Testers Wanted: Attraction replacement for Mac Users
I received a request from @buduwie asking whether I could make my attraction mod more Mac-friendly. So I have this mod to share. Since the last testing (around May, I think), it seems to be working, but both buduwie and I ran into an issue that I wasn't able to fix. I've explained the issue in detail and what's included in the download after the README section.
Another note: it uses my attraction replacement mod that I shared, but I edited out any checks for expansion packs that Mac users don't have, so that you won't be hit with errors.
The two interactions "Do you like what you see?" and "What Turns You On/Off?" do not show the turn-ons ui icon correctly most of the time. Now this is a known bug that happens in an unmodded game already, as stated by simler90:
When Maxis released Bon Voyage, they added a 3rd category of turn-ons. This category includes the Robots, Plantsimism and Lycanthropy turn-ons. Apartment Life added Witchiness to this category as well. These turn-ons have icons, that's how you see them in the UI, and they also made thought balloon icons for them, that's how you see them when you perform the "What Turns You On/Off?" interaction. The problem was that they did not update the "Do You Like What You See?" interaction with this new category of turn-ons. This is why, in an unmodded game, if you perform that interaction, and if the target sim has a category 3 turn-on/off, they will show you a random turn-on/off thought balloon from either category 1 or 2, which they don't have.
But the issue is that both buduwie and I still ran into the problem when we had only the fix and attraction replacement mod added, or just the fix, as shown below with pics.
In my testing, picture on the left, the sim's profile ui appears instead of the Nature Lover attraction trait ui. Meanwhile, when buduwie tested on an unmodded save with just the fix in the download folder, picture on the right, they only got the speech ui instead.
Sadly, I don't know how to fix this issue and you'll still likely experience it even when you have my mod. So if you don't mind that, then here's what's included in this mod.
The Sims 2 Turn-ons Replacement Mod For Mac - Download / Alt
What got carried over:
Simler90’s rich and poor calculator checks.
Simler90’s fixes for the TO that EAxis missed fixing (not including the issue I stated above).
Episim’s cologne turn-on stops triggering and flower effects are removed.
Episim’s Hard Worker TO edits.
Some of PForestsim’s own turn-ons (but with slight edit changes).
What are the changes:
New Icons + my own mashup (from The sims 4).
New string names.
Everything but the facial hair turn-on got replaced. It was the only one that I wanted to keep.
Changed the values of skills, personality and interest.
Vampires and active (transforming in the night) Werewolf won’t get eye colour TO triggers.
Servo and Plantsims won’t get either hair or eye colour TO triggers.
Plantsim will, however, default to green eye colour only.
Alien trait from tammyhybrid21 that Episim used, removed.
Any EPs checks, past the Mac version, were removed and there is no witch turn-on replacement.
Required mods:
You will need the 3t2 Trait for this mod to work.
Recommended:
If you use Lamare’s LTW mod and have the lamare_LTW_Robots package file, I suggest using my edit that redirects the servo check to where I placed it in my mod.
Translation:
So far, only english & brazilian portuguese translations are available. Even tho my family comes from Brazil, I’m still learning the language so any issues please tell me. I’m also open for anyone that would like to give me their translated version so that I can add it to the mod.
Conflicts:
With any other turn-on replacement mod. Pick only one.
With Tunaisafish’s Attraction Fix (Simler90 already fixed these issues, there is no need for this mod).
With any UI mod out there, just have this mod load after the UI mod and you’ll avoid TO icons being replaced with the default Sims 2 icons.
With any cologne/perfume mod that turns off the TO trigger or removes the flower effect (Mods like Midgethetree’s Zombie Controller works just fine with this mod)
Credits:
@episims mod that I used and their tutorials that helped me make this mod possible.
@pforestsims mod that I used to transfer turn-ons that I liked over.
Simler90 for fixes and having the Lua scripts that I needed to carry over.
@lazyduchess making the Lua scripts readable so that I could understand what the heck I was editing.
@buduwie for being patient with the ton of testing I made her go through 😅
@jellymeduza Even if it was for a brief help, I still think you deserve a shout-out for trying to help.
The Turn-ons / Turn-offs:
There are four types of the mod to choose from; the _NoFix versions were added for those who might want to test my mod with SimNopke's fix or any similar mod fix.
