a dress with a perfect touch of whimsy c: i hope you'll like it! :3
maria dress
♡ teen - elder
♡ 36 swatches
♡ new mesh
♡ female frame
♡ disallowed for random
𐙚 TERMS OF USE ⊹ ࣪
- DO NOT claim my content as yours
- DO NOT (re)upload without giving credit
- DO NOT convert my content to other games
- DO NOT resell my cc
- you can modify and recolor the mesh but don't include my mesh in downloads
now with separate non default add-on colors and a heterochromia accessory!
original base: sims3melancholic #101 contacts
I was pleasantly surprised to see so many people interested in these the first time I shared them. As I had mentioned, these were a personal edit I created for myself about a year ago and I haven't gone back since haha. With such a high volume of downloads I of course received some request or criticism, so I have come back to deliver!
With the original package, the eyes weren't correctly working as default replacements, resulting in premade townies such as Mortimer Goth to walk around with blue eyes instead of the correct eye swatch intended for them. This was pointed out to me recently, so I wanted to fix this. Along with that, I got quite a few people asking for me to make a version of my defaults that included just the EA colors without all the extras, so to kill two birds with one stone, I have made a new version of the default overrides which makes it so they work correctly on premade sims, and only includes the 18 base game eye colors.
If you liked all the extra colors, don't worry! I have included them in a separate, non default option for you to download as well if you would like.
I would like to add as a warning that any sims you made with the old version of the defaults will likely appear with the wrong swatch with these, so be prepared for that. Moving forward though, you won't have to worry about any new sims you make loading in later on with the wrong color swatch.
And of course, with a good pare of default eyes, comes a heterochromia optional accessory for your sims! I'm a bit of noob when it comes to cc so it took me a long time to figure out how I could accomplish this for you guys, but with some help from @nyssasims, utilizing the mesh from these lovely heterochromia eyes they converted, I was able to get it done.
I didn't want to overwhelm myself too much, so these only come in the 18 base game colors, but I felt that was enough to give you a wide variety of possible combinations. You can find these bad boys in the skin details category under acne. These also do come for all ages, infant through elder, and may conflict with most necklaces due to the placement of the mesh.
Check out this post to see info on version 2 of the non-default and heterochromia packages.
download @ simsfileshare
download @ patreon
I would again like to extend my thanks to @nyssasims and to @sims3melancholic, who originally made these beautiful contacts that I fell in love with. If you use these, feel free to tag me, I'd love to see your sims! 🤍
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Sims 4 Reemplazos de Ojos
¡ahora con colores complementarios separados y un accesorio de heterocromía!
base original: sims3melancholic #101 contacts
Me sorprendió gratamente ver tanta gente interesada en estos la primera vez que los compartí. Como mencioné, estas fueron una edición personal que creé para mí misma hace aproximadamente un año y no he vuelto desde entonces jaja. Con un volumen tan alto de descargas, por supuesto recibí algunas solicitudes o críticas, ¡así que he vuelto para cumplir!
Con el paquete original, los ojos no funcionaban correctamente como reemplazos predeterminados, lo que provocaba que los habitantes prediseñados como Mortimer Goth caminaran con ojos azules en lugar de los ojos correctos predeterminados a ellos. Esto me lo señalaron recientemente, así que quería solucionarlo. Además de eso, muchas personas me pidieron que hiciera una versión de mis ojos predeterminados que incluyera solo los colores de EA sin todos los extras, así que para matar dos pájaros de un tiro, hice una nueva versión que funcionen correctamente en sims prefabricados y solo incluye los 18 colores de ojos del juego base.
Si te gustaron todos los colores extra, ¡no te preocupes! Los he incluido en una opción separada, no predeterminada, para que usted también los descargue si lo desea.
Me gustaría agregar como advertencia que cualquier Sim que hayas creado con la versión anterior de los valores predeterminados probablemente aparecerá con el color de ojos incorrecto, así que prepárate para eso. Sin embargo, en el futuro, no tendrás que preocuparte por los nuevos Sims que creaste te aparescan con la muestra de color incorrecta.
