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barnacleboots · 13 days
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Functional Winchester Rifles for Desecrate’s Weapons System by BarnacleBoots
"Shoot your least favorite sims in vintage style! These are two new guns for use with Desecrate’s Weapons System. You will need Desecrate’s mod for these to function in your game: https://modthesims.info/d/402950/weapons-system.html The meshes are from a gorgeous cowboy decor set by Toreno-Werty and are used with permission: https://www.tumblr.com/toreno-werty/667853694079008768/ Thanks to both creators for their amazing work! The Winchester Rifle stands upright, and shoots standard bullets, tranquiliser darts, and explosive bullets. The Winchester Shotgun lies flat on surfaces and shoots standard bullets and rubber bullets. Desecrate’s original mod was last updated in 2013 for Patch 1.47, but it works fine in my game (version 1.70) in 2024. Found under Entertainment > Hobbies and Skills and Study > Hobbies and Skills for 1500 simoleons.
...more pictures on MTS."
More Info + Download @ MTS.
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barnacleboots · 13 days
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Sims 3 Functional Crossbows for Desecrate's Weapons System
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Here are two crossbows for use with Desecrate's Weapons System mod. One functions as a bow, and shoots wooden arrows, so you can kill vampire sims. The other has Desecrate's long-range rifle with tranquilizer code, and can shoot bullets, tranquilizers and explosives. You'll need to install Desecrate's mod for them to work in game.
The crossbow mesh is from a lovely collection of medieval weapons by Hekate999 with the Merrye Makers over on MTS – you can get the decor crossbow as well as the quiver that goes with it over there. I tried reaching out to Hekate999 to ask permission to use the mesh, but unfortunately they seem to not be active any more. Hopefully they wouldn't mind me editing the meshes, but if I hear otherwise, I'm happy to take them down.
Download from SimsFileShare
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barnacleboots · 14 days
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Just uploaded this edit of Toreno-Werty's Winchester Rifles to Mod the Sims! They work with Desecrate's Weapons System so your sims can use the camera function to aim and then shoot each other. You can also have the two rifles as decor objects from Toreno-Werty's lovely cowboy decor set in your game at the same time. Thanks to Toreno for the meshes and to Desecrate for the original mod :)
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barnacleboots · 27 days
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ULTIMATE Realistic Functional Shops Mods in The Sims 3 | Guide and Tutorial
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Hey, everyone! Back again with another in depth tutorial. From my poll, a Functional shops guide was second popular to Family Gameplay.
This guide isn't going to be as long, hopefully! And we don't really have many mods, at least nowhere near as many for the other guides I've done. This guide is pretty simple, and I'll show you in the video how to get everything set up. I picked the systems that are the easiest to set up, it's a combination of other simmer's processes, with my own tweaks for added convenience. I mainly focus on Aesthetic and Functionality, as nothing should take away from your immersion in game. So I feel like I've done my best to come up with these easier systems. I've been playing like this for years so I'm super excited to show you all how to make literally any shop functional in the sims 3!
So what I'm going to offer are many ideas to maintain the consistency and look of your lot without losing functionality of that lot.
We are going to try and keep this guide simple and to the point. This guide will include:
Store objects and how to install them.
Modded Objects - For functional stores and Fashion stores.
How to set up Functional grocery stores.
How to set up functional stores in general, minus Fashion stores.
How to Set up functional Fashion stores.
Fashion Lots you'll want to make.
How to combine the Fashion stores with Consort Dress Code mod.
Miscellanous functional mod objects and cc sets you can buy for your stores.
Store Objects and How to install them:
The first thing we are going to need are the actual store objects. I recommend getting all of them from here.
I also use these few ones from Blam's EA Store.
Chocolate fountain
Pet shop
Then you want to get these store fixes here.
I'm going to show you how to install them it is super easy.
All the store objects should go into your mods folder.
I recommend merging everything and backing up the individual files on another drive.
All store mods should also go in your mods folder.
This is your Overrides folder if you're not using CCmagic.
If you are using CCmagic then this is your Packages folder.
Now copy the CCmerged file from your mods folder and paste that file in your Documents > Electronic Arts > The Sims 3 > DCBackup folder.
Never remove it.
This is where the data for the store objects are stored, without them your game will throw you a lot of errors when attempting to use those store objects.
That's it!
Now we can move on to the fun mods that change your game in powerful ways.
Modded Objects for Functional Stores and Fashion Stores
Ani's Savvier Seller - This is what you will use for 95% of functional stores in your game.
Ani's ITF Stands - This is what you will use for the remaining 5% of functional stores, to be able to shop for new outfits.
Ani's Shop for clothes (MUST Have either this mod or ITF stands, cannot have both) - This is an alternative option for those who do not have ITF. You cannot have both in your game.
Ani's Ration Box - For our functional Grocery stores. This mod adds a scripted object where when placed in your inventory and opened, 10 random ingredients will be placed in your inventory and the donation box will disappear. This mod is also working with custom ingredients as well. So you will always get a random assortment of items. The items are cheap in game so you can buy multiple in one shopping trip and get a random assortment of 100+ ingredients in your inventory.
Kwimi's Ration Box Overrides - Download this is you want to use EVERYTHING in the ATS3 Grocery set.
My edit to Kwimi's overrides - Download this is you want my edit of Kwimi's overrides. I hid all of the single objects from the ATS3 set, as it wouldn't make sense to put them in my builds. You can ONLY have either my edit or Kwimi's overrides, pick one or the other.
My collection file for functional shops mods - Download this if you want to be able to find all of the modded objects we will be discussing in this guide, including the bulk objects from ATS3 grocery store.
ATS3 Grocery store set - If you download the full set, then get Kwimi's overrides. If you only download the bulk objects (x3, x4, etc) then get my edit of Kwimi's overrides. https://aroundthesims3.com/objects/room_downtown_24.shtml https://aroundthesims3.com/objects/room_downtown_25.shtml
ATS3 Savvier Seller Sets - You can download whatever you want from these sets.
Consort Dress Code Mod - For more dynamic attire in town. https://modthesims.info/d/477049/dresscode-by-consort.html
Transmogrifier - Allows you to copy the script (function) of an object and paste it onto another object.
How to Set-Up Functional Grocery Stores
First, I have to show you how to set up Savvier seller in general. It works the same as Savvy Seller store content, so this won't be a huge learning curve for you guys!
Place down a savvier seller surface on a community lot. This should be a lot sims will want to visit so you can call this a hangout lot.
Then a counter with a savvier seller register.
Now place an object on the SS surface.
Now leave Build/Buy mode, and stay in Paused mode.
Now you ctrl-shift click the SS register, name it w/e you'd like.
Now ctrl-shift click the SS surface and link it to the register that you just named.
Then enable restock from inventory and restock from buy mode.
This allows all objects you place on the surface to be restocked from the build/buy mode catalogue. This still works when you hide the objects from the catalogue as well.
You can now set the open and close times, mark up or down prices, employee, owner, etc.
You do not have to set an owner. You can make a random townie the owner, or yourself if you want to own your own functional store. The money will go into your sims inventory after every purchase. We will get more into that later.
NOTE: That NRAAS register won't assign a sim to these registers, which means you have to manually pick one. This can cause issues if you don't want a townie to use it. So I recommend creating a household of 8 savvier seller YA sims, you don't need 8 stores in your game, but this makes it really easy to find those sims when manning the stations, without sacrificing townies you actually want to interact with and see around town. Just make their last names Savvy, for convenience.
The savvier seller mod alone makes basically everything in your game buyable.
Flower shops, Weed shops, Arcades with functional prizes, Museum gift shops, Art stores, Furniture stores, Candy Stores, a new kind of bakery (that sells custom food cupcakes, etc instead)!
When I say everything I mean everything!
So now that you've got your new functional shop systems installed, and you know how to generally set it up, I'm going to show you how to make a functional Grocery store.
I used to go into the RH buy everything from the store, and individually set them up one by one on shelves, make the inventory items restoackable from the inventory then start shopping.
This was such a long process, and also broke my immersion because I did not want to see a peice of shrimp on a random shelf in a grocery aisle!
So with Kwimi's genius idea, she created overrides for ATS3 grocery store items. To be used along side Ani's Ration box mod.
This mod gives you a random selection of 10 ingredients in game, whenever you open it, you'll get a random assortment. This mod is compatible with custom ingredients as well!
So now, I can set up these items on grocery shelves, which looks more realistic for my build, and actually add ingredients to my sims inventory, whenever I choose to open the boxes.
In the video I also show you that I transmogrify the savvier seller ATS3 shelves into the Flirtyghoul shelves converted by Martasimbook, and it worked.
However, as Kwimi noted herself, us simmers still like to shop for specific items instead of randomly hoping for the right ingredient without entering the RH.
I'm going to try to alleviate this issue.
Start with creating a Deli section, for just the meats.
A seafood section, for just the fish.
Then use the Store fruit and veggie stand object for the produce section.
Now you can place all the meats you can buy from the Grocery RH on the SS surfaces in the meat section. Do the same for the seafood section.
You don't need to do any set up for the produce stands. The object will randomly refill it's own inventory every day with new produce options!
Now, whatever else you miss you can just buy the remainder from the RH itself.
Personally, I like shopping for things at random, I don't necassarily want that to be user directed, unless there is a special event, like Thanksgiving, so I have to buy a roast.
I like to imagine that everything isn't going to be available to me with the donations boxes and produce stand because it's sold out or not in season, etc.
I also like to imagine that my sim is shopping for what THEY want specifically, just like the townies are, without it being user directed.
NOTE: Combined with my ULTIMATE Realistic Food overhaul, there are still hundreds if not thousands of recipes I can put together in game with the ingredients that are randomly bought.
However, I can still specifically shop for certain meats and seafood which is what I'll more than likely want for most of the custom recipes I put together in game.
Although, with the meshes it's implied the ingredient was in the food, so you don't actually need them.
So this makes grocery stores so much more fun and less stressful to set up in game. It's a way less tedious process.