The SGG_Episims_PForestsims_TOReplacements_3t2Traits_Only or SGG_Episims_PForestsims_TOReplacements_3t2Traits_Only_NoFix will work as follows:
Cologne → Inspirational
Education or Influential (sims who have max influence)
Stink → Poor
Have less than 20,000 simoleons
Fat → Kind Hearted
8+ Nice personality or Friendly, Excitable, Good, Lucky Traits
Fit → Infamous
<= 3 Grouchy personality or Evil, Grumpy, Hot-Headed, Mean Spirited Traits
Formalwear → Pet Lover
2+ Pet friends or Animal Lover, Cat Person, Dog Person, Equestrian Traits
Swimwear → Theater Enthusiast
6+ Dance skill or Natural Born Performer, Star Quality, Virtuoso Traits
Underwear → Rich
Have more than 100,000 simoleons
Vampires → Supernatural
Vampire, Zombie, Werewolf, Fairy or Supernatural Fan Trait
Family Oriented, Hopeless Romantic, Nurturing Traits
Custom Hair → Alien
Either Alien skintone and/or alien eyes
Grey Hair → Child of the Ocean
Mermaid Trait or Loves the cold, Loves the heat, Loves to swim Traits
Hard Worker → Overachiever
Career level 6+, teen career level 3, owned business level 6+, young adult with a GPA 3.7+,
or Workaholic, Ambitious, Born salesman, No sense of humor Traits
Unemployed → Ambitionless
Unemployed, Uneducated or Hates the Outdoors, Frugal, Mooch, Slob Traits
<= 3 Lazy personality or Computer Whiz, Couch Potato, Heavy Sleeper, Night Owl Traits
Plantsims → Nature Lover
Plantsim or Eco-Friendly, Green Thumb, Angler, Loves the Outdoors Traits
Werewolf → Explorer
3+ Vacations or Adventurous, Brave, Daredevil, Gatherer, Sailor Traits
--- --- ---
The SGG_Episims_PForestsims_TOReplacements_buduwie_Version or SGG_Episims_PForestsims_TOReplacements_buduwie_Version_NoFix are almost the same as the trait version, only these replacements changed:
Swimwear → Theater Enthusiast
6+ Dance skill or Natural Born Performer, Virtuoso Traits
Vampires → Supernatural
Vampire, Zombie, Werewolf, Fairy, Mermaid, Alien DNA, Plantsim or Supernatural Fan Trait
Glasses → Stylish
Hats, Jewellery, Glasses, 8+ Fashion interest or Schmoozer Traits
Custom Hair → Self-absorbed
Star Quality, Snob, Diva Traits
Grey Hair → Child of the Ocean
Loves the cold, Loves the heat, Loves to swim Traits
Unemployed → Ambitionless
Unemployed or Hates the Outdoors, Frugal, Mooch, Slob Traits
Plantsims → Nature Lover
Eco-Friendly, Green Thumb, Angler, Loves the Outdoors Traits
A few good stuff from Lovestruck converted to TS3. Enjoy!
A Wave of the Palm Plant
Two channels and two presets. Has an emptied version for placing a plant of your choice (recommended plants: here, here, and here) Costs §180 and §120 for the emptied version. Found in Decor > Plants. Plant color is slightly edited to less saturation.
Also, there's another version that contains a similar looking palm plant from Island Paradise, which looks better imo, but the polycount is much higher (2k+). Also costs §180.
Fireplace Ready Romantic Blanket
Not functional as it is in TS4, but recommended for use with the One With Nature mod to make interactions such as laying down or sitting possible. Has two presets that both have three channels. Costs §250. Found in Decor > Rugs.
Mother of Pearl Hanging Light
Three channels. Costs §125. Found in Lighting > Ceiling lamps. Also comes with a slightly smaller version that costs §100 and a shorter version that costs §80.
Smooth and Suave Tolietries Set
Four presets with one channel. Costs §65. Found in Decor > Sculptures, Misc.
Webbing Colored Patio Chair
Three channels. Costs §75. Found in Comfort > Living chairs.
All items contain the original catalog descriptions from TS4.
POLYCOUNT INFO:
A Wave of the Palm Plant: 1017 (hLOD) / 406 (mLOD)
A Wave of the Palm Plant Emptied: 246 (hLOD) / 116 (mLOD)
A Wave of the Palm Plant (with IP palm): 2114 (hLOD) / 1066 (mLOD)
@mustluvcatz-reloaded's bean poles set repo'd to the OFB DecraChill! I mainly did this edit because I've been tending to my own beans in my garden aha, and its such a fun lil set.
