Where it stands
The Sims 4’s content has no file names, only numbered resources inside its packages. Evil Engine reads them the way the game does: the base game, then each installed pack with its update, in the priorities the game’s own config files give, with updates able to delete what they replace. That’s 44 layers, holding 866,133 resources for the game’s client and 138,881 for its simulation, kept apart as the game keeps them. Every one of them decodes to the size its package lists.
Your copy is fingerprinted as the base game plus one part per pack, so a server can ask for a pack without asking for the rest. Expansion, game and stuff packs are official DLC, so they count as parts of the game, not mods. Only one stuff pack, SP14, is on the checked copy. The game ships every pack’s update whether you own the pack or not, and the ones for packs you don’t have are left out. Every file matched Steam’s own checksums.
Known issues
- The game hasn’t been launched on the checked copy yet, so the Documents folder it writes, with your mods, tray and saves, isn’t read.
- With only one pack installed, two packs mounting together haven’t been checked.
Next up
- A first launch through the EA app, then reading your user folder:
Mods, the tray and the caches. - Your mods laid over the game in the order your Mods folder’s own
Resource.cfggives. - A second pack, to check how packs stack together.