Proper release notes and beta edition
I've added support for setting any Config or Option setting, plus live editing of many many others, so it's now release time. Full feature explanation below, but essentially this lets you edit lots of settings ingame directly instead of having to make .package mods, and provides a "better" and more shareable way of editing GraphicsRules.sgr settings (IMO). Sorry if a new post is annoying idk what I'm doing
THIS IS A BETA, I haven't tested a lot of the settings, there are bugs, etc.
Downloads: Sims File Share Sims File Share - Less stutter config GitHub
More info about what it is (I yap a bunch) under :)
Please note, some settings wont appear until you load into a world.
Download the ASI file and wack it in to your Sims 3 base directory, where the ts3w.exe is located. If you're using one of the presets, make a folder called s3ss_presets and pop them in there (you'll need to activate them in the presets menu ingame).
Make sure you have an ASI loader, these are either from Smooth Patch's ASI portion or dxwrapper. I recommend dxwrapper, just make sure you set the LoadPlugins value to 1 (should be default)
Start the game, you might experience a little more of an initial "freeze" when starting the game than usual, this is from the script logging a bunch of config calls during initialization, there's like 800 or something nuts. It should not have any negative impact on regular loading or gameplay, and I plan to turn the logging off… eventually.
Press Insert to open up the menu. Go crazy and change everything, make the sun huge, crank bloom up, live.
Please send me your hooks_log.txt if you're experiencing any crashing issues. If the crash is because you set some value to like 7 billion, that's on you, you can just delete the line out of script_settings.ini or go to Settings -> Clear all settings
If you can't get the game to run with the mod, lmk also, please tell me if you're using a launcher, if you're using any other .asi mods, using dxvk, etc. as well as what operating system you're on.
This is the new™ and now main part of the mod. I've mapped out several/most of the exes main "settings" (anything that interacts w/ 0x005a00a0 and some that don't) areas, which allows you to now, in game, change these values whereas before it was a whole arduous process of making .package mods. I mapped these all statically so some of the offsets/addresses might be wrong.
I was gunna list the settings but there's 260~ of them so maybe not?
I plan to add missing specific individual settings from Config eventually. If you think a setting is missing, or if you think I've mapped a value wrong (i.e. you know it has an effect but it's not working with my mod or is crashing you, or one value is changing multiple things), please let me know. Render/er is definitely missing some, that's because the function is scary and I don't like it.
Values (sometimes) have sliders with the min and max value I found in the exe set, if you want to go higher, you can double click to type in your own number.
Some interesting things you can do with the settings:
Set max lots higher than 8 AND increase the radius so it actually shows (will crash if set too high ~35+, need to investigate) by changing values in Streaming
Play in a game where the sun never sets or rises by editing Sky Common -> Sunset/Sunrise Time
Change shadow settings (includes the same thing as LD's shadow extender mod under), extending shadows (they will still look hideous, writing a post about why currently)
Change various light settings to get the perfect look for your game. Some popular mods edit these values for their looks (presets soon?)
Do whatever… this is…?
The function we're hooking (0x0058c380) only seems to effect Config (GraphicsRules.sgr in the .exe directory) and Options (Options.ini in the documents/Sims3 directory), but logs a whole bunch of other thing. Feel free to toggle the option in the settings tab and try changing a bunch, it should in theory work because the function is reading and writing but somewhere it gets overridden or something idk 🤷
It lets you set any that fall under those two categories/headings, which means there's some like ForceHighLODObjects that aren't in the actual file and are settable. You might notice some show different values than what they're set as in your config, this could either be that I'm hooking it too early (I don't think I am), or the value is getting overwritten or changed somewhere in the exe. If there's a setting that's in the file but not in the list that you think does something, lmk, but it should capture everything.
I haven't mapped all of the Config/Option settings to Live Edit as they're all split up in the exe, if there's one you want in particular, lmk.
I've prepared a preset with just the essentials from my GraphicsRules file post with the idea that you can then use this with a stock GraphicsRules file instead of having to manage different versions, giving you the ability to toggle certain things back to default. I might make some visual "enhancement" presets or something later, either based off popular mods or my own insanity, we'll see.
Presets go into the s3ss_presets folder, and currently they stack rather than replace (not intentional but I might keep it)
Rendering toggles need to be re-toggled each load - Easy fix I'm just lazy
Options settings overwrite the actual Options.ini file (idk why??)
Occasionally D3D9 wont hook, I can't replicate this reliably to test so lmk if you can lmao
I mapped all the settings pretty hastily, so some are bound to be wrong
Was flagged as a virus briefly??? Praying this never happens again because I have no idea what to do to fix that dshjakfhhsdaj
Presets stack, if you apply a preset and you have existing values, they stack together… I kind of like that though as a concept so I just added a clear all option to settings, I might rework it later.