The result leaves the lot itself looking very realistic, so I don't have to sacrifice Aesthetic for functionality.
Which is what I really care about.
The best part is you can make pantries actually functional in your sim's home. By placing what you bought on the shelves, as the ingredients won't go bad until AFTER you open the box and the food is placed in your inventory.
You can also add custom snacks and foods to a storage unit in the pantry as well and take out whatever your sim wants to eat in between meals for that day. Try finding a close pantry object, and transmogrifying it into a storage chest from WA. You should now be able to click on the pantry to place or remove custom food you've bought out and about!
How to set up Functional Stores in General
All links will be at the end of the Guide with the Misc Script objects & cc sets section!
Now I will tell you how to go about other kinds of Functional shops in game.
For flower shops, I want to recommend the flower arranging mod. You can set up savvier seller with the bouqets you make, as well as cc plants. So if you want to own a flower shop, you actually have something pretty interactive to do during the day while your customers shop.
For furniture stores, you mainly want to focus on the Savvier Seller rugs and shelves. Shelves for misc decor, and rugs for furniture like couches, beds, kitchen sets, etc.
However, it's important to note that when you have a lot of cc, this option isn't exactly reasonable, so I typically like to set up
bed and mattress stores
vase and decor stores
children furniture stores
Appliance stores
This is much more manageable if you're like me and have a lot of cc. It makes shopping a lot more fluid for being able to actually put those products in my home from the buy mode family inventory (which is where all objects that can't go into your inventory will go).
Everything else that I get from the catalogue or collection folder's can be tossed in as something I ordered online.
Pro tip: Consider using StudioPap's moving boxes in the room until you actually put the room together. I always use them when moving in or out, and changing a room around like a sim aging up and needing a more mature room. You could also use savvier seller to immersively sell what you're not going to use anymore in a yard sale. Alternatively, moving all items you want to sell to your family invetory then using NRAAS Consigner selling them at a consignment register! The yard sale can be set up in a big park instead of your home lot for convenience. I love seeing the boxes and re-decorating that part of the room. It adds a very dynamic roleplay feature to my gameplay!
For Electronics stores, with Arsils custom phones and backpacks, you can actually replace the cellphone you are using by following the guide in game. Use the ATS3 purse set alongside the mod for more functional cell phones to buy!
So when buying cellphones at something like an Apple store this can actually be functional. You can also set up more computers, laptops, TV's, and the store object ipad as well.
For specific niche stores, consider the Sewing and knitting mod, with the patch version for both to work in game. You can set up a really pretty etsy shop, and just like with the flower shop, you can actually work at the store location and have an active career. Showing some love to our small business simmers out there!
For functional book stores, instead of the rh, just buy the books from the RH and place them on savvier seller surfaces. To get the best look I use this table for it, and a pile of books using OMSP, to make it look like your sim is randomly selecting a book from the pile.
For weed shops, you can now use the buds that come with MD Vile ventures mod, and set them up on savvier seller surfaces to sell them like that instead.
For beach shops you can use Arsil's sunglasses, and Ani's ITF stands for custom bikini's. TS spray tan and sunscreen mod.
For food stores, like bakeries and coffeeshops, you can use custom food from various places and ATS3 custom drinks, specifically the coffee's and energy drinks. Just set them up on savvier seller shelves and enjoy.
You can even make much more specific shops as well, like smoothie shops, sandwhich shops.
Liqour stores using Dina Dine and ATS3 liqour sets.
Tea shops, with ATS3 and Ani's tea sets. Don't forget the store tea set, and modded tea set without the table!
Toy stores, using various cc toys, and fidget spinner. Olomaya crayons, puzzles and coloring books.
For Makeup stores, consider Arsil's Lipstick mod, (you can also put this in a fashion store).You can also use PJ's Deodarant mod in these stores. And cc functional perfumes (must have glass blowing store object, but if you've been following this guide then you already have it).
For car dealerships, add the savvier seller car spot object and set up as many cars as you'd like to buy from. I like making at least 2 car shops. 1 is an expensive car dealership. Another is a junkyard where you can buy the cheaper cars.
For Bike Shops, this can be actual bikes and/or mopeds and motorcycles. Just place them on a savvier seller rug and recolor it to your liking.
Pro-tip: You can also make a semi-functional car mechanic shop by Transmogrifying the fixer upper car into the current car you own either on the car mechanic lot or on your home lot. Then binding a custom car mechanic career to the EA science career so they will actually interact with the car on that lot.
Some more items you can add to Grocery stores, PJ Bubble Bath, PJ card stand, PJ pet bowl, Olomaya's smoking mod for the cigarrette's and vape.
For Pet stores, you can add PJ pet bowl items, and various pet toys and furniture that came in pets.
I don't typically place the Graham's pet shop register on these lots, I'll use a pet pantry for those, with deco animals in their crates to simulate where you'd actually be getting the animals from.
For Art supply stores, Consider PJ painting supplies, Lyralei journal, Zoeoe's scribbling pad fixed, cc art easels, UNI sketchbook, street art kits, crayons from Olomaya and Arsil. And the drafting tables that came with Ambitions.
For Music Stores, Consider the ATS3 music store set, and selling actual instruments.
For the Movie theater, Consider selling custom snacks. Adding the store popcorn machine. Selling action figure dolls to buy after viewing the movie. And a claw machine, to win prizes for your date!
For Sex Shops, consider adding passion condoms, and sex toys that come with the mod. I also include deco vibrators and dildo's, fleshlights, etc, as something you can buy from savvier seller, they aren't functional but they imply things. The passion mod altogether makes this implied action functional, so it works out fine.
For convenience stores, to make them more functional you can add the petrol system mod gas stations, and refill your gas at these stores, you can also sell Arsils bag of chips and these variations, and arsil's gum. With various custom snacks and foods to eat.
You can make asian themed convenience stores as well.
For Sports Shops, this is completely seperate from the Gym lot. Consider TS Yoga mats, Olomaya's Get pumped items, The chin-up bar from showtime. Arsil's excercise bike. Treadmill. Strength training. The various basegame throwable items like the football, more items from this ATS3 set. And the punching bags with the same WA martial arts object script. Also, sell olomaya's healthy snacks on this lot as well, these items boost your workout routines.
And well, you get the gist! You can virtually make any store idea you have in game functional. You could even transmogrify cc surfaces from savvier seller surfaces in game instead for a much more cohesive look to your build. Keep in mind, this may not always work, but for the most part it does, just wanted to throw that disclaimer out there!
How to Set up Functional Fashion stores
But what about fashion stores? How do we make those functional?
Using Ani's ITF stands.
These add very intuitive ITF stands to your game where you and townies (when changing the xml settings) can shop from.
NOTE: You do need ITF for this to work, however, if you don't have ITF, Ani's shop for clothes mod will do just the trick. It's not as extensive as the ITF stands, but you'll still be able to shop for new outfits on community lots. I also believe the Shop for clothes mod is compatible with NRAAS Dresser, but the ITF stands mod is not.
This is because the ITF stands mod replaces the plan outfit interaction from the dressers in game which breaks some key components of NRAAS Dresser. With both mods installed I also wasn't able to save my new outfits, either. So learn from my mistakes.
The ITF stands mod increases the amount of outfits you can have per category, which was my favorite feature of the NRAAS Dresser mod, so when I read extensively what both mods changed I realized I didn't even need NRAAS Dresser anymore, anyway. So I personally like to give my active household 7 everyday outfits. I just change their outfit using the dresser in the morning before they leave the house.
You can open up Ani's ITF stands mod using S3PE, right click the xml file, open it up in notepad, and set autonomy to true, then save. So now townies will autonomously shop for new outfits in your game. This isn't as intrusive as you think. In my game, they will replace their outfits. I also notice that when they are shopping from a pedestal the same age and gender as them they will wear the custom outfit I set for that mannequin. So it's a fun way to auto style your town without having to individually change all the townies outfits yourself, sometimes I still will do this, but I catch the townies that haven't shopped for clothes by themselves yet, so it cuts down this work for me by a lot!
Performance tip: So I want to tell you guys a pro-tip that I figured out in my own playtest of the fashion stores. I tried to set up custom outfits for every age and gender in a store and my game consistently crashed everytime I tried to go back in game and continue the build.
This is because all of those cc outfits for all genders and ages overloaded the lot.
But I was able to make stores for the elderly, both genders, without crashing. A store for YA and Adult men. Same for YA and Adult Women. A store for Teens, sometimes I make two stores for both genders or split one store up with both genders. A store for kids, both genders.
This allowed me to add at least 8-10 ITF stands with custom cc outfits on each of these lots without crashing. This also led me to more optimized lots as since I'm only focusing on one specific theme and age group, the lot could be a lot smaller. One day I might do speedbuilds on this and upload it to the community.
Alternatively, if you want to add all the age groups and genders on one lot, consider only adding one of each, the best theme for this build would be a thrift store, which I've made several times in game myself without crashing.
Fashion Lots you'll want to make (I keep these around 20 x 20 lot size, they can fit basically anywhere in my worlds with very little issues): Just set these lots as visitors allowed. It'll push all kinds of sims to these lots randomly through out the day.
It's important to note that I won't create fashion stores for every age and every gender, for every outfit category. I mainly focus on the outfits and age groups that would bother me the most. I revamp all of my households before starting my gameplay, so I've given everyone in my world a default cc outfit to start with. The attire for ages I don't create lots for either wouldn't bother me at all if it were missing, or the age group is more manageable in the world population where I can change their attire right then and there on the spot. My CAS runs pretty fast considering how much CAS cc I have so I don't mind this process at all.
Everyday Wear: You can make 4 outfits each of the either the age groups or genders without crashing on the lot for everyday wear.
A store for the elderly, both genders. 4 men, 4 women.
A store for the men, YA-A. 4 YA, 4 A.
A store for the women, YA-A.
A store for teens. You can either make one for each gender, which makes 2 stores and 8 outfits. Or 1 store for teens in general, 4 female teen and 4 male teen outfits.
A store for kids, both genders or 2 stores for each gender.
