I had a few comments and asks about my grocery store post. So I made a list to share!
Recolor of Maxis Butterfly Crawler decal by me
Produce display made up of:
3t2 Sunlit Tides Produce Display
3t2 Sunlit Tides Veggie Barrels (same as above)
Awning
Veggie Crates (placed on angled OMSPs)
Lighting platform made up of:
Maxis K&B ceiling light
Scaffolding column
Floor edging
2 story lighting; fixed using the tutorial here
Candy displays
Shelves (I edited the slots so that it would accept the grocery objects that needed counter slots)
Objects on this shelf:
Tea packages
Tea boxes (green middle)
Tea cubes (top)
Just about all multi-box items --this whole shelf is just recolors (from same post)
Top 2 are from previous link; bottom ramen boxes
Bottom 2 are also recolors from 8; pasta at top
Cheese case; cheese
Dairy case; milk
Chips
Water (and barely visible soda) pack
Seafood case
Cheese, but just a better shot
Bulk bins
Cake and grocery bag
Shorter DecraChill and Bread
Pastries (same as 1)
Pastries/Donuts (same as 2)
Pastries (same as 1)
Pastries/cookies (same as 2)
Maxis Butterfly Crawler decal recolor by me
Scale
Cookbook (used as a catalog) - by sunflowersims-89, which is now gone. Reuploaded by me.
This isn't like an official download post as not all of it is mine (but there will be downloads :D) but more like a list of light map and shader mods I personally use for my game to make it look just how I wanted it and I no longer use my old Shader Fixes due to the amount of new shader mods that has come in.
This will be long so under the cut it goes.
1. Lighting Mod: Cozy Home Lighting Mod + Night Light Map Fixes
Goes without saying, I use my own lighting mod. Most of the other shaders won't look right without some kind of lighting mod.
I use Cozy Home, which is the newest mod I did. It's better to read it from the README because this is too long to put here.
The lighting mod also contains fixes to the Light Maps for both lot and neighborhood so they're less blue. Otherwise night lighting will not look right.
README | DOWNLOAD
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2. Neighborhood Shaders and Light Maps: @spockthewok's Reflective Water + @simnopke's Accurate Neighborhood Terrain Lighting + @criquette-was-here's Neighborhood Road Transparency Fix
What Will has been putting up, from the purple soup research to the object limit findings, and now the reflective water shader has been incredible. He's managed to do it much more beautifully than I have (as I can't really do much more than color scalar changes and combining mods together on the shader end of things). I prefer this over Voeille's water mod because the ocean does not go black with reflections off.
Make sure to get the version labeled dreadpirate as that one has @criquette-was-here's Better Nightlife mod integrated already.
The next part of this roundup is the Accurate Neighborhood Terrain Lighting, which fixes the shadow weirdness in the impostor (if you use the version with Criquette's Neighborhood Lighting Remedy integrated, which I recommend if you use any of my lighting mods). I personally use the strong-lightingRemedy version.
Finally, there's the Neighborhood Road Transparency Fix, which fixes the transparent areas on the sides of neighbourhood road, so the objects and decals below becomes visible and ācut-offā effect disappears.
DOWNLOAD HERE: Reflective Water | Accurate Neighborhood Terrain Lighting | Neighborhood Road Transparency Fix (6.2.1 on the list)
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3. Lot Skirt Shader: @christaskyy's Improved Lot Skirt Shader
This new shader improves on the lot skirt rendering to be closer to the neighborhood view along the surrounding area after the lot boundary. This also means, with the right lighting mod configuration (ahem!), the roads match better. Not perfect, but better than before.
The lot skirt mod was made using my original shader fixes so this already contains @simnopke's Sky Fix and @criquette-was-here's Winter Road Fix.
The original link leads to Boosty, which causes issues for a lot of people so I am instead linking to their alternate link to the download. Make sure this shader loads after the Extended StandardMaterial Shader that will be linked later on.
DOWNLOAD HERE
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4. Terrain Tile/Pond/Pool Shader: Aquamarine Pond Water + No Blue Snow
Now, this one is my work. I based this shader on Moi's Water Mod, but adjusted the colors (especially with reflection off) to be similar to Targa's old water mod. I wanted the colour to be something that isn't solid black without a swimming pool.
This contains both the terrain tile shaders and the pool shaders, which I took inspiration from the old Gunmod shader for but updated for Seasons. The shader also contains the night snow fixes as well, so the snow will not be blue at night.
Note that this is incompatible with water mods like Voeille's water mods or mods like @lazyduchess's Lot Lighting Fixes. I can't get Lot Lighting Fixes to personally work right and the snow issues personally don't bother me as I don't really play a lot of winter seasons.
DOWNLOAD HERE
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5. Roof Shader: Slightly Brighter Roofs + No Blue Snow
I find many roof shaders too bright so what I did for this was just remove the bluish cast on the material shader part and made it just a touch brighter than Maxis, so you can still use roofs that aren't made with brighter roof mods in mind.
This again has the no blue snow fix integrated.
