Are Sims mods safe, what could change after the EA deal
By Alex David Du · Updated
Alex writes about gaming, tech, and simple online income ideas, and builds projects that bring ideas to life.
I love The Sims because it lets me make tiny worlds that feel like mine, and a lot of that magic comes from mods and CC. When EA announced the plan to go private, I did not think about investors. I looked at my Mods folder and asked a simple question. Are my tools safe, today and tomorrow?
Here is my honest read, written like a small news brief you can actually use. Today looks fine. The real risk lives in rules, patches, and platforms. Those can shift, sometimes quietly, and that is where mods and CC feel the squeeze.
What changed, and why it matters
On September 29, 2025, Electronic Arts said it agreed to be acquired for about 55 billion dollars at 210 dollars per share in cash. The group is led by PIF with Silver Lake and Affinity Partners. Andrew Wilson stays as CEO. EA says closing is targeted for the first quarter of fiscal 2027, and it still needs approvals. For the official details, see EA’s acquisition press release.
That headline is not a mod policy by itself. It does set the stage, because owners decide priorities, budgets, and policies. Mods live under those policies.
What is true today
Right now, mods are allowed for The Sims 4, with guardrails. Mods need to be free to download. You cannot sell them or add payment systems inside them. Timed early access is fine only when the final version goes free for everyone later. EA does not endorse specific mods and can remove content that breaks the rules. Those are the rules today.
Major patches disable mods on purpose. After an update, the game turns mods off until you re enable them in Game Options. Old files can break saves. That is normal for this series. It is on us to check versions and update.
CurseForge has an official Sims 4 hub with extra moderation. Files are reviewed, must be free, and must follow Maxis guidelines. Items that break rules can be removed. That is good for safety, but it also means niche or edge case content often stays off the hub.
What I am worried about, in plain words
I am not predicting doom. I am listing levers that exist right now and could be pulled later.
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A tighter reading of “non commercial.” If the wording narrows, even timed early access could be limited. That would affect common creator workflows.
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An official marketplace for user content. If a store opens, expect reviews, refund rules, and taxes. Some creators could earn money. Free sharing outside the store might get harder.
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Stricter moderation on official platforms. The Gallery and the hub could add heavier reviews. That helps safety and can slow updates or remove edge cases I rely on.
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A faster patch rhythm without notice. More patches can improve stability. Surprise timing makes it harder for script mods to keep up.
None of these are confirmed moves. They are possible because policy and platform rules allow them.
How a small policy tweak would ripple through my game
A single sentence change can have bigger effects than any patch. If the non commercial section gets tighter, early access models may need to shrink or vanish, which slows down big projects I rely on for gameplay. If the user generated content rules add more age gates or region checks, the Gallery could hide or remove uploads that include certain themes or even include indirect custom elements, which makes sharing builds trickier. If the IP policy adds clearer rules about brand logos or references, some CC sets will need rework. These are not wild guesses, they are normal ways companies update policies over time.
Console reality, and why it matters for everyone
Mods on consoles are not supported. That has been the case for years. Console players can still use the Gallery, but creations with CC are blocked for them. This is a quiet limiter on the whole ecosystem. If the Gallery rules tighten for everyone, PC and Mac players feel it. If the Gallery stays open but flags more items as using CC, console players see less content. I build with clean versions of my lots so I can share both ways.
The Gallery, public by design, rules first
The Gallery is the public face of our builds and households. It already has filters and takedowns for uploads that break the rules. The content pages say I am responsible for what I share, and EA can remove items that do not follow policy. If ownership or policy changes, the Gallery can tighten or loosen standards without touching my local mods. That still affects how I share lots that use CC, so I keep clean variants and I tag items clearly.
CurseForge, helpful hub, clear guardrails
I like the official Mods Hub on CurseForge because it cuts down on risky files. It also comes with guardrails. Files must be packaged correctly, kept free for players, and follow Maxis guidelines. Projects get reviewed, and files that break rules can be removed. That gives me a safer place to browse, with the tradeoff that some niche files stay off the platform.
If a UGC marketplace appears one day
If paid user content shows up, rules will tighten around submissions. Expect reviews for quality and safety, version numbers, refund terms, and regional tax info. That could help some creators go full time. It could also make “free and open” feel smaller, if the best tools and assets get locked behind store rules. My hope is simple. Keep free CC legal and easy to install. Put any paid items in a clear box with support, version tracking, and a plain refund policy.
What I actually do to keep playing without stress
This is the boring part that saves my saves.
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Back up the entire The Sims 4 folder before big patches. I use cloud plus one drive on my desk.
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Move the Mods folder out, boot clean, and let the game rebuild cache.
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Add mods back in batches and test on a throwaway save.
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Read changelogs. If a creator is quiet, I wait.
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Re enable mods only after I confirm versions match the new build.
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Keep one folder for core gameplay mods and one for visual CC. Easier to triage.
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Learn to read Last Exception files. They point to broken scripts fast.
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Keep a list of creators and where they post updates.
For creators, a few practical notes
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Be clear about permissions. If you use third party meshes, textures, or audio, keep the license handy. It avoids takedowns later.
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Ship clean archives with version numbers. It helps players debug after patches.
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Write a tiny changelog with the game build number. It saves everyone time.
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Consider a no-CC variant for builds you plan to share widely, so console players can enjoy them too.
What I will watch in the months ahead
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Any edit to the Mods Policy or the broader User Agreement. Small lines matter.
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New language about the Gallery or user generated content, especially age and region rules.
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Signals of a paid marketplace, like calls for submissions or new creator terms.
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Patch cadence and notice. Even a rough window helps everyone plan.
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Notes about the official hub and moderation flow. Faster reviews are great, surprise removals are rough.
Final take
Are Sims mods safe right now, yes. The game runs, my folder works, and the current rules allow free mods and CC. Could that change, yes, through policy text, platform rules, or patch timing. I am not worried about a sudden ban. I am planning for slow pressure. Back up, read the rules, test after patches, and keep your favorite files close. That is how I will keep my tiny worlds alive no matter what the deal brings.