No mapping edits or anything this time, I've shown them over the maxis pole bean plants here. Nothing should overwrite the originals, file sizes are smaller due to being repo'd to the game, but of course OFB is required. They can be found in build>garden centre>gardening for 10 simoleans each. The simple set (1) is about 70 polys each, and the more complicated ones (2) are just about 600.
Ever see wild mushrooms in the world and want to gather mushrooms there? So did I.
When you use the Gather Mushrooms interaction, you'll get from one to seven mushrooms in your inventory. The number is affected by luck. They might be regular base game mushrooms, any of the wild mushrooms from Cottage Living, giant mushrooms from Cottage Living, or morel or false morel mushrooms from Outdoor Retreat, if you have those packs.
Where you can gather mushrooms:
The fairy ring in Innisgreen - requires Lot 51's Core Library.
The quest mushrooms in Innisgreen - requires Lot 51's Core Library.
A cloned alien mushroom from Get To Work.
A single mushroom from Discover University, cloned and recoloured.
A fallen log covered with mushrooms from Enchanted by Nature, cloned.
Two cloned tree stumps from Enchanted by Nature that are covered with mushrooms. One has typical mushroom shaped mushrooms, and the other has flat fungi.
A large pink mushroom from Realm of Magic, cloned and recoloured.
Both toxic mold piles and allergenic mold piles from For Rent- requires Lot 51's Core Library.
The Forest Soiree Fungi Chandelier (floating light with mushrooms) from Enchanted by Nature. This is an override.
After gathering mushrooms, a sim will get a three hour buff, and can't gather more mushrooms until it runs out. They'll also get a tiny bit of Natural Living Skill.
You need any one of Enchanted by Nature, Get to Work, Discovery University, Realm of Magic, or For Rent to have anything to gather mushrooms from.
Updates:
Sept 6, 2025:
Basically remade it, because the way I was injecting was making the interaction show up on things it wasn't supposed to. Instead of overriding some of the debug things, I cloned them, so they now appear in the regular catalogue. I did override the floating light to add the interaction.
Most things can be found by searching for Wild Mushrooms (or Wild or Mushrooms), except the light, mold piles (they're debug and will show up if you have mold), and the fairy ring and quest mushrooms (they're in the world.
While your sim has the Wild Mushrooms buff, they won't be able to click on objects that have that as their only interaction.
It's now a zip instead of a merged file. Unzip and delete any object that you don't have the pack for. The main file, amethyst-Wild Mushrooms.package, is required to add the interaction to the objects.
Oct 30, 2025:
Fixed an LE that could happen if a sim has the Super Green Thumb trait. Also removed a loot that might cause a Rancher sim to get embarrassed from gathering poor quality mushrooms while I was at it.
Download on patreon: https://www.patreon.com/posts/wild-mushrooms-136854772/
A small mod to give a visible buff telling you what kind of illness your sim has, and if it's mild or severe. These are in addition to the normal scratchy/dizzy/etc. buffs from the game that don't tell you what the illness is.
The treatments you can do at home listed in the buffs actually work, and if you were playing a doctor, the buffs list the treatments you would use to cure patients. If you've never played as a doctor, you might not realize that there are eight different illnesses, each with their own distinct symptom sets and required treatments.
Because of how I had to do things to get them to stay on sims and not vanish after a short period of time, if your sim is sick, they should always have an illness type buff. If you remove them, they'll come back for as long as the sim is sick. They may or may not have a severity buff, because the hidden buff for that isn't always there--sometimes the sim is just sick. Mild or severe can vanish or switch from one to the other.
This is NOT a healthcare mod. It doesn't affect gameplay. It doesn't add doctor's visits or death, despite what the buffs hint. The illnesses are just the ones that came with Get to Work.
Following on that: probably not overly compatible with healthcare mods. My mod does NOT override anything, but if the other mod does, it may not work with them, and it won't work with additional illnesses from other mods. Regular GTW illnesses only.
Seems to not be compatible at all with Healthcare Redux by adeepindigo. Mine just doesn't work. I can't say if long term use would also affect HCR. Best not to try.
While it only works with GTW illnesses, I added custom strings. So if you want to change the names of the illnesses, you can, by making a string table override. Useful for if you want your sims to have real life illnesses, historical illnesses, or illnesses that fit your alternate universe. Or if you want to remove the mention of Grim. Up to you. That does mean it's all in English though, and I'd welcome translations.