Y, por supuesto, con un buen par de ojos predeterminados, ¡viene un accesorio opcional de heterocromía para tus Sims! Soy un poco novato cuando se trata de cc, así que me tomó mucho tiempo descubrir cómo podría lograr esto para ustedes, pero con un poco de ayuda de @nyssasims, utilizando la base de estos encantadores ojos de heterocromía que convirtieron, pude lograrlo.
No quería abrumarme demasiado, así que estos solo vienen en los 18 colores del juego base, pero sentí que era suficiente para brindarte una amplia variedad de combinaciones posibles. Puedes encontrar al accesorio en la categoría de detalles de la piel en Acné. Estos también vienen para todas las edades, desde bebés hasta mayores, y pueden entrar en conflicto con la mayoría de los collares debido a la ubicación de la base.
descarga @ simsfileshare
descarga @ patreon
Nuevamente me gustaría extender mi agradecimiento a @nyssasims y a @sims3melancholic, quienes originalmente hicieron estos hermosos contactos de los que me enamoré. Si usas estos, no dudes en etiquetarme, ¡me encantaría ver tus Sims! 🤍
Clover Eyes - Maxis Match eyes (default and non-default)
My summer break ended early! I wanted to get new default eyes for my Sims, but ended up creating my very own set of eyes. Oops.
I was inspired by @squea's Dynastid eyes. I've been a fan of Dynastid for many moons, and I highly recommend that you check that set out.
You will enjoy Clover Eyes if you like smooth Maxis Match textures, bright sclera, and slightly desaturated color tones (compared to vanilla eyes). These might not be for you if you prefer more detailed textures, or darker sclera.
Available for human and occult sims alike. Swatch previews and more details are available under the cut. Enjoy!
Download (always free on Patreon) / Version for pets / Support me
What's included:
Default eyes for humans, vampires, aliens, werewolves, and mermaids
Non-default eyes for humans (face paint category)
PSD for recolors
Some more details:
All textures created by me
Custom emission (occult swatches) and specular maps
All genders, all ages
Vampire swatches:
Werewolf swatches:
Alien swatches:
Mermaid swatches:
Enjoy!
Follow and support me here: Tumblr / Twitter / Patreon / Instagram / Bluesky / PayPal
The kindergarten called "Sunny Bunny" is equipped with everything necessary: a room for nap time, 2 bathrooms for boys, 2 bathrooms for girls, an arts and crafts room, a playroom, a kitchen and dining area, and two inner courtyards for outdoor play and activities.
🎈no CC!
🧸plot size:40x30
🍬Lot type: Small Business
[Please do not claim my builds as your own, upload them to The Sims Gallery, or include my lots in save files that you distribute for download without my permission.]
A SIMBLR MAGAZINE DESIGNED TO PROMOTE FREE, LOST AND OLD SIMS 4 CUSTOM CONTENT; WITH IN-MAGAZINE DIRECT LINKS TO DOWNLOAD THE CC PRESENTED.
READ IT BY CLICKING ON THE LINK BELOW (flipbook)
p.s.: since its publication some links to the presented items are no longer functional. please refer to the new links for these items here:
polygraphish gravitation necklace (page 2) --» new link
polygraphish moonmonster glasses (page 4) --» new link
Created with the Heyzine flipbook maker
disclaimers:
Old CC considered here as all Sims 4 Custom Content previous to 2020. But newer CC will also be presented, as long as it’s freely available.
Only direct links to tumblr pages which share no ad/paywall download links in sites/platforms like SimFileShare, Patreon (free), CurseForge, Dropbox, Onedrive, Google Drive, Mega and Mediafire.
next edition is going to be published in early september 😉 you can send/share cc suggestions, wcif or even your own sims to be models. i’d really love having your feedback about the magazine to improve it in the next edition. many thanks to all. also, if you find something amiss in the magazine, please let me know.
ngl i went insane whilst building & decorating these and i completely ran out of juice by the end so it gradually just gets worse. these are for my current household and were intended to just be the 1 decorated for my bbg, but i have a love for sharing stuff, so... gg 💀
i am also not a very good builder so ✌️ive been working on improving!
