Rough notes, will review it later.

Identifying Custom Content(CC) installed inside your Mods\ -folder.


When you have a huge collection of CC and want to remove certain CC-objects/CC-clothing from your game, it can be hard to locate the specific *.package file belonging to the item. Going through your collection of CC can take a huge amount of time, checking them individually.

Thanks to our developers of NRaas mods there is a way to shorten the time, though still intensive but much quicker.

You will need:
1. Mods:
2. Tools:

Note:
After you start your game, make sure you have the game set on Windowed Mode in the Graphical settings in your game options. With this method you will need to switch from the game to your desktop, having to use ALT+TAB or the WindowsKey too often can make Windows unstable and can crash your game.
Those who aren't familiar with "Windowed Mode", you can use your arrow keys on your keyboard or hold down right mouse button to move your view, whereas in "Fullscreen Mode" you could just move your mouse to the outer edges of either sides of the screen to move your view.

Let's get started:
1. - Each object and CAS-part within your game has an unique ID number within the game that's called "instance number". Since Build/Buymode and CAS are 2 different menus within the game, finding this ID will be a little different:
  • - For CAS parts, read section 2.1 in here: Collecting CAS part. In Example 1 you should see the instance ID within the picture, displayed in a notification in CAS and also within a ScriptError.
  • - For Objects:
    • - buy the object and place it somewhere
    • - go back to live mode
    • - click on the object> NRaas> DebugEnabler> Options: {name object}> ResourceKey
    • - it will come back with a popup notification, example 319e4f1d:00000000:205951f67c57c17e, this reads like this:
      • 319e4f1d = Type
      • 00000000 = Group
      • 205951f67c57c17e = Instance
      • - the last series of alphabetic-numbers is what you need, make the instance complete by adding 0x in front of it so it looks like this 0x205951f67c57c17e

Note:
Both methods will produce a ScriptError.......xml report in your Sims 3 userdirectory (Documents\Electronics Arts\The Sims 3, which you can open with any texteditor (OS Windows Notepad), so you don't have to write those "instance" -ID's on somewhere else. Be sure to collect them from your Sims 3 userdirectory and place them within a new folder on your desktop, if you have many to do. Rename the reports to something that you know what they are.

2. - Once you have collected them, open Packer:
  • - Click on the search button (binoculars icon) and fill in the Package Search menu the instance ID, make sure it's a complete ID "0x....{with 16 digits}"
  • - Click the button Folder in the Package Search menu and select your Documents\Electronics Arts\The Sims 3\Mods folder, then press search
  • - You'll get an error popup notification when Packer is done with its search query, with the message "A log named PackageSearch.log has been created, do you wish to open it now?", press Yes.
  • - In the log there will be a report of the instance ID and Match Found: None or *.package name and the full path where the package is located on your system.
  • - If none, then the certain object/CAS part isn't installed through your Mods\ folder, but probably through Sims3Pack.

3. - If you merged your Objects / CAS-parts into one package and don't have the original lose package as backup on your system. You can use S3PE to locate the instance number in the *.package and remove only these type of tags related to the instance ID:
  • - CAS-Parts: S3PE TAGs= CASP and _XML
  • - Objects: S3PE TAGs= OBJD and OBJK

Try it first on a copy of that package and keep the original merged file somewhere outside the Sims 3\Mods folder, so if anything goes wrong with the copy you can revert back to the original one.

This isn't really to reduce the load up times, but it will remove the objects / CAS-parts in your catalog in your game.

Guide provided by: - J4Ks J4Ks