Thanks to the wonderful testers in the Sims After Dark discord server.
This is a set of string overrides that add who's calling to many of the texts where it might be important to know who you're talking to.
These include things like sims wanting to know if they should have a baby or get a new job, sims telling you the results of your advice, sims wanting to form certain relationships with you, and sims inviting you to certain rabbithole events (concerts, high school parties, etc.)..
It doesn't cover everything. For example, if a sim calls to tell you they and another sim that they name are having a baby, I didn't think that needed a third name added to the text. Or if you're not supposed to know who it is, it makes no sense for it to say. Bess Sterling's calls are pretty obvious, so I didn't include hers.
It should work with any mods that change the calls but use the game's default text, or that add additional calls but use the game's text to do that. It won't change any text from mods that add their own text or override the game's text.
Most of the texts are base game. A few are from packs, but you don't need the packs to use the mod. English only.
Let me know if I missed any, or if anything shows up weird in game.
Updates:
Sept 9, 2025: Added many NPC invites (festivals, parties, etc.)
Sept 13, 2025: Removed some texts that mention other sims, which got included by accident, and that I couldn't make work when I tried. Thanks to Jane Moriarty for pointing that out, since those particular ones are hard to trigger specifically in game and didn't happen naturally in my testing. Hopefully third time's the charm?
Oct 10, 2025: Added some calls/texts from Adventure Awaits. Some of these are impossible to cheat in game in a reasonable way (they come from the person being called) and getting them naturally is a matter of luck and I haven't had any, so please let me know if any of them are weird. Or if there are any that you think should be included that aren't.
Oct 15, 2025: Added what I hope are the last of the calls/texts where you would expect to know the caller. Again, it's hard (in some cases impossible) to test them all in game, so please let me know of any weirdness. If you use PlumbBuddy, I added the packs that are used, and boy are there a lot. They're not required though. This is a case of 'if you have the packs, you get extra benefits' and not a case where you'll get errors.
Download on patreon: https://www.patreon.com/posts/whos-texting-138468479
A tiny mod to unlock 'Write the Perfect Goal' for all sims young adult and older, normally restricted to sims with the Chased by Death trait or after certain life experiences. Available on the Life & Death journal and the journal from Parenthood (but does not require Parenthood), and on computers.
Quick and suspiciously easy, so as always, let me know if you find anything wrong.
Should not conflict with anything, since it's overriding nothing.
Recommended to use with this: No/Less Autonomous Bucket List Goals
Updates:
Jan 20, 2025: PlumbBuddy manifest updated
May 19, 2025: switched from injecting to humans to injecting to young adult/adult/elder directly, because EA didn't use an age test on computers. If you have a teen that already had specific goals unlocked, they'll stay unlocked on computers, but it should be restricted to young adults and older in future.
Requires Life and Death and Lot 51's Core Library.
The Culinary Librarian Aspiration by Keksdrache Updated
Another aspiration I was asked to update. This was last updated in 2020 and needed some updates to match the way the game does things now and to add some newer options. You can see the original here.
I made some changes. A decent amount of changes. Some were to make the mod work at all. Some were to remove overrides--there were many overrides, and now there are none. Some were because once I removed the overrides, parts no longer worked as I assume they did, and I don't understand how they did work then, because they shouldn't have. Keksdrache did a good job getting it to work, but it makes no sense to me that it did. As a side effect, I fixed an issue that existed in the aspiration from the start--it now works even if you already know the recipes.
From the original description (along with the picture at the top):
The Culinary Librarian Lifetime Wish in Sims 3 has always been one of my favourite, despite not beeing updated for all the expansions added recipes. I wanted something similar for the Sims 4 so I created this custom aspiration. To make it a bit more interesting I made objectives that require the player to cook certain dishes with either high skill requirements in different skills or special ingredients. And of course you will have to eat tons of food to learn all the recipes from San Myshuno, Brindleton Bay, the experimental dishes and Selvadora!
Description:
There is a vast array of recipes to prepare for hungry guests and famished family members. By mastering the cooking skills and perusing the food stalls for recipes, your Sim can become a walking library of culinary expertise.
The aspiration can be found in the Food category and therefor gives the Essence of Flavor Bonus Trait.