Athletic Wear:
Sports shop. YA-A, both genders, 2 each. I'll put these on the same lots where I sell all the scripted objects.
The other ages don't bother me.
Sleepwear:
A store for the elderly and kids, both genders. 2 outfits for Elderly Female, 2 for male. 2 for female kids, 2 for male.
A loungerie store, Victoria's secret. For female YA-A.
A Nike or sneaker store. For male YA-A.
Other ages don't bother me.
Formal Wear:
A wedding store. For male and female YA-A, 2 each.
Other ages don't bother me.
Swimwear:
Beach shops. YA-A, both genders, 2 each.
Kid's Beach shops. Both genders, 2 each. I also include functional pool floats to this store for more fun.
Other ages don't bother me.
Outerwear: will typically only get it's own fashion store for vacation worlds. I love creating themed outfits to the mannequins for vacation worlds. I'll show you how I do this in the next section.
How to combine the Fashion stores with Consort Dress Code mod
Once you enable the autonomous interaction in the xml's of Ani's mod, townies will autonomously buy outfits from the mannequins. The townies will replace their ONE and only outfit in that category.
They will not create more outfits like you the player would. This is great news for optimization as too many outfits for each category on every sim in the world would create lag, and it wouldn't even be neccassary since townies can't autonomously change their outfit numbers for each category, anyway (NRAAS Dresser does this but it caused lag, that's how I know).
So, when they do shop for that outfit on the mannequin, it's only going to be one outfit and you will see them in that outfit for the rest of the savefile or until they shop from another mannequin with a different outfit.
This is where I use the seasonal lot marker to my advantage.
I place down the ITF stands for every season, I DO NOT place the stands down on the default setting, the objects will obviously conflict.
This means all I have to do is create seasonal outfits on the mannequins each new season, and within a couple of sim days you'll start to see random townies walking around with these outfits on.
This is why breaking the fashion stores down by gender and age really matters.
As, the townies will be wearing a bunch of different cc outfits you set up in the store instead of, for example, all elderly women wearing the same exact outfit.
Because I also use the Consort dress code mod, I need to leave some slots open to get the most out of my roleplay.
The dress code mod will automatically change the sims outfits to the outfit number for the category, but you will have to set that outfit up.
It's a pretty lightweight script, you shouldn't feel it in your performance, assuming you've optimized your game altogether.
Basic outfit numbers by Category:
Everyday Wear: 7 outfits (Mon-Sun), Townies get 1.
Athletic wear: 2 outfits (basic workout, ballerina/dancer), Townies get 2 (if they enter lot with dress code script).
Sleepwear: 2 outfits (Basic pajamas, towel set, sometimes a 3rd one for sexy loungerie), Townies get 2 (if dress code script is present).
Formal Wear: 2 outfits ( Fancy event, Party outfit), Townies get 2 (if they enter lot with dress code script).
Swimwear: 1 outfit, Townies get 1 outfit. I just change the bathing suit after 1 sim year if I get bored of seeing it.
Outerwear: 3 outfits (Winter, Summer/Spring, Fall), Townies get 3 (if dress code is present).
Career wear: 2 (work and school if present), Townies get 2, 1 is their actual work outfit and the second is if I need it for something like school.
Consort Dress Code mod rules I follow:
Whenever I place the dress code script on a lot I stick to these rules to get the most cohersive experience.
Career attire outfit #2 For teens and Kids is their school uniform if I set that up.
Athletic attire outfit #3 For teens and Kids is their school workout uniform if I set that up.
(This is why I left Athletic attire slot 3 open above)
Protip: You can use MC to copy the outfits for every sim the same gender and age as the sim you selected to speed this process up for schools!
Athletic Attire Outfit #2 For YA+ for dance studio's.
Formal attire outfit #1 For Adults in their banquet, fancy restaraunt attire.
Formal attire outfit #2 For Adults in their party outfit for dance clubs.
Formal attire outfit #3 For everyone, this is for funerals. I throw a general party in formal attire on an open graveyard RH lot with the dress code script on it. This is why I leave this outfit slot open.
Sleepwear attire Outfit #2 For everyone, using ATS3 towel set. I will also set these up in my residential bathrooms.
So this is how I optimized it altogether which gave me more dynamic variety with NPC's changing their looks.
Now let's talk about outerwear for Vacation worlds.
Camping world fashion store, Outerwear slot 2
Beach town Fashion store, Outerwear Slot 2
Snow world Fashion Store, Outerwear slot 1
France or Monte Vista, romantic get away kind of worlds, Outerwear Slot 3.
I leave these as the outerwear outfit slots because it's more manageable and easy to change since I only use 3 outfits in this category.
That way I won't ruin the everyday wear I've already set up for my active sims when they return back home, and I can easily change their outerwear again since it's only 3 outfits.
I can also switch up between the outerwear and everyday outfits when I'm out with my sims. My months last 28 days in game, but I will turn off aging and seasons to extend that season for an extra month or 2. So by the time the new season comes around, I'm excited and ready to go shopping for my sims new season wardrobe!
I also will use the consort dress code mod on many of the community lots in those vacation worlds so that all townies will typically look the part. Most of the time this won't be necassary as I have again already revamped those townies to fit the aethstic of the world.
I set these up on community lots like coffee houses, dive bars, shopping strips, movie theater, etc. It just gives me another way to see my townies in different outfits. You can also do this in Homeworld.
The only vacation worlds I won't have to do this are the snow worlds, christmas themed worlds, as townies will autonously change into their snow attire when outside anyway.
So, instead I make sure my townies are wearing winter themed outfits for the inside of community lots to make sure the whole aesthetic fits together.
Miscellanious Script OBJS & CC sets
Functional scripted objs that were recommended in this tutorial:
Fidget spinner
PJ Deodarant
PJ Bubble bath
PJ Card stands
PJ Painting supplies
PJ Pet Bowls
TS Spray tan
TS sunscreen
TS Yoga Mats
Olomaya's activity table
Olomaya's Coloring Book
Olomaya smoking mod
Olomaya Get pumped
Olomaya Family snacks
Passion mod condoms and strap-ons (On LL needs registration and I can't link it since I have hate watchers. Sorry!)
Flower Arranging Mod
Knitting
Sewing (don't forget the patch)
Arsils custom phones and backpacks
arsil's lipstick
arsil's sunglasses
MD Vile Ventures (Can't link it, I have hate watchers, sorry!)
Ani's Tea mod
Tea Set without table
Lyrlei Journal
Zoeoe Scribbling pad fix
Petrol Station
Arsil's Gum
Arsil's Bag of chips and variations.
CC Sets that were recommended in this Tutorial:
cc Perfume
Moving Day boxes
ATS3 Custom Drinks
DD sandwhiches
DD Beer
ATS3 functional liqour bottles
ATS3 Tea sets
More Functional Toys
ATS3 Music Store set
Asian Themed Conveniene store set
ATS3 Produce Set
Functional cc gas stations for the Petrol Mod
ATS3 Towel Set
ATS3 Sports set
Punching Bag
ATS3 What's in my bag.
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barnacleboots · 2 months
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i honestly love a select amount of store worlds for various reasons, however, Monte Vista is my baby 😭
but go ahead and vote for your favorite, I am curious to know :)
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barnacleboots · 3 months
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It's the tutorial that no one asked for! And I blew my entire day on it, so you better appreciate it! :) No, seriously, this is as much for me as for anyone else. I don't do this process often, and when I do, I have to re-remember the steps, and sometimes I forget some of them and have to figure it out again. This will save future me from having to do that.
Even if you aren't me, if you're interested in being able to place diving lots in most any world you like and that has ocean, this will be relevant to your interests. Unfortunately, it is a sometimes fiddly process to get a working lot at the end, and I went into a lot of detail, so the tutorial is long, but please do follow it closely because if you skip a step or mess anything up, your lot will be wonky or it might not work at all, and I don't want to hear your whining. :)
Note that this is a tutorial for placing a new, empty diving lot, which is the first step in placing a downloaded diving lot or one that you yoinked from another world, but this tutorial doesn't cover how to get such lots working. This just shows you how to place an empty lot, which I'm assuming for this tutorial's purpose that you will then build/decorate yourself. Frankly, I've discovered that building your own is much easier than trying to ram square pegs into round holes, which is what placing downloaded dive lots often feels like, even if you know what you're doing. It can be as time-consuming, if not more time-consuming, to get a pre-made lot placed and working than it does to just build your own.
So, here we go.
Step 1: Pick Your Poison. Choose the world/save you'd like to plop a dive lot into, open it, and go into Edit Town. You can use any world you want, EA or custom, so long as it has accessible ocean in it. (More on that in Step 3.) I'm going to use Sunlit Tides, just because many people want to put dive lots in it yet can't always get them working.
Step 2: Cheats! You need some cheats, so open the cheat box by pressing Control+Shift+C and then enter these three:
testingcheatsenabled true debug on enablelotlocking on
Note that you need to enable testing cheats first because the other two aren't available otherwise.
Step 3: Placing the Lot. Go into World Editor and in the Lots submenu of it choose the lot size you want:
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As far as I know, a dive lot can be any size you want from the minumum 10x10 to the maximum 64x64, any of the EA standard sizes or any custom size you might add using this mod. If you are bound and determined to try and place a downloaded/yoinked lot, then in my experience, it's best to make the new lot a little bigger than the lot you want to place, if possible, so that you have some wiggle room to get it to fit better. But, I'm assuming you're going to build your own here.
If you plan to do lots of terrain sculpting on your dive lot, bigger is better. That said, unless you're going to do something really elaborate, it doesn't have to be 64x64, the largest possible size, either. Smaller will mean that your prospective lot will fit in more places on the map. So, it's up to you. For this, I'm just going to place a 30x30 lot, because I'm not going to build/decorate it or anything.
Now, it needs to be said that not every world will be able to have diving lots. The world must have ocean, obviously, and that ocean must be routable or else sims won't be able to get to it. The ocean also has to be deep enough. Generally speaking, "deep enough" is if the water is dark blue. (Or green, or whatever color the lighting mod you use might make it.)
