Recently I picked up Tarot and I’m having a blast with it. I decided with my 2518 story it needed some Tarot decks and spreads with the sim I’m playing. These are recolored with the decks I read with, Neon Moon and Kawaii Tarot. If you’ve been here a long ass time you’ll know why Neon Moon sings to my soul, after all it is my main deck - within the first few weeks I’d discovered a lot about myself and it’s really helped with my anxiety so yay for that.
Anyway you DO need the meshes for these to show up in game, they’re linked via the title up there. Neon Moon is hot pink and Kawaii Tarot is light pink - should be easy to discern. Anyway; I hope ya’ll enjoy these as much as I do!
They are $15, found in clutter, you can search GCA Tarot as well.
Haiii! As promised, here is the tutorial to make it so your custom shoes no longer require a shoe slider!
Thank you to the bestie who took the time to pick through Madlen's package file to figure out how it worked. And of course, thank you to Madlen who did the majority of the work figuring out how to make this possible in the first place!
♥ Tut below cut ♥
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Set Up Your Blend File:
We're going to add a plane that will act as the mesh for the SlotRay which will allow for you to adjust the height of your shoes!
Open your blend file that contains the shoes your wish to adjust.
In the 3D View, press Shift + S and in the menu, select “Cursor to Center” In the 3D View, press Shift + A and in the menu, hover over “Mesh” then add a plane.
Now size this plane down as small as you can get it. You don’t want this plane visible in game.
Double check to make sure the plane has not moved from the center!! Your sim won't be centered in game if it has! If you see that it's moved:
Press "Shift + S" and click "Cursor to Center".
Then Select your plane and press "Ctrl + Shift + Alt + C", click "Origin to 3D Cursor".
Press "Ctrl + Shift + Alt + C" again and click "Geometry to Origin".
Navigate to the “Object data” tab and under “UV Maps” add a new one then name it “uv_0”.
Next, navigate to the “Scene” tab and under “S4Studio CAS Tools” set the cut number.
Depending on how many cuts your shoes have, you’ll want to adjust this number. For example, if your shoe has 3 cuts (0000, 0001, 0002) then this plane would have a cut number of 0003.
Since my boots only have one cut, I will put the number as 0001.
Now select your shoes and enter Edit mode. Select a face/vertice/edge on the very bottom of your shoes. Look to the panel on the left side of the screen (if it’s not open, press “N”). Under “Transform”, note down the number next to “Z”
After that, save your blend file under another name so you can distinguish which is which. I’ll name mine “Boots_3_Height Cut”
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Add a New Cut to your Package File:
We're going to add an additional cut in your package file for the new plane!
Open Sims 4 Studio, make a new package file for your shoes and import them.
Go to the Warehouse tab and select your LOD 0, it will be the geometry with the largest file size. Sometimes you have to close then reopen the package to see the geometry.
Duplicate this geometry and in the box that pops up, change the last character of the “Group”. It can be any number or letter as long as it’s not the same as the duplicated geometry. On the duplicated geometry, note down the Group, Instance & Type values.
Find the “Region Map” and next to “Entries” click “Edit Items”. Add a new entry and in the “Layer” box, type the number you used for your cut. Since I used the cut number 0001, I will type 1.
Keep the “Region Type” as “Base” and move to “Models” then click “Edit Items”. Add a new Model entry and paste the Group, Instance & Type values you noted down before. Save and close each box.
Find your “CAS Part”, this is your swatch.
If you have additional swatches, it is a good idea to remove them and add them back once you are finished with this process.
Scroll down until you find the “Lods”.
Click “Level: 0” and next to "LOD Models", click “Edit Items”. Add a new entry and paste the Group, Instance & Type values again.
Save & close each window and return to the Warehouse.
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Adjusting SlotRays:
We are now going to edit the SlotRays for the new cut which will adjust the height of the sim for your shoes!
Return to the new duplicated Geometry and in the “Data” tab, find the “SlotRay Intersections” and click “Edit Items”. Add a new entry and find the “OffsetFromIntersectionsOs” box.
You'll want to change ONLY the middle coordinate number. That will be the height of the sim.
You want to take the “Z” coordinate that you noted down from blender and replace middle coordinate number. If the number you wrote down is negative (i.e -0.01234) make it positive (i.e 0.01234).
In the “SlotHash” box, change the value from “00000000” to “FEAE6981”. This is the hash for the b__ROOT__ bone in the Sim's Rig.
Save and close the dialogs then return to the warehouse. Next, reimport your mesh and save your package file. You can now test your shoes in game!
Please keep in mind:
You have to do this for every LOD of your mesh
You can freely replace the mesh of your shoes and adjust the height since the cut with the plane has the SlotRay data
Animations may be off since EA hasn't made the game to support taller sims
CAS windows may move slightly if your sim is using poses/animations where they are leaning to the side. This won't affect gameplay
I recommend using Helgatisha's Stand Still in CAS mod to make sure your sim is absolutely centered
In a recent patch, EA capped texture sizes making CC with HQ textures look blurry, but you can fix it to get your crispy textures back!
You can either download my HQ Mod (updated recently to include this fix), or fix it yourself by editing the graphicsrules.sgr - instructions are under the cut.
Just a quick mini tutorial on how to remove the dynamic shadows in TS4. I am all for dynamic shadows, but in my opinion, they have been poorly executed in TS4 so I found a way to turn them off for myself. I have been asked recently how I do it by @zhutra and @zellybeanie which reminded me that I was planning on writing up a tutorial for it.
Generally, dynamic shadows are not enabled in the low light settings, same with a lot of other effects that I wanted left on. This method allows you to just turn off SSAO without a hit to lighting quality like sun shadows. Do note, with every patch or repair game, this needs to be carried out again as the sgr file reverts back to its default state.
Update: If you are a Mac user and having issues finding the right file to edit, kiwisims4 gave a quick how-to on finding it. Find the post here:
I was asked to share Zach's amputated arm CC a lot on reddit so here it is.
Please keep in mind that you will be VERY limited in your choice of clothes for these sims. There's no way to make a sim have a missing limb consistently and universally in all clothes, because hands all the way to the fingertips are, in fact, just a part of every top/fullbody mesh. So the only way to do it that i've found for now was a naked armless top + accessory t-shirts, tank tops and jackets. Cybernetic set by PinkPatchy will also give you a few clothing options with prosthetics.
I would recommend assigning left or right handed trait to avoid at least some weirdness that comes from flying items that sim is supposed to use.
SFS | Patreon (free)
I'm still new to the whole meshes thing so i'm a bit self-conscious about its quality, but that's what i could do for now.
i wanted to try my hand at makeover-ing some townies, and of course i had to start with the vatores. i’m pretty happy with how they both turned out :3c
also how do people take those beautiful high quality fullbody cas screenshots, mine keep coming out all pixely jflskfjd
you got a demon problem? call fink inc, perpetually guaranteed to make it worse before they sell you on the warranty and solve all your problems. angelo’s got friends in high places and the archives at his disposal, while his dear wife claudia has a network of spiders– and maybe a few pigs, if you catch our drift. the finks could take the warrens on any day of the week, and drink those virgins under the table, too.