Merging mods to increase Performance!

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Tamsyn:
Quote from: dilpill on 2010 January 04, 21:26:42

When I was attempting to manually merge all of the packages extracted from the December Store files a few weeks ago, I gave up when I ran into about 50 instances of the 0x00000000000000 resource. They contained the description that is displayed when you mouse over the items in-game, so I assumed they were necessary.  ::)


It's good to know that they are completely superfluous, though.


Are you sure you were importing them correctly? I merged all of the store .package files by going to File > New in s3pe and then Resource > Import > From .package... and selecting them all, hitting Open and letting it run. I remodeled my nursery with some store objects and everything worked fine. Maybe you selected import from file? Something like that happened to me when I wasn't paying attention and did it that way.

dilpill:
Oh, I did all of that, but I never got to the point of testing it in-game. When I saw all the "conflicts", I just assumed it was FUBAR.

Anach:
You all have some very good points. I certainly suggest using a probation folder for testing individual packages before merging anything, and as I mentioned on the previous page of this thread, I like to test every single mod I install, simply to maintain a trouble free game. There is a lot of broken content out there, and it will do nasty things to the game if left in. My wife is currently going through her content 1 by 1, just as I did over a few days, as we both had some nasty game issues to track down. I removed a lot more than I would have expected to. Once each mod has been tested, It's certainly worth merging into fewer packages.

Tamsyn:
Quote from: dilpill on 2010 January 04, 22:45:41

Oh, I did all of that, but I never got to the point of testing it in-game. When I saw all the "conflicts", I just assumed it was FUBAR.


I just did the December store files, since I wasn't sure if I had included those, to make sure that it wasn't a December issue, and the screen closely resembles what I got when doing the whole thing. While I admit I haven't had time to thoroughly check each item, nothing exploded when I went in-game. I would be interested in seeing if the conflicts are indeed superfluous, or if there's a deeper issue.

AloeOwl:
I've been reading through this post since the beginning and thought of giving this a try. I don't have THAT many CC files (around 200), but if it can boost performance why not?
I just tried this out but it didn't work out. One thing I'm confused about is that you said that the 0x00000000000000 xml files can be deleted, but more than three quarters of the files I imported are made of 0x00000000000000 xml files.
I tried this out with some build mode objects and my buy mode objects. And got two files (packages) and put them with my other mods in the mods/packages folder (not in sub-folders). Supposedly they should work but they aren't. I went back into the game and found nothing. Am I doing something wrong? Should I have deleted all those tons of 0x00000000000000 xml files?
Also when I click to import the packages I get a window listing all the files inside (The location of the packages) and it shows me things I can check like deleting duplicates or not, to compress them, and other things that are grayed out (I can't check those). Any suggestions on why this didn't work?

EDIT: When you say "0x00000000000000 xml files" are you referring to the group they belong to or the type? Examples of other groups: 0x00000000000001 or 0x00000000000002

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