☆ I love men with a natural fro, and my sim males deserved a voluminous natural fro. Had this in my CC folder for a while, but we needed more ethnic hairs for males anyways🤷🏾♀️.
Original Here by KikoVanity.
TS3 KikoVanity Tori Fro: SFS || MF
Polycount: 26k
Enabled Teen-Elder for Males
Custom Thumbnail
Only recolorable on roots channel
Also looks best in darker colors due to how original mesh was made!
Also special thanks to @lalasimmer, for her amazing tutorial. And for the additional help and tips when I was learning and practicing converting for males💕.
What pisses me off the most about there being early access content for paralives is the fact that it’s an INDIE GAME. it’s not a multi million dollar company like EA. It’s an early access indie game and some of you are so fucking greedy for cash that you wanna profit off of it? We already have to deal with this shit in the sims like the community is fucking infested with it and now you wanna do this to paralives when they literally told us that we’d always be getting updates for free???? Loser behaviour. You’re a loser
Requested hair conversions part 1! So sorry that this took such a long time to share since I've made the wip post - I had to tweak a lot of stuff and learn again some stuff about converting that I've already forgotten ^^'... and I also started doing a clothing conversion and I hate bones assignments very much </3, especially when you figure out that maybe that's not bones assignments fault that something it's out of place, and maybe it's just the way you placed the mesh itself on the body but still you're like 65% sure that's the reason. ANYWAY! HERE ARE THE DOWNLOAD LIKS FOR THE HAIRS AND LIL BIT OF INFO FOR THEM:
'Jane' (male/female, tf-ef, 24k poly) MALE DL | FEMALE DL
'Lady in waiting' (female, cf-ef, 12k poly) DOWNLOAD
'Muse' (female, tf-ef, 19k tiara ver, 17k no tiara ver) TIARA | NO TIARA
'Clarice Bun v3' (female, cf-ef, 12k poly) DOWNLOAD
These are 4to2 food conversions from Somik&Severinka, medium poly. Available anytime from the fridge (banana bread in dessert section), same Layer Cake Cooking Skill required. Invisible plate is required and included.
DOWNLOAD HERE
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If you want to support my creations, you can send me a donation with Paypal or Ko-fi ☕ If you want to ask for a Paid Commission, HERE you can find more details. Thank you ❤️
@teaaddictyt and I are back again with another (HUGE) update that changes basically everything. It is recommended to delete vehicle maintenance 1.2 and start from scratch here since here have been lots of fixes, changes, and additions.
Fixes / Updates / Improvements:
Some files have been renamed for better organization (Me)
Fixed motor oil's category, the "Function - Init" wasn't setting it properly (Tea)
Fixed & Updated Code for Maintenance Checks and Decay. Added new checks and organized (Me)
Fixed animation strings for the fuel pump, bhavs were calling on the wrong animations (Me)
Fixed a coding mistake in the "add fuel from jerry can" interaction, this is working now (Me)
Updated all objects "keep buying" when holding shift in buy mode (Tea)
Updated the parking block object footprint and reduced to one OBJD (Tea)
Recategorized Dee's parking meter to driveway category to match with parking block (Tea)
Updated deviance interactions (Steal battery, Slash Tire, Siphon Fuel) available to any sim who meets criteria: Sims in criminal career or with evil trait, now uses "Easy Inventory Check", added availability for sims with <= 2 nice personality points, removed limitation on family members being deviant on family car and replaced with relationship checks (Tea & I)
Updated the quality of oil depend on sim's mechanical skill during an at home oil change (Tea)
Added motive changes for Deviant interactions, depending on niceness personality points and/or traits (Tea)
Added maintenance interactions edited to check 1) is it a community lot? 2) is it a business lot? 3) is it a service station? 4) am I staff / family / employee? (Tea)
Added motives gain & loss for vehicle maintenance will differ slightly if sim has "Vehicle Enthusiast" trait or not (Tea)
Merged Interactions into one and removed unnecessary/bugged code, saving space and instance numbers (Me)
New BCONS! Maintenance is now tunable, as well as all maintenance objects in their individual files (Me)
New motor oil mesh and texture (Me)
New animation for the "Add fuel from jerry can" interaction (Me)
New animation for the "Change Oil" Interaction (Me)
Updated Fuel Pumps, Each pump had been split in half to allow access on both sides (meaning a double-sided pump is now two tiled) (Me)
Updated Tires, you now have 4 separate tires to deal with (Me)
