Hello, sorry to bother you! I know you're answering a lot of asks on this topic but as someone whose been curious for a long time I figure I'd come to you. I've always dreamed of a purely blank world, no ugly EA decorative buildings, at the most I'd love to delete everything from the worlds we have except maybe some trees and water. How would I go about this? I'm willing to use Studio, TOOL, or any other mods if possible.
hi! you're not bothering me, and i just realised for all the yammering i've done about my save file i haven't actually made a proper tutorial yet. woops
so removing world objects is achievable two different ways
1 (The Surprisingly Easy Way):
You can go into the .world files with Sims 4 Studio, navigate to World Object Data, click on the 'Edit' button next to Lots, and click the Remove button on any objects you don't want. There are more objects to remove in World Data as well. A quick visual guide:
Then you just replace the .world file you edited, similar to the way you'd install a lighting mod. The upside to this way is that you can stop certain objects from spawning, like the Seasons roller rink and seasonal food stands. The downside to this approach is that if you want to use a custom lighting mod, you'd need to import the creator's files (with their permission ofc, if you plan to share your edited .world file). Also, you have to re-replace the files whenever the game patches.
2 (The Also Easy, but Incredibly Tedious Way):
You can make each debug world object invisible/un-interactable by changing the Model and Footprint resources in Object Definition to zero (S4S will auto-fill the correct number of zeroes). Here is a tutorial on this method
This is the way I've done it for my save, so people can place the files in their game once and be done with it, no updates necessary, if they don't want the optional lighting (softerhaze has very kindly allowed me to use theirs!) or terrain colour edits.
I like this way because it's persistent, but I wouldn't recommend it if you'd be bothered by the objects disappearing in other worlds. If you hide an object this way, all instances of it are hidden, not just the ones in a certain world.
if you have any questions you can send me another ask or private message!
Brand new challenge inspired by The Sims 4 Lovestruck! Another commission from the lovely @simplyrockie 💜 There's so much fun stuff in this one, I hope you all enjoy it!
Rules are by Rockie, but the graphics are by me as always. For more information on my Sims 4 graphics, check out my FAQ here.
As storytellers, realism and continuity are important to us, and they're sometimes hard to achieve within the confines of the game. I’m personally a big fan of posing Sims in open doorways, and unless you want to be limited to the CC options that exist, you’re stuck having to make some poor Sim walk in and out and pausing at just the right moment for the desired effect. But it’s actually very easy to edit a door in Blender to make your own open version!
I initially learned about "posing" objects from surelysims' Wicked Whims posing tutorial, which I highly recommend as a whole. However, it might be a little overwhelming to learn a whole new posing system for the sake of a screenshot or two, which is where this tutorial is meant to come in. Some of my explanations might seem overly simplistic, but I wanted it to be approachable even for beginners. I am far from an authority on using Blender or making CC, and I'm sure there are flaws in this process or easier ways to achieve certain things, but it works well enough for my purposes and I hope it will work for yours too. 💗
Now, onto the tutorial...
Figure out what door or gate you want to create an open version of. If it’s from the vanilla game, all you need to do is make note of its name. If it’s CC, find the package in your mods folder, make a copy, and paste it into My Documents > Sims 4 Studio > Mods. This will allow you to find it in S4S in the next step!
Open S4S. On the main screen, make sure “Standalone Recolor” is checked under the “Object” button, then click the button.
A new window should pop up (if it’s your first time doing this, it may take a while to load). At first, it will show every single object in the game. If you know the name of the object you’re looking for, you can use the search bar to find it. You can also use the filtering options to narrow the selection down by category, game pack, and whether it’s vanilla or custom content. Here, I’ve filtered the search to only base game doors. Once I find the door I want to adjust, I click on it and hit “Next.”
This will pop up a window prompting you to save a new file. Place it somewhere you know you’ll be able to find it easily later and name it accordingly. This file will ultimately contain your mesh edit, so you don’t want to lose it! I suggest placing it in a dedicated folder, on your desktop, or in your Mods folder directly.
On the next screen, you’ll be looking at the contents of the package itself. For this tutorial, you don’t need to worry about grabbing anything but the mesh. Click on the “Meshes” tab and then “Export Mesh.” You’ll again be prompted to save.
Open the mesh file you just saved in Blender. (If the view is funky to start, I recommend hitting 1 on your keyboard’s number pad to get a forward-facing view.) [It should also be noted I’m using Blender 3.6, so my screenshots and the location of certain settings may be different than in earlier or newer versions.]
You’ll see that there are actually multiple meshes involved (and the number can vary from object to object). Right now, we’re only concerned with the “rig.” If you’re familiar with posing, you’ll know that all Sims have a rig that is used to move different parts of their bodies around. Objects also have a rig, and objects that can open will have “bones” that control their moving parts. So click on “rig” and then change “Object Mode” in the bottom corner to “Pose Mode.”
Now, if you hit A on the keyboard, it will select all bones and you can see where they’re located. As far as I can tell, all doors have two bones that control their swinging movement. They both do essentially the same thing. I tend to stick with the top bone, which is called something like “bind_doorSwing.”