For instance, in Sunlit Tides here, it's pretty obvious where the deeper water is:
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But you know what? I'm going to place a dive lot in some of the shallower water, anyway, because I/you actually can, within reason. And if you're interested in doing this in Sunlit Tides, I'll warn you that the deep spot in the pic above has a very uneven bottom. It's really not a good place to put a dive lot. And I'm not sure what the deep water on the outskirts of the map is like, but the good news is that much of the deeper and flat-bottomed shallows, as I've noted, work well.
So: With your chosen lot size selected, move your cursor around in the ocean where it seems to you that the water is "deep enough" until you come to a spot you like and where the lot grid is green. If the grid is never green, then the ocean likely isn't routable at all and you won't be able to place diving lots in that world. I have never run into that, myself, but I also haven't done this all that often, so it's certainly possible. Anyway, I'm picking here:
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My advice would be to not make your lot too far off-shore even if you can do so, or else it will take sims a long time to get to it. Especially merfolk, because they always swim out to dive lots rather than take a water taxi, and they swim much more slowly than a water taxi moves. Once you find your spot, go ahead and place the lot. Doing so will create a square island, not a sunken lot. That's fine. We'll fix it in a moment.
Step 4: Change the Lot Type. Click the lot's icon and change the lot type to community and then choose "Diving Area" as the subtype:
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Note that this option will only show if you've enabled lot locking. So if you didn't enter that cheat up in Step 2 or if you entered it incorrectly, rectify that situation now so that you can set the lot type.
Step 5: Sinking the Lot Enter the lot and flatten it with this tool in build mode:
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This will submerge the lot so that it's level with the sea floor rather than being an island. You can now move the camera down under the water and have a look at your potential diving area, like so:
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In particular, check the edges of the lot to see if there are any huge drop-offs or other great differences between the level of your lot and the surrounding terrain. Whether or not this will happen is world-dependent. Some worlds have very uneven/jagged underwater areas, which is what will make you end up with drop-offs, while others, like Sunlit Tides here, are (mostly) pretty flat.
You can see in the above pic that this lot is a little sunken along two of its sides. That's fine; that small amount of difference can easily be smoothed out with the terrain sculpting tools. If there are steep drop-offs or upward slopes, you can sculpt the lot to try to blend it with its surroundings, but be advised that 1) Interactable objects like dive caves can't be placed on uneven terrain and still be usable and 2) If you end up really deep down, the camera goes wonky and it's frustrating-to-impossible to build or play the lot. So, if you've got a huge drop-off and/or a steep upward slope on one or more of the edges of your lot, I'd recommend just trying a different spot. But, it's up to you. If you feel you can work with the uneven edges in some way, have at it. You are braver than me.
Step 6: Save that MFer. Once you have a lot you're satisfied with, this is a good time to save. So, go back to Edit Town and do that.
I recommend saving often during this entire process because, I don't know about your game, but sometimes mine will "hang" or even crash when moving between Edit Town and Build/Buy, especially if I do it a lot. And with this process, you will be doing it a lot, not to mention exiting out to the main menu and then going back into the save a few times. Since getting a dive lot placed can be a fiddly business, it sucks to lose a lot of progress to a hang/crash. So, in my opinion, you can't save too often, but in this tute I'll only prompt you to do it when you must.
Step 7: Exit Stage Right Remember long ago in the last step how I said you'll be exiting to the main menu a few times? Yeah, the first time is now. You do this because, for whatever reason, the game doesn't register changes made to the "structure" of dive lots without exiting and re-entering the save. So do that. Once it's reloaded go back into Edit Town and then back into the new diving lot. Because now it's time to place a dive buoy.
Step 8: Deploy Buoy The dive buoy is located in the debug items, so if you haven't turned on access to that yet, do so now. Then, go into the buy menu, sort it "by function," not the default "by room," and you should see this question mark here:
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Click that, and then I recommend that you go to the filters on the right-hand side of the menu and choose just Island Paradise objects. Because you'll be going into the "Misc. Objects" tab and, especially if you have all EPs/SPs, there's a crap-ton of objects in there to sort through. So, filter, then choose the "Misc. Objects" tab, and you'll see this much-more-manageable selection:
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Choose the dive buoy, as indicated, and place it anywhere on your dive lot. It doesn't matter where because (spoiler alert) this one's going to be deleted, anyway.
Step 9: Ogle That Shapely Buoy Once your buoy is placed, move your camera down to the ocean surface and have a closer look at it. Like so:
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See how the ball part of it is just sitting on the surface of the ocean? That's bad. If you were to leave it like that, you'd have sims (and sharks, if you place a surface shark spawner) swimming/snorkeling in the air, if the lot would work at all. But don't panic! We can fix it. We just need to shift the entire lot down a l'il bit, so let's do it!
Step 10: Copy the Lot to the Library Go back out to Edit Town. Check to make sure that your lot designation is still "Diving Area." (Because during this process, it will sometimes change.) Then, save the lot to your library. The game will give you a warning about cancelling all sim interactions or something. That's fine. Just put a copy of the lot in the library. The thumbnail in the community lot catalog will look like a blue square.
Why are you doing this, you ask? Because now you're going to bulldoze the original. Why? Because we need to move the entire lot down a little bit, and you can only do that by placing a fresh copy of the lot. And you may need to do this several times until you get it at the right depth, so having a copy of the lot in your library is necessary. You can delete it out of the library once you've got your dive lot in the right place, if you want.
Step 11: I'm a Steamroller, Baby Once you've got a copy of the lot safely in your library, bulldoze the original lot you placed. Once bulldozed, the game will change the lot designation back to "No Visitors Allowed," so you'll need to change it back to "Diving Area."
Step 12: Go Down on That Lot To move the lot down when it's placed, you need this cheat activated:
setimportedterrainoffset -0.1
The value at the end can be whatever you want, as many decimal places as you want. A positive number will move the lot up, and a negative number will move it down. (You can use a larger negative number to make deeper a lot that's too shallow, and it can also be helpful if you're intending to try to place a downloaded diving lot on this lot so that it might better match the depth of the water in whatever world it came out of, but this won't always have the effect you want. For one, your lot will be down in a hole.) For the purposes of this tute, all I need to do is move the lot down a teeny bit so that the dive buoy on the lot is sitting IN and not ON the surface of the water. Hence, the -0.1 value.
(Now, I should mention that other tutes I've seen will have you just lower the terrain right under the buoy to sink it a little bit rather than doing this bulldoze-and-replace-with-a-whole-lowered-lot thing I do. This method can work, but I don't like it for various reasons that I won't go into for brevity's sake. I'm just telling you what I do, which has worked every time I've placed a dive lot, including shallow-water ones like this one.)
Step 13: Re-Placing the Lot Go into your library and place your saved lot back where it was. DO NOT ROTATE IT or else things will get screwed up. (Namely, your lot will become an island again and resinking it won't really work.) Just click "Accept." And then check its lot designation and change it to "Diving Area" again, if necessary, which it probably will be because stupid game.
Step 14: Ogle that Shapely Buoy 2, Electric Boogaloo Now, enter build mode and move the camera down to the ocean surface again to check the dive buoy. Ideally, it will now be sitting IN, not ON, the water, like so:
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If it's still sitting on the surface, the lot needs to be deeper and therefore moved down farther, so go back to Edit Town, bulldoze the lot again, change the value of the imported terrain offset cheat to a larger negative number (Perhaps -0.5) and try again. Be aware that, as I said, once you get to larger numbers (as in greater than -5 or so) you start ending up with your diving lot down in a hole, which may or may not be workable.
Now, there is a marker on the buoy, the little black rectangle I outlined in the pic above. If the ball part of the buoy is at least partly in the water but that marker is still above the water, as in the above pic, the lot will still work, but there will be a "hop" (and sometimes a pause) when a water taxi or a swimming merperson crosses the boundary of the lot. The higher the marker is above the water line, the larger that "hop" will be. (Because, if you haven't figured it out yet, the dive buoy is what tells the game where sims can swim, vertically, on a dive lot.)
If such a hop doesn't bother you, you can leave the buoy as-is. If you're a perfectionist like me, you go back to Edit Town, bulldoze the lot, and change the value of the terrain offset cheat to try again. Do this as often and with as many decimal places as your level of perfectionism demands. :) I'm not that fussy, so I usually just move the lot down in increments of 0.1 until the marker is at or below the water line but the ball of the buoy is not completely underwater because you don't want the ball completely underwater, either. At least some of it needs to be above water. So, fiddle as much or as little as you feel you need to.
(For reference/scale, the gap between the marker and the water line in the above pic would probably be fixed by an offset of about -0.15 instead of -0.1. But it would also be fine as-is unless a little hop at the lot boundary will bother you.)
Step 15: Bye-Bye Buoy! Once you have the lot so that the buoy is where you want it, DELETE THE BUOY. I repeat: DELETE THE BUOY. Yes, DELETE THE BUOY. For whatever reason, dive lots drawn from your library that contain buoys won't work. I don't know why. They just don't. You need to place a fresh buoy. (I'm pretty sure this is why lots of people can't get downloaded dive lots or lots that they pulled from other worlds to work. Sometimes the answer is simply to delete the buoy, if the lot came with one, and place a fresh one.)
Step 16: Exit Stage Left Once you have DELETED THE BUOY and only once you have DELETED THE BUOY, go back to Edit Town, check to make sure the lot is still designated as a diving area (and change it back if necessary) and save. Why? Because now you need to exit to the main menu and reload the save again. So do that.
Step 17: Fresh Meat Buoy! Once the save is reloaded, go back into Edit Town, and check to make sure the dive lot is still designated as one. Redesignate, if necessary. Then, go into build/buy and place a fresh buoy, just as you did before. This one will be staying permanently, so place it where you actually want it to be. (Which really doesn't matter; aside from defining the vertical space of the diving lot, it just designates where your sim "enters" the lot.) If you want the lot to generate sharks on the surface, you can also place surface shark spawners now, too, as few or as many as you want, and because you have properly adjusted the height of the lot, the spawned sharks will not be swimming in the air. The spawners are also in debug mode, under the fish spawners. (There is also a spawner for underwater sharks. Do not put that one on the surface. Make sure you only put surface shark spawners on the surface.)