Updated CAPS to check if the driveway is empty before linking to it, fixing problems with new updates (Me)
Updated "Check Fuel Gauge" interaction. Sims no longer need to be sitting in the car to check the fuel level (Me)
Updated Tire meshes and textures (Extracted from DeeDee's Tire Pile) Two versions, one with a rim and one without, all three of these objects can exist in your downloads folder simultaneously (Me)
Updated Car Wash mesh, slightly moved over to accommodate additions (Me)
Maintenance interactions are now available if the object is on the lot or in sims inventory (Tea & I)
New custom semiglobal dialog strings. This will help avoid conflict with other mods, as well as having nicer, neater code (Tea & I)
The "Go To Casino" addon/interaction has been removed since I stumbled upon These
Additions:
Edited all driveways with a new routing slot, this should make working on engine look more realistic (Tea)
Storage Tire Rack. Store Tires @ Home / OFB Tire Rack. Sims can now buy/sell tires on business lots (Tea & I)
Added new code parking blocks and parking meters to spawn in and out cars every so often (random intervals) to simulate cars arriving and leaving the lot. This means all parking meters and parking blocks will now try to find an empty, unused driveway to "link to" Intervals are shorter on a "servo" lot, longer on any other lot (uses Mog's original code). These spawned in cars have a new limited tree table with maintenance & deviant options only, along with having a 50% chance of having an alarm installed (Tea)
Added & edited a new modded object: Engine Hoist by Oce / Blue Heaven Sims. This object can spawn in cars needing maintenance so a sim can work on the car and be paid for a service. They are paid $50 x their mechanical skill (Tea)
Added New Feature - Engine. Driving a vehicle with low oil and/or fuel will decrease the condition of the vehicles engine, which can lead to engine failure (Me)
Added new modded objects: Fuel Maintenance Hole, Fuel Maintenance System. The Maintenance Hole will restock nearby fuel pumps. When empty, owners and employees unlock the interaction "Order Fuel Delivery" on the Fuel Maintenance System. I did it this way, so each pump doesn't have to be restocked individually. It's also more realistic in my experience from working at a gas station. Fuel price is based on the BCON in the main vehicle maintenance file, the "set price" interaction will go off of that and do maths :) (Me)
New Compatibility Patches (Tea & I)
Vehicle Maintenance & Taxi's Charge Money
Burglars And Alarms & Visit Other Sims
Taxi's Charge Money & Visit Other Sims
Institution Sign & Visit Other Sims
Added Fuel/Car Wash Simulations (With Traits). Sims from the neighborhood who own a car and have a driver's license will now arrive under conditions (spawn in if their schedule is cleared, with weather checks and Traits: Hydrophobic, Loves The Rain, Loves The Cold, Night Owl) at gas stations to get a random amount of fuel or wash their vehicle, which is paid to the business, but not actually taken from the sim. Passengers can spawn in if their schedule is cleared and they meet various criteria: spouses, children, friends, along with weather checks and traits (Hydrophobic, loves the rain, loves the cold, night owl, loner, social butterfly, family oriented). Basically, we made actual functional gas stations/car washes. Yes, you read that correctly! :)))) (You can ban sims with visitor blocker) When recoloring a vehicle after a sim takes ownership, you can click the "Update Vehicle Token" which will update the token to be the correct color for when they spawn in (Tea & I)
Known Issues:
during fuel/car wash simulations, some vehicles will not let sims snap to slots. to combat this, they just disappear and leave until I can figure out a better solution (slots will be the death us)
Almost every vehicle has a different length, so animations for getting to the hood can be goofy, or spot on! like i said, the slots will take us out. some pics for comparison (i stole these from Tea lol):
The OFB tire rack gives back the business a small percentage of the tires price, instead of a larger amount and I don't know how to combat this (if anyone wants to help, OFB code is a nightmare lol)
Requirements:
The Sims 2 Ultimate Collection OR Disc Version, All Expansions & Stuff Packs (Either recommended)
HB_easyInventoryCheck
FireFlower_EasyLotCheck
MT_MaxisCategoriesBCONOverride
maxis-ownable-cars-Mog-20090327
Siknoy336_EasyObjChecksAndGrabs
Installation:
All wanted files go into This PC > Documents > The Sims 2 > Downloads
This is designed to be as compatible as possible with all other car mods. You can choose which ones you want to have, just make sure to load them before any vehicle maintenance content.