Pro-tip: If you’re having trouble seeing or selecting the rig's bones, you can change the view on the right side of the screen to “dope sheet.” Then when you save the position of the bones, just like when posing a Sim, by selecting all with A then clicking I and selecting “Location & Rotation,” the list of available bones will pop up there.
Rotate the door open using this bone or bones, if it’s a double door. On double doors, I recommend rotating each side individually rather than trying to rotate them together, as you may get unexpected results. You can use the R+Z combo on the keyboard to limit the direction of movement. (You can also use this in combo with numbers to swing them more precisely. For example, if you want a 45 degree swing, you can press R+Z+45.) Specifying the Z axis allows you to only swing the doors open and closed while restricting their movement in other directions.
Once you’ve got the doors swung open to where you want them, hit A to select all bones, then hit I and select “Location & Rotation” to save the position. (If you’re a poser, this maneuver is already familiar to you - and you know how important it is! If you skip it, the new position won’t save and the doors will revert back to closed.)
That’s it! You don’t have to do anything else to the mesh. Save your file in Blender. If you want to keep it separate from the original door mesh, save as instead and name it something different. (This is why you may want a dedicated folder, since the number of files does add up!)
Reopen the package you made earlier in S4S (or simply return to it if you’ve kept it open). From the same place you exported the mesh, you will now import the edited mesh. Hit “Import Mesh,” navigate to your edited Blender file, and you should now see your edited door replace the original. Since it’s the same mesh, all the swatches will still work perfectly with it.
You’ll notice that you’ve only replaced the “LOD 0 (High)” version of the mesh. When you click the drop-down menu, you’ll see that there are also medium and low detail versions, as well as shadow meshes at all levels of detail. If you’re only making an object for personal use, you don’t have to worry too much about LODs. You can probably just import the same mesh into LOD 1 and LOD 2 and be fine (so long as your computer isn't a potato). And if this is just for you, I honestly wouldn't even touch the shadow LODs.
The only other thing you might do is go back to the “Catalog” tab and alter the object name so you can find it easily in the game catalog. You can also edit the description, price, etc. if you so desire. Hit “Save.”
Test in game! If the package isn’t already in your Mods folder, move it there. As long as you didn’t mess with any of the tags, it should still be in the door section of build mode and work perfectly as a functional door. The door swinging animation will look different, and you could probably get rid of it if you wanted, but that’s above my current skill level and I don’t think it’s really necessary for our purposes. If all you need is an open version of a very specific door for storytelling purposes, it gets the job done.
(First screenshot: doors swung open as intended, second screenshot: doors swinging in the opposite direction as they’re walked through)
These steps can also potentially be used to create open versions of other in-game objects like gates, books, chests/boxes, etc. I’m only just beginning to experiment with minor mesh edits, but once you get the hang of it they can often be faster and easier than trying to line up the best circumstances to get the perfect shot in-game. I might make more tutorials for small edits like this that help with storytelling realism and continuity in the future!
Ever wanted to travel around the world but your WORK keeps getting in the way? Do you have money problems and an expensive life insurance? Fret no more! Fake your own death starting with a disappearance. Go missing today! (Fake body not included.)
Swatches: 30
Polygon count: 478 (Ver. 1) / 41 (Ver. 2)
Custom thumbnail
Appears in game as: "Missing" Posters
Credits // Software: S4Studio, GIMP / Sites: Canva / Fonts: SimFuture by Blade_01, Simlish Antonio by Chère-Indolente, Simlish Mira Chillin and Simlish Bree by Deastrumquodvicis, Simlish Lengiza and Simlish Deja Vu Sans by Gazifu, Simlish Typewriter by Ajaysims, Haunting Point and Mai Ottograf by Franzilla / Posepacks: Selfie Queen and Family Portrait by Katverse, Conversationals - Casual Convo by StargirlSims / CC: Goblin Ears by Tekri
Terms of Use // Free to modify mesh/textures/whatever under the conditions that you're not a bigot, you don't paywall it and you give credit. Don't forget to rename the file to remove my name from the item.
Note: I made this piece of cc for people who want to use it for storytelling purposes. In no way do I mean to trivialize violent crime and the pain that it causes. If you're sensitive to this kind of thing, please don't download it, take care of yourself.
cool prosthetic arms and legs on the gallery! (and how to find them)
i scoured the gallery and found some really cool arm and leg prosthetic tattoos there, tried them all, and i'm here to recommend them to you.
not only there are significantly more options now for us to use, because there isn't a lot of prosthetic cc out there to start with, but these are also accessible for no cc and console players, so yay!
─── ・ 。゚☆: *.☽ .* :☆゚. ───
─── ・ 。゚☆: *.☽ .* :☆゚. ───
─── ・ 。゚☆: *.☽ .* :☆゚. ───
─── ・ 。゚☆: *.☽ .* :☆゚. ───
some winter soldier too
─── ・ 。゚☆: *.☽ .* :☆゚. ───
there are more that you can find by typing in "prosthetic", "cyborg", "robot", or simply "arm" and "leg" (though these will require some combing through), and they keep being created - one of them was added to the gallery as i was making this post! but these ones are the best at the moment. enjoy!
