How to Start a Custom Tuning File
Added 2020-06-08 20:14:56 +0000 UTCHere is a tutorial on how to start a new custom tuning file so you don't override EA's files. I will be covering two methods so you know what to do in any situation, and for this tutorial you need Sims4Studio.
Before we begin, I will explain instances and tuningIDs (to the best of my ability). The instance is the unique name of a file in hexadecimal format, and tuning IDs are the instance converted into decimal. The S= you see at the top right of files is the tuning ID, and you also see the tuning IDs when referring to other files inside your mod, such as this number: <T n="cas_part">151095<!--vampirePerks_PersonaPowers_NocturnalAffinity_Level1--></T>. You don’t really need to understand what a hexadecimal or decimal is, just that tuning IDs are instances converted to a different format and are used to reference files. If you understand that you will be fine.
The first thing you want to do is create a package and find an EA file to clone as the base of your new custom tuning. You can start files from scratch, but it’s not recommended as it’s far more tedious. To start a package open Sims4Studio, go to the top where Tools is located and click on it, then select “Create Empty Package” from the dropdown menu. A popup will open asking to name the file. Name it whatever you want, but if you plan to release it please fill in your creator name, the name of the mod, and use underscores (not spaces or special characters, they slow the game).

When your empty package has loaded, go to Tools again and this time select “Extract Tuning…” and a popup will appear. You can also Batch Import your files into the package if you already have them extracted in a folder.

Once the popup has loaded (it may take a bit), find the files you want to use as a base. If you don’t know what to look for, try to remember an interaction, buff, etc. in-game that you’ve encountered that does something similar. Or, you should instead extract all the files, following this tutorial, and search the files until you find something that sounds like what you want, then Batch Import them like I mentioned before (the blue button at the bottom left). After you’ve found your files, select them (Ctrl + Left Click or Shift+ Left Click if you have a lot) then click “Add to current package”. Close the popup.

To stop a bug from happening that reverts your tuning IDs, at the bottom right of the screen Save your package then hit “Cancel” to close the package. Under My Projects on the right select the file you just closed to re-open it.


Now that you have your files and saved your package to avoid that annoying bug, go to the first one you want to make into a custom file and click the Data tab on the top right.

Option 1
Look for where it says Name. Either delete the text inside that field and write your own, or adjust it, making sure to make it long and unique to avoid conflicts, then go to the beginning of the text and type “YourCreatorName:”. You must add the colon : otherwise this naming method won’t work. Now click outside the box anywhere and the numbers in the Instance and TuningID box will change. The TuningID, aka the S= number, on the XML tab will be changed as well! Don’t forget to save again, but you now have a custom tuning file.


Some files (but not all) like buffs, commodities, and others, come with a second file called SimDatas which handles the display you see in-game. This is the buff icon, the text, the name, and even how long it lasts that you can see floating under your sims icon. Without the SimData this stuff won't show up properly. In case you have a SimData that came with your files, make sure to change the name and instance as well. Simply copy the name, go to the SimData and where it says “name=” paste your name there. Then do the same for the instance, but by going to the Data tab instead. A tip when working with SimDatas is to be careful editing them. You cannot delete anything or change the structure (except rare circumstances), otherwise you will run into UI errors and other glitches. Also, if you make a change in your file, always check your SimData to see if you need to do the same thing to it, otherwise your changes won't work.

Option 2
Option 2 is the more tedious route but is useful to know how to do in case you run into the rare file (like ASMs) that don’t use Option 1. Go to Tools > Hash Generator and popup will appear.

Now where it says Text under Hash Text, enter your creator name, the colon if you want (it doesn’t do anything but help it be unique), and then the name of your file (remember to make it long and unique). As you type the numbers will change and then eventually settle on your finished product when you stop. If you want to match S4S’s way of making instance numbers and to be consistent, make sure to check the “High Bit” box at the bottom (Note: do not use High Bit for anything but tuning files!). You may or may not see the numbers change. If they don’t, don’t worry about it. Now copy the FNV64 number as this is our new instance. Just like with Option 1, go to the Data tab and find the instance, replace it with yours. Do the same for the name (if available) in either the XML or Data tab, depending on where it’s available.

If a tuning ID or S= is available to replace as well, copy the instance again (FNV64) and paste in the Hexadecimal box at the top, right under where it says Convert Number. The Decimal box will now fill in with a number, and this will be your new tuning ID/S=.

With that, you now know the two ways of generating new instances and tuning IDs. If you have any questions or issues please let me know!