If you were playing with all car mods (that I know of) the setup would look something like this:
One of the major mod pies I've had my fingers stuck into lol. I have no business being this involved in Siknoy's brainchild (he also gives he FAR too much credit, this is mostly him, with me occasionally providing ideas and code checks lol), but this update is major and IMO, really really cool.
Installation is easier, compatibility patching should be easier, all pie menus are better organised and easier to navigate.
There's also a version of my "Go Out with Cars" included, along with a version of my new mod for "Go Out Return Time Notification". These are all in the "add-ons" folder when you download the mod.
I am committing to continuing to help out with bug reports and compatibility as things come up x
Hello everyone! I'm back with some self indulgent conversions that have been rotting in my wips for months.
First of all we have 4t2 xiuminuwu's "in my baggy" jeans paired with mossylane's chunky converse edit, for masculine sims =)
Download -> SFS
AM-TM | Casual | Thin & Fat morph | 14 swatches | ~2000 poly
And here's the shirt I converted to go with the jeans!
4t2 Xiuminuwu's impossible layered t-shirt
Do you use the NRaas mods? Has the information on the NRaas website and forum ever been useful to you? If so, a moment of your time please!
I’d like to share the current situation with Simblr – which you can also read about directly from the site owner here:
https://www.nraas.net/community/topic15428
While it seemed like we were entering an era of old-internet revival and indie websites in the fight against the dead-internet, a significant road block has emerged. Prices have inflated drastically for server parts, memory, storage, and server-hosting itself. This puts all non-profit online communities in peril.
As a result, the site owner has opened a Patreon so that the community can help cover the costs of keeping us online.
Important clarification:
The NRaas mods are NEVER going to be paywalled.
The project will remain open-source and free for everyone. Donations are optional.
These mods are still in active development!
The site and mods have been maintained by Chain_Reaction since Twallan's retirement, providing countless updates and support. Lots of cool stuff over there if you haven't updated in a hot minute.
There is no pressure to donate if your situation does not allow for it. Thank you for the consideration!
Long post ahead with information on the situation and some incentives for reaching membership goals.
If you've had some trouble accessing the site over the past week or so:
The situation is directly caused by the greed and encroachment of something we’re all uncomfortably familiar with: AI companies and the companies investing in them (of simmer relevance, that includes EA and Krafton (InZoi)).
NRaas is not the first nor will it be the last to be affected. Website servers already suffer from bots trawling and scraping their content – including your content that you write and share just about anywhere. Now they’re being bought off entirely.
Archives and file-hosting are at high risk. Myrient is a recent example of an archive that went offline for this very reason.
It can feel a bit grim, but I want to assure you that the burden isn't yours to bear as an individual. As a community, it's actually quite easy to become hostile - and more important, unprofitable - to these invasive species as it were.
The past 26 years of modding and storytelling was OVERWHELMINGLY built upon free software, non-profit websites, and shared resources. A few unscrupulous paywallers and corporate greed isn't going to rewrite that history. Greed is the minority - but it does try to eat everything in its path.
That's all I ask - if you enjoy the fruits of The Sims community or enjoy being a part of it, make it just a little more inconvenient to swallow us.
Do not tolerate GenAI in our community spaces.
Do not support EA or Krafton. Let obscurity and irrelevancy devour them.