T.O.U: do literally whatever you want. I do not care. unless you want to show me! then i care a lot. if you redecorate, remodel or just play in this lot, feel free to @ me so i can kiss you
I wrote a guide on my main blog on writing SimLit a while back, but I figured I'd amend it to make it more suitable to Tumblr and post it here as well.
UPDATED 24/03/26: A few various additions and wording changes and additions.
How I Plan my Sims Stories - a look into my planning process that might be helpful for people looking to write a more typical narrative-style Sims story.
Story Planning Document - a pre-made table-like organising document that is designed to aid Sims storytellers of all kinds.
Please note, that there is no one way to write SimLit; creative work is always subjective. You do not have to do everything in this guide, obviously- just focus on the bits that apply to you and what you want to write. This is a gathering of my own ideas, the way I do things, and other options as well. Depending on your writing style, some of this will be more relevant to you than other bits will. This is both for the challenge players and the people who write stories with little basis off anything going on in the game.
I have made a story / challenge-planning document that you can read about here that will give you a place to put all your ideas!
The fun part...sort of...is coming up with all your rough ideas. Things to think about are:
. Where you'll put your story: The most popular places for SimLit these days seems to be Wordpress and Tumblr, but there is always Blogger and LiveJournal as another option for a place to put your story. Tumblr is a great place for stories that are more picture-based and less textual, or if you plan to only have dialogue for your story text. AO3 is not super popular for Sims fics and won't net you loads of attention, but it's another possible place to put your story as a backup and it's comfortable to read off of (to me anyhow). Also that place lends specifically to reading fanfic, so it might get you some readers!
Have a look at what different platforms have to offer to see what suits you.
Whilst I would say Blogger is a bit harder to properly customise than Wordpress and you have to rely on custom templates made by other people and some HTML editing if you want a nice blog template, it is very generous in terms of picture limit. To my knowledge, any image under 2048 on the longer width won't count toward your Photo space (as of 2025).
. Narrative or Gameplay-Driven: Some writers will write commentaries to go alongside images of challenges they're doing. Some write commentary for their general gameplay. Others use Sims solely as a way to 'direct' a story they've come up with themselves instead. Others make comics. Some do a mix of various things... Have a think about what kind of story you want to do. It might even change halfway through writing, you never know!
. Genre: You won't always have an easily-defined genre for your story, but you might have some ideas. Romance, Fantasy, Sci-Fi, Horror, Family...the options are more or less endless.
. Custom Content: If you use CC, it can help to look for CC you might need for your story- whether that's poses, CAS items or Build/Buy items. (You will probably get lost for hours doing this, but it's fun!)
. How you will plan your story: Some SimLit authors write entirely around the game and don't pre-plan anything (brave people you are going by the seat of your pants, I used to do this but now I could never), but others like to plan story points and character notes beforehand. There are plenty of ways to plan your story, whether that's jotting ideas in a notebook or on a word processing document. There is one I already made linked at the beginning of this section.
There are also programs like Scrivener designed for writers to plan stories (it's not free, though). It depends how in-depth you need to plan things out before you write. With me, it really depends. Some story ideas, I have most of the plot planned in my head from the get-go. Other times, I only have a rough idea and have to go from there. Sometimes you have everything outlined and sometimes you go in with nothing but two vague character ideas and a dream.
. What challenge you will do: If you want to write a commentary/story around a challenge, look for one you'll find fun first. Long or short? What rules will you change or omit? How much will you let the challenge and game drive the story? Will you be writing commentary, or will you be writing in a narrrative-type style inspired by what happens in the challenge?
. Rough plot / character ideas: Write down any plot or character notes that immediately come to mind, even if you don't know if you will use them. Anything that comes to you straight away is a good place to build on later and should be jotted down whilst it's still fresh in your mind.