Some Live Edit value locations might change during gameplay, resulting in the menu displaying them incorrectly and crashing the game if edited in a broken state. I've checked most off them and they don't seem to, but Render ones did. Let me know if you experience it as I can probably find a static pointer like I did for Render.
Searching. God that'd be good…
Go over existing maps again, some I did early on before I supported static values, 4 float arrays, etc. so I've probably messed some up
Adding every single GraphicsRule.sgr setting to Live
Maybe adding some of my performance mods to it? Or should I keep them as their own individual thing? Mmmm I dunno
I still haven't looked at the way everyone else has been editing the "live" settings, so I should probably do that, there's probably a lot of info out there but at this point I'm too invested in my weird approach djsakfsksaffsa
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.
YA-A Females
Custom Thumbnail
Polycount: 10k!
1 Fully Recolorable + 9 Semi Recolorable Swatches
Pregnancy Morphes
Version Without the Puffs
Original: Here
Simpliciaty
Simfileshare / Google Drive
Thank you @pis3update, @eternalccfinds, @xto3conversionsfinds, @simfluencer-network and any other blog for reposting. :)
If you find any issues, do let me know. 🤍
I've updated my Functional Baby Carrier mod to V2! Various fixes and improvements have been added, and you can now direct babies/toddlers to sleep or wake up, and change whether each baby carrier is usable or not 😊
Hey, everyone! I completed the Lepacy Challenge recently, but I love my family so much and I want to keep playing with them. That's why I made this challenge! You can play this after you've completed Lepacy but you can also play this challenge on its own! The challenge is inspired by the nine stuff packs. You don't necessarily need the stuff packs to play this. The different generations are inspired by the themes of the packs. Stuff packs also didn't come with any new gameplay so you're not missing anything if you don't have them! This challenge is inspired by the Lepacy Challenge, where each generation is a different expansion pack, but with this challenge each generation is a different stuff pack! (Rules may be subject to change as I'm still playtesting this challenge) Generation One: High-End Loft
Traits: Computer Whiz, Dislikes Children, Party Animal, Snob, Workaholic Lifetime wish: Living in the Lap of Luxury Career: Business Rules: - Live in a loft - Have only one child - Master the guitar skill - Date your boss - Reach the top of the Business career and complete the aspiration Generation Two: Fast Lane Traits: Daredevil, Flirty, Handy, Rebellious, Vehicle Enthusiast Lifetime wish: The Tinkerer Career: Athletic Rules: - Learn to drive as a teen - Have at least 3 cars - Become best friends with your cars - Fix the Fixer-upper Car - Reach the top of the Athletic career and complete the aspiration Generation Three: Outdoor Living Traits: Artistic, Clumsy, Green Thumb, Loves the Outdoors, Natural Cook Lifetime wish: The Perfect Garden Career: Gardener Rules: - Master the cooking and gardening skills - Throw a BBQ party every week - You can only Try for Baby in a hot tub - Reach the top of the Gardener career and complete the aspiration Generation Four: Town Life Traits: Bookworm, Family-Oriented, Friendly, Mooch, Neat Lifetime wish: Super Popular Career: Education or Politician Rules: - Get a part-time job as a teen - Have 20 friends and 5 enemies - Have at least 4 kids - Get out of the house every day - Reach the top of the career and complete the aspiration Generation Five: Master Suite Traits: Commitment Issues, Flirty, Great Kisser, Heavy Sleeper, Irresistible Lifetime wish: Master Romancer Career: Spa specialist Rules: - (Risky) woohoo with different Sims every week - Accidentally get pregnant - Never get married - Complete the aspiration Generation Six: Katy Perry's Sweet Treats Traits: Childish, Insane, Loser, Natural Born Performer, Party Animal Lifetime wish: Vocal Legend Career: Singer Rules: - Live in Candyfornia (or Candy Land) - Adopt a cat (Kitty Purry) - Only eat sweets (no autumn salad allowed) - Throw a party every Friday - Be disliked by 10 Sims - Reach the top of the Singer career and complete the aspiration Generation Seven: Diesel Traits: Artistic, Diva, Grumpy, Perfectionist, Photographer's Eye Lifetime wish: Fashion Phenomenon or Home Design Hotshot Career: Stylist or Interior designer Rules: - Have triplets (you can use cheats/mods for this) - Master the photography skill - Reach the top of the career and complete the aspiration Generation Eight: 70s, 80s & 90s Traits: Flirty, Hot-Headed, Party Animal, Social Butterfly, Virtuoso Lifetime wish: Golden Tongue, Golden Fingers Career: Band Rules: - Play with the triplets, they all have a different style inspired by the pack - Each heir has to master an instrument - Form a band - Complete the aspiration with your main heir Generation Nine: Movie Traits: Ambitious, Brave, Charismatic, Dramatic, Star Quality Lifetime wish: Superstar Actor Career: Film Rules: - Play in 3 different worlds (western, horror and super hero themed) - Live your Sims' life like it's a movie - Reach the top of the Film career and complete the aspiration
All credits goes to @gorillax3-cc. Original post here
Polycount 12k!
