[TSM] Slider Value Display
I’ve been busy with work and studies lately, so I don’t really have time for big mods. Still, I wanted to make something small but useful — a mod that shows the exact numerical values of sliders in CAS. DOWNLOAD

Andulka
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shark vs the universe
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pixel skylines

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oozey mess
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@spicybarbecue
[TSM] Slider Value Display
I’ve been busy with work and studies lately, so I don’t really have time for big mods. Still, I wanted to make something small but useful — a mod that shows the exact numerical values of sliders in CAS. DOWNLOAD
[TSM] Child CAS Preset Thumbnails Fix
Hey everyone! I haven’t released anything for a while — been busy with real life 😅 But here’s a small fix & add-on for my mod [TSM] [BETA] Unlock Sliders For Children
Now the thumbnails for kids’ head, eyes, nose, and mouth show correctly in CAS, following the sliders from the parent mod.
Makeup thumbnails… well, maybe sometime later 😅
DOWNLOAD
[TSM] More Clothing Rows
A small mod created by request. The original idea belongs to @arro-now — all credits and thanks go to them. This is an adaptation for The Sims Medieval.
The mod is available in three versions: 4, 5, and 6 columns.
Note: If the number of rows exceeds the screen limits or overlaps with another menu, switch to a version with fewer rows.
⚠️ Install only one version at a time.
Download:
4 columns — download
5 columns — download
6 columns — download
[TSM] Play in Forest Fix
This is a small fix that we discussed and decided to implement with @leebbi04 and @mariacherry.
The purpose of this fix is to restore the action name in the radial menu and also fix the text of the notification. The action is intended for children. The old action will be hidden, and a new corrected one will be added.
Note: Only one version of the mod can be installed at a time.
Image credit: @leebbi04
Links to download the mod:
Original version – 0.1% chance of being eaten by a bear Download here
Increased risk version – 10% chance of being eaten by a bear Download here
TSM FUNCTIONAL DOLLHOUSE
Co-created with @spicybarbecue
🏰 This mod adds a charming and fully interactive dollhouse to your kingdom.
Set of 4 objects
Low poly
All LODs
Recolorable
New object for The Sims Medieval, made together in collaboration with @leebbi04 ✨ Two weeks of deep diving into the game, learning its systems, audio, and quirks — and here we are.
Congratulations to us on the release! 🎉💛
[TSM] TSM Audio Extended
Extends audio configuration in The Sims Medieval. AUDT files are packed with the mod due to the game’s loading specifics.
Important! This mod does not add new objects or affect gameplay. It is a helper file required for audio to work with new objects or interactions.
Added: • Dollhouse audio config
Download
Custom skintones
15 custom skins for males and females that do not replace the default skins.
Download (Google)
Many thanks to @spicybarbecue for creating a method and a guide on how to do this and thanks to the authors of the default skins <333
Beautiful! Glad my guide helped :)
[TSM] Pie Menu Fix for Children
A small fix for displaying children in the Pie Menu. Since the base game does not allow playing as children, this aspect was originally removed. However, with mods that enable child gameplay, a bug appeared: the Pie Menu had no animation for them, and their necks stretched unnaturally.
⚠️ Possible conflicts: may conflict with mods that edit the JAZZ file CAS_IDLE.
DOWNLOAD
CUSTOM CAS BACKGROUNDS - Cyrano
Cyrano is a bright and confident heir to the throne, ready to lead his country into a new era.
A fiery spirit lives within him, yearning not just for power but for true greatness, and his personal color palette reflects this strength, brilliance, and nobility.
[TSM] CAS Room Replacement
An adaptation of a mod originally created for The Sims 3, specifically for The Sims Medieval.
The mod fully replaces the default CAS room with a flat background, additionally removing VFX effects and the pedestal, which makes it easier to create new CAS backgrounds and variations.
⚠️ Only one CAS replacement version can be used at a time.
My version has a more technical focus — I pass the baton of creating beautiful and artistic backgrounds to @leebbi04
Credits:
Original mod by CherieDawn67 (Mod The Sims)
Updated by @mspoodle1
This adaptation is based on a version сreated via @nectar-cellar
Download
Choose your preferred CAS background replacement:
Throne Room — Link
Beach — Link
Hills — Link
[TSM] No CAS Room
While working on one mod, another one unexpectedly came to life — a simple tweak that removes the CAS room in The Sims Medieval.
