Sims 2 Traits - Self Interactions! I found a disabled animation!
Since I'm obsessed with socials now (and I watch @teaaddictyt streams and VODS where she gives me ideas...) here are some mods that affect Neurotic, Dramatic and Insane Sims! These are fun little self-interactions for storytelling or other purposes... I originally inserted these into the PersonGlobals TTAB. But as some of you may know, this causes a great deal of issues because it conflicts with other important mods.
So, I split them up into three separate controllers, so they don't conflict with anything! they all have unique GUIDS. These are non-autonomous and require Easy Inventory Check and the base traits mod by Hexagonal Bipyramid.
Interactions
Neurotic Sims can now "Freak Out" if their Comfort is low. They will cry, worry, or throw a tantrum and their comfort will increase. Paired great with my "Motive Decay" for traits, because Neurotics have greater Comfort decay!
Dramatic Sims can now "Fake Pass Out" like the Sims 3. Sims will react to your Sim, and their reactions depend on personality and traits (Evil Sims may enjoy it...). They can only do it if their Social is fairly low and it gives them Fun and Social.
Insane Sims (and this is my favorite) can now scream psychotically and everyone around them will react. I found a disabled/cut interaction called "Primal Scream" in the code so I just HAD to enable it for Insane Sims. There's an animation for this and everything!
Ok it doesn't show you the Anim, but trust me, it's great! And they actually scream! Like audibly!
Enjoy! Looking at this mod will also help you understand self-interactions if you're into modding!
I also have one for the Clumsy trait where they do the roller-skate fall animation randomly, but I can't get it to work autonomously in a controller. It stays in my PersonGlobals unfortunately.
Credits: JellyMeduza for their "Insane can Summon Social Bunny" Mod!
Well it wasn’t just me, to be fair. I would have never been able to without @fireflowersims help and HugeLunatics trust in both of us. Thank you to both of them for their work and thank you @teaaddictyt for reaching out and doing the more public communication.
I’m super happy I got the chance to work to fix it. It wasn’t an easy undertaking. It seemed like every little thing would cause more errors, I fixed one and another thing broke. But now it seems stable, finally.
A lot of technical stuff below the cut, beware.
Fixing such an old forum is not easy. Documentation is rather sparse because the framework it runs on is old. There is however a more modern version, but updating is difficult. Here was the issue for the forum - upgrading failed.
A website (usually) consists of two different parts: 1 - The files. They contain the code, scripts, designs, images, attachment, profile pictures etc. 2 - The database. The database connects all the different parts and tells the website where to find something. Everything gets stored in tables, assigned IDs and given values. Everything written, each post and topic is also stored in the database. So without the database the whole page would be useless.
It was clear from the beginning that the database was the culprit for the failed upgrades. I got an earlier backup from HL and started working.
I set up a local environment with two versions of XAMPP. One running on php 7.4 (the last version having compatibility for the forum framework version and the upgrade script to the recent version) and the other on a modern 8.3, which was the same as the version the server @fireflowersims set up for GOS.
I ran the upgrade script (which consists of 4 separate parts) on the old backup and ran into errors right away. The script would just outright crash on me, most often without a log or message. The (local) server would just stop responding. My original plan had been to upgrade to version 2.0 first, then 2.1, since it was the recommended order. However the database backup had already been partly upgraded to 2.1. That was the reason my upgrade script failed. Reversing those changes could have been a possibility but extremely time intensive.
(This is the frontpage of the upgrader. I stared at it so much. Like you can see it has a ton of steps)
Instead I asked for the current database and HL provided it to me. This one was already further along on the upgrade and I could see the error HL had run into before handing over. I had to look at the upgrade scripts and source php files to diagnose what the framework was expecting - and failing - to find in the database.
That’s where I found the main culprit for *most* of the errors: Time tables. The framework saves every action that a user does in a log, a long table with the action, an id and a date. This was where everything had gotten wrong. The upgrader expected to see one column for the date, named *day*, while the current table had a different column for day, month and year. I tried fixing the table at first but that didn’t seem to work, so I completely deleted the table and created a new empty one myself. (By now I think the issue stems from forgetting to uninstall certain packages before upgrading, more on that later)
That was possible because the log actually doesn’t hold relevant information for the forum to work. It just records each step, probably for moderation purposes. Once I had done that step the upgrade script was finally able to proceed.
