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Language Pack Update. Mol Posts: 5 New Member. March 2015 in PC - Technical Discussions. Okaaaay so, every time I update my sims 4 game with the latest patch, the language pack never updates so I am often left with words full of random letters, characters and numbers and I am often unable to use that feature of the game as I cannot understand.

@plasticbox: Right, I'd forgotten that I'd signed up with a throwaway a long time ago for a reason. Thanks for the heads-up. I've put it on dropbox now.
@Kuree: I took a look at the changes you committed. As I said, I didn't know how to implement the data structure the way it's needed to work for grid view. I do have a few comments, though, from my observations of the data:
In the Data table unknown0C is the data type (same as the field data flags) and unknown10 is the field_size (for string tables this is 1).
FieldDataTypeFlags :
0x00000001 is type string, only used as type in data tables, which are referenced by fields of type 0x0000000B
0x00000009 => CAS Modifier Instance, i.e. Instance ID of a resource of type 0xC5F6763E
VFX = 0x0000000B, => this is actually a string, it's the offset to the actual string in the string table (i.e. the table of type 0x01)
0x0000000C => Mode Name (only used in censor tuning), this is string offset + hash of that string
0x0000000D => offset to structure based data (and in tables means it's data according to the structure table it has a pos stored to)
Unknown3 = 0x0000000E, => this is a list with the offset to the first element and then the number of elements
0x0000000F => two floats
RGBColor = 0x00000010, => three floats, mostly color, but e.g. the padding in the censor bone data is probably dimensions
As far as padding goes: I believe the DT header, the individual Data blobs, and the ST header all begin at byte zero, so the 16 bytes line before them is filled with zeroes as needed.
And yes, the format is definitely meant for reading more than writing.