edits some files that are also edited in Zero's No Randoms mod, you can easily make the two compatible by making my mod load last. Nothing else in Zero's packages relies on anything in the specific file I edited, so making mine load last and override that part of Zero's package won't break anything.
If you're familiar with the Sims 3's modding scene, the process for doing this is basically exactly the same as it was for that game. Add a new folder in your Mods called Overrides, and then update your resource.cfg to give that folder priority. If you're not familiar, don't worry: we'll go step by step.
It has annoyed me for a long time and is steadily getting worse. It's the auto delete for maximum file size allowed on the Localthumbs cache file. Not something a player is likely to experience if only playing a small number of sims in their world save. But, if like me, your sim world and its regions gets filled with more and more sims, then this may also be a factor you too experience. I won't say much more in this thread as I have explained all in the EA Help report. I would ask for you to go and read that report and if you are also experiencing same, or don't relish the idea that one day you might experience same in your ever-growing game and its ever-growing sim population, then hit the Me Too button to help garner some traction and interest from EA support for them to at least read the report and consider what it's saying.
I know that some mod-using players swear by regularly deleting the Localthumbs cache in an almost superstitious, religious routine. So may be surprised to learn that it already comes with an auto delete function when reaching a maximum files size. Basically to help noobs who don't even know what the localthumbs cache is and will inevitably amass a load of old, junk thumbnail individual sim portraits and family portraits that need deleting. But seasoned players know what it is and know when it's the right time to delete it, and don't need the game auto doing it every damn session because the file bloats to maximum size allowed due to the large amount of sims and their portraits in the save game. A help to noobs, a hindrance to seasoned players with many, many sims. Maxis need to know of this, to adjust and increase the maximum file size allowed that triggers the auto delete and give the seasoned players a break from this crippling rule.
Thanks all. BTW I'll be patching to 1.108 soon. It's a big patch with a lot going on so I'm currently working on my game to make it ready for such an upheaval. Also waiting for my 600-odd thumbnail portraits to regenerate, YET AGAIN, every damn session! Ouch!
Deliver a baby?! With any of these mod pairs that cannot happen. Pregnancy Emergencies are not included, I removed them - the coding - completely because the default rules are so rotten. (I'm currently working on re-coding them to be... not like the Maxis crap where sims I do not want to be used for pregnancies are forced to come and have a baby then KEEP IT afterwards.) But that's a ways off till I include the re-coding - if ever.) If you're seeing that at your hospital, - (Pregnancy Emergencies or Collapsed Patient Emergencies.) - I don't know what to tell you. A conflict of mods from other creators, perhaps?
I'm almost done reworking the Collapsed Patients. Meaning they will come into hospital like regular patients, and your doc will deal with them, no big, annoying emergency about it. I'll be adding that to these mods after some thorough testing. Then I'll try same for pregnancies. But until I add them, you should not be seeing any of it. If you are seeing broken versions of emergencies, with broken staff at hospital all day, you should look in your mods folder for conflicting mods.
BTW, thought I'd better ask while on this subject, you are extracting the package files from the rar folder, yes? Because your description of what goes on at your hospital sounds very much like the Maxis way of it, (if not due to a conflicting mod.) So I also wonder if the mods are installed properly?
As stated in the short, opening paragraph of Part 1, and repeated again for good measure in the shorter opening paragraph of Part 2, and here now again for a third time for measures above and beyond, no you do not need them all in order for them to work.
Thank you, that's exactly what I needed to know and easily fixed. All the older coworkers who predate the mods, you need to remove them from the hospital careers, thus allowing those new 8 sims you got from here, with the much needed new traits to do all the new tasks, to replace them and turn up for work.
I understand if you have formed an attachment to those older sims, if you like them and want them to stay in their jobs, so there is a way to keep them and then see them properly get to work at the hospital, but you will have to know how to use cheats and give those older sims the needed hidden traits. See my mod here to make this fiddly process a lot more user friendly - -sim-cheats-available-on-sims-no-debug-required-updated-july-2024/ - If you go that route then you don't need the new 8 coworkers, who won't even come to hospital anyway seeing as the jobs are already covered by older, preexisting coworkers.
It's all about the hidden traits that gets them working at the new tasks, thus why the older coworkers who don't have those traits are doing nothing. (To be honest, I coded the sim filter files for each of those jobs to only send sims with my cc traits, so I am baffled as to how older sims with no traits were allowed to even come to the hospital and the game did not auto replace them with the 8 sims who do have the needed traits. I'm glad I've now learnt it doesn't, even though it should. I'll have to look into that, but that's a whole other thing.)
But if you're okay with decommissioning, retiring or even deleting those older sims, so that the new 8 coworkers can fully replace them at the hospital, then that's the quickest way to get it on track and working right.
All other pairs I have not tested directly, but as they are just copies of original V1A pair with simple edits to removing CC patient types and reducing staff and default patient numbers, I cannot see them, the coworkers, not working at all. Just less sims than the original pair, just as they're coded. But even so, it would be helpful to know which pair of mods you are using.
You say they are all just standing around doing nothing? Does this include the receptionist and orderly? I would need to know exactly who is failing at doing their jobs, and to what degree. Are they not ever doing a single thing all day? Doing some of the Maxis default jobs but nothing else? Occasionally doing an x-ray, treadmill or surgery, but standing around for far too long in between work?
If using pair V1A it is designed for the more powerful gaming computers. But even then the game is, has been, long since afflicted by the infamous Simulation Lag that pretty much has sims standing around doing nothing for very long periods of time. Even on powerful computers. Is there a chance this could be what you are experiencing? If so, I do have a very popular mod you might be interested in to help alleviate some of that Simulation Lag. Here - -quicker-sim-autonomy-simulation-lag-improvements-march-2023-196-update/
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