Do participate in the community wherever you think you'd find a little piece of purpose - make a blog for your stories, come chat with us in the Chatterbox forum at NRaas, make your first mod.
Lastly:
In a separate post, I'll be posting some CC incentives that will be released as milestones are reached. This content will not be paywalled - it will be posted for free as thanks to the community.
This is being offered on my own accord and is not the official reward for any particular tier. None of the proceeds are going to me!
Please look out for that over the weekend, I still need to take all of the preview screenshots which is perhaps the least exciting part of making CC.
And thank you, on behalf of the volunteers at NRaas.
Here is a collection I have been working on of some "Mini" Trait Mods. All about the small details, right? There is also a normal mod that fixes magazine reading.
Hothead - Argue Fury
With this mod, Hotheaded Sims may get furious after arguing with a Sim. In an unmodded game, Sims only get furious from getting a drink thrown on them, or other "fight" interactions.
ys2g_3t2_hothead_arguefury
2. Repair Object Want Check
With this mod, Technophobes will not roll the want to Repair an Object. It incorporates this fix by Simler90 Mod The Sims - Aspiration, Want and Fear Mods. Conflicts with this mod (Want Check Tree Fixes)
ys2g_3t2_repairobject_technophobe
3. Hydrophobic Water Balloon Fight
With this mod, hydrophobic Sims will always reject water balloon fights.
ys2g_hydrophobic_waterballoon
4. Loner-- No social Bunny
With this mod, Loners will not react to a low Social motive and the social bunny will not spawn.
ys2g_loner_no_social_freakout
5. ys2g_magazine_fixes
With this mod, Sims will not read Interest-boosting magazines (from the rack) and immediately gain all Interest points. The BHAV was not set up correctly by EAxis (invalid constant) so Sims would just gain all 10 Interest points. This mod fixes this. Sims will now only gain one or two Interest points from reading these magazines.
6. ys2g_talkaboutgrilledcheese_natcook
With this mod, natural cooks will always accept Sims talking about grilled cheese. Most every other Sim rejects this, so I felt bad for grilled cheese sims :(
7. ys2g_unlucky_chinesefood
With this mod, Unlucky Sims will get sick more often from eating Chinese food.
8. ys2g_unlucky_diebyflies
With this mod, unlucky Sims have a higher chance of dying by flies. Has a tuneable BCON.
9. ys2g_unlucky_roachsickness
With this mod, unlucky Sims have a higher chance of getting sick from roaches.
LINK FOR ALL MODS HERE: Sim File Share - Filehosting for Simmers
Grim and I are old buddies. Especially when playing Medieval Sims 2.
Traditional Medieval Challenge rules often involve things such as rolling for mortality, having sims die often, using a ROS can result in much death also... ahh, yes, hello darkness my old friend...
I have made some death-related mods, ranging from funny to downright sitting here asking myself if I am okay??
These mods will NOT be for everyone. That's okay. Move along if this is not your thing, please and thank you.
3 mods and related info under the cut:
Evil sims laugh at death.
"How did they die?" debug option on gravestones
The Mortality Roller
1. Evil Sims Laugh At Death
Evil Sims laugh at death is a relatively simple trait mod that makes sims with the evil trait find death funny.
When a sim dies and others gather around to mourn, no matter how close they were with the deceased, they'll laugh. If you direct them to "mourn" at the gravestone, they'll laugh.
While everyone is sobbing, they're thinking the whole thing is rather hilarious.
Why did I make this mod? Because I was tired of my "Black Widow" evil witch Louise Aire crying over the sims she had literally killed lol. Silly woman.
Download here
2. "How did they die?"
This mod was made upon request by someone on Discord who was playing a newly downloaded hood and wanted to know how all of the dead sims had met their grizzly ends.
If you have "boolProp testingcheatsenabled true" turned on, you can shift-click on a gravestone and select "how did they die?"
Which will give you a popup informing you of the details of their untimely (or perhaps timely) demise -
And, well, yeah. That's it, that's the mod. Shouldn't conflict with anything, hopefully.
