In general, mod use is really going to boil down to trial and error to determine what works for each individual. I use it as a secondary test/staging folder to try and see which one(s) are at fault or if I suspect there maybe a conflict that the Dashboard tool doesn't see. I don't use the Probation folder much, usually only when I have downloaded several mods at once and then notice lag or unusual behavior. A busted mod might not necessarily surface as an immediate issue, in fact sometimes its hard to tell they are impacting your game at all. My own rule is that they stay there for at least 2-3 weeks before I move them over to the Packages folder. If a new game patch hits, I'll temporarily remove the Nraas, Scripts, and Objects folders and start a new save game if I get an itch to see the new features.Īll new mods I download or create/modify are initially placed in Test. I have two others "Scripts" and "Objects" that do depend on game updates to remain functional. I have others for CAP, slider, and other types of mods that rarely need to wait for game updates and can be used on any patch level. I've named one "NRaas" so that I can keep Twallan's mods contained in a single folder to compare dates with his recent updates wiki page. This is the folder I usually have several sub-folders in. The Packages folder has the same priority as the DCCache (downloaded store items, exchange items, mods that come in the Sims3pack format). Meaning if you've created or downloaded a special version of an object, as long as it is in the Overrides folder the base game/store object should always be overridden. Overrides with a priority of 1000 will take precedence over the game cache (objects already installed through the launcher). The way I understand this (someone else may correct me) is that the Priority number gives you a lot of flexibility when trying out mods.