Step 18: Set the Lot's Skill Level You set the required skill level for the diving lot by going to buy mode (if you left it), making sure the hand tool is active, and then holding down control and shift while clicking on the dive buoy. Choose the option "Set Required Diving Level…" from the menu that comes up:
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…and then from the resulting options under that choose a NON-ZERO number. For some bizarro reason, buoys default to level zero when placed, and a diving lot set to skill level zero is inaccessible even if a sim has level 10 scuba skill. (Good move, EA! Why is zero even an option if it doesn't work??) So, pick whatever skill level you'd like, so long as it ISN'T ZERO. (I suspect that this is another reason why people can't get downloaded dive lots that they place in a world to work.) Once you have the skill level set, go back to Edit Town and save.
Step 19: Test And now you're pretty much done. All that's left is to test the thing to make sure the lot works before you bother with building/decorating it. So, return to the game and send a victim to your new, empty lot and see if they successfully arrive (with or without a "hop" at the lot boundary) and successfully get themselves underwater. (My advice, for testing purposes, is to just give the sim you pick enough diving skill to use the lot. This can be done with NRAAS Master Controller.) Don't bother with doing anything further with the lot until you make sure it works.
Here is evidence that my lot, though shallow, works:
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If your lot doesn't work, then something went wrong somewhere. Most likely, you missed a step or did a step wrong. I know there are a lot of words here, but they're all necessary to (more or less) guarantee a working lot in the end. So, try again. It's possible that you will have to pick a different location and start over, but I've been able to get a lot working wherever I've placed one, so long as it was in deep-enough routable ocean.
Step 20: PROFIT! Assuming that your lot works, "all" that's left is to build it! :D I'm not going to go into detail about that. It's all up to you. You can sculpt the terrain, paint it with whatever terrain paints you want, place objects, whatever. If you're in shallower water, any objects you place that are tall enough to stick out of the water will just be chopped off at the water line; you won't be able to see the rest above water. The corals and stuff are in debug mode under "Underwater Objects," but if you don't want the tropical look, so long as you have moveobjects turned on, you can place (almost) any object you want down there, aside from things like walls and fences and other build items that can't be drawn underwater. Rocks, plants, trees, columns, and anything from the buy and debug catalogs are all good. If such an object has a function, sims won't be able to use them, though. They'll just become deco. (So, no underwater basketweaving sculpting. Sorry.) So, go to town. Have fun. For this tute, I'll just mention a couple objects and their settings and we'll finally be done.
Miscellaneous Objects:
First, treasure chests. Like the dive buoy, they're located in the "Misc. Objects" of debug mode. There are two versions, one for land and one for water. Obviously, on a diving lot, you want the water one if you want any at all. If you do want to use them on your lot, place down as many as you want, and then set the diving skill level necessary to open each one and designate the treasure each one will hold. You do both by holding down control and shift while in buy mode with the hand tool active and clicking on a chest, just like setting the skill level of the lot on the buoy. This brings up this menu:
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The "Assign Treasure" option gives you eight different treasures for the chest. You simply pick the one you want. The "Set Required Skill Level" option allows you to assign the diving skill necessary to open the selected chest. You can choose any number you like from 0 to 10. (Yes, zero is OK for this purpose, even though no one with zero skill can scuba dive, so…Yay EA.)
Then there's the dive caves. I think they are in the "Underwater Objects" section of the debug catalog; I'm not sure because a mod I use moves them to the regular rock section. Anyway, there are two styles, which you're probably familiar with, but they both function the same way. If you have more than one of them in the world, even if they're all on the same lot, your sims can travel between them, much like a subway. Unfortunately, I can't show you how to set this up because that mod I use to move the caves to the rock section also makes them recolorable, but it breaks setting up this functionality and I don't feel like hunting the mod down and taking it out. But it's pretty easy. You Control-Shift-Click on each one, give them a name, and then you can connect them by using the names you give them. Again, it works much like subways. It's pretty self-explanatory.
Finally, there's the fog emitter. If you're unfamiliar with this object, it's a base game object located in the "Misc. Objects" section of the debug catalog. The thumbnail in the catalog looks like this:
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And it looks like this when it's placed:
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They can be used on any lot, they disappear in live mode, and they can generate not just fog but many, many different effects. Literally thousands of different effects. You place the emitter where you want, and then control-shift-click on it and choose "Set Visual Effect" from the resulting menu:
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When you click on it, you get this:
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In that window, you type/paste the code for the effect you want. Of course, you will need to know the code for the effect you want. For your convenience, I've uploaded my list of effect codes, which is complete and includes the codes from all EPs, here. It's just a text file, and the codes are in alphabetical order. Since the list is all-EPs, some of them may not work if you don't have the EP the effect comes from, but if that's the case, then any such code you enter simply won't do anything.
The most relevant effects for a diving lot all start with "ep10," but there are others you could possibly use, too. Some of the names of the codes are more helpful than others in terms of knowing what it will do. Generally, you need to experiment. But, you can add schools of fish, single (but non-catchable) fish of all kinds (if you want catchable fish to spawn, you need to use the spawners, not the fog emitter), sharks (non-interactable), light rays, bubbles, glows, fog, all sorts of things, if you're patient enough to go through the list, look for interesting possibilities, and try them out to see if they will work for you. There are whole tutorials dedicated to the object, if you look for them. There's also a mod that makes them shiftable, which can be very useful, here.
One final suggestion: If you go through this process in a world that you know or even just suspect that you'll want to use again and you'll want the dive lot(s) you made in that future save, for the love of pie keep a copy of this save file somewhere. That way you won't have to go through all this crap again. Because even if you save a copy of your finished lot, unless you manage to place the empty initial lot in the new save in the exact spot you placed it when you built the lot, it's not likely to be quite right. So beware.
And with that, I think we're done here. If anyone has any questions, or if you decide to try to make your own diving lot and have questions along the way, feel free to hit me up and I'll do my best to help. Just keep in mind that I'm not an expert by any means.
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barnacleboots · 3 months
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Passing by real quick to let everyone know I updated my Google Drive folder (the one where I keep a copy of all the cc I’ve done so far) and added a few more conversions I haven’t shared, some rugs/paintings I did and lastly, my lame attempt at recreating Sihtric’s Hair :p
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barnacleboots · 3 months
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4t3: Astral Attunement Rug (Crystal Creations SP)
Compressed.
➨ Download ➨ Alt Download
Info:
14 swatches. Not recolorable.
Found Under Decor>Rugs for $225.
@xto3conversionsfinds @matchsim (thank you!)
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barnacleboots · 3 months
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Store Wazzup Workout Sweats for teen-elder females
This wasn't planned, but I figured I'd try doing a MtF conversion for something other than children. While I reshaped the mesh a bit and hiked up the crotch, I did leave it more on the loose side. The pants and belt bow are also not painted on at the waist, so there may be clipping with long, very tight tops.
For teen-elder females. Everyday, Sleep, Athletic, Outerwear, Maternity. Not enabled for random.
4 channels, 3 presets. I made the piping (?) on the side recolorable instead of leaving it as an overlay, and removed that blue stripe over the pocket. Only the second preset has that emblem stencil on the right leg.
Original Store item (amBottomWorkOutSweatZippers) not required. These don't conflict with the male versions either.
Credits: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11.
Download: SFS | Mega
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barnacleboots · 3 months
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Growing Pains by Twinsimming 🥰😥🤗😴🤪🥺
Growing up is hard, and going through phases may make it a little harder.
Inspired by the phases system from The Sims 4: Parenthood, this mod aims to make younger sims’ personalities more dynamic.
This is a script mod that can be placed in your Packages folder. It was built and tested on 1.69 but should work fine on 1.67.
Requirements
The Sims 3: Late Night
The Sims 3: Generations
The Sims 3: Showtime
The Sims 3: Supernatural
The Sims 3: University Life
Overview
Phases System
List of Phases
New Moodlets
Phases System
Toddlers, children, and teens can now experience phases that change their personality.
Phases are moodlets that temporarily change one of a sim’s traits. Phase moodlets last for 2 days, with a 48 hour cooldown between the end of their most recent phase and when a sim is able to experience a phase again.
Each time a toddler, child, or teen sim wakes up, they will have a chance of experiencing a phase. The base chance of experiencing a phase is 20%, but this chance can increase or decrease by 5% based on the factors/moodlets listed below:
Increased Chance
- Witnessed Divorce - Witnessed Death - Witnessed Betrayal - Heartbroken - Stuff Taken - Stir Crazy - Abducted by Aliens - Embarrassed - Lost a Friend - Negative Mood - Has Enemy - In Trouble (Generations punishment system) - Stress Moodlets (Stressed, Strained) - Has No Friends Outside of Household - Adult Household Member Dislikes Children - Negative Relationship with Adult Household Member - Negative Prom Moodlets (Ditched, Got in a Fight, Denied) - Negative Celebrity Moodlets (Got Recognized Negative, Publicly Disgraced) - Negative Job Moodlets (Overworked, Fired) - Negative Social Moodlets (Lonely, Desolate, It’s Like I’m Invisible, Misunderstood, Need to Brood, Rejected) - Negative Romance Moodlets (Rejected First Kiss, Betrayed, Dumped by Text, Rejected by Ex) - Punishment Moodlets (Got in Trouble, Got Put in Timeout, Privilege Revoked, Grounded, Prank Backfire, Caught Pranking, Caught After Curfew, Detention)
Decreased Chance
- Has Friend Outside Household - Friends with Adult Household Member - Adult Household Member Has Positive Family Trait (Family Oriented, Nurturing)
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List of Phases
There are a total of 28 phases total, with 5 available to toddlers, 21 available to children, and 28 available to teens. Once a phase is available, it will carry over into the next life stage. The phase names and the traits they add to sims are listed below:
Toddlers
Messy Phase (Slob)
Irritable Phase (Grumpy)
Certified Outdoor Hater Phase (Hates the Outdoors)
Restless Phase (Light Sleeper)
Clumsy Phase (Clumsy)
Children
Mean Streak Phase (Mean Spirited)
Distant Phase (Loner)
Clingy Phase (Shy)
Rebellious Phase (Rebellious)
Self-Absorbed Phase (Diva)
Sticky Fingers Phase (Kleptomaniac)
*Emotional Phase (Over Emotional)
Ill-Mannered Phase (Inappropriate)
Quick Temper Phase (Hot-Headed)
Anxious Phase (Neurotic)
Fearful Phase (Coward)
Lazy Phase (Couch Potato)
Erratic Phase (Insane)
Stoic Phase (No Sense of Humor)
Daydreamer Phase (Absent Minded)
Devious Phase (Evil)
*Shown in preview photos.