DOWNLOAD HERE
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6. Standard Shader: @crispsandkerosene's Extended StandardMaterial Shader
(Photo is stolen from Crisps)
C&K has already written up a list of what this shader does. I personally use the version with @lazyduchess's Bright CAS Fix. For the lot shader portion, make sure Christa's lot skirt shader loads after this, or delete the lot skirt shader portion in Crisps' file using SimPE.
DOWNLOAD HERE
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7. Sim Standard Shader: My Edit of @crispsandkerosene's Extended SimStandardMaterial Shader
Just an edit I did ofĀ @crispsandkeroseneāsĀ SimStandardMaterial shaderĀ because I liked a setting somewhere in between the vanilla maxis setting for the scale lighting and the one in the Brighter SIms version.
You can read C&K's post for more information about the shader.
Nopke's mod allows the shadows to even show up as shadows, while LD's soften them so that the outlines are not too harsh. I use dark for Nopke's mode, and No Overlap 100 on LD's.
Another batch of blushes / tear troughs, jowls, facial folds/ for your Sims. And one eyeliner.
Download: SFS | BOX
Textures are DXT5 format, mostly 512x512 px
*You can enable or disable makeup for various ages / genders with Outfit Organizer.
Enjoy!
(makeup dump II is here)
*This is for THE SIMS 2
I've somehow missed marionette jowls, but these are also included.
Icon preview features two types of reddish under-eye shadows, but one is missing and I'm not sure what happened to the file well I deleted it, what else.
It's all universal, but looks best on skintones S2 - S4.
I rarely do 'real' makeup, there's so much of it around, but I needed an eyeliner that goes over waterlines, and this one does that. As you can see above, a part of the waterline is still visible. I avoid 1024x1024 face textures but this just couldn't be any smaller :S
ā ļø Death-Related mods ā ļø (I'm normal I swear...)
**TRIGGER WARNING: Death, including infants**
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 š
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 šš»š
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 š 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"
š¤
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 šŗ
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.
~
š Download from SFS folder
Some testing pictures under the cut while I drop the files
Soooo... after stress testing this fix on windows UC, I can safely say it works! I have this mega Downtown hood, that would instantly pink whenever I took a sim here. I have been swapping many different lots and each time the lots have many sims spawned, and it has had no issue!
Today's offering: those Shadowfell top-only viking tunic recolors for TF, AF, and EF sims, pasted and scrambled a bit onto Silvain's edit of Tig's alpha tunic and Meduza's EF conversion. I borrowed the idea from Fire_flower, who put IAmLiz's original viking tunics on the same mesh.
Same 23 recolors as the male versions. Today's models, from left to right, are wearing 9, 20, and 3.
For bottoms, I like these and these trousers, both also made by Fire_flower.
TF, AF, EF, but:
I have included two versions of AF, one that's just AF and one that's enabled for AF/EF, because the teen and adult tunics match the androgyny bodyshape and Meduza's matches the default EF bodyshape. Choose only one set of AF files.
this is a viking-ified version of @fracturedmoonlight's embroidery hoop, which acts as a default replacement for the handheld game
i only found out this item existed today because of @katatty posting about it, and immediately knew i wanted to add a viking rune design to it. i also changed up the fabric and wood textures whilst i was at it, just to make it look a bit less refined for my viking peasants š
thanks to fracturedmoonlight for the original item. its epic!
recolours of all meadhall set items in 4t2 wood textures
look, being a 4t2 medieval player can be hard sometimes š
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) š„²
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 š«£
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 six 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
all you mead is love
meads must
credit: blueheavensims for these amazing sets - thank you!
EDIT:
as per anon's request, i have also added plain recolours too i.e. without the dragon/snake design.
all of the items above (and many more), previously had the dragon/snake design on, but not any more!
i did also try putting a floral pattern on it from the 'for rent' pack, but everything got distorted so i gave up on that idea š
just a heads up that whilst the fully plain wood pattern looks good on most of the items, it does look a bit weird on some, like the side of the bar and the top of the column in the pictures below. unfortunately i cant really do anything about that, as thats just how the textures were mapped for the original design. thats only on a minority of the items though, and its good to have the option of the design vs no design š
sun&moon items in 3 different 4t2 wood textures (30 recolours in total)
so after sharing my 4t2 retextures of the meadhall sets, and then getting this message from anon, i decided to go ahead and do something to similar for a bunch of sun&moon's functional farming stuff š
all of the wooden items from their barnyard bash set, which you see most of above, are actually referenced to a wine cask shelf mesh in their wine making set, so you'll need both that wine cask mesh, and then the barnyard bash set itself, in order for these recolours to show up.
these recolours will also show up for some items in the winery set itself too, and maybe even some other sun&moon items as well?? i personally only play with a couple of the sets, so i can't be sure about the others!
i ended up going with 3 different wood textures from the ts4 'horse ranch' pack for these. i've included images of all swatches in the download folder, but the above image of the troughs hopefully shows the differences between each wood texture (for ref, i've named them rustic, plank and natural from l-r).
note: you might notice in these images that i've also made 4t2 retextures of the straw and bird-feed in each of the poultry items. i was originally intending to share these too, but then i realised that would be going against sun&moon's policy as it would require sharing altered versions of those meshes. sorry!! š
okay this is the last of the 4t2 wood retextures for now lol (probably). this is another of my favourite medieval sets, dunmer basics by @fireflowersims, in the same 4t2 wood as i did for the meadhall set (6 swatches in total).
the picture above only shows some of the items in the set - definitely recommend grabbing it if you haven't already! meshes can be found on the pbk here.