For T-YA-A females
Morphs included
2 color channel + 6 presets
Custom thumbnail
Converted by me
dl ♥
@katsujiiccfinds @xto3conversionsfinds ♥♥♥
ANOTHER HUGE CONVERSION DUMP⁉‼⁉‼⁉
the way i have been needing pants for my male sims that aren't just skinny jeans? girl its DIRE. also i am well aware i couldve just made multiple smaller dumps from these conversions alone, but if i dont get it all out im scared i never will cuz i have way too many conversions sitting in my folder just waiting to be released..
downloads and info under the cut!
Camuflaje - Psychology Academia Coat
original: x
8.9k poly
TF-EF (if enabled!)
KK's Creations - KK T-Shirt 03
original: x
7k poly
TF-EF (if enabled!)
KK's Creations - Neck Vest A
original: x
8.4k poly
TF-EF (if enabled!)
KK's Creations - Basic Set 15 Top
original: x
8.4k poly
TF-EF (if enabled!)
KK's Creations - Basic Set 13 Sweatshirt
original: x
7k poly
TF-EF (if enabled!)
KK's Creations - Basic Set 06 Random Shirt
original: x
6.3k poly
TF-EF (if enabled!)
KK's Creations - Basic Set 05 Sweatshirt
original: x
8.2k poly
TF-EF (if enabled!)
Rona-Sims - Spring School Uniform Crop Slacks
original: x
8.6k poly
TF-EF (if enabled!)
Rona-Sims - Summer School Uniform Slacks
original: x
8.5k poly
TF-EF (if enabled!)
KK's Creations - Basic Set 15 Jeans
original: x
7.6k poly
TF-EF (if enabled!)
Rona-Sims - Swagger Shirring Cargos
original: x
11.7k poly
TF-EF (if enabled!)
Rona-Sims - Wide Canvas Pants
original: x
9.9k poly
TF-EF (if enabled!)
Rona-Sims - XOXO Work Pants
original: x
8.1k poly
TF-EF (if enabled!)
Rona-Sims - Gravity Flared Pants
original: x
8.7k poly
TF-EF (if enabled!)
Jius - Chelsea Boots
original: x
2.8k poly
TF-EF (if enabled!)
MMSims - Dunk Low Sneakers
original: x
7.5k poly
TF-EF (if enabled!)
Jius - Suede Ankle Boots
original: x
10k poly
TF-EF (if enabled!)
**everything should be fully recolorable and have custom thumbnails!
a lot of these creations were originally very high poly and i could only decimate them so much, please be aware that high poly items can affect your game negatively as some games can handle more than others, mine works perfectly fine but yours might not, so download with ur game in mind, i dont want to be the reason it breaks 🧍🏽♀️
enjoy and pls lmk if you have any issues!! 🤍
What does the sims 4 have against big comfy couches. Why does it always have to have wood armrest.
Here is the second part of my conversions dump :D This time you're getting a lot of clothes and shoes! Only female clothing, sorry :( But some of the shoes are for guys too! Also, after releasing this pack, I will have finally room for new conversions that will include male clothing ;) No thumbnails and preview pictures were taken in CAS. So if you see some strange shining\black spots\weird texture, it's only in cas, it will be fine in game. Please, don't get discouraged by that!
I'm not able to give you polycount numbers this time, sorry about that! But everything should have reasonable amount. Most of the item are fully recolorable, some have additional presets and some have presets only (not recolorable). Some have pregnancy morph. I'm releasing everything as it is, please, don't inform me about any issues you can possibly find... Some of these are one or two years old and there are few that were converted when I was just learning! But feel free to ask any questions if something is unclear to you. Anyway, I hope you will enjoy ♥
I seperated the downloads into three parts, otherwise the file would be huge :D
DOWNLOAD LINKS:
TOPS: SFS | BOX
OUTFITS, DRESSES AND SHOES: SFS | BOX
BOTTOMS AND SEPERATE OUTFITS: SFS | BOX
Credits go to all the wonderful creators that created all of these. Thank you! Every file has the original creator in its name :)
Please, no reuploading, no claiming as your own and no making profit out of my cc!
@xto3conversionsfinds @sssvitlanz and every cc blog, thank you if you reblog! ♥
If you wish to help me raise money for my 8-years old PC’s upgrade, consider throwing a coin or two! Thank you ♥
My Ko-Fi Page
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...