Download
[TSM] Fog Emitter
This mod is a conversion of the fog emitter from The Sims 3 for The Sims Medieval.
The mod adds a VFX generator object to the game, primarily intended for testing visual effects.
In addition to its technical purpose, the fog generator can also be used to create atmospheric scenes and screenshots.
A separate list of visual effects available in The Sims Medieval is included and can be used with this object. Link: https://www.mediafire.com/file/mxz4njh4xbajcfo/TSM_effect_names.txt/file
An option to move the object up and down has also been added.
To use this mod, the Command Center by @mariacherry is required.
The object can be found in Build Mode, in the flower category.
DOWNLOAD
FUNCTIONAL MEDIEVAL TOILET | TS2 to TSM
Conversion of two wonderful sets of historical chamber pots by @mortia. Original posts can be found here and here.
Still uncovering new layers of The Sims Medieval with @leebbi04. Every experiment brings fresh surprises… 👀
[TSM][Tutorial] Categories for Converted Objects
Converting objects from The Sims 3 to The Sims Medieval can cause issues with proper object categorization in Buy Mode. This happens because objects use the OBJD format, which differs between the two games. As a result, converted objects often do not appear in the correct categories.
Requirements
To follow this tutorial, you will need the following tools and components:
s3pe — a version compatible with standard The Sims 3 formats.
smpe (s3pe — Sims Medieval edition) — a version of s3pe with support for The Sims Medieval formats. For convenience, @mariacherry has put together a dedicated build available at the following link: https://www.mediafire.com/file/adldnunq5fggu0y/s3pe.7z/file Throughout this tutorial, this version will be referred to as smpe.
OBJD Tools — two small utilities written by the author of this tutorial. They are used to import OBJD settings from TS3 into a donor OBJD from TSM. Link: https://www.mediafire.com/file/zxxfiqe0f691az6/OBJD_Tools_1.0.1.0.rar/file
.NET Framework 4.0 — required to run the utilities. If The Sims Medieval is installed, this component is usually already present on your system.
For demonstration purposes, this tutorial will use a chair from the wonderful “Happy Halloween!” set by @leebbi04. Download: https://www.tumblr.com/leebbi04/798924292729520128/happy-halloween?source=share
Step 1. Choosing a Donor for the Custom Object
First, you need to select a donor object. The main requirement is that the donor should be in the correct category and subcategory in Buy Mode.
Ideally, the donor object should:
have the same or similar functionality as the custom object;
belong to the same logical object group.
This is not a strict requirement, but if the donor is very different, some parameters may need to be adjusted manually in smpe.
For this tutorial, I will use the following chair as the donor:
Step 2. Identifying the Object Name and Exporting the Donor OBJD
Next, we need to determine the internal name of the donor object.
Finding the Object Name in the Game
Launch the game and go to Buy Mode.
Open the console by pressing Ctrl + Shift + C.
Enter the following command: ObjectAssetNames True and press Enter.
Hover your cursor over the object in the Buy Mode list — its internal name will be displayed.
In our example, the name is: ChairLivingTassle
Remember this name and then close the game.
Locating and Exporting OBJD in smpe
Launch smpe and open the corresponding game package file.
If the donor object is from the base game, open: (Your game folder)\The Sims Medieval\GameData\Shared\Packages\SASDeltaBuild2.package
If the donor object is from the Pirates and Nobles expansion, open: (Your game folder)\The Sims Medieval\GameData\Shared\Packages\SASFullBuild_EP1.package
⚠️ Important: Paths and file names may vary depending on your game version and installation method.
Note: For the base game, you need to use the DeltaBuild packages. FullBuild contains an older version of the OBJD format, which cannot be used for this process.
Filtering and Exporting the Resource
After opening the package in smpe, set up the filter panel:
In the TAG field, enter:OBJD
In the Name field, enter:ChairLivingTassle
This will give you a list containing a single resource.
Right-click the resource and select:Export → To file
For convenience, name the exported file, for example: TSM_chair.object
Step 3. Exporting the Custom Object's OBJD
Now we need to extract the OBJD resource from your custom object package.