There were a few more errors where I had to look at what the script was doing, find the corresponding code in the sources and edit the database myself. Thankfully the code is relatively well commented and named, so I was able to find what I needed.
Finally I got the upgrade script to run to the end and I was actually able to open the forums (local) page. I hadn’t been able to for now so it was a first. But a lot of stuff was still missing, like all the topics. I could see that the posts were back, but not sorted correctly.
The fix was simple but annoying. The forum framework comes with a repair_setting.php file which I had run several times to fix all the paths, but apparently it didn’t fix *all* of them. So back to the database I went, ran some queries and fixed them myself.
Then the forum finally worked again!
(This is what the forum looked like when I first opened it. It ONLY had recent posts)
(The working local forum, no files yet with the default theme. Seems wrong to look at GOS without the dark theme, right?)
There were still a few things I needed to fix but the database seemed to work fine now. I had never done so many queries in my life. I know SQL, and had to fix databases before but not this intensely. So I guessed I learned something new haha.
Next was the exciting step to upload my clean install to the server. @fireflowersims and I had some directory issues, but I was able to fix them manually once again.
Then I had to take a look at the files which mostly consist of avatars and attachments. They didn’t work at all once moved to the clean install. Once again I took a look at the code and realized that the upgrade script would have changed those files as well, but because I ran it on a clean install it didn’t actually do this step.
I didn’t want to run the upgrade script again, worried that it would mess up a now working database. Instead I wrote a script myself that sorted through all the attachments, looked for the IDs of the avatars from the database so it could move and rename them.
Last were the attachments. This was an easier fix. They just had to be given the ending .dat. @fireflowersims ran a command through the console and then the attachments worked too!
We were getting closer!
Next was the theme. The old theme didn’t work on the modern framework anymore so @fireflowersims looked for a new one which I customized with CSS, trying to get it closer to the way the forum looked before. I think it turned out quite alright, hope you guys think so too!
(Trying to find out what CSS class addresses what? Make everything red and green!)
(All the spider webs)
Next was packages, or mods, to the framework. Fire and I encountered some hiccups here too, since there were some leftovers in the database. The packages hadn’t been properly deinstalled before running the upgrade script, which was another source of the errors. I tried fixing them manually but one of the packages would continue to just break the site no matter what I tried, so we settled for an alternative.
Some more work was put into SSL and making the forum secure. Once again some settings seemed to just break the page and each time I had to go back in the database and manually fix what had gone wrong. It was tedious but by now I knew my way around quite well.
@fireflowersims handled a lot of the server administrative work and DNS settings. I know very little about that part so having @fireflowersims there was great and they made sure the page is reachable at the correct address.
So yeah, I hope the site stays online for a long time now. It’s such a big part of our community and communities history. I used to download so much from there when I was younger. I wanted to give back to the community I love so much. That was the reason I spent many many hours digging through code and old forum threads.
Jules, I cannot emphasize enough just how cool you are for having done all of this work to get GoS back online! I'm glad I was able to provide a good new space for GoS to live from now on and assist with all the DNS. It was a trip alright, and I'm glad we could work together on this!
You are a hero and I (and I bet so many others) am so grateful for your skill and dedication! ♥️
Sims 3t2 Traits - Talk About Hobby (Trait mod for Sims 2)
Because Beau Andrews has the "Can't Stand Art" trait, he always rejects when Sims talk about Arts and Crafts to him!
This mod edits the "Set Result" BHAV for "Talk About Hobby".
In the unmodded game, Sims without the hobby will still accept talking about said hobby if the two Sims relationship is high. This mod adds some caveats to that.
Effects:
Sims with the Can't Stand Art trait will always reject talking about arts and crafts.
Sims with the Technophobe trait will always reject talking about Tinkering.
Sims with the "Hates the Outdoors" trait will always reject talking about Nature.