Level 1: Grandma's Cookbook
Prepare a Honey Cake or a Signature Cake
Decorate Pastries 3 Times
Cook Emotional Meals 3 Times
Learn and cook all Recipes from Food Stalls in Brindleton Bay
Level 2: Culture Shock
Survive Pufferfish Nigiri
Learn and make the two bar drinks from Henford-on-Bagley
Learn and cook all Food and Bar Drink Recipes from Food Stalls in Selvadorada
Learn and cook the Indian, Moroccan, Vietnamese, and Filipino Recipes in San Myshuno
Level 3: Dine Out
Learn and cook the Japanese, Mexican, and Chinese Recipes in San Myshuno
Learn and cook all Experimental Food Recipes
Learn and make all of the Food and Bar Drink Recipes from Batuu
Cook Popcorn Crickets or Bombadier Beetle Stir Fry, or make Beetle Juice at a bar
Level 4: The Spice of Life
Prepare Plasma Fruit Salad or Superfood Salad
Bake Alien Fruit Tarts or Cowplant Essence Meringue Pie
Cook Ambrosia
Eat Boiling Death Frog Hot Pot
Important info:
See updates below for some info that was previously here.
Have to cook multi-serving meals when they're available, not single serving. 4 or 8 is fine, but not one.
The reason that it's now learn and cook is that it was originally done using a statistic, and that statistic would not work when done as an injection. It may have worked if I left it as an override and just updated that, but that's not a thing I can do. It would need constant updating and conflict with too many things. Learning is no longer tracked, just that you cook the unlocked recipe.
Maybe compatible with mods that add extra serving sizes.
Probably not compatible with mods that override food stall function, unless they leave the original foods intact.
All of that's a guess. I could be wrong. You're welcome to test in your game and let me know so I can make a note of it.
Updates:
Jan 31, 2025:
Have to cook the food instead of just learning them. This fixes some issues with updating, and also allows sims who already know the recipes to complete the aspiration.
Have to cook multi-serving meals when they're available, not single serving. 4 or 8 is fine, but not one.
Objective got changed around during the updates as a result of the changes.
String tables got altered beyond all recognition.
Added wants.
Pack requirements reduced due to EA starting to follow its own rules since the mod was last updated by Keksdrache.
Feb 7, 2025:
By request, added Batuu recipes, Cottage Living recipes, and Eco Lifestyle recipes.
By request, added Life and Death recipe. You have to eat the Boiling Death Frog Hot Pot, not cook it, because it's not a distinct recipe the way others are. What you get is based on the ingredients used, and the ingredient test I tried didn't work.
Re-organized objectives to accommodate the new recipes, because there is apparently a limit of four levels and four objectives per level.
New strings are added. Some strings are removed.
City Living is now required. Sorry.
Aug 27, 2025:
Switched making both Cottage Living recipes to making one, because you can only learn one through normal gameplay. I have no idea how I did it before 🤷♀️but that's fixed now.
Updated the PlumbBuddy manifest for newer features: there's a description, and recommended packs are listed, included what you gain from having those packs.
May 12, 2026: Patch update
Requires Dine Out, Vampires, Spa Day, and City Living.
Strongly encouraged: Cats and Dogs, Get to Work, Jungle Adventure, Seasons, Journey to Batuu, Eco Lifestyle, Cottage Living, and Life and Death, to get the full experience. Any or all of them will add things.
This is a fix for your sim being unable to scrap Apothecary products if they started them and then got interrupted by going to an active work day (detective, reaper, etc.).
It overrides `ApothecaryCraftTable_DiscardElixir`and will conflict with any mod that also overrides it. I'm not aware of any.
It does not conflict with LittleMsSam's Small Apothecary Overhaul.
There's a bug report here: https://forums.ea.com/idea/the-sims-4-bug-reports-en/cant-scrap-apothecary-products-after-active-work-days/13140905
Please vote if this is an issue that bothers you in your game.
Requires Enchanted by Nature and any pack with an active career.
I was asked to update some more mods by MissBee, and this was the first I attempted. This was originally posted on ModTheSims here.
From the original description (the important parts for how it works):
Self-Sufficient Aspiration: This sim wants to shun the cycle of consumerism by growing, recycling, and crafting all their own needs. This aspiration is in the Fortune category.
I wanted an aspiration to play with my Freegan Rags-to-Riches Challenge, but none of the aspirations that came with Eco Lifestyle really fit what I was going for.
What is it?
