Tutorial - World Deco Object Hiders
Since myĀ Henford Hiders modĀ seems to be pretty popular, and the process for hiding world objects that way is pretty simple, hereās a quick tutorial on how to do it in Sims 4 Studio. I figured out how to do this from looking at PlasticboxāsĀ Empty PropsĀ mod, so all credit there.
This process should work for the vast majority of debug objects, so long as they are deco and not interactive. And note that it will not replace any of the VFX from the object (like glow of lights or sounds). But if you want to completely zap a non-interactable debug/world deco object from appearing anywhere in your game, this is the easiest way to do it. If youāre familiar with the process for creating default replacements or overrides of an object, this is basically that.
Things you will need:
Sims 4 Studio (made an install video here last year)
The Sims 4, I guess
Step 1: In Sims 4 Studio, start the Object Override process
Make sure āOverrideā is selected, and then click the Object button. This is important; this selection retains the Type Group and Instance (TGI) information for the game object and allows you to default replace or override it with your file.Ā
Step 2: Select a world item to hide
Use the filters to narrow down to the item you want. Make sureĀ āShow Debug Itemsā is checked. Some world items have non-debug duplicates that you may not want to replace; this way those wonāt show up. Once youāve clicked on your selected object, click next.
Step 3: Name and save the package
Step 4: Delete everything but the Object Definition file
Switch to the Warehouse tab. Locate the Object Definition file (sorting by Type can help here). Delete everything except that file. This is the only file we need to change.
Step 5: Edit the Footprint
Find the footprint inside of theĀ āDataā tab, and clickĀ āEdit Itemsā.
From here, change the TGI to 0 for all fields, and click save.Ā This will close the window.
Step 6: Do the same thing for Model
Remember to save when you are done editing the model!
Step 7: Save the file and test
Click the save button in the bottom right hand corner.
Back up your Electronic Arts folder if you havenāt done that in a while.
Create a fresh save (preferably in an un-modded game), enable mods in the game settings, and test your mod file. Depending on where you saved the file initially, you may have to move it to your Mods folder.
The item you replaced should no longer be present in the world.
Note: a very similar process can be used for interactive world objects, but you have to delete the tuning information, as well. I think there is also usually slot and rig data associated with interactive objects, too, that would also need to be set to 0. I donāt want to make an additional tutorial for that, but that should be enough to get you on the right track should you want to try that.