. How you will write your story:
- Commentary VS. Narrative: Will you write a commentary around your screenshots/gameplay, or will you write it in the style of a prose-like story? You can also mix both of these approaches in various ways.
Or do you want to go about it in a different way? Maybe you could use your screenshots to make a comic-style story. Another option is to possibly have something like an epistolary novel (written almost entirely in letters) or even a 'scrapbook story' (a story told in multiple ways with multiple artifacts- letters, newspaper clippings, phone calls, almost anything).
And another option is to write the dialogue in a transcript or on the image, like many Tumblr Sims stories tend to do (I recommend doing both, if you wanna go down this route). This is sort of like the comic-style idea, but I've seen Sims stories before done in the more typical kind of comic style which is what I meant earlier and this is kind of different.
- Tense and Viewpoint: Will you write in past tense or present tense? Will you write in third person, or first person? How many different characters' viewpoints will you have if you write in first person?
(...Or are you like me, and will accidentally switch between tenses throughout the whole story?)
I personally prefer writing first person and in present tense. When I write in third person or past tense, I always make it sound boring somehow. Go with what works for you!
. Themes and (optionally) tropes: It's good to think more in-depth of what themes will appear in your story. Family bonds, friendships, relationships in general, dealing with various aspects of life, prejudices, overcoming fear...the list goes on forever. Whilst I personally don't like reducing stories or characters to tropes, tropes are always a place to start if it works for you, or if you have ones that you like. Some people LOVE certain tropes and will read things if they include their favourites - all depends what you're into doing as a writer.
. General length: Do you want to ideally write a short story, or something longer? This won't always be something you'll have in mind straight away, but that's fine. It may change later on and that's okay too. (Mine was NEVER supposed to be 500k words long.)
. How much to plan and when to start: It's up to you how much you need to pre-plan and when to start writing, but I don't start writing until I'm at a point where I know that the story can be resolved, or at least carried on a decent way before I need to stop and think. I don't start writing straight away, in case I end up with a story I somehow can't finish. But that's easy for me to say since many of my Sims stories have been prequels to my other Sims stories, where certain events are already there to string together.
. Upload frequency: You won't always stick to this, since most of us are busy, sad and tired adults or possibly lazy fucks like me- but it's good to try and think about how often you want to upload chapters. Are you aiming for weekly, monthly, or just whenever you manage to get a chapter out? What I will say is please TRY NOT TO STRESS about schedules. If your readers are impatient that's their problem and they can wait until you're ready!
. Gather inspiration: Whether it's authors, shows, films, art, music...anything that gets you in the right mood and frame of mind for what you want to do. Moodboards are sometimes a good idea as well for collecting inspiring pictures. Make inspiring playlists of songs that get you in the mood for the story or characters.
. The sliding scale of 'Utopia' and 'Dystopia': On a scale of 'Paradise' to 'Hell-hole world', what's the rough state of the world in your story like? Maybe it isn't that simple, but it helps to have an idea if it's thematically relevant somehow.
. Any messages or lessons: Are there any messages you hope to get across in your story, or anything that a reader may be able to learn from it at all? Not always the case with every story, and this is not the sort of thing that you'll do intentionally. For my own story, it's very much just a snapshot of history so there isn't really much of a defined moral to the story.
This is geared more towards people who are writing mostly story-driven SimLit, since commentary and gameplay-driven stories often don't require any sort of major world-building. That, and the challenge you are doing might already have the worldbuilding situation laid out for you, like the Apocalypse Challenge or the Alien Adoption challenge, but I'll build on this a bit too.
As someone who has been Game Master for DnD and Pathfinder, I'm used to fleshing out worlds, building on lore and the like- and being a Game Master often requires you to do it on the spot sometimes. For me, it's good to have some level of lore and world-building written out. I like having a certain set of 'rules' to stick with, mainly to help keep consistency of the universe's 'rules'. This is especially important with my Magic Universe since the magic system needs a level of consistency I have to try and stick to. (That said, I have occasionally changed tiny less-significant bits of lore as I go...shh...don't tell anyone!)
