This is now almost done. I've managed to have both edge lighting and specular function together, each with their own falloff and intensity values one can tweak (only inside of the shader for now tho as I'm using constants).
Some snapshots from last night playing around.
So this should be done soon and ready for initial release, just gotta tweak some values for less intensity and better effect.
I could even go full pre 2003 beta with this as they are the exact same effects. Maybe I make a few flavors, who knows.
no one asked but i built a tv studio (complete with star trailers, costume room, and catering) with someone on the Sims Online server (NewSO) I've been playing on and our plan is to run a weekly game show/talk show
feline funny? six tank tops for your guys that still think old memes are hysterical. the guys who can't pass up an opportunity to quote a vine meme older than their children.
wait.. vine memes.. I have an idea for more shirts.
anyway
art is from NightMargin, meshes from @lucilla-sims here and @deedee-sims here.
available for everyday/gym
download
thanks for following me and my dumb content, love you.
Do you ever just want to make your Sim faces really small and short? If you do and have tried it you’ve probably noticed that then your Sims will get this annoying line from the corner of where the scalp begins and between the eye. I finally sat down and identified that single stupid vertex that gets smooshed up there and made a slider to pull it down. Yes, you are getting one (1) slider and nothing else.
Download Dumb Line Begone! - slider from Simfileshare | Mega
Credits & Other Info:
Thanks to Nopke for the slider base & discovery of custom sliders
Nysha for the tutorial on how to build one.
You can find this under the full face category. I considered eyes but it doesn’t really affect them so face it is.
edited to add the CAS and Bodyshop icons look like these:
(an attempt was made but I’m not good with these icons at all ^^;;; )
This is t2suggas's Goopy in a Dress made repo plus the other 2 Maxis textures added, they will pick up any defaults you have for AFShortDressBoots. Pinned to the Basegame files but not townified. Set as Everyday, Formal, and Maternity
Download - Alternate
Edit 8/8/26: @letomills was nice enough to edit t2suggas mesh so it matches the Maxis AM body type and told me I could share it. Download has been updated with the new mesh, it's fully morphed and should work with any clothes you have using MESH_t2suggas_GoopyInADress
Hey friends! I bring you, EVEN MORE sleeping overrides!
Give every Sim a more personal way to sleep! This version replaces the EA sleeping position with nine (9) custom sleep poses and adds a preference system so you can choose how each of your Sims sleeps.
Included Sleep Poses
Arm Under Pillow
On Back
On Side, Lay On Arm
Arm Hanging Off Bed
Arm Across Face
Arms Up
Restless
Stretched Out
Death
✨Save a Sleep Preference✨
Each Sim can have their own preference, so household members don’t need to share the same sleep style.
Select Random if you do not want the Sim permanently assigned to one sleeping pose.
When Random is selected, the mod chooses from the nine poses whenever that Sim goes to sleep. This allows the Sim to sleep differently from one night to the next without requiring you to manually select another preference.
Read more about this mod here! (Free Patreon) Ily :3
This is afbodydress converted for EF. It comes in the 3 Maxis recolors (choose standalone or repo'd to Maxis AF) + these 16 recolors by @katsurinssims (choose standalone or repo'd to Katsurin's files).
You'll have to choose between 2 shoe options, either Maxis shoes or @pforestsims shoes (taken from their AF mesh default).
Polycount: with Maxis shoes: 2,024 // with PF shoes: 2,488.
They have a fat morph, categorized as everyday. Files are tooltipped and compressorized as usual.
Ever wondered why all the power plants you decorate your neighbourhoods with suddenly shut down whenever you enter a lot? Do the workers organise a mass strike during each loading screen? And who's the joker who keeps stealing all my farm fields???
With TS2VisibleHoodFX™, you can bust those pesky power plant unions and have your Sims marvel at the wonders of the industrial revolution from the comfort of their homes, as toxic pollutants pour into the atmosphere day and night! Mmm... Fossil fuels...
Complete global saturation.
Desiderata Valley - note the wild flowers, farm fields, train, and blinking water tower light.
Because neighbourhood effects were never designed to be seen in lot view, there are a few minor issues you should be aware of. I'll have to get into some technical details, so I'm leaving all the nerd stuff below the cut.
As always, you'll need either the Ultimate Collection or the disc version with all EPs and SPs to use this mod.
DOWNLOAD
README
Issues
Maxis gimped the lot skirt's functionality when compared to the neighbourhood terrain and lot terrain. The most obvious example of this is the lot skirt looking like absolute ass, while the neighbourhood terrain has detailed cliffs etc. - both the neighbourhood terrain and lot terrain support multiple paint layers and alpha maps, whereas the lot skirt is just one, boring texture.
Unfortunately, these limitations cause some semi-annoying problems when forcing hood effects to show up in lot view.