Teens
Loser Phase (Loser)
Materialistic Phase (Snob)
Emo Phase (Brooding)
Childish Phase (Childish)
Prudish Phase (Unflirty)
Noncommittal Phase (Commitment Issues)
Cringe Phase (Socially Awkward)
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New Moodlets
There are 28 new moodlets, one for each phase, and all of them last for 2 days and have no effect on a sim’s mood.
Tuning
All of the tunable values can be found on the mod download page under the header “Tuning”.
Conflicts & Known Issues
Because this mod temporarily changes a sim’s traits, your sim may become unclickable if you also have Branndo10’s DrugLord mod installed at the same time. (Thank you to @monocodoll for the heads up!)
Otherwise, there shouldn’t be any conflicts.
Credits
EA/Maxis for The Sims 3 and The Sims 4, Visual Studio 2019, ILSpy, s3pe, Notepad++, Script Mod Template Creator, and deathbypufferfish for extracting the TS4 icons
If you like my work, please consider tipping me on Ko-fi 💙
Download @ ModTheSims
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barnacleboots · 3 months
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TS3 Mods that I use
This list has been created for years. It is sharpened for realism, smoothness of the game, so there are no mods like Kinky or StoryProgression.
All these mods can be used together, they are tested for compatibility both through the panel and in the game.
All of them are suitable for the latest version of the game.
This list is REALLY long 
If the links are not displayed =>
https://docs.google.com/document/d/1Zq4hrO4Cc1ACC-dZ0J-XLxyENzkxXI2RMi9Ui8MgIKQ/edit?usp=sharing
!!!Important!!!
I have all the add-ons, catalogs and the store.
Some of the mods need to be configured (Passion, system core, BGLMFT)
No need to blindly download everything, at least briefly read the descriptions of mods and their possible errors, as well as the settings
Make sure you have completed all these steps for a smooth game
My computer is average.
There are no visual fixes and default replacements in this list, otherwise the list would have doubled.
SimsAsylum is not broken, registration is needed 
If your computer still doesn’t pull - look at the mods in the Misc category - there are the heaviest script mods
If in addition to this list you use other mods- do not forget to check for compatibility, version, put it in other folders other than the list, so that if anything, you can quickly figure out what the problem is.
After massive downloads, installations and file transfers - do a system cleanup. This greatly affects the loading time of the game.
Autonomy rebalance:
Sims Can (and will) Autonomously Use the Rabbit Hole Spa
Less Attraction to the Rocking Chair
Merchant Hours Adjustment
No Autonomous Dumpster Diving
No Autonomous Lunatic Embrace and No Autonomous Lunatic Slap mods
No Autonomous Pets Skittish of Full Moon
No Autonomous Play With Fire
Sims Always Flush Toilets or Toilets Always Auto Flush
Slippy Slide Less Attractive or No Autonomous or Children Only
Autonomous Fun In The Sun
No Autonomous Build Igloo
Attentive Bartender
Service Sims Out On The Town
Townies Out On The Town
Always Put Books Away v6
Child and Teen Only Pillow Fight v3
Less Autonomous Dancing With The Sunflower v2
No Autonomous Scatter Hay
Play With Sprinklers Allow Child And Teen Only v5
No autonomous ‘Kick Flamingo’ and ‘Kick Gnome’
No Autonomous “Check out new object”
Less Autonomous Ice Cream Maker v2
Less Autonomous Deep Fryer v2
Less Autonomous Chicken Jokes
Less Reaction to Gem Cutting Machine
Babies and toddlers mods:
Napping Mat
Toddlers Extra Activities
Toddlers Can Turn On and Off the Stereos
Baby Monitor - 100 Percent Chance that Two Toddlers Play Together
Unlocked Child/Teen LTR and Traits
Toddler Interactions Mod
Better Sleeping Babies & Toddlers (I delete all cheaty change motives exсept the bladder)
Makeup Kit
Auto Sit Watch TV Holding Baby/Toddler
Toddlers can Ask for Things
More Baby Interactions
Outdoor Activities for Toddlers
Toddlers can Pickup Festive Eggs
Toddlers Can Learn to Walk Alone
Toddlers can Ride Rocking Rider
Toddlers Can Sit on Sims’ Laps
Toddlers can Catch Butterflies & Pick Flowers
Toddlers can Sit on Couches & Lounges + BLMFT (with tuning skill potty train)
Adults can Play Peek-A-Boo & Hug Toddlers
Replaced Toddler Crying Animations
Children can care for their lil’ siblings
Autonomous Potty Training v2
Autonomous Teach To Talk
Autonomous Teach To Walk
Toddlers Can Open Bookshelves Mod v4
Automatic Potty Training Skill If Older Than Toddler (read instruction)
Crying Baby Radius Tweak
Toddler Food Bowl
Camera mods:
BrntWaffles Shimrod Camera
No drift and Height friendly camera mod
Zoom-In CaS Camera
Portrait Painting Height Adjustment
Portrait, Still Life, Memorize Scene quality fixer
No more Fade
CAS mods:
XCAS core mod
CAS Animation Edits - Stand up Straight/No Facial Idles/Stand Still
No CAS Age Stagger v7
CAS Room Recolored (+ PETS)
Showtime Costume Makeup For All Genders
Children mods:
Do homework with
Childhood Activities
10 Extra Afterschool Activities
Music Lessons
Afterschool Activities for Kids and Teens!
Sports Activities
No Stretch’ Children can Series
Fidget Spinner
Better Playdates
OEM child Chess, Neat trait clean house, solve hard problems
Bakery child can purchase
Dollhouse tweaks
Replaced Child Hug Animation
Children & Toddlers can Follow Sims
Working Together is Better
Toys are More Fun!
Stay Up Later At Slumber Parties
Less Autonomous Play With Imaginary Friend Doll v2
User-Directed Scolding + Other Punishment Tweaks
Realistic Child Cooking Skills
Cooking mods:
Always Eat At The Table
No More Tastes Like Fridge
Have Coffee With Me
Fridges and MiniFridge EP9 Snacks
Industrial Oven Revamp
No Coughing While Eating
Don’t Eat From Inventory v3
Eat What You Cook v4
Eat & Put Away Your Leftovers
Energy Change for Hot Beverages
Snacks are now LESS filling
WeeAlbet LickCleanLessHunger
Carnival Foods Fill Hunger
Buy Takeout And Order Food At Restaurants
No Free Quick Meals
Food Synthesizer Pop-Up Menu
Reheat Food in Microwave
Set The Table & Call To Meal
The Professional Juice Bar Mod
Eat Outside Restaurants + Waiters
Seasons & Barista Bar Beverages on the Coffee Machine
Cook With Any Ingredient
Bring Food & Drink To Others - Any Time, Any Place
Ingredient Moodlets From Meals
Choose Your Resort Buffet Foods
No Rebel Social Group Influence from Adding Herb to Meal
Vending Machine Tweaks
No Fridge Shopping
Pasteurize Milk Mod (read instructions)
Cooking and Ingredients Overhaul + More Nectar Ingredients
Canning Station Overhaul
No More Uneven Cooking
Food Variety for Picnic Basket
QUICKIE FOODS & SNACKS (first time the boxes are red)
NO FRIDGE SHOPPING - BAKER’S STATION
Deliciously Indulgent Bakery - More Interactions
Fast game:
Faster Loading and Moving of the Elevators
Tiny Texture Replacers Combined
The Party Pooper Mod
Subtle Build Grid Active Level Only
No Intro with Maxis logo
No (or fewer) automatic memories
No “Mod Scripts Found”
Annoyances Disabler (disable zombies)
simler90’s Gameplay Systems Core Mod (disable stereo and cars)
No Dropping Queue to Send Off Sims to University
Game fixes:
Restoration Spell Fix
Inventor’s Workbench fix for Bridgeport
More Efficient Upgrade Name Fix
Read Toddler to Sleep - Fixed Interaction
Corn Stalk Fix
Photography Fixer
Crossed-Out Trait Thumbnail Fixes
Explore Geyser Rift Non-English Reset Fix
Amour Perfume Moodlet Typo Fix
An Assortment of Vaguely Spring-Related Tweaks
Write Thank You Notes Fix
Higher Hot Air Balloon
‘Feed’ Fish Interaction Fixer
Dive Bar Toilet Paper Reprice
Watch Laser Rhythm-a-Con FIX
Dive Cave Reset Fix
Showtime DJ Booth Motive Fix
No simport wishes
Junkyard Spawner Grill Fix
Medical Emergency Panic Child Fixer
Scarecrow Faster Scaring
Spiral Staircase ‘Use Stairs’ Fix
Get to Know Fix
Warmed and Cozy Fire Buffs Hotfix
University Student Union (buffet table)
Motive Mobile Rebalanced & Occult-safe
STFU Bicycle
Excavation Site Hotfix (It is necessary to clean up for the duration of the quest in the future)
Less crappy bunk beds
Money mods:
Workout Costs Money
Windsurfboard Buyable as Boat
No More Free Roofs
Increased Retirement Pensions for Inactive Careers
Cheaper Scraps and more options
Taxi Charge Mod
No Free Toys in ToyBox
Wildflower Sell Price Nerf
Subway Charge Mod
Painting Costs Money
Futuristic Transportation Charge
All magic gnomes have no money value
Buy more from store (do not buy a lot of slicks in order to avoid freezes)
Pet mods:
Horse Dig Won’t Spawn Produce
Stock All Types of Minor Pets in the Terrariums
Cat Fishing Skill
No Autonomous Pet Feeding treats
Pet Fighting Skill
Pet Bowl Requires Food
