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ADDON Pack Sizes

SFCR0CK

Member
Messages
75
I am posting this here because I couldn't really find anywhere else to post it. Is it possible for the Addon Pack Mod Authors that make these addons to be able break them into smaller separate packs for easier use by Xbox users? For example the ones that have home, martial, agricultural, industrial, advanced industrial and recreational plots in them into say something smaller around 30-50mb sizes instead of the 150-200mb sizes they usually run. It would really help the Xbox users out a lot and get you guys a lot more exposure as to just how creative you really are. Thanks for the support and mods.
 
we understand your concern about the addon sizes
and we all appreciate your downloads and support:):heart
but to put our addons into 6 separate addons would take a lot of time and effort and upgrading that many wud be a pain in the butt :(
ive kept my addon under 200mb and wasteland ventures made a 2nd version to keep there size down.

The last couple of my updates ,ive removed the build stages and that's keeping the size down for me .so maybe a light version of my addon at some point is doable :) The new addon I'm working on has no buildstages so should be very small:)
 
@uituit Thanks again for all the work. I understand it's a lot of work and wouldn't expect everyone to do it with every single big mod they make.
 
It's also an uploading nightmare to have to support multiple Bethesda files. I managed the update before the last one for Creative Clutter update it took me roughly 45 minutes of upload time alone, the more recent version probably would be closer to a 2 hour upload for me. That's just for xbox. I have to repeat that again for the PC version on Bethnet and then again on Nexus (Nexus is actually a faster upload thankfully). Going even farther back in time, before we stopped supporting the vanilla version on Bethnet I had 4 upload times to Bethnet and 2 to Nexus. When I plan on an update I schedule it for a weekend because it takes the better part of a day for packaging (also a hassle because xbox and PC versions have different packing requirements) and upload. Not to mention description updates. I do it because I want to support the console users as well as PC folks...but it really isn't reasonable to support so many versions of the same mod. :(

Edited to add that we're actually planning a new Lite version of Creative Clutter with our next update.
 
@demanding Thanks for the time you take to make mods for the console users. I didn't realize it was such a pain, I knew it wasn't as simple as just "save as" but didn't realize just how much of a pain it was.
 
The Creation Kit absolutely loves to pack random files not at all associated with your own mod, so in our case we get the joy of carefully looking through a list of a few hundred files to make sure there are no strays. :D Xbox archives are compressed differently than PC archives are so you get to do that twice for each platform (one archive for meshes, scripts and materials, a separate archive for textures because textures are also compressed differently from all other item types) for a total of 4 archives. With our mod we also typically spend 1-2 weeks checking for bugs before publishing and still manage to always miss at least one or two.

Managing multiple versions (DLC vs vanilla) is actually why we ended up getting outside support (including Kinggath's) from several scripters to help us come up with a scripted solution that lets us check for the existence of DLC files. The recipe for each buildable item then has a variable that gets changed depending on the existence of the DLC files which determines if that item will then appear in your workshop menu. That saves us a HUGE amount of time because we're not having to strip all the DLC content out of the mod by hand for the vanilla version. Unfortunately there were two items that still require DLC masters be assigned to the file or they wouldn't work correctly. As a result of that we decided not to support vanilla on Bethnet anymore because we really wanted to cut down on the number of files we were having to support. With Nexus we can use an installer that makes it easier.
 
Oh yeah, every new file adds a substantial amount of time to patch days. Sim Settlements is currently at 4 to 6 hours required on patch day (part of why I switched to bi-weekly patches).

I do have some schemes in mind that might help folks out in the future though, lots of good stuff coming down the pipe!
 
The Creation Kit absolutely loves to pack random files not at all associated with your own mod, so in our case we get the joy of carefully looking through a list of a few hundred files to make sure there are no strays. :D Xbox archives are compressed differently than PC archives are so you get to do that twice for each platform (one archive for meshes, scripts and materials, a separate archive for textures because textures are also compressed differently from all other item types) for a total of 4 archives.
Do you not just have a batch script to do this automatically?
https://afkmods.iguanadons.net/inde...-archive2-can-be-used-from-the-command-shell/
I actually forgot that this was possible until a few minutes ago (I had been using a list of files in a text file formatted to load into Archive2 via the GUI), so I wrote a script to do this for my own mod, which looks like this:
Code:
set _fo4dir=C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\
"%_fo4dir%\Tools\Archive2\Archive2.exe" "%_fo4dir%\Data\Scripts\idek\ils,%_fo4dir%\Data\Scripts\source\user\idek\ils,%_fo4dir%\Data\Meshes\idek\ils" -c="%_fo4dir%\Data\SimSettlements_IDEKsLogisticsStation - Main.ba2" -r="C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data" -f=General -compression=Default
"%_fo4dir%\Tools\Archive2\Archive2.exe" "%_fo4dir%\Data\Scripts\idek\ils,%_fo4dir%\Data\Scripts\source\user\idek\ils,%_fo4dir%\Data\Meshes\idek\ils" -c="%_fo4dir%\Data\XB1\SimSettlements_IDEKsLogisticsStation - Main.ba2" -r="C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data" -f=General -compression=XBox
1 click and it packs all of my assets into archives automatically. Adding a couple of extra lines for textures would be trivial, if I had those to worry about.

I agree that dealing with patches for separate mods DLC via Bethesda.net is way too much work; I did that once for one of my mods and quickly retired it since it was too much effort. It's ridiculous that there isn't some kind of install script utility akin to the community standard FOMOD for Bethesda's site.
 
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Do you not just have a batch script to do this automatically?
https://afkmods.iguanadons.net/inde...-archive2-can-be-used-from-the-command-shell/
I actually forgot that this was possible until a few minutes ago (I had been using a list of files in a text file formatted to load into Archive2 via the GUI), so I wrote a script to do this for my own mod, which looks like this:
Code:
set _fo4dir=C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\
"%_fo4dir%\Tools\Archive2\Archive2.exe" "%_fo4dir%\Data\Scripts\idek\ils,%_fo4dir%\Data\Scripts\source\user\idek\ils,%_fo4dir%\Data\Meshes\idek\ils" -c="%_fo4dir%\Data\SimSettlements_IDEKsLogisticsStation - Main.ba2" -r="C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data" -f=General -compression=Default
"%_fo4dir%\Tools\Archive2\Archive2.exe" "%_fo4dir%\Data\Scripts\idek\ils,%_fo4dir%\Data\Scripts\source\user\idek\ils,%_fo4dir%\Data\Meshes\idek\ils" -c="%_fo4dir%\Data\XB1\SimSettlements_IDEKsLogisticsStation - Main.ba2" -r="C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data" -f=General -compression=XBox
1 click and it packs all of my assets into archives automatically. Adding a couple of extra lines for textures would be trivial, if I had those to worry about.

I agree that dealing with patches for separate mods DLC via Bethesda.net is way too much work; I did that once for one of my mods and quickly retired it since it was too much effort. It's ridiculous that there isn't some kind of install script utility akin to the community standard FOMOD for Bethesda's site.
/me clicks and bookmarks! Many thanks. :D
 
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