i have to say i think i make pretty sims
cherry valley forever
Keni
Show & Tell
Monterey Bay Aquarium
occasionally subtle
Acquired Stardust
PUT YOUR BEARD IN MY MOUTH

Andulka
Peter Solarz

No title available
Stranger Things
"I'm Dorothy Gale from Kansas"
Claire Keane
TVSTRANGERTHINGS
AnasAbdin
taylor price
trying on a metaphor

Janaina Medeiros

shark vs the universe
hello vonnie
seen from United States
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seen from Finland

seen from Netherlands
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seen from Denmark

seen from New Zealand

seen from United States
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seen from Canada
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seen from Malaysia
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@evenfall-sims
i have to say i think i make pretty sims
Tutorial: Multi-Lot Harbours
I promised this tutorial a while ago and just started making my harbour for my current hood. I figured I may as well kill two birds with one stone, so here it is! This technique is completely modular, allowing you to create harbours of any length. As you can see, I've already done one of the lots, just to show you how they fit together. You will find yourself saving and exiting quite a lot with this method!
Requirements
LotAdjuster
A neighbourhood with accessible shoreline
Possibly some understanding of the 'boolprop constrainfloorelevation false' cheat
Important: I do not use beach lots for this method. I find this method gives me more control.
Step 1: Place Your Lot
Start with a lot that is 20 tiles deep. This gives enough room to create a stone harbour wall and dock area. This is preference, but I find any bigger looks dumb.
The lot should be 10 tiles wider than the harbour segment you ultimately want. For example, if you want a final harbour segment that is 40 tiles wide, start with a 50 tile wide lot. That is what I've done here.
Bring the water as close to the lot edge as possible. If necessary, use the cheat 'modifyNeighborhoodTerrain on'
The terrain should slope down naturally towards the water.
Step 2: Mark the Tiles to Remove
Measure 5 tiles in from each end of the lot.
These tiles will be removed later with LotAdjuster.
For a centre segment, mark 5 tiles on both ends.
For a left-end segment, mark 6 tiles on the left side.
For a right-end segment, mark 6 tiles on the right side.
Step 3: Build the Stone Harbour
Create a foundation within the remaining space. This can be as big as you want.
The foundation walls should extend flush (but not connect along the length) to any edge that will connect seamlessly to another lot.
I use Numenor's custom foundation walls, but you can achieve the same effect using standard walls with the cheat 'constrainFloorElevation false'. Just flatten the walls after placing them.
Cover the foundation with floor tiles of your choice, filling in that gap.
Important: Do not place walls along any edge that will connect to another harbour segment.
Step 4: Add the End Cap
At the opposite end of the harbour wall, add a small "cap" section. It will not stretch out as far as you want, but that's okay. Again, make it as big as you want.
This creates a natural transition point where stairs can lead down to the wooden docks.
Step 5: Build the Dock
Lay out the wooden dock below the stone harbour. Mine was a full story (16 steps) lower than the stone.
As before, don't place foundations flush against the lot edge. Use floor tiles to create the seamless connection instead. You will know it's correct if there's no stilt on the 6th tile from the edge.
Again, at this stage, don't worry if the dock isn't the exact width you want.
Save and exit the game.
Step 6: Extend the Lot
Open LotAdjuster and add 20 tiles to the back of the lot.
Do not change any other settings.
Step 7: Finish the Waterfront
Load the game, and then the lot again.
You now have what is effectively a custom beach lot. I usually add terrain paint to match my shoreline, otherwise the extended area remains grassy.
You can now adjust the dock to its final width. In my example, I created a dock that was 5 tiles wide.
Step 8: Plan the Dock and Bay Pattern
Decide how many docks and bays you want. Bays should be big enough to fit ships.
The harbour should always end on half a bay, so that adjoining lots complete the bay when placed together.
Do this before shrinking the lot. Once the lot has been reduced, you won't be able to place floor tiles on the very edge.
For my example:
Dock width: 5 tiles
Bay width: 10 tiles
This creates the pattern: 5 (half bay) - 5 (dock) - 10 (bay) - 5 (dock) - 5 (half bay)
I also made them 15 tiles long. You can do literally whatever size you want.