Download Here
3. Tea's Mortality Roller
Okay, this one is the most complicated and will take the longest to explain so bear with me.
In many "historical sims challenges", mortality rolls are a feature of the challenge rules. Basically, you're rolling to see if your sim will die at a given age in their lives.
Previously you'd maybe use a spreadsheet and dice or RNG for this, like what I had here -
But no more!
I have coded a mod object that will move all of these shenanigans in-game, interjecting itself at key moments and rolling mortality for sims, including infant mortality, with the power of tuning BCONs and BHAVs and maths. Yay, maths...
The Mortality Roller works mostly based on Medieval Caste Traits, for example here, here and here. If you don't have these in your game this will have less functionality, and/or not end well for you because if the mod can't find a caste trait, it assumes "middle class".
Everything about this mod is tuneable. Firstly, the in-game options:
Here you can select whether you want to roll "all ages at birth" or "per birthday". Rolling all ages at birth will tell you right off the bat at what age this sim might be "destined" to die. Alternatively, you can choose to "roll at each birthday" which will give you a popup after the sim ages up to tell you how near or far Grim is...
This mortality roll has zero practical effect. Your sim isn't gonna immediately drop dead - it just tells you the result of the random roll and it's up to you to interpret it, and build it into the gameplay and the sim's story.
The "Toggle Infant Mortality" option should be fairly self-explanatory. All detailed tuning for infant mortality is is BCONs that you can edit with SimPE, which we will get to later.
If infant mortality is enabled, a baby has a chance of death at birth. These chances are influenced by:
The Mother / Father / Family's social caste trait
The presence of a midwife on the lot (recognised by the Midwife trait or career)
The number of expected babies (death odds increase significantly for multiples)
If the baby rolls to perish, you will get a pop-up after you name the baby asking if you would like to accept or fight fate. If you accept, that baby will be put down on the floor and perish. If you fight fate, baby will live, simple as that.
If baby rolls to live, you'll just get a text notification letting you know that the Watcher is smiling upon the new bundle of joy with favour instead.
If baby perishes, they will fade out and a gravestone will appear. Grim does not spawn, cos that got put into the "too hard" basket. The model of the gravestone will vary depending on mum's social caste trait. These are NOT the same as a Maxis Gravestone, which are super complicated. So you can't, for example, "move gravestone to another lot" in the same way you can move Maxis gravestones. I am not sure what would happen if you moved it via sim inventory to an owned business lot - it could work? Needs testing.
I did code a custom "mourn" interaction, which gives a pop-up to let you know who rests there. The message differs slightly on caste trait again, or "literacy levels" as you might put it.
Peasants can't write or read much so that one's pretty basic 😂
Baby will remain in the family tree, greyed out, and sims will get a memory of them perishing. I do not believe that "baby ghosts" are a thing, nor should they ever spawn.
If you want / need a baby to perish for "story purposes", there is also a debug option on the mortality roller called *Infant Perish - you won't see this unless you shift-click with testing cheats on, but if you need to, you can choose an infant to perish with this debug option.
WHY DID YOU MAKE THIS MOD, TEA??? WTF IS WRONG WITH YOU??
Okay, look, these things are a part of life, and historically happened often. And also because the only other mod options were either a custom NPC Ogre mod (which I had been using but was rather clunky), or a certain ABSOLUTELY HORRIBLE WTF BABY BBQ that should NOT be mentioned. Seriously, I "borrowed" small parts of the code for my mod which meant I looked inside that mod in SimPE, and I did not like it in there, at all. I wanted something tasteful, done respectfully and sensitively.
For mortality to occur, the roller object has to be on the lot (each lot) . If you delete it, mortality rolls will not take place. The object is taken from and repo'd to Sunni's market pottery set, which I have included the master for in the download.
I tried very hard to make this mod sensitively and considerately, and everything is optional. So please don't yell at me 🙏🏻🙈
Now, onto the tuning BCONs, starting with caste traits:
For simplicity's sake I have broken trait castes up into 3 broad categories of low, middle, and high class. You enter a "0" if you want a trait to be considered low class, "1" for middle class, and "2" for high class.