I've always hated how the camera jumps up and down when playing tall and slim buildings. Turns out, it's really easy to fix! Itāll take you less than a minute. All the details under the cut.
All it takes is opening the LiveCamera.txt file in your Documents>Cameras folder with a text editor and changing these two parameters near the bottom to a higher value. Doesnāt matter if you're using a custom camera mod or not. Those parameters should be there. I have set mine like this (remember to save a backup just in case you don't like these changes).
It might seem a bit extreme, but I still think itās fine.
-The top parameter, floorheightsamplerange, handles how much the floors āextend outā, so the camera object can stand on it mid-air. The higher it is, the further the floor will extend. This will make it so your camera will be able to stick to the floor youāre on, even if you pan away from the building. No more annoying jumps up and down!
-The parameter below that, floorheightsampleinnerrange, handles the transition between sticking to the current floor and dropping to the ground level once it goes past the edge. The higher it is, the smoothest the fall will be.
Iāll note though that the behaviour of these parameters might not be 100% accurate with how the game actually works, but from what I tested I think itās pretty close as an explanation. If someone knows better how this Live Camera works, please let me know and Iāll try my best to correct any inaccuracies.
Save the .txt file and check how it works in game. It might feel weird at first, but personally I find it so much smoother and easier to handle. If youāre not happy with these values, close the game and edit those parameters until you find your sweet spot. Unfortunately, you will have to close and open the game every time you change it to check how it works.
Thereās so many cool Custom Camera mods out there that I thought itās probably better to just show how to edit those 2 parameters than editing and reuploading all of them.
So yeah, thatās it. Now you can play those tall lots without getting a headache. Go ahead and send your college simmies to that hideous Sim State Tower with a hot tub on top of it. Now youāll be able to see whatās going on up there.
The Sims 4 uses transparent greyscale images for its normal maps. The Sims 2 does not. It uses these blueish things.
@simnopke taught @lordcrumps how to turn a Sims 4 normal map into a Sims 2 normal map in GIMP. Crumps showed me how to do it. I didn't want to install GIMP or do all those steps, so I made a Paint.NET plug in that does it in one click.
To install it, unzip the archive file, then run the installer. If you don't want to run the installer, just drop the .dll file into your Program Files\Paint.NET\Effects folder. That's all the installer does.
You'll need to be running Paint.NET v. 5.1.11 or above. Restart Paint.NET if you had it open when you installed the plug-in. Then you'll see it under Effects > Tools.
A sharp turn from my recent kids' outfits, here are some beards to match 4t2 clay hair and enabled for all genders!
First up, I extracted the property sets for all facial hair without meshes* and made them unisex. You can use these with any default replacement textures you want (or none at all).
Download Facial Hair for Everyone
Next up, the default replacement textures themselves. I recolored @withlovefromsimtown's Beardly defaults since I had them on hand.
Download Defaults
And finally, for some extras (and more Beardly), I took @kaluxsims' EveryBeardly set - the inspiration for this whole pan-gender beard endeavor! - and edited the blonds. (I thought the Poppet colors looked good otherwise.)
Download Extras
Now go forth and give all your Sims facial hair the holidays. Don't they deserve it?
*The meshed beards would require new meshes to enable for female Sims, but there is still a good selection available, especially with all those Beardly beards!
Decrease the strength of terrain paint application (in TS2)
If you are like me, you almost certainly never play around with terrain paint. It's not that I don't like to, but the application always felt too strong for me to do anything that doesn't look extreme with it.
So, the other day I was going around looking at the game's directory, and stumbled across these two values in the "Terrain.ini" file:
This file is located in: LATEST EP/TSData/Sys
*The exact location depends on where you installed the game, which edition you are currently using and which is the latest EP you got installed.
This might just be common knowledge, but I personally never saw anything related to it, so I'm sharing in case it interests others.
It's fairly self-explanatory: if you change the "PaintBrushStrength" value to something between 0 and 1 (I imagine higher values are accepted but probably useless), the strength of the paint application decreases accordingly.
I've personally put the value at 0.1 ā but you might find that too slow of an application. I also feel like this increases how much money is spent to paint the terrain, since weaker application = holding the mouse button longer = more money spent.
I tried to play around with the "PaintBrushApplicationInterval", increasing it to like 6000 (= 1min), but noticed no difference, so I left the default value as is.
Important note: Remember to backup the file! Alternatively, you can add a comment to any change you've made that reminds you what the default value was (I haven't changed anything else).