wiebenor, Hello! Unfortunately, the mod has not been updated for a long time ... Therefore, most likely it is not compatible! I have a lot of work so far, so I can't update mods yet. Steam also disabled direct mod downloads for other games, which broke my automatic mod update system.
Forgive me for saying, but this mod doesn't work with the wicked whims mod and I'd like this functionality to be able to be used concurrently to, and with, wicked whims... There's supposedly clothing mods a guy can do, to enable something similar to the nudity I expect, but I have no clue how to mod clothes in Sims 4, and it's made to sound complicated when most people give directions, or they barely tell you anything besides the fact that it's as easy as"edit form fitting clothes and you're done"... Need to at LEAST get this mod working with wicked whims enabled...
Read the change notes for the latest news.
XML Extensions is a framework and modding tool that is focused on extending the general functionality of XML mods. This includes adding more patch operations, allowing for the easy creation of mod settings, and allowing access to C# variables in XML.
In addition, debugging tools such as improved XML error reporting are also included.
XML Extensions includes an extensive library of patch operations to allow the modder more flexibility in writing patches. These patch operations can make writing XML patches more similar to programming, as you now have the ability to use If-statements, For-loops, compute values, and even write custom methods.
Create mod settings for your mod, only through XML! XML Extensions allows you to implement mod settings extremely easily, and customize your own mod settings menu. You can use these settings to customize values in your patches, toggle patches, or use them in your C# code to do anything else you want.
Settings for mods using XML Extensions are located under "More Mod Settings".
With XML Extensions active, all XML patch errors will now generate a stack trace as well! This means that you can figure out exactly which patch failed, and in some cases, it will even tell you what part of the patch failed. All you need to do is have XML Extensions activated in your modlist while testing your mod.
Here is an example of a trace for a broken patch (you can easily figure out the error is that the letter "N" should be capital in defName):
The vanilla error message for the exact same patch (only reports the parent patch, not the one that actually failed; no clue as to what went wrong):
To use this mod as a user, just load this mod after core but before all other mods that depend on it. As a modder, you need to mark this mod as a dependency in Steam Workshop, and include the dependency in your About.xml.