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Object Sort Mode
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| Object Sort Mode |
Warning: You should make a backup of
your user created objects prior to using this or any other tool to edit them.
This is not automatic with SE Object Manager due to the number of downloads and
file sizes involved. In some cases this would require several hundred megs of
space. User created objects are usually located in the Downloads folder and\or
the GameData\UserObjects folder which are both under the Main Game directory.
(C:\Program File\The Sims in most cases)
Object Sort:
Selects the Object Sort Mode. In Object Sort Mode you can sort objects by
category or use any of the other object management functions available in this
mode. You will need to choose to either Browse IFF's or Browse FAR's before
sorting.
Object ID Check: Selects the
Object ID Check Mode. In the Object
ID Check Mode a search of all Object ID's will be performed and you will
be able to edit conflicting Object ID's.
Object List:
When Browsing either IFF's or FAR's
the objects found will be displayed in this list. They will include a
thumbnail when available. If no thumbnail is available then they will
display a red x to
indicate that there is none available to display. This is normal in IFF
files when an object has been edited. This is to allow the game to generate new
thumbnails next time the object is displayed in the game. Occasionally you
might find default objects in Far files without thumbnails also. If so
then the game generates new ones every time it displays the object but is
unable to save them back into the file. An example is the buffet table
found in the ExpansionPack4.far displayed here.
Object Name:
Displays the Name assigned to the object. For IFF files this can be
edited. For Far files editing the name is disabled since it would require
writing a new far file which is not practical.
Object
Price: Displays the Object Price.
This is editable in both far embedded objects and iff objects.
Object Description:
Displays the Description assigned to the object. For IFF files this can be
edited. Like the name editing this in Far files is disabled since it would
require writing a new far file which is not practical.
Auto
Sort Options: There are three items in the Auto Sort Group.
The Auto Sort Folder and two auto sort options. Auto Sort options only
work with individual IFF files. Once they are in FAR files then they can
no longer be auto sorted.
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Set Auto Sort Folder - This
sets the parent folder for the auto sort options. This should be set to
use either the Downloads or Gamedata\UserObjects folders or any Sub Folder
under them.
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Auto Sort Files to Folders When
Saved - When this option is set your files will be sorted to sub
folders under the parent folder you set each time you save them. After
sorting the original file will be removed. These Sub Folders will be
determined by the Function and Sub Function sort (Build mode for Build
Mode objects) categories. For instance a bed will be placed into the
Seating\Beds folder. Warning: If you already
sort your objects using another method like web site then do not use this
since they will no longer be sorted by site after using it.
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Auto Sort Files to Fars When Saved - When this option is set your files will be sorted to Far files
under the parent folder you set each time you save them. After sorting the
original file will be removed. The Far file sorted to will be based on the
function sort (Build mode for Build Mode objects) category. For instance a
bed would be placed in Seating.far since beds are under the seating
function category. Warning: If you already
sort your objects using another method like web site then do not use this
since they will no longer be sorted by site after using it. See my
Cause
and Effect Article regarding far files and why you may want
to use them.
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Main
Object Sort: This sort determines the areas where an object
will be available. (Build mode objects are available in all areas so this
will not be available for them) This is broken down into three main areas.
Neighborhood, Downtown, and Vacation. To add an object to any of these
areas select one or more Sub sort area under each main area. Multiple
areas can be selected by holding down the Ctrl key when clicking them. You
can also deselect an area completely by holding down the Ctrl Key and
clicking any Sub area selected in a Main area.
Enabled:
This allows you to disable the use of an object in the game. I'm not sure
that there really is much use for this though. It will be checked unless
the object is disabled.
Keep Buying:
This allows you to set the Keep Buying attribute of an object. This is a
new attribute available in newer game expansions that allows you to
continue buying objects without having to keep selecting them. For
instance awnings which you will usually want to place several of at one
time.
Clear
Thumbnails: This allows you to clear the catalog
thumbnails from an iff object. This will allow the game to generate new
ones when it is run and the object is used. This can often correct the
thumbnail when it displays the wrong one or refuses to display one. Note:
In some older objects the game is not able to generate thumbnails and will
instead put a clear image in instead. This is a problem with the images
embedded in the objects and usually only happens with objects created
prior to TMOG being released. Note: When you select this all far options
will be turned off since the game can't save thumbnails back to far files.