I edited Simler90’s “Outfit Sense” to make sense with traits and also edited two Global BHAVS that control playable Sims getting dressed for community lots and getting dressed for going home.
Obviously, this mod conflicts with Outfit Sense.
Effects
This mod changes what outfits Sims will appear in, on community lots, as walkbys, welcome wagon, etc.
Sims with the “Snob” trait are considered when the mod checks if a Sim should wear formal wear
Insane Sims run a random chance of showing up in Formal, Pajamas, or Underwear.
Inappropriate Sims run a random chance of showing up in their pajamas.
Couch Potato Sims run a random chance of showing up in their pajamas if its before noon
Global Effects
I also edited two Global BHAVS that control for Sims getting dressed for traveling to community lots and going home from community lots. Insane Sims run a fifty percent chance of not changing into casual from another outfit, so they may choose to go to a public lot in their formal or undies! They also won't change to casual when leaving the lot. No naked though, all Sims will change out of naked.
Inappropriate Sims run a thirty percent chance of not changing out of pajamas or undies to go to a lot and won't change to Casual when leaving.
Couch Potatoes run a thirty percent chance of not changing out of pajamas to go to a public lot and won't change to Casual when leaving.
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!
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
Soooo... I didn't intend for two highly requested fixes for The Sims 2 to drop within the space of a week and a half, buuuut...
Here's where you can download an experimental patch to fix the so-called 'object limit'!
https://github.com/spockthewok/TS2ObjectLimitFix
(Ultimate Collection only at the moment, I'm afraid).
The good news is:
Both @lordcrumps and @teaaddictyt have tested it with stupidly large CC folders and report that it works.
There isn't a dissertation the length of Tolstoy's 'War and Peace' you need to read through to understand wtf is going on.
The crashing wasn't caused by some hardcoded object limit at all! (That I know of).
An explanation of the issue for programmers:
And for everyone else:
The code for the Build/Buy menu was missing basic checks to confirm that the data it was trying to do things with was actually valid. No, I'm not joking.
Basically, it appears that all of the objects you can buy in the game are stored in something you can think of as being like a big, long list, which grows in size with the more custom objects you have.
The only purpose of the code that this plugin patches is to sort the items in the list into some kind of order. This is done by assessing if the value of the previous item in the list is larger than that of the item currently being looked at, and swapping their position if this is true (also known as an insertion sort).
In short, the game wasn't asserting that the data it was about to compare for sorting was valid before accessing it, and then promptly blowing up when it tried to do so and discovered it wasn't.
I imagine that the odds of the game making an oopsie and dumping some funky data into the list increases with the number of objects it is having to process - this might be why this issue only presents itself to those using multiple GB of Build/Buy CC. It was much easier to patch the code encountering the bad data within the list than to try and hunt down the mysterious culprit putting the data in there to begin with, so this is all the information I have at the moment unfortunately.
Either way, one of the first things you're taught when learning to code is to ALWAYS check that the data you're operating on has been initialised (i.e. it holds some kind of value). I guess someone at Maxis must have skipped that lecture :D
Is the 255 objects per subcategory limit theory true?
The Downloads folder I was using for testing had ~672 objects in the Deco/Misc subcategory (Maxis objects included). With the patch, I can freely navigate throughout the entire subcategory with zero crashes, so I guess not?
What about the whole OBJD limit thing?
People have varying beliefs of what the limit on OBJDs might be, but HCDU reports my Downloads folder had an OBJD count of 20,787. Again, without the patch the game would crash when switching categories in the Build/Buy catalogue, with the patch, no crashing.
If you want to hear my opinion on whether such a limit exists, watch this video.
Do I even need this patch if I don't use much CC?
As it adds some fairly important crash-prevention checks to part of the Build/Buy menu's functionality, I'd probably recommend using it anyway, just to be safe - we all know how much this game loves to crash!
Aaaah! I'm still getting crashes with the patch!