But where do you start with such a thing? First off, this isn't something you have to do in massive levels of detail (unless you want to!).
Here's the general way of how I do things. Feel free to pick and choose which bits will apply to your story; you don't have to pre-plan every little last detail about your world if you don't need/want to.
--Starting with the already-established relevant worlds and lore--
I almost always start out with the 'official' stuff first. You can find this in-game, in item and world descriptions, in trailers, and on Sims Wikis. Sims isn't the most lore-heavy game for obvious reasons, but now and again you've got something to work with. It all depends on exactly what you're writing about, and how much your story will revolve around the actual Sims universe.
--Seeing what I want to keep from the already-established worlds and lore, and what to get rid of--
I don't keep everything all of the time, and it's unlikely you will either. Sometimes your idea is better, or fits better with what you've already got in mind. Or perhaps the Sims 'lore' behind the thing is too comical and wouldn't fit a slightly more serious story.
--Start stealing ideas! (Go careful though)--
Writers worry way too much about originality, but everyone takes little bits of ideas off each other all of the time- everything is inspired by something. That, and in my opinion there’s absolutely nothing wrong with doing a story that’s a ‘love letter’ to a genre with all the tropes and cliches you can think of.
So gather up some inspiration and see what ideas others have; have a quick read of SimLits that are similar to your idea. Look at the lore behind shows or video games that are the same genre as you are writing. Think about your favourite shows, films and video games as well. Or even look at the official Sims forum or Tumblr to see what people have done with worlds, premade characters and the like. On the official forum, there are a lot of ‘What have you done with…’ threads where people discuss what they have done with premades and in-game places.
One thing I tend to focus on the most when worldbuilding, is the sort of socio-political aspect of the world. 'But why does everything have to be political?', you say, but everyone's life is governed by social and political ideas, so for me it's what makes up a big chunk of the worldbuilding because of how much it influences the characters living in that world. That, and a few big historical events I tend to think of as well to flesh the world out. If this sounds like something you feel like delving into, then here's some ideas:
NOTE: Some of this won't apply to your world or focus, so just ignore the stuff that isn't relevant to your story.
--Events in history leading up to your story--
This will depend entirely on what you story is about, but events to think about are:
. Inspiring figures from the past: For example, if you're writing about vampires, are there any in history who are still iconic to this day? What made them iconic?
. Any miscellaneous important events? My more specific ones are geared more towards conflict, but there's always going to be important events that happened that stay with people that happen in the world and they aren't always going to be bad. (Anyone who's read my Sims story is reading this and thinking 'hypocrite'.)
.Changes in laws and/or major attitudes towards groups: Were there any rules or legislations that came into play that completely shook the world of your story?
.Conflicts: Wars and other major conflicts in history will linger around for years and years in various ways. There's a lot to think about, and it ties a lot into previous bullet points.
Modern society
This is looking at your present day in the story in more depth. This can help you with characterisation as well- how has modern society affected your character and their development and current attitudes?
. Attitudes towards certain groups: Who or what is celebrated in society? Who has to deal with negative attitudes and why? How are people choosing to fight back, positively or negatively, against positive or negative change? Is there any prejudice at all, or is your world almost entirely accepting of different types of people?
. General morale: How happy are the different groups of people in your world? Is there still need for change, or are people more or less okay with the way things are? Is there an imbalance in the welfare of different groups and why?
. What's/who's popular: From people to events relevant to the story you're trying to tell, what's popular and well-known? Are there any events or people that are causing change or debate that might be addressed later?
. Fashions: It helps to think about what's fashionable in your universe sometimes, but maybe that will all depend on what kind of CC you can get a hold of.
. What the future holds: What ideas do people have for the way things may change as time passes?
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Magic, superpowers, or other power systems
If your story has some kind of system of 'special' power- magic, or superhero powers, certain chemicals, powers granted from deities or the like- it's good to have some rough idea for how they work:
. Is this power innate? Can it be learned? Is it within the person, or is it a manipulation of an outside source of some kind?
