I converted these all in the span of 2 weeks! I miscalculated, so buy/build mode objects will be moved to around New years (there's not too many objects, anyway)
(i tried to upload to simblr.cc but it errored out on me after I hit submit? maybe the file was too large)
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@wanderingsimsfinds @gifappels-stuff @pis3update @eternalccfinds @nightoccfinds
*Anonymous Request
Male
Teen-Adult
DOWNLOAD
*Anonymous Request
Female
Teen-Adult
DOWNLOAD
credit by Dontnod Entertainment
***I just simply converted these clothes.Cassidy’s Sweater were made last year and some texuture I am not going to fix it.
• .package • Base game compatible • • 𝔻𝕆𝕎ℕ𝕃𝕆𝔸𝔻 • Ad-free as always at my website! 🤍𝕂𝕠-𝕗𝕚 𝕥𝕚𝕡𝕤 𝕛𝕒𝕣 | ℙ𝕒𝕥𝕣𝕖𝕠𝕟🤍
【 ℂ𝕣𝕖𝕕𝕚𝕥𝕤 】 Created for Sims 4 by @pinkbox-anye | Original post: ⚪
Another Month has passed. Which means another Mod Report for my Vile Ventures mod. This month I have been focusing on adding small additions, creating more tunables, attempt at first consuming animation, and testing the mod on a playthrough to find any bugs that may have been missed. Which I will go over these on the report.
[Small Additions]
-Shroom Harvestable
A new Shroom Harvestable has been created. As I honestly forgot to create one when I had previously made my other custom plants. The shroom seeds are obtainable through your NPC drug dealer after aquiring Drug Dealing Skill level 4.
You are also able to craft your own baggies of Shrooms through obtaining 6 Shroom ingredients and one baggy.
The Shroom Baggies are also obtainable through your Drug Dealer NPC, and there are no skill requirements needed to obtain the consumable shroom baggies.
-Illegally aquiring Drug Seeds
You are now able to obtain Drug Seeds Illegally via your NPC Drug Dealer. However, you must meet a certain threshold within your Drug Dealing Skill level. The prices for each seed is tunable.
-Drug Dealing Skill Level 3: Unlocks White Widow and Purple Haze Buds
-Drug Dealing Skill Level 4: Unlocks Skunk and OG Kush Buds. As Well as Shrooms seed.
-Drug Dealing Skill Level 5: Unlocks AK47 and Amnesia Buds. As well as Coca Seeds.
-Drug Dealing Skill Level 7: Unlocks Opium Seed.
-Racket Inheritance
Any Rackets that your Drug Dealer Sim owns can now be passed down to someone in the case of your sim dying. You are able to ask any Teen or above sim to take over your operations when you pass. The sim being asked must not be against Illegal drugs and need to have at least a friendship relationship established. Otherwise they will not accept your offer.
In the case that your sim who owns the Illegal racket does not assign anyone to inheret the rackets. The Rackets will first be handed to a child of the sim. If no children are present, then a sibling. If No siblings are present, then a parent. Otherwise, the racket will be lost upon death.
-Added Extra Benefits For Completing Drug Dealing Challenges.
Completing the Cannabis Dealer Expert, Psychedelic Dealer Expert, Pill Dealer Expert, and Powder Dealer Expert challenges now provides an additional bonus on top of just increasing sale earnings for the category of the drug. Completing these category challenges will now net you high quality product when you are crafting your own supply. So collecting your cured weed while having the Cannabis Dealing Expert challenge completed will provide you with high quality cannabis baggy instead of normal quality cannabis baggy.
-Lean Is Craftable
Lean is now craftable. Select a Styfoam Cup. You will need Jolly Ranchers, Sprite, Styrofoam Cup, and Cold Medicine. The cold medicine has up to 4 uses. So with one cold medicine, you can create up to 4 Lean.
-Using Baby Laxatives to Cut High Quality Cocaine
Baby Laxatives will be obtainable at the grocery store. On Drug Dealing Skill level 2, you will be able to utilize them to cut High Quality Cocaine Baggies into normal quality Cocaine Baggies. Which will either net you two or three Normal Quality Cocaine Baggies.