I'm aware that a few of you CC addicts out there have Downloads folders larger than the total size of everything ever uploaded to the internet, so if you still experience crashing in Build/Buy mode with this patch, please take a look at the mod's GitHub page and send me over the information requested there. Fingers crossed that shouldn't happen, but if it does, I'll try my best to investigate :)
Anyway...
Will
(I wish I had looked at this for my dissertation, as it was literally only a day's work).
(yes, PURPLE, because I always saw it as purple and the shader name is literally called the purple error shader. Sue me!!)
Just in case anyone missed it, "pink flashing" in The Sims 2 has finally been busted wide open by a lovely chap named Will Nixon, see here.
I thoroughly recommend reading through the entire dissertation pdf, it's a good read! Even if your eyes glaze over and you skim past the super technical computer engineering jargon, you'll pick up some interesting tidbits from it.
Just wanted to share that
1) the patch is fully compatible with Linux and works to improve Linux performance even further, as testing by myself and my dear friend @niamh-sims
2) Some screenshots from testing my medieval hood on Windows 11:
No patch:
With patch:
I also stress-tested the hood by loading into the main Castle lot and having a sim travel between 4-5 different lots with my settings on max. (This is how I play on Linux now so I've gotten used to it, no more turning neighbours and hood deco off for me!!)
Without the patch in, the game crashed and wouldn't load the castle lot for me at ALL, so that was a great start.
Ooft, lol.
With the patch in, I could load into the castle and travel freely around the hood. I noted that that game also generally felt smoother.
This is an absolute breakthrough, people. Linux is no longer absolutely required if you want to play TS2 without pink flashing! Get excited!!
I will personally continue to play on Linux because I honestly enjoy the OS and prefer it over Windows, and my game still loads faster and runs smoother on Linux, but I recommend every simmer download Will's patch (V1 or V2, but V2 is likely safer) and keep it in your essential mods list forever.
I fell in love with these 4t2 conversions by @tvickiesims at first sight and just had to make functional versions.
When your sim manages to catch butterflies or fireflies, they can be moved from the jar to this habitat. Insects housed in the habitat will stay alive; if the habitat is outdoors, they will hibernate if the temperature drops below freezing.
Each habitat can house 3 batches of butterflies and 3 batches of fireflies, counted separately. You can make space for new batches by releasing the insects from the habitat.
The caterpillar incubator provides an alternate way to get butterflies. Stocking the incubator costs §18, after which you can watch the caterpillars evolve into adult butterflies over the following days.
Be cautious about leaving adult butterflies in the incubator, as they won't survive there forever. The butterflies can be either moved to a habitat or released into the wild.
If an incubator is outdoors and the temperature drops below freezing, the metamorphosis will stop progressing, unless it's already finished, in which case the adult butterflies will die.
Sims can view occupied incubators and habitats, autonomously too. Cats might find them interesting as well. About everything gives nature enthusiasm, and all interactions are available children up.
🦋 Download (SFS) (alternate)
The files are compressed. Requires Pets and Seasons. The incubator won't work if you don't have the habitat in your downloads as well.
The habitat is a global mod that includes overrides for the bug jar and will conflict with other mods that alter the same resources. I haven't found anything that conflicts but as always, run HCDU to be sure. These can be used alongside Vickie's original conversions.
Many thanks to Vickie for letting me use her gorgeous conversions, and to @gummilutt for the help with testing!
Based on an original object by SnowStorm, that is a modified fridge for nurseries that allows fetching bottles and restocking but nothing else. It's small and cute, fits nicely on shelves or surfaces. Animations aren't perfect, but your sim can use it from anywhere.
I've remeshed the button to make it a little more modern looking, and made the entire object significantly easier to recolor. This is a mini-collab with @kashmiresims, I've fixed up the object and Charmful has made a load of cute recolors for you guys! Keep an eye on her tumblr or simblr.cc to snag them.
Found in General/Kids, costs 225 simoleons. 690 poly, textures are small in file size.
Download on SFS
If you use ButlerIsNoNanny by BoilingOil, there is a version that will prevent the butler from using this fridge too. If you don't use the mod then grab the normal version :) Does not overwrite SS's original, you can have both. It's a custom object so there should not be any conflict potential.