More filling “minor pets snacks” for cats and dogs
8 Pet Toys in Toy Crate
Gallop Fastest Animation Fix
Saddle Horses No Spinning Effects
Horses Sleep/Nap Lying Down
“Watch” Horses and Deer Routing Fix
Cats Stalk Prey Routing Fix
Pets “Pee Here” Always Available
Dogs collecting shinies fills Destruction motive
Cats stalking for crawlies fills Scratch motive
Horse Temperament System
Wildlife and Minor Pet Hunting
No Negative or Neutral Pet Reactions
Play Fetch Fills up Destructive Motive Bar for Dogs
Pregnancy mods:
Puddles When Water Breaks v5
Gain weight after pregnancy
Maternity Defaults (merge it)
No Pregnancy Chime and No Woohoo Harp Sound
Teen mods:
Ping Pong No Hygiene Loss/Juice Pong Teens and Pregnant Sims Allowed
Curfew Mods
Teens Can Take Unpaid Days Off v3
OEM start band for teens, air guitar unlock
Routing mods:
Banquett Fan Routing Fix
Store Fixes: Route Fail
No Motive Fail tantrum or whining
Route Fix v9 Mods
Walk Not Run v5
Interaction on sloped terrain enabler
Sit On More Comfy Objects and Better Routing for Game Objects
Less Obtrusive Country Cabinets
Hanging Lantern Fix
Mountain bike
Additional Entry and Exit Routing Slots to Reduce Door Crowding - Schools, University
No More University Life NPC Protests
No Route Fail and No Foot Tapping Animations Mods
Reduce/Remove Lag caused by Houseboats
Fix: Guitar needs less Space for playing
Fix: Bass needs less Space for playing
Recipes:
CCLoader
Heart Cookies
Baker’s Basket Plants, Ingredients and Recipes
Hot Chili Plants, Ingredients and Recipes
Winter Holiday Cookies
Spooky Cookies
Harvestable Flowers
Green Vegetable Plants,Ingredients and Recipes
Spring Harvest And CookBook
Plantable Wheat
Kelp Recipes for Mermaids and those who love them
Pineapple
Six new custom recipes: pies
Three New Pasta Recipes
10 New Custom Soup Recipes
Nraas mods + NRaas Settings:
AntiMagicScroll
Careers + modules
Dreamer
ErrorTrap
GoHere
Hybrid
MasterController + integration
OnceRead
Overwatch
Register
RelationshipPanel
SecondImage
Saver
Shooless
SleepFreedom
Tempest
Traffic
Traveler
Woohooer + modules
WrittenWord
Build Buy mods:
Simport Rewards Unlocked
Builder Stuff
Mirrors Shift & Hide With Walls Down
Shiftable Curtains [Base Game - Island Paradise]
Shelves + Extras Shift & Hide With Walls Down
Rotation for Nectar Bottles
Functional Late Night City Trash Cans
Sims 3 Hidden Stencils Unlocked + Fixed! (if you use shiftables - delete the bg and LN files)
Railings on Spiral Staircases!
Shiftable Fish Trophies
All expansion and stuff pack easels portable
shiftable certificates
Decorate 6 Base Game Dressers - with more slots
What’s On Your Stereo?
Stuff on the Back of the Toilet
High End Loft Desk with More Slots
Ambitions “Impeccably Desked” with More Slots!
Shiftable Televisions
Shiftable drafting table sketches
CAST yourself a chimney!
Adult mods:
Weapons System
Dexter The Bear
Sims Drinks
Cigarette Smoking Mod
Break into house
Free Your Klepto and Observant Sims
Relieve Bladder in the Shower
WooHoo in Shower Animated Ver 2
Virginity/Ask If Virgin Mod Revamped +Update
Passion mod + animations + nude by cmar (I will not attach the link just in case) ((merge the animations, disable vampires))
Misc mods:
Fist Bump
All News TV Channel
No More Hidden Brooms or Autonomous Broom Riding for Witches
Moar Interactions
Nectar Combinatorics
Evening School
Chef Service
Gardener Service - v2.3
Replant Interaction
Nosy sim interactions
New dance routines (merge the animations)
Just Sit
Back to Nature – Lifetime Wishes for Farmers and Outdoorspeople
Check For Work In Rabbitholes
Advice Social Interactions
Lost & Found: Honors Scholarship
Workout Randomizer
Write Scholarships for Money
New Lifetime Wish - Grilled Cheese
Pool Jobs for Lifeguards
Audition For Band Gigs
Bring “Mysterious Drinks”
Ask To Join Fishing
Salvaged Junkyard Objects Made Usable
New and Improved Eiffel Tower
Knitting for TS3
More Senarios Upon Moving
Remove Shoes/Wear Slippers Indoors mod
New TV Channel for Animation Fans!
Symptoms for Seasons
One with Nature
Take Practice Shots Mod
Yoga Mod
Buzzler’s Scribbling Pad - Fixed
Scarier Ghosts Mod
Programming Skill
Record Videos with Cellphone
Acne Mod (Time freezes at 5.59)
Flower Arranging - Interaction and Skill
Misc tunes mods:
Bonfire Test Tubes - No Stink
Dumpster Diving - More Objects To Find
Hygiene Gain & Temperature Loss For Ocean And Swimming Pool
Magic Gnomes Stay Put
More Seashells and Bottle Messages
Not Just Teens Can Prank Call
Longer Suntan Buff
Meet Coworkers Faster
Glassblowing and jewelry making station increases academic performance
Poker table ask to join
Roulette table ask to join
Television and stereo workout ask to join
Inventors No “Oww” Voice
Baking Report Enabled
Basketball Tweaks
Claw Machine Equal Prize Availability + Missing Teddies Fix
Fab Family
Fewer Autographs and Cell Phone Fotos
Ghosthunter Spirits Equal Availability
Will O’ Wisp fix & Insects Equal Availability
IP Treasure Chests New Stuff
ITF Shopping Pedestal More Cars
ITF Trait Chips No Ingredients
Showtime Magician More Appearing Objects
Mellow Paparazzi
No Butt-scratching at the Rubble Piles
Party Warehouse Marquee Sign Re-Animated
Power Harvester Invention
Power Inventor
Power Sculptor
Resort Revamp
Share Secrets Revamp
Sim Body Temperature Modifier
Stereo Mp3 Sound Volume Fixer
Wishing Well Tuning
Joinable Bubble Bar v4
Firefighters Respond Faster
Ice and Roller Skating is Fun!
More Festival Ticket Rewards!
Meditation is fun
Social networking skill on computer
UL Degree benefits - careers/skills/traits added & more
More Traits for All Ages
Faster/Slower Leaf Raking
Find All Jobs in Newspaper or on any Computer
SmartPhone Camera Upgrade
Fix that umbrella!
More nectar in rack
Faster Vintage Car
Faster Fixing Up The Fixer Upper Car
Gain Cooking Skill Faster At Work!
More Energy Whilst Sleeping in Class and at Work
More Unique Adventures per Day
Friday Theater Variety
No Car Relationships
Logic skill from watching chess
Garden environment
Romantic Reputation Recombobulator (updated by MrFatCat)
All Missy Hissy Careers
Optional mods (work good with this list, but I don`t use them now):
Cheese collection Cancel Time Off Weddings for inactives Karma Powers Fish In Pools & Fountains Mermaids Cannot Eat Non-Sea Fish Raw Unrestricted Sponge Baths TYAE Autonomy Fixer ITF Comedy Show Enabled for Human Sims New Motive Charms and Curses Unlocked Zombies No Attacking Plants Bladder and Hygiene motive increase from Fairy House Adults Can Prank Mods Autonomous Kissing Under The Mistletoe Mummy Power Mod Plantsim Power Mod Have Sim Arrested Mod
784 notes · View notes
barnacleboots · 3 months
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Miiko Bianca Dress
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A lovely dress from @miikocc! With three original patterns. Original here .
Teen-Elder
Unisex
Everyday/Formalwear/Career Categorys
Recolourable
Pregnancy Morph for Adults
Over 6K polygones
Works fine with Basegame
Issues:
Some shine in CAS with some agegroups (Looks normal in Livemode)
I didn't find some good bone refference for this dress, so walking animations look wonky unfortanatly
Enjoy!
128 notes · View notes
barnacleboots · 3 months
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Valentin by Cualquiere
Hey! Happy Valentine's Day.
For this special day I have decided to share with you Valentin, a sim I have created with care and love, to thank you all for all the years we have spent together on Simblr.
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In the link below, you'll find a .zip file containing his .sim, skin and eyes .package files, as well as a CC list so that he can look right in your game. Please read the included .txt file before anything to make sure everything is in order!
DOWNLOAD
Feel free to edit the sim and the provided CC as you wish, I will just ask you to credit the creators involved if you decide to make downloadable CC from these. More info in the .txt file.
657 notes · View notes
barnacleboots · 3 months
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Sul sul!
It's time to get nostalgic.
With this update of my Sims (2000) world, you can revisit every lot and every household from the Sims 1 in an open world experience in the Sims 3! This addition adds the Magic Town and Vacation Island area's, making this a complete Sims 1 world, that includes every Sims 1 neighborhood.
I apologize for the long delay in releases this update for this Sims 3 world. My real life has gotten very hectic, so it's been hard to make time for this project. I hope it was worth the wait and that you'll enjoy reliving the Sims 1 in this Sims 3 world.
