EA packs CAS-parts

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J4Ks
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EA packs CAS-parts

Post by J4Ks » January 7th, 2015, 3:55 pm

Question to coders or anyone who knows how deep involved the DeltaBuild#.package's are with the game.

You are probably aware that EA has added those packages in the Base installation directory that alters some of the EA packs CAS parts and anyother fixes on objects.

The thing I've noticed in EasyCASP is that if you want to change something that has been branded in one of the earlier packs before the release of EP Season, that such things are not easily changeable.

The suggestion of Simlogical is to clone such CAS-part and add it as a package in the mods folder. If it were just for one item, I would have done that. But my changes are 14MB large which has quite a huge impact on the loading time.

Not long ago I've made alteration to these DeltaBuild#.package's within my installation directory and removed all CASP tags entries within them, making it full accessible within the FullBuild#.packages in all the EA packs, so the intended changes will go through on the CAS parts that I had made.

Second, of every EA pack I made a loose CASP file with EasyCASP and recategorized the zillion amount of CAS-parts that I think, should be available for a specific category or even hide them from the game. And then imported it in their designated FullBuild#.package within the installation directory.

Now when I start my game, there is zero overhead on these CAS-parts that I have changed, the game doesn't crash on load up, though will need to see if the game plays nice when Sims aging up or changing outfits.

Are there any side effects that I need to worry about? I've made backups of the original files and if needed I can always reinstall, if EA decides to release another patch (which I think is very doubtfull).

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Post by Chain_Reaction » January 8th, 2015, 1:44 am

So if I'm understanding correctly, you deleted all the CASP entries from DeltaBuild and just used the one's in FullBuild? I'm not sure that's a good idea. The one's in DeltaBuild are the newer resource. I am not sure if EA changed anything on them other than making some outfits outerwear enabled but that would be a gamble you'd have to be willing to take. If you don't see anything broken then I suppose go with it. :)

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Post by J4Ks » January 8th, 2015, 10:24 am

Yes, I removed the CASP entries in DeltaBuild. I believe the changes of resources are kept in a _XML associated to the CASP tags instances. I found several loose _XML without their counterpart CASP in the DeltaBuild package, which gave me the idea that CASP in DeltaBuild is not needed.

I'd compared the DeltaBuild CASP with that of the FullBuild CASP and the only difference in those are that in DeltaBuild they are branded as outerwear. The _XML in Deltabuild doesn't seems to have references to look in which package it needs to use their counterpart CASP.

I'll test it in a testing enviroment for a period of time (especially aging Sims up) to see if there are anomalies or that my game stops responding (knock on wood). But overall it seems to be fine.

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Post by Chain_Reaction » January 8th, 2015, 7:41 pm

Over the series EA modified the format of some resources to add fileds so it was a concern if CASP was one. Interesting that you just found swimwear changes and not outerwear too. But as long as you've done comparison and everything works I wouldn't worry. Note that the delta files don't really align with their EPs. EA has CASP files for EPs all over the place and sometimes in multiple places.

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Post by J4Ks » January 8th, 2015, 7:46 pm

Yea.... EA isn't that forthcoming where and how they corrected some CAS-Part. Luckily we have a tool on our site that checks all sub-directories within the C:\\Program Files (x86)\Electronic Arts\

Enter an instance that you have recorded in the EasyCASP.package and let the tool find where EA has hidden them. Luckily most were located in the Base game under Shared.

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