// 𝑩𝒂𝒔𝒊𝒄 𝑭𝒊𝒙 (Only Choose one/基本修復 只選一款)
░░ Improve indoor blue light & overexposure issues for subjects.
⎚ NO GLO & NO BLU - by Luumia, 𝙃𝙀𝙍𝙀 & 𝙃𝙀𝙍𝙀 ✿
⎚ Out Of The Dark - by Lotharihoe, 𝙃𝙀𝙍𝙀 ✿
⎚ Better in-game lighting - by Northern Siberia Winds, 𝙃𝙀𝙍𝙀 ✿
// 𝑨𝒅𝒗𝒂𝒏𝒄𝒆𝒅 𝑭𝒊𝒙 (Installable at the same time/進階修復 可同時安裝)
░░ Refine the game visuals, elevate the quality of lighting.
⎚ Brighter Walls and Foundations - by Lotharihoe, 𝙃𝙀𝙍𝙀 ✿
⎚ Cubemap Remover - by Lotharihoe, 𝙃𝙀𝙍𝙀 ✿
⎚ No Occluder Small & Large Appliances Default Replacement
- by peacemaker, 𝙃𝙀𝙍𝙀 ✿
⎚ Light And Shader Fix for EA Cabinets - by bessy, 𝙃𝙀𝙍𝙀 ✿
⎚ Lumen Squeezy Hidden Lighting System - by RVSN, 𝙃𝙀𝙍𝙀 & 漢化 ✿
// 𝑳𝒊𝒈𝒉𝒕𝒊𝒏𝒈 𝑴𝒐𝒅𝒔 (Only Choose one/世界照明 只選一款)
░░ Enhancing global lighting and recoloring the skies of sunrise and sunset.
⎚ Sunblind - by Softerhaze, 𝙃𝙀𝙍𝙀 ✿
⎚ Milk thistle - by Softerhaze, 𝙃𝙀𝙍𝙀 ✿
⎚ Twinkle toes - by Softerhaze, 𝙃𝙀𝙍𝙀 ✿
↪︎Only download "softerhaze-twinkle toes.zip"
⎚ Moonglow - by Softerhaze, 𝙃𝙀𝙍𝙀 ✿
↪︎Only download "softerhaze-moonglow.zip"
⎚ Purple skies - by Lotharihoe, 𝙃𝙀𝙍𝙀 ✿
chimaerae/peachplumbite/plumbobjam's Eezo Shot Legendary Edition EA Hair Recolors hosted on SimFileShare, as they Sir-Isaac-Newton'd their Patreon/GDrives from orbit and took the recolors with them.
Realm of Magic necklace edit, a bit more subtle and cute than this huge pack one! Necklace + accessory to change chain colors (works with original one and some other edits too) :)
For adults, kids and toddlers
Necklaces: 47 swatches (black chain)
Accessory in adult female set: 8 swatches - Left Nose Ring Category
Base Game Compatibile
Custom Thumbnail
Get them from TSR: Realm Necklace Set (Necklace + Accessory) // Realm Necklace Male // Realm Necklace Kids // Realm Necklace Toddlers
🔮 Mystical Motherhood: The Occult Baby Challenge by @simssav
New challenge graphic! 💜 This one has been on my list for a while, both as a graphic and to play.👀 Maybe after my Diseny Princess challenge.
What challenge do you want to see me make graphic for next?
Btw you can help support me & my content by using my creator code "kimba" when purchasing Sims 4 packs on the EA app.🙏 Not required but definitely appreciated! 💜
Haaaaaaai. I had this one sitting in my folders for a bit. I didn't do a whole lot of swatches cause moon sky theme probably wouldn't have like...... pastel yellow going on... i think? Either way feel free to add more personal recolors if this isn't enough LOL
Known issues: NA
TOU: Do not steal or recolor (Personal recolors are okay though! I know I can't please everyone with colors/layout). If you want to use my tattoos to mash up with other tattoo cc, please message me for permission and give proper credit with a link to this post
I'm seeing people make these challenges and being the magic occult lover that I am... I tried my hand at a CAS challenge taking inspiration from Saruin's Milkshake challenge and GloomieGalaxie's Create-A-Cryptid challenge
This challenge is very implemented into storytelling/character design. An extra here could mean one thing for someone and that same extra could mean something entirely different for another, which I think was the charm of making these!
As the rules state, feel free to reroll whatever you need for the challenge to be bearable LOL. If you do not own a physical d20, you can use this one here!
I'm curious to see what you guys will cook up with this, make sure to use the tag #onewiththestarscas so I can see all your magical babies! (Tag me as well!)
Bonus points if you guys think of stories with these sims, I will be violently consuming them
☆ CHECK OUT PEOPLE'S CREATIONS HERE! ☆
I apologize if my handwriting is unreadable I tried my best LMAO