-Finished Making Moodlet Images For each Custom Moodlet
At this moment, the total amount of custom moodlets provides by this mod will be 106. The images for these moodlets have been completed.
[Additional Tunables]
I also added some notable tunable's to certain features. There are many more, but I will notate the ones that were introduced during this month.
-Overdose Chances
Chance of overdosing on drugs are tunable. By default the values for each drug.
Lean: 60%
Adderall: 40%
PainKillers: 50%
Xanax: 45%
MDMA: 55%
Cocaine: 70%
Meth: 80%
Heroin: 90%
Overdosing can only occurs if your sim takes more than one dose of the substance when they are already under the effects of that substance.
-Fatal Overdose Chances
You can also determine the chances of an overdose being fatal. If the overdose is fatal, the sim will die. If it is not fatal the sim will be knocked out and fall asleep. By default the values for a fatal overdose are...
Lean: 40%
Adderall: 30%
PainKillers: 40%
Xanax: 20%
MDMA: 30%
Cocaine: 50%
Meth: 70%
Heroin: 80%
-Time it takes to Cure Weed
Previously, the time it took to cure weed in a jar was not a tunable. While I was playing a playthrough with my mod, I figured that some would appreciate this as a tunable. By default it is 24 hours.
-Time It Takes for Cocaine Brick and Meth Package to finish
Previously, the time it took for Cocaine Brick and Meth Package to be completed in their respective containers was not a tunable. The time it takes is now tunable. By default, it takes 48 hours for a Cocaine Brick and Meth Package to be collected in their respective containers after filling it up.
-Drug Dealing Skill Points earned per Sale
You will be able to dictate just how much skill points your sim earns per type of drug sold. By Default selling Cannabis, Psychedelic, Pill, and Powdered type drugs net you 100 skillpoints. Which is a bit of a grind. For example at the moment during my playthrough I sold 139 drugs and I just got to Drug Dealing Skill level 5.
[Animation Attempt]
There was an attempt during the month to at least produce one consumption animation for this month. However, the prop refused to appear in the correct location. I'm still unsure what went wrong, but I will continue to look into it. The attempt was made for the drink Lean animation.
[Changes/Fixes Made During Testing]
I decided to perform a playthrough with my mod. To determine if I should make any changes or if there are any bugs that need fixing. Which there were a few I found.
-Fixed Bug Preventing my custom plants from growing overtime.
-Fixed a Bug Preventing the heat system from saving after reloading a save:
Example, my sim had a heat level of 15. Making him eligible to potentially have his residence raided. However, when I reloaded my save after saving. My sims heat level went back down to 0. This is resolved and heat level will be retained even after reloading a save.
-Fixed Empty Jars having a black substance inside of them:
This was a problem I had in the past, but didn't decide to expirement to try to fix it until it started to bother me in my playthrough. The black substance only appeared after you collected your cured cannabis. However, the empty jars are now truly empty.
-Made a adjustment to crafting drugs via the Chemistry Table:
Previously when processing Coke Powder, Meth Tray, Heroin, and MDMA there were no Drug Dealing Skill Requirements. I decided to go back and add a Drug Dealing Skill requirement in order to produce these drugs via the Chemistry Table. Especially for Meth. Since all the ingredients to produce meth is obtainable through the grocery store. Which will make it too easy I thought. So now on top of the logic skills required to produce these substances. MDMA production will require a Drug Dealing Skill of 4, Cocaine/Meth Production will require a Drug Dealing Skill of 5 Heroin production will require a Drug Dealing Skill of 7. Cannabis and Shrooms still do not require a drug dealing skill. Just the necessary ingredients for now.
And that is all I have to report on for this month. We went over creating a Shroom harvestable, Racket Inheritance, Crafting Lean, Obtaining Drug Seeds Illegally, Cutting High Quality Cocaine with baby laxatives, Adding more tunables, and making adjustments and fixing bugs found during my playthrough.