These castes affect mortality rolls for infant mortality and also for birthday mortality rolls.
Infant mortality is highly tuneable:
The first 3 lines are the base % chance for sims belonging to those social classes. "Midwife Presence % Decrease" controls how much better off your sims will be for having a midwife on the lot when baby is born. The last 3 lines affect % chances for multiples.
You can ignore when I say "set all to 0 for no infant mortality" - this is an older screenshot and I deleted that after I added the in-game on/off toggle, but technically setting them all to 0 would also still work.
For "life stage" mortality (toddler, child, teen and adult), there are tuning BCONs for all:
Simply, you enter a % chance of mortality occurring within that life stage, for each overarching class. The mod does the maths.
Buuuut then I went a step extra and also incorporated some traits that will add or subtract from a sim's mortality risk, as seen here. This was a fun extra I am glad I added 😂 Always enter a "positive" number - the BHAV does the work to interpret "helpful" versus "unhelpful" traits.
Next up: COMPATIBILITY PATCHES (oh boy).
This. Was. Gnarly.
And I recently discovered a whole new mod I gotta try and patch (William's age up messages mod). This is currently incompatible with my mod, sorry.
However, here is what's currently included for compatibility:
If you have any of these mods, please put in the required comp patch in your Z_LoadLast folder. I think they should all work as intended, but if not, please do reach out to me.
As with all comp patches, you only need them if you have the mod.
The zip also contains:
You've gotta have my TA_MortalityRoller file, that's like, the mod. Then you have to have the gravestones and the Market Pottery Master (unless you already have it).
I hope some historical players will enjoy this mod. I put a lot of work into this one.
I would like to give a HUGE shout-out and thank you to @niamh-sims who was instrumental in the inspiration, development and testing on this mod. It wouldn't have happened without her.
And if you want it, you can
Download here
Good luck, and may the odds be ever in your favour!
Special thanks to @lordcrumps for making maxis and clean ui pics and counting pixels with me. It was his and @simnopke's idea to make this thing bigger
Some behind the scenes under the cut
Stage 1, breaking out of the tiny window
Stage 2, figuring out how to mod UI again
Stage 3, going big! But not quite there yet
Stage 4, "should I move it 1 more pixel to the left"
🤓
Secret bonus version for behind the scenes viewers who think that smaller is better, available exclusively and only in starship colors (you can only have one version)
What do I do when I'm back in game? I close it down and mod it! High time I released some of my stash.
Made with all packs in mind. If you don't own Mansions or Apartment Life, these hacks may or may not work well for you.
If these mods conflict with some other mods you have, change load order or toss them. I do not promise to make compatibility patches, but reports are always welcome 🌺
Put In Crib Menu For Carried Kid
Adds a 'Put This_Kid in Crib' option when a sim is carrying one and when there are multiple babies or toddlers around. The usual 'Put in Crib...' with a selection of kids' names is also there. See, I had a problem with twins: not being able to tell which is which when I wanted to put in crib the one already in sim's hands.
Yet Another Apartment Nanny Controller Fix
I've had this Becks fix for a while, but it couldn't keep *all* the errors at bay, possibly because I've been also using 'ask to watch kids' on non-apartment lots. I found two more error causes and fixed them here. Becks fix is not included.
Fixed SimWardrobe's Employee Digging Controller
I used to have it error out after some time and had to re-buy and re-assign it almost every sim day. Had enough of that dance and fixed it!
Homework Help: Ask Visitors or Friends & Relatives
Normally, a kid can only ask household members to help with homework. But what if they have a smart uncle, can't they ask them when they visit? Choose one version: either all visitors, or only relatives and friends can be asked.
Homework Help: No Drop From Queue
Chasing people around the lot to ask for their help only for them to ignore you and for the interaction to drop off. No more of that!
May also fix other interactions that call 'Teach - Init' global.
Balloons Live Longer
Party balloons will wait for more hours before they start popping. Because I sometimes predecorate for sims' parties, and seeing half the balloons dead before the guests arrive is just. no.