It does not make much sense to delete the thumbnails and place them into a
far file before running the game to generate new ones. Also when you
delete the thumbnails the list will show a red x to indicate that the
thumbnails are no longer available. This is normal.
Function
Sorts: This allows you to select
the object function categories for the object. (Build mode objects are not
sorted by function so this will not be available for them) Only one
Function Category and One Sub Function Category will be available. Both
should be selected even if you only intend to use an object in the
Downtown or Vacation areas which do not use the Sub Function Category.
Build Mode Sort: Select a build
mode when an object should be available in build mode. Note: When to many
objects are placed into any build mode category it will cause
the wrong objects to be available when selecting them in the game using
build mode. I do not know the magic numbers for all of them but for
windows you are limited to 100. It also is not always obvious which
category has to many objects. For instance to many windows might cause
windows to be displayed when you select stairs in the game. Note: It is
unclear to me why this has not been corrected. There were similar problems
with walls and floors in early game versions that were corrected yet they
neglected to correct this.
Object ID:
This displays the main Object GUID (4 byte unique id for each object) for
the selected Object. Objects will
always have one Object GUID but can contain more. If they cover more than
one tile then they will always have more than one object id. (It is
theoretically possible to have an object that appears on more than one
tile yet only contains one Object ID but I doubt you will see many like
this because it would cause serious bleed problems when an object was
placed near another object or wall)
Magic Cookie: Displays the center 2 bytes of the object GUID as a
number. For TMOG cloned objects this will contain the Magic Cookie used.
This will usually only be of interest to object creators that wish to see
the Magic Cookie used.
Object
Paths: For IFF files this will display the path to the IFF
file for the selected object. For FAR
embedded objects this will display the Path to the FAR file and the name
of the embedded IFF file. Note: All user created objects should be placed
in either the Downloads or Gamedata\UserObjects folders or Sub folders in
them. There are other valid object paths for the game but I am not going
to go over them here.
Progress
Bar: This displays the current progress during various
operations. Due to the way far objects are loaded this does not display
the progress of each individual object checked in the far files. Large Far
files will still display the current object being checked but there will
not be any progress movement until it gets to the next far file.
Display Objects in Sub
Folders Option: When
this is selected the browse functions will display any iff object or far
embedded object in the folder you select and any sub folder beneath this
folder. For instance you could select this and then load the data for all
iff objects in your game by selecting the main game directory. Note: This
program is fast at reading the data (Up to 20 or 30 objects a second) but
when you have thousands of objects it will take time to load all of them.
(It takes me 2 minutes to load all objects in my game, I have all
expansions and about 1800 custom objects which are all placed in far
files) This will vary from system to system depending on the operating
system and hardware installed. If it is taking to long to load up with
this selected then you can deselect it and just browse what is in the
selected browse folder.
Retain Paths When
Working with Far Files: When this is selected
then paths will be maintained if practical when working with far files.
For Folder to Far it will add the paths relative to the folder. When
extracting embedded iff objects it will maintain the path relative to the
location you extract to. If this is not checked then the paths will be
ignored during both operations. It is not practical to use this when
adding single files to fars since they can originate from any location on
your system. Adding path information in Far files slows down game loading
so it is not advisable to use this when creating new Far files.
Delete
Object: Allows you to
delete an object iff file you no longer want. This will also delete object
iff files embedded in fars as long as they are not in the main game object
far files. Doing so would effect the ability to properly apply a game
patch or upgrade to a new expansion.
Move Object: This allows you to move IFF files from one location to another. This can
be used to assist sorting to folders when you have a particular method of
sorting that you prefer. You might also wish to move an object to a path
that is not in the game when you do not want it available but do not wish
to delete it.
Folder to
Far: You can use this to create a far file containing all
iff files found in a folder (including sub folders).
Note: When creating far files from folders there is an optimum size for
the far. This will vary by system. A couple of things to keep in mind
though. A lot of small far files defeats the purpose of using them if you
are doing so to speed up game load times. Large files will be hard to
manage. (I suggest keeping the size of far files small enough to fit on a
CD or less than about 650 MB) I'll bet you are looking at this thinking I
must be crazy. In testing I used a single far file containing all of my
user objects. There were about 1800 objects and the size of the far was
just under 600 MB. This resulted in a game load time of less than a minute
as long as I minimized the game during load. Between 5 and 6 Minutes
otherwise. Once you use the Folder to Far function a Far file
with the same name as the folder will be created in the same directory as
the folder. Not inside the folder itself. The folder will still remain
afterwards and should be moved from the paths used by the game. Otherwise
the game will still use the iff files instead of the Far embedded files.