Open the custom object package using s3pe (the The Sims 3 version).
Once the package is open, set up the filter panel:
In the TAG field, enter:OBJD
In the resource list, locate the OBJD for your custom object. Typically, it is a single resource.
Right-click the OBJD resource and select:Export → To file
For convenience, save the file with a clear name, for example:
TS3_chair.object
Step 4. Using OBJD Tools
At this stage, we will transfer OBJD settings from the TS3 object into the donor OBJD from TSM.
Preparing the Tools
Extract the OBJD Tools archive into any convenient folder.
After extraction, you will have two folders:
TS3ObjdDataExporter
TSMObjdDataImporter
Exporting OBJD Data from TS3
Open the folder TS3ObjdDataExporter.
Drag the custom object OBJD file onto:TS3ObjdDataExporter.exe In our case, this is: TS3_chair.object
Once the operation is complete, a message will appear confirming that the .data file was successfully saved.
Locate the created .data file in the TS3ObjdDataExporter folder.
Copy this file to a convenient location.
Importing OBJD Data into the TSM Donor
Open the folder TSMObjdDataImporter.
Prepare two files:
The TSM donor OBJD (in our case: TSM_chair.object)
The .data file created in the previous step
Select both files and drag them onto:TSMObjdDataImporter.exe
After the operation is complete, a message will appear confirming that the modified file was successfully created.
Locate the resulting file in the TSMObjdDataImporter folder. The final file will look like this, for example:
TSM_chair_modified.object
Step 5. Importing the Modified OBJD into the Custom Object Package
Open the custom object package again in s3pe or smpe.
Locate the OBJD resource (as in previous steps, using the filter with TAG = OBJD).
Select the resource, right-click it, and choose: Replace…
Select the file: TSM_chair_modified.object
Save the package by pressing Ctrl + S.
At this point, the main part of the tutorial is complete. Below, you will find notes and additional recommendations, after which we will move on to checking the results in the game.
Notes
The OBJD Tools code is still under development. The current version solves the main task of adapting OBJD for proper display of objects in Buy Mode, but improvements and additional features may be added in the future.
This conversion affects only the main OBJD parameters necessary for correct display of the object in Buy Mode. All other parameters are inherited from the donor object.
For this reason, it is highly recommended to choose a donor object that is as similar as possible in type and functionality to the object being converted.
If necessary, additional parameters can be edited manually using the Grid button in smpe.
Main Parameters Involved in the Conversion
NameGUID
Name
Price
InstanceName
OBJKIndex
DiagonalIndex
SurfaceCutoutDDSIndex
FallbackIndex
MaterialList
TGIBlocks
In-Game Result
After loading the modified package and launching the game, the object is displayed correctly in Buy Mode.
Special Thanks
@leebbi04 — for the “Happy Halloween!” set and creating the interesting object used in this tutorial.
@mariacherry — for the s3pe build compatible with The Sims Medieval, which greatly simplified the workflow.
Additional thanks go to:
The creator of s3pe — for developing a powerful and versatile tool for working with resources in The Sims series.
The developers of s3pe wrappers for The Sims Medieval — for supporting and extending the tool’s functionality.
TSM FUNCTIONAL OVEN
I thought I would never finish this project, but thanks to the wonderful @spicybarbecue, I can finally share my work with you.
Such a great oven by @leebbi04 🔥
Monte Vista has been one of my favorite packs since The Sims 3, so it’s especially nice to see it here.
[TSM][TUTORIAL][EXPERIMENTAL] Adding Workarounds for Custom Objects
When creating new objects or converting items from The Sims 3, you may encounter a problem: Sims can walk through these objects. This happens due to differences in the architecture of TSM and TS3.
In The Sims Medieval, object walkaround behavior is handled via a NavMesh, which is stored in a separate resource (Type: 0xC80A5A67). Unfortunately, at the moment, s3pe does not have a plugin for this type of resource, and there is no publicly available description of its structure (at least, I haven’t been able to find one). Therefore, directly unpacking or assembling such a file is not possible.
In this tutorial, we will use a small trick to make custom objects walkaround-friendly, so Sims will navigate around them without directly editing the NavMesh.