This aspiration will have your sim dumpster diving, growing food, fabricating, and crafting their own furniture. It works well with challenges that limit what your sim is allowed to buy, and will see them able to completely provide for their own needs...even toilets! This aspiration comes with a custom reward trait that will make dumpster diving, wood working, and fabricating less draining on your sims needs.
Compatibility:
This aspiration requires Eco Lifestyle, as it utilizes the fabrication skill, but doesn't need any other packs.
Reward Perk: Salvage Artisan - Salvage artisans have mastered the arts of recycling and upcycling. No more will they be bound to the endless cycle of consumption and waste! Salvage artisans will gain fun while dumpster diving, fabricating, and woodworking, and will have significantly less hygiene loss from dumpster diving.
Buffs:
1. Dumpster Diver: Salvage artisans gain fun from dumpster diving and have learned how to keep clean even while completely submerged in trash.
- Sims gain this +1 Happy buff while diving in dumpsters, and will have +2 fun gain and +1 hygiene gain while the buff is active.
2. Fanciful Fabricator: Salvage artisans gain fun from fabricating new items our of recycled materials. Who needs capitalism anyway?
- Sims will gain this +1 Happy buff while using the fabricator, and will have +2 fun gain while the buff is active.
3. Crafty Carver: Salvage artisans gain fun from crafting new items at the woodworking table. Wooden bath fixtures? I'm sure nothing could go wrong with that!
- Sims will gain this +1 Happy buff while using the woodworking table, and will have +2 fun gain while the buff is active.
Other important info: Under the Fortune category in CAS. Positive buffs from the reward trait don't remove negative buffs from being in a dumpster. I don't think they ever did.
What I've changed:
Objectives:
Planting now includes garden patches and giant crops from Cottage Living, and vertical gardens from Eco Lifestyle.
Harvesting now includes giant crops from Cottage Living.
Upgrading now included squat toilets from For Rent.
Completed objectives count for wants and discovery quests.
Trait:
The reward trait is valid for reincarnation.
The trait can only be earned through gameplay by completing the aspiration, but if you have a mod that allows reward trait inheritance, it can by inherited--it's available for all ages because of that.
Buffs:
I had to redo the buffs from scratch, due to both the age and the way they were made.
I'm not sure how the original buffs worked, but now they are only active while using the dumpster, fabricator, or woodworking table (I tried to make it all handiness, but the buff didn't work at all then).
Counts towards the soul's journey.
Updated all files for current game tuning, and added SimData where it wasn't needed in 2020 but is now.
Added strings.
Old translations will probably no longer work. (I'm not 100% clear on how translation do work, but at best, you'd have parts in English; in between, it would all be in English; at worst, you'd have no text.)
💥Now requires Lot 51's Core Library in addition to Eco Lifestyle.💥
Updates:
Jan 20, 2025: PlumbBuddy manifest updated
Jan 21, 2025:
Whims added to the aspiration and reward trait.
Changed some instances of they or their to the proper pronoun tokens, but some stayed the same to prevent things like 'they is.'
May 12, 2026: Patch update
The sim in the pictures is Patina Wainscot from Maxis on the gallery (the Dream Home Decorator sim).
The Ninth Wave converted the rowboat from Peter Jackson's King Kong game, and I've remapped + repo'd it to the OFB DecraChill! It's not a very detailed textured object, so mainly good for general set dressing, and it's not functional at all, just decorative.
Then I spent entirely too much time making a version that works well with @pforestsims' animated floating boat OMSP- edited the mesh to reposition the oars, and sunk it down until it sat nicely on the water surface without sinking under it. However- if you place this version on the ground, it'll sink into it. If you want this version, it's the file names with WTR in the RAR, the regular version looks and behaves like TNW's version, with a slight tweak to allow it to place on slopes. I've moved both versions to general>vehicles to avoid cluttering deco, despite being purely decorative. It's 6058 polys, not as low as I'd ike but not unbearable.
Download King Kong rowboat REPO + edits
Buy me a coffee? I have a Ko-Fi!
Now please enjoy looking at this sims 2 pond for 30 seconds.
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 //
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.
Formal Hair ( from the Base Game) Default Replacement (and retexture)
Excuse the previews and its lack of aesthetic cohesion with .... everything...... Anyway! I'm sure we're all familiar with how eggy/tall/ugly the original EA hairs can be. Even Matthew Hamming looked dumb in my edited hair but the OG Christopher Steel doesn't!