------- Status: Lurking ------- I'm a video game loving kitten with an obsession for Sims 2. I like to post screenshots and other things from my games. I love animals, both real and digital! ♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥ Here's my ko-fi link: https://ko-fi.com/nekokyu13
Huge shout out to @paluding for collaborating with me on this and who honestly did most of the work as far as I'm concerned.
Download // Simblr Alt
This is a default replacement mesh for kitten and puppy faces that allows heterochromia. This was done by separating the left and right eyes onto different groups and subsets so they can be colored independently. They have morphs, so these cuties will properly emote! This is possible thanks to @crispsandkerosene's blender plugin, make sure to grab it if you're interested in meshing for pets!
Pet heterochromia is NOT hereditary, and in fact only a pet's right eye color can be passed down. Heterochromia is a purposeful decision that you have to apply manually. Do this by opening a pet's AgeData inside their CharacterData.package, then find and change the eyecolor and/or alteyecolor lines to the desired colors. If you need better instructions, I go more in depth in my Pet Genetics How-To here.
Last but not least, consider grabbing my Kitten & Puppy Eye Fix! Maxis didn't enable eye colors for all ages, so without my fix only custom eye colors will actually display with heterochromia.
This How-To can help with editing in game Pets or PetBreeds to change their face/body, adding fur accessories, adding heterochromia, or to blend genetics to mimic the pacifier*. Be sure to edit appearance in mirror to see any changes.
I will do my best to make this as clear and easy to understand as possible, but in all honesty there is A LOT of information. Some of it will only make sense if you already are familiar with editing CC and game files due to the jargon and syntax. Some things I also just frankly don't know, or I may have forgotten. As such, if you discover something about pets that I haven't mentioned, please share it here for others as well. Please refer to this spreadsheet for all pet genetic codes.
Now to start! Pet genetic data is stored in the AGED (Age Data). You can find this file in any petbreed.package or in a pet's personal characterdata.package. All things genetic and appearance wise seem to pull directly from this file (except collars). When you first open it, it can get overwhelming at first. Once you know what you're looking for though, it gets (a bit) easier. Below are the important lines of interest:
eyecolor (dtString)
alteyecolor (dtString)
Pretty straight forward. These are the eyes. If both values are the same, then the pet will have only one eye color. If they are different, the pet has heterochromia. Heterochromia is NOT normally inheritable, so editing this value yourself is the only way to mimic it. Not only is heterochromia NOT inheritable, but only the right eye color can be passed down and never the left. All born-ingame pets will have both these lines somewhere already, but sometimes alteyecolor may be closer to the middle of the list or the bottom. Some petbreeds may be missing this line however. Luckily, it is very easy to just add it in yourself. Note that puppies and kittens can't display heterochromia yet due to the way their mesh was made. You will need Paluding's and my default replacement meshes for rectify this.
petbodyoption# (dtString)
These are the tail shape and ear shape. There are currently 4 possible tail options for cats. For dogs, there are 2 ear and 6 tail options.
coatlayers (dtUInteger)
The number of coat layers. Pretty obvious, which is nice. This includes the pet's base coat, so for example if a pet has 5 coat markings then this should say 6.
coattex# (dtString) - Coat Texture, color of the coat
coatmask# (dtString) - Coat Mask, or the marking
coatmaskamt# (dtUInteger) - Coat Mask Amount, the opacity
These are the markings themselves. coatmask0 should always be left blank as it is the base coat color. 0x000000FF is the maximum opacity that a layer can have. If a pet offspring inherits a marking, it will usually be an exact copy color/opacity wise of their parent.
numpsd (dtUInteger) - the number of archetypes/modifers applied
psd# (dtString) - References the Face Arch Modifiers and Pet Body Modifiers
...Pet Slider Detail, maybe? In a vanilla game, 1 click of a slider is typically equal to 0.150000. Psds are typically written as family:4:amount of change. Positive values go left, and negatives go right. There will at times be multiple copies of the family, it's due to the game listing every time it's changed even slightly. I believe the game takes the sum value of all and applies them (or it goes down the list, if order turns out to matter). You can edit these lines directly to change them, or you can add/delete the lines yourself. Just make sure to have the psds numbered numerically and the numpsd line matches any changes. All modifiers are applied over the base archetype used, which means if you remove all but the psd0 lines, you will have the base pet shape.
Value wise, I'm not sure what the limit may or may not be, but you can go pretty extreme and even use whole numbers. Here's my experiments with Skull Small-Big set to 4.000000 and to -9.000000
You may notice that some lines don't have a family or they have a number that is NOT 4. Those are archetype modifiers. Archetypes are the "face templates". Edit those values at your own risk, as the possible results for these are more unpredictable.
numpbd (dtUInteger) - Number of Pet Body Decorations, or the number of fur accessories
pbd# (dtString) - Pet Body Decoration, or at least that's what I choose to believe
This is where you can add or remove fur accessories. Those are the fluffy face or beards and such. These objects are typically dependent on the color of the pet. Can be edited, added, or removed to your liking. Just be sure the numbers are correct.
coatflags (dtUInteger) - Coat Flag, the type of fur for cats & dogs
This determines whether a pet is "smooth" or "curly". This can also be easily changed in the mirror instead.
coatshapemod (dtString) - Dog only, refers to the Coat Shape Modifiers (the "collie" or the "airedale" body shapes, etc.)
coatshapemodamt (dtString) - Dog only, refers to the slider amount applied. Values are in decimal, with 1 being the max slider.