Requirements:
s3pe
For the example, I will use a chair from the wonderful “Happy Halloween!” set by @leebbi04
Link: https://www.tumblr.com/leebbi04/798924292729520128/happy-halloween?source=share
Step 1. Choosing a Donor for Your Custom Object
First, we need to find a donor object that is as similar as possible to our custom item in terms of:
functionality,
size,
the number of tiles it occupies.
This is important because later we will use the donor’s NavMesh for our custom object. If the donor is larger than the custom object, Sims simply won’t be able to approach it correctly or interact with it.
For this tutorial, I will use the following chair as the donor:
Step 2. Locating the Donor Resource in the Game Files
For this, we’ll use s3pe and open the corresponding game package file.
If the donor object is from the base game, open:
(your Sims Medieval installation folder)\The Sims Medieval\GameData\Shared\Packages\SASFullBuild1.package
If the donor is from the “Pirates & Nobles” expansion, open:
(your Sims Medieval installation folder)\The Sims Medieval\GameData\Shared\Packages\SASFullBuild_EP1.package
⚠️ Note: file paths and names may vary depending on your game version and installation method.
After opening the appropriate file in s3pe, set up the bottom filter panel:
In the ResourceType field, enter:
0xC80A5A67
Optionally, you can enter a value in the Name field — in my case, it’s chairLiving. This helps narrow down the list of resources and makes it faster to find the donor. If the correct resource name is unknown, you’ll need to browse the resources manually without using the Name filter.
Make sure to check the corresponding boxes next to the filter fields you are using.
Click Set.
Finally, activate the filter by checking Filter active.
As a result, we get a list of matching resources.
I’ll skip the process of determining exactly which resource belongs to the object. In our case, the appropriate resource turned out to be chairLivingTassle.
Now we need to remember or write down the following resource parameters:
Type
Group
Instance
For the selected resource, the values are as follows:
Type: 0xC80A5A67
Group: 0x00000000
Instance: 0x1AA517945D59D2CD
Step 3. Adding a Donor NavMesh Reference to the Custom Object
Open the package file of your custom object in s3pe and locate the resource with TAG: VPXY.
Next:
Right-click on the resource.
From the context menu, select Edit VPXY.
In the window that opens, click the TGI Blocks… button in the bottom-left corner.
In the new window, click the Add button. In the right-hand section of the window, enter the required values for the donor resource:
Type
Group
Instance
After entering the data, click Save to apply the changes and return to the previous window. In this window, click the Add Part button.
In the dropdown menu of the newly added empty object, select the donor resource (our NavMesh). Make sure that our custom object is the last item; if it isn’t, move it to the last position.
After selecting the donor resource, click Save to apply the changes. Once the previous steps are completed, a Commit Changes confirmation window will appear. Click Yes to apply the changes to the file.
After confirming the changes (Commit Changes), press Ctrl + S to save all modifications to the package file.
This concludes the tutorial, and you can now proceed to testing in the game. If the object was already placed, simply enter Build Mode, pick it up, and place it back in the same spot. This allows the game to reload the updated NavMesh, and Sims will navigate around the object correctly.
In-Game Test:
Important: The method described in this guide is experimental. I cannot guarantee that it will work correctly with all custom objects. Therefore, after making any changes, be sure to test everything thoroughly to ensure that Sims navigate around the object properly and without any unexpected issues 👀✨
Special Thanks: To the creator of the “Happy Halloween!” @leebbi04
[TSM] [BETA] Unlock Sliders For Children
In the original game, all children have identical faces. This mod edits the FACE files (faceblends), making bones and morphs available for children, allowing most adult face sliders to be used. It doesn’t work perfectly, but it’s better than having no variation at all.
⚠️ Important:
Not all sliders work perfectly, but most do.
Since these are original adult sliders, they are inheritable, but sometimes they may look unusual on children. This happens rarely.
Children in village will mostly retain their default faces, as their appearance was never customized in the original game.
This mod is beta, so minor issues may occur.
Download
It's wonderful! I've already started experimenting with the children's appearance, and just look at this beauty that came out 🥰
Thank you! I’m so glad the mod is proving useful. The result looks beautiful, and it makes Sims Medieval feel that much more customizable 🎉