Save and exit once the layout is complete.
Step 9: Trim the Lot
Open LotAdjuster again and remove 5 tiles from both the left and right sides.
This is the step where you're most likely to run into problems. I certainly did while creating this tutorial!
If LotAdjuster throws an error, reload the lot and make sure there are no walls, fences, or foundations crossing the line where the new lot boundary will be.
When you reload the lot:
End pieces should have one side flush with the lot edge.
Centre pieces should be flush on both sides.
These flush edges allow the harbour sections to connect seamlessly.
Step 10: Repeat
Repeat the process for as many harbour segments as you need. If they don't line up, you can't just pick up the lot and move it. You have to use LotAdjuster to either move it left or right. I had to do so in this very tutorial.
The good thing is, you can use the original dock as a visual guide for widths! Also, make sure the wooden dock is on the same elevation across both lots.
For this example, I created a left and right segment and mirrored them, but you can continue adding centre sections indefinitely. I tend to add stairs in the very middle if I do that. You need a flight of stairs to get down to the harbour.
Finishing Touches
Once your harbour is assembled, decorate it however you like.
I usually place lots like warehouses, taverns, fishmongers, market stalls, or more on the stone harbour, and use neighbourhood deco ships (or this refurbished version of the Bon Voyage ship) in the bays. I also decorate the docks with crates, barrels, dead fish, etc. For some extra fun, add invisible fishing spots to the end of the docks!
The result is a fully modular harbour that can be expanded to fit any waterfront.
I hope this tutorial helps! If anything is unclear, feel free to ask.
update: i added a harbour onto the harbour, for smaller fishing boats. i quite like it.
Tutorial: Multi-Lot Harbours
I promised this tutorial a while ago and just started making my harbour for my current hood. I figured I may as well kill two birds with one stone, so here it is! This technique is completely modular, allowing you to create harbours of any length. As you can see, I've already done one of the lots, just to show you how they fit together. You will find yourself saving and exiting quite a lot with this method!
Requirements
LotAdjuster
A neighbourhood with accessible shoreline
Possibly some understanding of the 'boolprop constrainfloorelevation false' cheat
Important: I do not use beach lots for this method. I find this method gives me more control.
Step 1: Place Your Lot
Start with a lot that is 20 tiles deep. This gives enough room to create a stone harbour wall and dock area. This is preference, but I find any bigger looks dumb.
The lot should be 10 tiles wider than the harbour segment you ultimately want. For example, if you want a final harbour segment that is 40 tiles wide, start with a 50 tile wide lot. That is what I've done here.
Bring the water as close to the lot edge as possible. If necessary, use the cheat 'modifyNeighborhoodTerrain on'
The terrain should slope down naturally towards the water.
Step 2: Mark the Tiles to Remove
Measure 5 tiles in from each end of the lot.
These tiles will be removed later with LotAdjuster.
For a centre segment, mark 5 tiles on both ends.
For a left-end segment, mark 6 tiles on the left side.
For a right-end segment, mark 6 tiles on the right side.
Step 3: Build the Stone Harbour
Create a foundation within the remaining space. This can be as big as you want.
The foundation walls should extend flush (but not connect along the length) to any edge that will connect seamlessly to another lot.
I use Numenor's custom foundation walls, but you can achieve the same effect using standard walls with the cheat 'constrainFloorElevation false'. Just flatten the walls after placing them.
Cover the foundation with floor tiles of your choice, filling in that gap.
Important: Do not place walls along any edge that will connect to another harbour segment.
Step 4: Add the End Cap
At the opposite end of the harbour wall, add a small "cap" section. It will not stretch out as far as you want, but that's okay. Again, make it as big as you want.
This creates a natural transition point where stairs can lead down to the wooden docks.
Step 5: Build the Dock
Lay out the wooden dock below the stone harbour. Mine was a full story (16 steps) lower than the stone.
As before, don't place foundations flush against the lot edge. Use floor tiles to create the seamless connection instead. You will know it's correct if there's no stilt on the 6th tile from the edge.
Again, at this stage, don't worry if the dock isn't the exact width you want.