See my Cause and Effect Article regarding far files and why
you may want to use them.
File to Far:
This allows you to add the selected object iff file to any far file except
main game object far files. Just like deleting files from them doing so
would effect the ability to properly apply a game patch or upgrade to a
new expansion. After adding the file to the far the original file will
remain. If this is in a game path then it should be moved. Otherwise it
will defeat the purpose of adding it to the far.
See my Cause and Effect Article regarding far files and why
you may want to use them.
Browse
IFF's:
When you browse IFF files all objects found in the iff files will be
displayed in the Object List. Note: Some IFF files may contain more than
one object. Unlike some other programs this one is not limited to one
object displayed per iff file. These can then be sorted when selected from
the Object list.
Browse FAR's: Displays all embedded iff objects in
any far file. Like above this is not limited to one object per iff file.
Objects can be edited directly in the far. No need to extract them and
then put them back. Note: This is limited to items that will not require
writing new far files which is not practical.
Save: Saves any changes to the selected
object iff file or far embedded object iff file. The changes selected and
file type browsed will effect what all happens here. For Far files this is
limited to changing the various sort categories and attributes. For IFF
files this includes the same plus it might include deleting the
thumbnails, editing names, and editing descriptions. When saved the files
will be compacted and optimized by removing old unused data left over by
other programs (including the game). This is data that has been replaced
yet the old data was left and just marked as unusable. Presumably this is
to speed up saves since it is faster to just add new data to the end of
the file and mark old data unusable than to write a new file during game
play. This is especially of interest if you are trying to make your files
as compact as possible for distribution to save bandwidth. (50 kb can make
a difference if 10,000 people download it)
Close:
This is pretty easy. It simply closes
the program.
About:
This displays the Version information and the
Credits.
Object ID Check Mode
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| Object ID Check Mode |
Object ID List:
When you switch to Object ID Check mode the program automatically searches
all object paths for Object ID's. This includes both IFF and FAR embedded
object ID's. As it searches it will display the object information for
each object id found here.
Duplicate Object ID's Found:
After the Object ID search all Object ID's found will be checked for
duplicates. Duplicate Object ID's will cause game conflicts if the object
does not replace a default game
object. Occasionally you may find that an object intentionally has the
same Object ID and Name as something in the game to replace it. This may
be true for things like portal replacers. For anything else duplicate id's
will cause game crashes when both items are used at the same time. This is
usually responsible for the game just all of a sudden crashing for no
obvious reason. To edit an object id to correct conflicting object id's
double click one of the conflicting id's. You can use the path information
to help determine which id to correct. Note: Once you edit an object id
any area where it was used in the game will display an object not found
message since it stores the objects used by object id. Therefore you
should edit objects that are not used often whenever possible to help keep
this from showing up very often in the game. You will need to replace any
objects you change in the game once you change the object id. Addendum: In
most cases duplicate ids are probably just duplicates of the same object.
Check the File Name before trying to edit the ID and if both the file name
and object id are the same then you should remove one copy rather than
edit the object id. Otherwise you will end up with two copies of the same
object in your game.
Object creators take note: I have seen it
claimed that TMOG will not clone objects with duplicate id's for anything
in your game. This is false. If you clone enough objects you will end up
cloning something with a duplicate id. Using a Magic Cookie you can clone
and create about 65,000 unique object id's. (The number before a duplicate
will show is not that high though) If you do not use a Magic Cookie then you
share that pool of object id's with anyone else that does not use a Magic
Cookie. This will drastically reduce that number. For demonstration lets
assume there are 10,000 object creators that are not using Magic Cookies
(This is probably a fairly realistic number but it may be many more). If
each of them distributes 6 object ids (The number of ids per object
varies) then chances are that they will all be ok. If each of them creates
7 object ids then there will be about 10,000 objects ids that are
duplicated. It is easy to see why duplicate object ids are a problem once
this is considered. It is advisable that you obtain a Magic Cookie if you
intend to distribute your objects. Even if you do not but do any cloning
you may still want to do so. That way you are not sharing that pool
with anyone not using them. Addendum: It has come to my attention that all
of the magic cookies have been given out (65536 is the highest). Basically
this means that the magic cookies given out now are duplicates. How TMOG
handles this I'm not sure since it is impossible to use anything higher
than 65536 for a magic cookie value. (2 Bytes from 00 to FF or 256 * 256 =
65536)
Search
Status:
This is primarily to let you know that the search is progressing. What it
displays will depend on what it is currently doing. Do not be concerned if
it is going to fast to tell what is happening. If I slowed it down to make
it readable you would need to wait all day (Well maybe not all day) for
the search to complete. As you can see there are 8,145 Object ID's found
in the search I was performing for this screen capture. Can you imagine
how long a search would take if I slowed it to just two Object ID's per
second. No need to imagine. It would take 1 Hour, 7 Minutes, and 52.5
Seconds. The above search took about 2 minutes or about 70 Objects ID's
per second were found, listed, and checked for duplicates.