These are the dog only coat shape sliders. Dogs can only have 1 I believe. I didn't test this section heavily, so I don't now if values can be more than 1.
Note: About the "pacifier". When pets breed in game, they don't mix face genetics like humansims. All kittens/puppies will either get mom OR dad's shape, not a mixture of both. While it's tedious, you could in theory use the knowledge from this How-to to pull parts from both parents to be "inherited" by their offspring. You can randomize features with a coin flip or something and then apply them into the Age Data. As a reminder, edit appearances in mirror to see any changes.
This is a very easy method to make new collar recolors.
[Download]
It's very easy to do. Just place the items into your Downloads folder and follow these steps:
Step 1: Open BodyShop
Step 2: Create an accessory recolor using the Custom Collar Template. Make sure to replace both of the NylonBlue images.
Step 3: Open the newly imported package and replace all XMOLs with the correct xmol.xmol file in the template (everything has been labeled, so it should be easy to tell which one is needed).
Step 4: Generate a new Family (dtstring) value and replace the old one. All of them can share the same family.
That's it. You can now delete the kit if you want. I included the meshes for custom mesh creators as well, but they aren't even required for this kit since they're already in the game (well, except the puppy and kitten collar mesh). These are very simplified steps because I assume that you already know how to make accessories for human sims. The process is nearly the exact same, with the only difference being the XMOLs are pet enabled.
If anyone is having any issue with this, feel free to reach out
I made a quick mod that affects pet-to-furniture interaction. Basically, it just makes it so that no matter how long they chew or scratch for, furniture will never be destroyed. This was because I was annoyed of training all pets to be perfect and well behaved. Let bad pets be bad! I like to have some sims be lazy owners or I headcannon them as too nice to scold and discipline, but also I was tired of constantly replacing furniture. This is different from MidgeTheTree's mod as that disables scratching/chewing of furniture entirely. This mod still allows the bad behavior to exist, just without the pile of rubble and trash. Enjoy~
I spent a good deal of time staring at this door and debating with others as to what the doorknob was intended to be. Was it supposed to be an ear? A horn? A random non-descript trapezoidal shape? Sure I could've just recolored any random door to have giraffe spots, but that didn't feel like it would be the same. Thus, here is my interpretation of the Green Gaians Door from The Sims. I included some additional recolors as well for funsies. The frame is repositoried to the beveled wood painted glass front door from the basegame, so it will pull recolors from there. Diagonal mesh is included. You can have your choice between separate files or merged together.
Oh wow! Your satyr legs are a lot more curvy than hat play sims's! Just wondering, would you also be interested in converting the other ones from that post, cats? I only found out about that Sims 4 creator from you and thought the feline patterns were pretty cool, that's all! Thank you for all your CC!
I really liked the shape of EachUisge's original legs so I tried to maintain it as much as possible ❤️
For the other leg options, they are on my to-do list eventually, but I won't be upset if someone beats me to it either. In theory they're the same leg shape so it should be just a simple shoeswap, I'm just a bit too tired at the moment so I'm just not ready to start it >.>
This is a 4t2 conversion of @eachuisge-cc Satyr/Cloved Hoof Digitigrade Legs. (THANK YOU!)
Download: Simblr /// SFS
It's available with morphs for teens, adults, and elders. This was a huge learning experience for me, and I am actually very happy with how they turned out. They should be considered a custom bodyshape technically, as they are a bit more shapely than the standard Maxis body, but I did my best to make them fit. There are some tops that they will probably still clip with, especially longer tops. However, if there's a particular top that you absolutely must have fit these bottoms feel free to reach out. There are 25 different recolors all slaved to the AF mesh + merged together to reduce accidents. The furred ones were intended to be combined with whatever tops, including bathing suit separates, whereas the skin colored one was inspired by the alien from this post here and made to combine with top-only dresses.
Something interesting! These use the sim's skin for part of the mesh, which means in theory tattoo overlay boxes should work! Which also means in theory that it may be possible to make overlay boxes that would allow for different gradients or to mix and match hoof color. I haven't tested it though. Personally, I think it may be cool to do, but I'm a bit tired so *shrug*
These are a first for me and I tried my best with the joints and weights and whatnot. If they have an issue that's particularly egregious, please let me know.
Working on a conversion and having trouble deciding which mesh to use. One is based off the male bodyshape, and one is based off the female but changed to fit male bodies. (Please ignore any misaligned UVs/gaps/etc. Those can be easily fixed)
This is a custom fur accessory for cats. While the mesh is by S4Nexus, I remapped it to take the texture from the facefur, so its color depends on the cat's face (something for something). Thanks to Kitteninthewindow for the fur accessory tutorial!
Hello! I absolutely love the alien antennae for pets! I'm not sure if the sfs link is broken or if it's just me :( would it be possible to grab another link please? thank you!
The sfs link appears to be working from my end, but I know that sometimes the site can be iffy. My computer is currently broken, but luckily I had been in the process of adding all my content into simblr cc, so here's an alternative link you can try:
Custom Fur Accessories: Antennas & Wings - Mod Page
Hi! I was wondering if it's possible to allow butlers spawn with random hairs as well? Its mhairgibs if I understand correctly. Thank you for your wonderful mods and fixes!
Hello! In theory, it definitely should be possible. I might have simply missed it when I was pulling all the outfit templates. However, I do remember that trying to make the High Witches' hairs random failed, so there's also a chance that the same thing was happening with Butler hair. Unfortunately though, I don't have a functioning computer at the moment, so I can't ruffle through the files and find out. Perhaps there's someone that would be willing to investigate for us?