Save and exit the game.
Step 6: Extend the Lot
Open LotAdjuster and add 20 tiles to the back of the lot.
Do not change any other settings.
Step 7: Finish the Waterfront
Load the game, and then the lot again.
You now have what is effectively a custom beach lot. I usually add terrain paint to match my shoreline, otherwise the extended area remains grassy.
You can now adjust the dock to its final width. In my example, I created a dock that was 5 tiles wide.
Step 8: Plan the Dock and Bay Pattern
Decide how many docks and bays you want. Bays should be big enough to fit ships.
The harbour should always end on half a bay, so that adjoining lots complete the bay when placed together.
Do this before shrinking the lot. Once the lot has been reduced, you won't be able to place floor tiles on the very edge.
For my example:
Dock width: 5 tiles
Bay width: 10 tiles
This creates the pattern: 5 (half bay) - 5 (dock) - 10 (bay) - 5 (dock) - 5 (half bay)
I also made them 15 tiles long. You can do literally whatever size you want.
Save and exit once the layout is complete.
Step 9: Trim the Lot
Open LotAdjuster again and remove 5 tiles from both the left and right sides.
This is the step where you're most likely to run into problems. I certainly did while creating this tutorial!
If LotAdjuster throws an error, reload the lot and make sure there are no walls, fences, or foundations crossing the line where the new lot boundary will be.
When you reload the lot:
End pieces should have one side flush with the lot edge.
Centre pieces should be flush on both sides.
These flush edges allow the harbour sections to connect seamlessly.
Step 10: Repeat
Repeat the process for as many harbour segments as you need. If they don't line up, you can't just pick up the lot and move it. You have to use LotAdjuster to either move it left or right. I had to do so in this very tutorial.
The good thing is, you can use the original dock as a visual guide for widths! Also, make sure the wooden dock is on the same elevation across both lots.
For this example, I created a left and right segment and mirrored them, but you can continue adding centre sections indefinitely. I tend to add stairs in the very middle if I do that. You need a flight of stairs to get down to the harbour.
Finishing Touches
Once your harbour is assembled, decorate it however you like.
I usually place lots like warehouses, taverns, fishmongers, market stalls, or more on the stone harbour, and use neighbourhood deco ships (or this refurbished version of the Bon Voyage ship) in the bays. I also decorate the docks with crates, barrels, dead fish, etc. For some extra fun, add invisible fishing spots to the end of the docks!
The result is a fully modular harbour that can be expanded to fit any waterfront.
I hope this tutorial helps! If anything is unclear, feel free to ask.
literally the worst lotadjuster glitch
this is like...by far one of the best lots i have ever built in the sims 2
what if the grim reaper has been an alien this whole time and the reason the beakers keep nervous locked up is so they can find out more about his home planet...
O'Leary's Music Store and Recording Studio
Okay, so yes, I was very inspired by @episims and their music store. But still, I am very happy with this.
Home to Pontycelyn's volunteer-led radio station PC/FM, and a recording studio for any local bands to get their groove on, patrons can also find any number of instruments and records at O'Leary's.
Upstairs boasts an extensive collection of CDs and vinyls.
The back of the shop is where the recording studio is located.
Acoustic Soundpanel Walls
I had a bit of a browse today and realised I couldn't find any soundpanel walls for my recording studio/music shop.
So, naturally, I ended up making some.
They’re pretty simple, just classic foam panel-style walls, but they fit in nicely with modern builds, bedrooms, studios, etc. I tried to keep them versatile rather than overly stylised. There are twelve colours of paneling.
They are located in Walls/Paneling for 1 simoleon!
Downloads and more info under the cut.
Miscellaneous SC4 Terrains
I had to get a new laptop recently and lost access (so I thought) to a few SC4 terrains I had made that I was very proud of. However, I just so happened to take a look on my OneDrive, and lo and behold, what did I find? So, I thought I'd share them all here for everyone to enjoy. They don't have any preview pics because I whipped this together very quickly. These terrains were all made 3-4 years ago, so they are rather old and choppy. I plan on maybe releasing some decorated images to show you how they CAN look, with the right styling.