Restockable Photos & Price Fix
If you set for sale a print of a photo made by sim's personal camera or a photo from the Artist career reward in an owned business, and if someone bought that photo, you'd now be able to restock it and sell again, and again. Also, selling price of a Uni camera photo is fixed now. Yay, photographers
Less Complaining & Only When Open (Edited Cyjon's Hack)
In home businesses, I was annoyed by family guests complaining outside of business hours, acting like customers during parties and social visits, but I didn't want to remove complaining altogether. So I took CJ's mod and added a check for if the shop is open. The result: visitors complain less in general and don't complain at all if the business is closed.
Uni Home Business
Allows you to start a home business in university sub-hood. Convenience of doing it after it's started is not guaranteed (but it's fine).
Death Removes Going Steady
I've had 2 issues that I didn't know were related: Grim Reaper sometimes errored out in the middle of his business and some sims thought they were still going steady with their dead boyfriends and girlfriends. When I made this lil' mod for the latter issue, I realized that Adults Go Steady mod already tried to do that, but it had a mistake in it, causing Grimmy to reset and not remove the 'go steady' flags from sims' relationships. If you have it, make my DeathRemovesGoingSteady load after it.
Death Memory Given To Best Friends, Lovers & Household
I noticed that only relatives and witnesses get a memory of sim's death, and it sucks that sim's best friends and household members may not even acknowledge their death if they didn't happen to be there. Now Grim additionally gives death memories to sims who have these types of relationships to the dead sim: love (red heart), best friend, going steady, engaged, married, same family (household), relative -- but only if they have met. Color and strength of the memory varies, i.e. relative who hated them will get a green 'oh well' memory.
No Memory Distribution To Unmet Relatives
Your sim will not get the memory of their distant nephew getting a A+ if they've never met. I didn't like when toddlers' early memories got clogged up by an array of 'grew up well' etc. about relatives they haven't seen yet. But I didn't want to suppress these types of memories completely, so I filtered them by having met the person in question. My solution is not perfect: sometimes sims that have met are not important to each other story wise, but it's tricky to assess significance (0/0 relationships do not always mean sims are strangers).
Teddy Talk For Kids, Or Playful & Toy Interested
Who doesn't love it when grown sims pester other grown sims with teddy bear talk? Me, but I didn't want to ban it outright, so I made the autonomy consider sim's playfulness and interest in toys. Restrictions are looser for adult-to-child interactions.
Toy Robot Is For Playful & Interested In Toys
Sorry for the long names, trying to make them descriptive! Tweaked toy robot's autonomy to not attract teens and older sims unless they are playful and very interested in toys, or somewhat interested in toys and very interested in sci-fi at the same time.
Toy Robot Breaks Less
Made toy robots break less often.
Servo Robots Less Run Amok
They just did it too often. As soon as their mood got a bit below the equator it was all hell. Now it's far harder for them to break.
Apology More Effective
Bigger relationship bump after apologizing.
Teens Can Work At Cafeteria Stove
Enabled 'Work In Cafeteria' interaction on that Uni cooktop for teen sims, in case you're using it not only in dorms like I do.
Owned Car Gives More Energy
Trying to motivate myself to use cars more often, I thought I'd choose to drive over 'walk to lot' action if it gave my sim some energy boost, since it's the motive that usually suffers badly when sims go out. So that's what I added: more energy for driving somewhere in a car.
Hobby: Talk, Read, Browse Unlocked To Predestined + Browsing Allowed On Community Lots
Normally, talking about hobby, reading a hobby section in a newspaper and browsing about hobby on a computer aren't available until a certain point of enthusiasm has been reached. I allowed these actions for sims in their predestined hobbies regardless of enthusiasm level. Also, made it possible to browse on community lots.
Game Competition More Attractive
Computer game competitions (or LAN parties) made a bit more attractive for sims to start autonomously.
~
💖 Download from SFS folder
Some testing pictures under the cut while I drop the files
aspiration @aspirationfailuree - Tumblr Blog | Tumgag