Certain effects have bugged positioning
When you download the mod, you'll notice that along with the usual plugin, there's a config file included too. This config file is important, as it allows you to blacklist neighbourhood effects to prevent them showing up in lot view.
Why might you want to blacklist effects? Well, several effects appear to require something called an 'effect map' to be positioned correctly in the world (don't ask, I don't know what an effect map is either).
The neighbourhood terrain and lot terrain both have an effect map, but importantly, the lot skirt does not. This means that the effects that rely on an effect map for their positioning (mainly those that are placed on water) will appear way up in the sky when you load in to a lot:
If you want to know why they get placed in the sky, it's related to a peculiar bug(?) I discovered while trying to figure out why decal effects (e.g. farm fields and wild flowers) weren't appearing in lot view, even though I could clearly see the game creating and processing them in the debugger.
Basically, things like decals and shadows need to be assigned to an overlay manager which... manages overlays. For whatever reason, when you load a lot from the neighbourhood, rather than assigning these to the lot terrain or lot skirt overlay managers like the game logically should, it instead assigns them to the neighbourhood terrain overlay manager. The same thing happens with the effect maps - the neighbourhood effect map is used, not the lot terrain one.
The neighbourhood terrain coordinates aren't actually 1:1 with the lot skirt. The game generates the lot skirt below the neighbourhood terrain during the loading screen, and translates the position of each object downwards. Couple this with the neighbourhood effect map being used, and you get boats sailing around in the sky.
It isn't until you travel to a community lot or switch to another playable household while in lot view that the game starts using the relevant lot effect map and overlay managers. For example, if you load the Goth household from the Pleasantview neighbourhood screen, then click on the Pleasant's house to switch to them, boats will suddenly start sailing around in their garden as the lot terrain effect map is now in use:
I have no idea whether this quirk has any noticeable effect on gameplay, outside of when trying to get neighbourhood effects to appear in lot view. I've already patched the decals so they correctly get assigned to the lot skirt overlay manager when loading from the neighbourhood, but I'd be interested to know if there are any instances of lot effects not appearing until switching lots due to the incorrect effect map usage!
The config file is preconfigured to blacklist any problematic vanilla effects, so you don't need to worry about adding these yourself - it's mainly there in case you run into any custom hood effects with bugged positioning that you'd want to prevent appearing in lot view.
Decals appear on top of roads
Decal effects will draw over roads in lot view, instead of drawing underneath them like in hood view, as they should do. I can't say for certain why this happens, but I'm pretty sure it's due to differences between the neighbourhood road materials and the lot skirt ones.
If we patch the code that creates the lot skirt roads to simply use the name of the neighbourhood roads instead, we can see that although the roads no longer match the surrounding terrain and have huge holes in them, the decals do correctly draw below them. Weird, right?
Either way, you should probably move any farm fields and wild flowers away from the roads to avoid this happening.
Decals that overlap the current lot's bounds get cut off
This is due to the lot skirt and lot terrain being two separate entities, each with their own overlay managers. Decals can only be assigned to one of these managers, so are unable to be drawn by both.
The lot skirt also does some maths to mask out the lot bounds, which prevents it from drawing its overlays over the lot terrain. You can patch out this mask and allow decals to overlap the lot, but it causes all of the decals and shadows on the lot to flicker like crazy, as both the lot skirt and lot terrain are fighting to draw their overlays on top of the other (aka z-fighting).
denim shorts on this shorts shoe swap by @deedee-sims as well as her male conversion
additional textures from BlackLily and misomoso.
download (TF-AF-AM) repo to AF files
NOTE: This will be the last feature update for Cinema Secrets. I will be focusing more on my newer Cozy Home lighting mod moving forward.
Made lots of improvements to the matching the lot to the surrounding area (best used with @christaskyy's lot skirt shader) and matched the roads as best I could. This also means Cinema Secrets and Cozy Home share the same configuration for the Seasons and the Time of Day states. Only the actual lights differ in both.
KNOWN ISSUE: unfortunately, I can't get the roads for 6pm lighting to match without losing the pink sunset, so this is the best I could get the lighting to match
Added in the Light Direction files available in all lighting mods (both in regular and "world lit by fire" mode). Make sure to update your userStartup.cheat files with the updated lines in userStartup.cheat contained in the zip folder.
Fixed vacation night lighting (accidentally put in the configuration for the morning lighting. Sorry about that!)
Ported a lot of fixes from my newer Cozy Home lighting mod especially with morning and evening lighting.
Added in the light replacement for neighborhood and lot night light replacement in the 4.0 folder. Make sure to put these in your Downloads folder otherwise nights will not look right.
Changed default roomLightingType to 5
Moved the light definitions from Base Game to M&G because the lights don't look right when overlapping on top of the other
DOWNLOAD HERE
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