Credits: SnowStorm for the original. Thank you @lordcrumps for the help in fixing the original mapping where I struggled to do so, and thank you @episims for helping make the cute dial texture. Credit to Freepik for the button texture.
recolours of all meadhall set items in 4t2 wood textures
look, being a 4t2 medieval player can be hard sometimes 😅
but hey, i managed to successfully get a 4t2 wood texture onto the huuuuge nine archers mead hall + add-on sets (this is just a handful of the many many many items they include) 🥲
thank goodness the textures were all repositoried to just two meshes only lol (a table and the bar). still, it took me like the whole of sunday to do this cos of all the chopping up, 'dirtying', blending etc of the textures 🫣
the only thing i didn't change though is the intricate dragon/snake(?) pattern that you see throughout various items in the set (like on the door, the headboard, the column, shelving, chamber pot and pantry seen above). mainly because its the heart of the set (iconic, actually), i would have no idea what to replace it with, and i also still think it works well with the 4t2 texture?? i could maybe also do a version without it though if someone wanted it.
there are 6 wood swatches in total, and i also included a replacement of the riverstones table mesh so the board matches in better with this style. i'm pretty sure the wood texture i used for everything came from island living(?).
you can download the recolours here.
links for original meshes and all the add on sets are below (seriously, you could just have these four sets in your medieval game and you'll have nearly everything you need lol):
9am (nine archers meadhall redeemed) (contains the required meshes for these recolours)
a friend in mead (contains the riverstones table, but let my version overwrite it)
meadful things
the need for mead
credit: blueheavensims for these amazing sets - thank you!
TeaAddict brought to my attention that my foggy ass failed to update the init attribute number after adding compatibility for Picknmix's specific clothing rack mod, which means new dressers are not given the free laundry it is supposed to. Sorry about that. Please redownload if you want new dressers to get some free laundry to start off with.
Finally finished this up after checks notes several months... sorry I've been inconsistent with conversions, there's just a lot going on.
Anyway, the Mother Earth dress converted from Enchanted by Nature, and since EA included a male specific mesh I converted it for men too. A child mesh is included in the mesh file but I didn't do recolors for it because I was a bit burnt out, so if anyone wants to take a stab at it the files are there.
TU-EU, categorized as everyday, formal, gym, outerwear, all morphs, comes in the 11 EA colors. Download Simblr.CC
Finally finished this up after checks notes several months... sorry I've been inconsistent with conversions, there's just a lot going on.
Anyway, the Mother Earth dress converted from Enchanted by Nature, and since EA included a male specific mesh I converted it for men too. A child mesh is included in the mesh file but I didn't do recolors for it because I was a bit burnt out, so if anyone wants to take a stab at it the files are there.
TU-EU, categorized as everyday, formal, gym, outerwear, all morphs, comes in the 11 EA colors. Download Simblr.CC
Because I like my stuff matchy matchy and I've devoted all my time to Sun&Moon wood...I needed to repo some older files I love the look of to the Wine Cask Shelf so that all my things continue to match.
First up, Crocabura's Medieval Shelves. I did have to remap these to get them to work well so they will not pick up any original recolors. I renamed the files for clarity that these versions are reduxes of the original files and that they are repoed to the Sun&Moon Wine Cask Shelf. However they do retain their ORIGINAL GUIDS AND WILL OVERRIDE THE ORIGINAL VERSIONS.
Download - SFS
Next we have Maylin's Mail Shelf...of which I have no idea where the original mesh is found, but @niamh-sims showed it off in her post office build and expressed it was only one subset. So I've repoed the wood to the Sun&Moon Cask Shelf, made the mail a separate subset, and included an invisible recolor of the mail (so you can make it into something other than a mail shelf if you desire) and also a medieval recolor of the mail based on Sunni's defaults that Niam had made...but since I changed the mapping it will break any original recolors. I renamed the files for clarity that these versions are reduxes of the original files and that they are repoed to the Sun&Moon Wine Cask Shelf. However they do retain their ORIGINAL GUIDS AND WILL OVERRIDE THE ORIGINAL VERSIONS.