WARNING - THESE SC4 TERRAINS WERE ORIGINALLY MEANT FOR PERSONAL USE. THIS MEANS THEY ARE VERY ROUGH AND WILL DEFINITELY REQUIRE HEAVY USE OF THE MODIFYNEIGHBORHOODTERRAIN ON CHEAT. YOU HAVE BEEN WARNED!!
Terrain 1: Kingdom (or Llwynogoch)
This was my first ever terrain. I made it when I just started getting into medieval sims creation, and it was intended for a medieval town. As you can see, the river is very choppy. This is because it was made using road pieces in SC4 to keep the depth and width consistent, with the intent to smooth it out ingame.
[ Install Llwynogoch Here ]
Terrain 2: Pontymython
This terrain was designed for a Welsh seaside town with an integrated university. It was heavily inspired by Aberystwyth. As you can see, there is a spot on the right where it is intended for use with Numenor's lost and found waterfall hood deco. It trickles down quite realistically, and there is room to add a curved bridge (such as one by criquette or lordcrumps) to bridge the gap over top, with deco roads leading out of the town. I like my terrains large, so this is no exception.
[ Install Pontymython Here ]
Sorry for the rushed post! I actually didn't plan on putting this out any time soon, so this is with little to no planning. Despite the roughness of the terrains, I hope you all enjoy these and can find some use!
Ash and Honey Ward run Wyrmwood’s most glamorous nightlife spot, a strip club known for velvet booths, strong drinks, and impeccable taste. As demons they thrive on atmosphere and indulgence, but they are also surprisingly devoted partners who treat their club like both a business and a stage. They believe love is something to be shared with as many people as possible...and it's not their fault if some hearts get broken along the way.
Mafalda comes from a long line of wicked witches, the sort who pride themselves on curses, grudges, and general mischief. Unfortunately for family tradition, she fell hopelessly in love with Evangeline. It turns out being evil is quite difficult when your partner is painfully, annoyingly good.
The Calderón family run Wyrmwood-On-Styx’s beloved late-night corner shop, the Bone-dega, a small but indispensable store where every species in town eventually ends up. Whether it’s witches buying candles, werewolves grabbing snacks at on the full moon, or zombies picking up cheap groceries before a shift, the Calderóns serve everyone with the same warm practicality.
"At first glance, Wyrmwood-on-Styx looks like any small town - but look closer and you’ll notice things are a little…different. Aurora borealis permanently lights the sky, the river is a neon purple, and its residents are anything but ordinary. With supernatural neighbors and secrets lurking in every corner, will Wyrmwood remain stable, or is something stirring beneath the surface?"
so i’ve started a new project and i’m really excited about it
it’s called wyrmwood-on-styx, a small supernatural town where vampires, witches, demons, zombies, mermaids and various other weird creatures all live together under a sort of uneasy civic compromise. it’s basically a normal town that just happens to be full of monsters.
the town is also connected by train to nightmoor institute, an elite occult university where all kinds of magical and supernatural students come to study. so there’s a constant flow of strange people, late night activity, and questionable research happening nearby.
expect lots of town politics, supernatural drama, odd little businesses, and general small town chaos.
this neighbourhood is very much a work in progress, but i’m having a lot of fun building it and i’m excited to share it as it develops.
hope you enjoy seeing it grow. more to come soon 🖤
Red water or purple water for my occult neighborhood? The river is called the Styx, so i definitely want it to be some supernatural colour
RED OR PURPLE
Red Water
Purple Water
Edit: I went for the secret third option and edited one of the water overlays: Nigh-on neon purple. It’s oddly serene! I’m going for camp Monster High energy, not ‘RIVER OF BLOOD AND DEATH!!!’
is it...is it done?
IT'S ACTUALLY DONE.
Hi! I love your style, can't wait to see more of your work, especially bridgewarden! A question: Do you know where you got recolours for the S3 city trash cans from? they look so British, I love them (from the photo of the town square). Thank you!
Hi, thankyou so much! I actually made them myself, replacing the textures for HL's conversion as I wasn't likely to use the originals. I've uploaded them here for you!
i have never
a) been this close to finishing a hood
b) been so happy with said hood
or c) finished the hood so quickly! (just over a month)
if this starts throwing me pink soup i think i’ll cry