I had fun testing the early game of my mod. I managed to make it to drug dealing skill level 5 and was satisfied with the early game of the mod. I will continue to test my playthrough and attempt to make it to the late game of my mod. Where I will be attempting to own my own rackets and ensure that they work just perfectly. If all is well during my playthrough then everything is complete regarding my Drug Dealing side of the mod. And all that would be left are the final touches of the consumption of these substances. Which will include consumption Animations, reactions of nearby sims when smoking, and a rolling skill for joints and blunts, and possibly anything else that I may think of later on.
Now I'm going to go back to being a ghost. However, again thank you for all those that are patient.
Photo dump of my Gen 1 of lepacy
Married Thornton for money then accidentally got pregnant. He doesn't like kids so we killed him took his money and ran off with police officer Michael Bachelor who helped cover up our crime.
• .package • Base game compatible • • 𝔻𝕆𝕎ℕ𝕃𝕆𝔸𝔻 • Ad-free as always at my website! 🤍𝕂𝕠-𝕗𝕚 𝕥𝕚𝕡𝕤 𝕛𝕒𝕣 | ℙ𝕒𝕥𝕣𝕖𝕠𝕟🤍
【 ℂ𝕣𝕖𝕕𝕚𝕥𝕤 】 Created for Sims 4 by atticwindowatdawn | Original post: ⚪
I added a new page to my tumblr with links to my creator archive folders!
Click here to go to the page. There are only about a dozen creators listed, because I started with the totally complete and mostly complete.
So if you're looking for AllAboutStyle, Artsims, Jewelsnsims, Ladesire, NyGirl Sims, Renansims, spectacledchic, yesodsims & more GO CRAZY!
P.S. @ameriko-steelie @sims3archives are the best for helping me find missing pieces and coordinating archiving efforts!
Just something to distract me from the work I need to do and my object sets 😉
Three CAS items for teen to adult females (TF, AF), all low-poly, all maternity-enabled! From left to right:
Secret Society Sabrina Dress (or more like... Wednesday Dress) - 2 Multiplier Presets, one plain, one with plaid pattern - 3 Channels: Dress, Collar, Sleeve Cuffs - Polycount: 4.5k
Wildflowers Violet Dress - 1 Recolorable Preset, 6 non-recolorable patterned overlays - 1 Channel - Polycount: 4.7k
August 2022 Maddy Top - 3 Recolorable Presets (no differences between them, like EA's presets) - 2 Channels: Denim Top, Buttons - Polycount - 3.8k
All can be found in Everyday, Formal, and Career categories.
Jeans are "Joy Pants" by Plbsims, found here.
or
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@xto3conversionsfinds @wanderingsimsfinds @pis3update @matchsim @gifappels-stuff @simblrcc-site
And for those who sent inbox stuff: yes, I saw it, I'll go through finding those soon! There's also another outfit by a different creator I had done for, like, weeks, but I keep postponing it because of leg errors... procrastinator moment...
I spent months telling myself I was gonna convert this collection by Nucrests but I didn't have the time or the energy to do so before, I guess the christmas spirit got into me this month and made me convert the tops.
All the credit goes to Nucrest.
Unify Button Up Shirt:
1 preset.
Recolorable
All LODs
Valid for maternity.
Not valid for randoms.
Custom Thumbnail.
Polycount: 4.450
Unify Cropped Shirt:
9 preset.
Recolorable
All LODs
Valid for maternity.
Not valid for randoms.
Custom Thumbnails.
Polycount: 3.288
Unify Shirt Collar & V2:
3 presets
V2 has 4. It's the same mesh, the workshop kept giving me errors so I had to do two versions.
Recolorable
All LODs
Valid for maternity.
Not valid for randoms.
Custom Thumbnails.
Polycount: 4.195
Unify Tied T-shirt and Unify T-shirt
7 presets
Recolorable
All LODs
Valid for maternity.
Not valid for randoms.
Custom Thumbnails.
Polycount Tied shirt: 3.793
Polycount t-shirt: 3.452