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Special thanks to @bunnybananasims @virtual-hugs @madraynesims @melisanne19 @thesims1master @ohrudi on Tumblr and @OhBeeel and @Andr3sL0K0 on Twitter for helping me with beta testing! And Martine and Simsimillian at MTS for providing lovely terrain paints <3
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Get the world + save file here: SFS download
If you enjoy my work, you can support me on Ko-fi <3 Thanks!
This world was made with every Sims 3 expansion pack (except for Into The Future), in addition the the High End Loft and Town Life stuff packs. You can install the world even if you do not own all of these packs. But the save file (which includes all of the premade sims, ghosts and some fixes) can only be played if you have all of these packs installed.
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To everyone who has installed and played the previous version of my Sims (2000) world: to install this version, you'll need to uninstall the old one. If you have an active save file with the previous (1st) version of this world, please backup any households and builds you want to save to your library. Because that save file will probably become unplayable after installing the updated world file.
I have one little request… If you know any other long time simmers, please share this project with them. I would love it if as many people as possible get a chance to enjoy this nostalgic experience <3
Also, if you enjoy setting up high quality screenshots, I'd love to see them and use them to promote this world.
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barnacleboots · 4 months
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MUDANÇA RÁPIDA CÂMERA MOD - SIMS 3 | Patreón (patreon.com)
Exciting News for Sims Enthusiasts! 🎮 Have you ever suffered from motion sickness while playing The Sims 3? 🤢 Fear not! Introducing my latest mod - originally created for a smoother gaming experience, it unintentionally became an "accessibility" gem for players with motion sickness! 🌈
🚀 This mod, showcased in the video, ensures a seamless transition to your selected Sim, eliminating the lag caused by navigating the entire map. 🌍
🔍 There's a twist though! The movement time is now zero, preventing the traditional right-click map navigation. 🕹️ But worry not, you can still drag the camera with a simple right-button press. Check out the demo to see it in action!
🙌 A massive thank you to everyone who embraced this game-changing mod! 🎉 Let's enhance your Sims 3 experience together. Don't forget to remove any other camera mods for optimal results!
Available NOW for supporters / Available for everyone in 3 days :D
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barnacleboots · 4 months
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TS3: Better Greet
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Here’s a brand new script mod for you! I got sick of seeing all Sims greet each other with handshakes, so I made this mod to fix and expand upon one of EA’s most annoying oversights in my opinion.
Better Greet overhauls the visual aspect of the Greet social interaction and allows Sims to play diverse greeting animations under different circumstances. See more details on all its features under the cut! 👋
Overview
In the vanilla game, greetings are limited almost exclusively to handshakes, with the only exceptions being the cultural greetings from World Adventures and the Proper greetings from Supernatural, as well as a rare ��wave’ greeting that takes place when one of the involved Sims is carrying a baby or an object.
This behavior seems to be an oversight by the developers, as the Social Data for the Greet interaction includes some rules that in theory would allow Sims to use different animations when greeting friends, romantic partners and so on, but the actual script that handles greetings completely disregards these rules.
This mod aims to solve that and expand upon the possibilities by making Sims’ greetings also take into account things like personality traits, social group and relationship status.
Features
There are a host of new conditions under which Sims can perform the new greeting styles. Some aspects of these conditions can be edited in the mod’s Tuning resource, such as the relationship level or social group level required for a greeting to be performed. By default, the mod is tuned in a way that strangers, acquaintances, friends and romantic partners all greet each other differently.
Though there are no hard requirements, many of the greeting styles rely on expansion packs for their animations or to fulfill certain requirements, such as: World Adventures, Showtime, University Life, Island Paradise, Into The Future. The mod can still be used without any of these packs, the corresponding greeting types will simply not be available.
If UL is installed, Socially Awkward Sims have a chance of performing some greetings awkwardly. The reaction to these greetings depends on the target Sim's traits; friendlier Sims won't mind and will turn an awkward greeting into a successful one.
There are two optional alternate modes available that modify the greeting rules, which can be enabled in the Tuning XML file:
Euro Mode: Adjusts the rules of the Double Cheek Kiss greeting in order to mimic the customs of parts of the world where giving a kiss on each cheek is a common greeting. This can be mixed and matched with the Check Gender tuning, which can restrict this greeting to be performed only with female Sims if enabled.
Historical Mode: Makes Proper Bow and Curtsey the default greetings (SN required) and disables some greetings that might not fit in a historical gameplay setting, such as High Five or Shaka Bra.
Acquaintance Greetings
Wave: By default, Sims will introduce themselves with a Wave instead of a Handshake. If their LTR is -20 or below, they will always use this greeting, with special animations if LN is installed.
Handshake: Sims will greet with a Handshake if at least one of the Sims is an adult, or if one of the Sims is a Workaholic. If WA is installed, two Workaholic Sims will greet with a Fast Handshake.
Double Cheek Kiss: If WA is installed and Euro Mode is enabled, Friendly Sims can greet with a Double Cheek Kiss as long as the target is not a Loner.
Friendly Greetings
Friendly Hug: Sims will greet with a Friendly Hug if their LTR is at least 40. If one of the Sims is a Loner, their LTR must be at least 60.
Shaka Bra: If IP is installed, Sims who share the Loves to Swim trait and have a LTR of at least 15 will perform this greeting.
What's Up: If SHT is installed and the actor has the Social Butterfly trait, they will perform this greeting with other Sims if their LTR is at least 10. Uses the Trait Bonding animation. If SHT is not installed, the required trait is Schmoozer.
Double Cheek Kiss: If WA is installed, Sims who share either the Snob or Diva (SHT) traits will perform this greeting if their LTR is at least 25. If Euro Mode is enabled, the trait requirement is skipped.
High Five: If UL and ITF are installed, Sims who share a Social Group can greet with a High Five as long as their influence level is at least 1, and they have a LTR value of at least 20.
Old Friend Hug: If ITF is installed, Old Friends can perform this greeting. Uses the Hug Long Lost Descendant animation. 
Romantic Greetings
Amorous Hug: Romantically involved Sims will perform this greeting if their LTR value is at least 60.
Shy Kiss: Romantically involved Sims will perform this greeting if they have had their first kiss before and the actor is Shy and their LTR is at least 70.
Amorous Kiss: Romantically involved Sims will perform this greeting if they have had their first kiss before and their LTR is at least 80. Shy Sims can perform this greeting if their LTR is at least 90.
Dip Kiss: If ITF is installed, Romantically Involved Sims will perform this greeting if the actor isn't Shy, is a Hopeless Romantic, has had their first kiss before and their LTR is at least 90.
Gestures
In addition to the improved Greet rules, I’ve added a new Gesture… pie menu category full of custom interactions equivalent to most of the new greeting styles, giving you options to greet Sims however you prefer.
By default, many gestures have the same LTR requirements as they do in Greet, but most of them have no trait requirements (exceptions being Bow, Proper Bow and Curtsey.) Some gestures also have a chance of failing if the initiator has the Socially Awkward trait. These can all be modified in the Tuning XML file, so you can disable the Socially Awkward outcomes for gestures or get rid of all LTR/trait restrictions altogether.
To avoid redundancy, some gestures are essentially clones of the socials they share animations with and are only available when the target Sim hasn’t been greeted yet, such as Friendly Hug and all the romantic greetings. High Five and Shaka Bra have been hidden from the Friendly category and made available in the Gesture category instead.
Strings & Language Support
The new Gesture pie menu interactions are translated in the following languages:
English
Spanish (es-ES and es-MX)
In addition to the brand new strings for gestures, I’ve replaced the strings of some tangentially related interactions:
(es-ES and es-MX only) The Invite Over phone interaction was incorrectly translated to “Invitar a casa” (Invite Home), despite actually inviting the Sim to whichever lot the active Sim is currently in, not just their home lot. Corrected to “Invitar a solar actual” (Invite to Current Lot.) All other languages have the original interaction name.
It’s possible the same mistake occurs in other localizations of the game, so as always, I appreciate any submissions of STBLs in other languages!
The Ask to Leave interaction is renamed to Goodbye across all supported languages. A little less crass sounding if you want to send a visiting friend home. 🙂
Ask Everyone to Leave is renamed to Goodbye to Everyone. Since I couldn’t find the exact string in the game files like I could with “Goodbye”, this change is currently only available in en-US, es-ES and es-MX. All other languages have the original interaction name.
Tuning
To edit the mod’s tuning, open the .package file with s3pe and edit the Tuning XML resource in a text editor of your choice.
There are lots of different tunables as I've tried to make the mod as customizable as possible, but adding them all in here would make the post even longer than it already is 😅. I've tried to organize them as neatly as I could in the XML so hopefully you'll be able to make changes easily!
Compatibility
This mod will conflict with any other mod that replaces the social_greet jazz script in JazzData.
Download: SFS / MTS
Place the .package file in your Packages or Overrides folder.
Credits & Thanks
Battery’s Script Mod Template Creator: Getting started with scripting quickly.
nraas: I studied their code and used parts of it to work out how to replace the Action Data of a social interaction, as well as inject the tuning of one interaction into another.
dnSpy: Peeking into the game’s files.
Visual Studio 2022: Writing the script.
s3pe: Exporting/Importing resources, creating the package file.
Adobe Photoshop: Creating and editing the preview image.
Thanks to @lazyduchess for helping me with scripting!
Thanks to @misspats3 and @probablyzora for testing and giving feedback!
Thanks to the lovely community at TS3 Creators Cave!
Hey bb girl mwah!
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barnacleboots · 4 months
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TS4 Grunge Revival Sleeve Netted
☆ Original by EA ☆ Polycount: ~3.5k ☆ For adult, young adult and teen females ☆ 10 presets, 1 recolorable, 9 non-recolorable ☆ 3 recolorable channels
Notes!!
→ Sooo... I effed up with mesh and accidentally deleted lower part of the undershirt thats supposed to stick out... I noticed when I would have to redo it, so I hope it's not okay for you guys.. SORRY!! → May clip around the collar with certain poses
AF: ☆ Download Free ☆
TF: ☆ Download Free ☆
@pis3update @xto3conversionsfinds @matchsim
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