Save Object ID List to File:
Once you run the Object ID Check you will be able to use this to save the
list of Object GUID records to a file. This can be save as any of three
types. Comma Separated Values (*.csv) Text File (*.txt, also a comma
separated file), or Extensible Markup Language (*.xml).
Save Duplicate List to File:
Once you run the Object ID Check you will be able to use this to save the
list of Duplicate Object GUID records to a file. This can be save as any
of three types. Comma Separated Values (*.csv) Text File (*.txt, also a
comma separated file), or Extensible Markup Language (*.xml).
Object ID Edit Screen
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Object ID edit screen
(Replace ID Disabled) |
Object ID:
Displays the Object ID you are currently editing.
Magic
Cookie: Displays the
center 2 bytes of the Object ID as a number. This will contain the Magic
Cookie used when objects are cloned using TMOG. If this number is 0 then
the object was cloned without a magic cookie being used. (See note to
object creators above)
(Note: If your magic cookie is supposedly higher than 65536 you may be
surprised to find that it will not display the right number. That is
because it is impossible to get any number higher than 65536 from these 2
bytes. Apparently the TMOG site is handing out ones with higher numbers
that TMOG uses somehow. Probably drops 65536 from the value when it is to
high but I don't know. Any way you look at it any number higher than 65536
is duplicated with a magic cookie under that.
Your
Magic Cookie: This is where the actual editing portion
begins. The default is to first insert your magic cookie when available
into the center 2 bytes. This number is obtained from your TMOG setting in
the registry or you can enter it here. This is not necessary to fix object
id problems but often is all that will be necessary if you do have a magic
cookie. If you do not have a Magic Cookie you do not need to rush out and
get one. Usually the object id can be corrected by just changing one byte.
Use Cookie Selection:
When selected (The default) your magic cookie is inserted into the center
2 bytes of the object id. If you do not have a magic cookie or erase it
then the center two bytes will revert back to the original ones. This
disables the center two bytes in the object id since it inserts the magic
cookie into them. To allow you to edit the two center bytes with some
other value uncheck this. Usually the object id can be corrected by just
changing one byte so this can usually be left alone.
Hex|Magic Cookie|Hex Values:
This contains the Hex values of the 4 Object ID bytes. By default you can
edit the outer 2 bytes. This will usually not be necessary if your Magic
Cookie was inserted into the center 2 bytes. Hex values can be anything
between 00 and 99 or AA and FF. I'm not going to go into much detail but
00 is equal to 0 and FF is equal to 255. If you try to change the byte to
any other value ("0G" for instance) it will be set to 00 when you leave
the field.
Check ID:
This checks the object id's found to see if the object id you are
attempting to use already has been found. It will return a message to
indicate whether or not a duplicate was found. You will need to try a
different id if it finds a duplicate before you will be allowed to replace
the id. Again usually all that is required to correct duplicate id's is to
insert your own magic cookie into the center 2 bytes. If more than this is
required or you do not have a magic cookie then it is usually only
necessary to change one of the two values for one of the bytes. Change a 1
to a 2 for instance.
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Object ID edit screen
(Replace ID Enabled) |
Replace ID:
This is only available once you have checked the id for duplicates and
none were found. Until then it will be disabled. Once you click this the
object id will be replaced and this window will be closed. The conflicting
objects will also be removed from the list. Once you have resolved the
conflicts you will want to go back and run the Object ID check again to
verify that all of the object id conflicts are resolved.
Close:
This closes the edit window without making any changes.
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