. Is this power a finite or infinite source? Is it a physical object, is it ethereal/energy, a chemical, etc?
. What limits are there to the use of this power? When can it/can't it be used? What downsides are there to using this power (illnesses, magical overcharge, death, etc)? What consequences are there for overuse of the power?
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Beliefs and belief systems
Your story might have some sort of 'collective' belief systems- common superstitions, or religions like Sims Medieval’s Jacoban or Peteran faiths, and so on. If so, it's good to outline those, though the amount of detail you'll need for it will depend on the kinds of beliefs and the story you're telling.
. What are the core / defining rules / lessons /ways of living of this belief?
. What actions/attitudes etc are rewarded, and what attitudes are frowned upon? What rewards and punishments are there for such things, if any?
. How has this belief system affected other people outside of that belief system? What do 'outsiders' think of the belief and the people that practice it?
. Are there any key figures in this belief system? Are they real objects/people, metaphysical beings, or are they not real at all?
. Are there any specific meetings or practices etc. associated with this belief?
. Do people of this belief own specific special clothes or objects? What significance do they have?
This is not necessarily needed, but I think worldbuilding is always interesting when there's some level of nuance or otherwise-complexity involved. Sometimes fictional cultures can be monoliths, all with the same practice and exact same opinions and so on, but people don't always follow every rule to a T and practice differs amongst individuals and communities. People are not always supportive of one another, even in communities with similarities. Religions and cultures in general don't always have one singular depiction of a deity figure. And so on!
IMPORTANT SIDE NOTE: When it comes to world-building, ALWAYS go careful when using any real-life cultures, beliefs or events outside of your own culture etc- especially those of marginalised groups. Try to do your research as thoroughly as possible.
To avoid potential upset or misrepresentation, I either rely on fictional creations or keep things vague. For example, I'm using the lore behind the Sims Medieval's Jacoban and Peteran religions in an upcoming story to avoid making a fictional religion that people might mistake as a parody of an existing one.
Just be aware that there's rarely such a thing as inoffensive, and one man's 'good rep' is another man's 'bad rep'. All I can say is tread carefully.
Do any research you need to do
Once again, how in-depth you go depends on how far you want to go- how realistic you want it to be, how historically-accurate you want it to be...Sometimes it's good to just have enough to get a rough idea of something to add on to. For example, if you're doing a historical story, it might be worth just seeing what big events happened, social taboos, etiquette etc. just to get a feel for the rough world of your story.
For anything that isn't an important topic, I'm not bothered if it's inaccurate. For example: if it turns out the soft background science of something in my work is a bit wonky, I don't entirely care. However, for serious subjects like mental health etc, I always make sure to get a good idea of what I'm doing before I write it. If I get it wrong, I could end up spreading massive misconceptions and that's the last thing I want to do.
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World-building towns and cities
Not everyone's story is going to have a huge deal of focus on this sort of thing, and additionally to the top you might want to go even further with building onto what's already given to us. So here's some other things that might be worth thinking about if you want to do a bit of extra fleshing-out for the game worlds. When I say 'individual world' I mean the actual playable worlds on their own as opposed to the ts4 worlds altogether at once. If you're doing a challenge and the challenge has worldbuilding aspects, like Alien Adoption Challenge or the Apocalypse Challenge then that is a brilliant thing to give you some level of a framework for some aspects of your story's world.
. Rough population of the individual world etc.
. Landmarks and their significance
. Tourism, what do other people like to do whilst they're there
. What sorts of people tend to live there
. What the individual place is known for the most, what puts them 'on the map', so to speak
. How other communities think of this place
. How this place's actions or culture have affected other places
Characters are my main focus as both a writer and a reader. I can have a good story with great characters and a thin plot, but a story with a great plot and boring characters is never going to interest me. They can also be difficult to come up with ideas for. Here is a rough idea of how I come up with characters, and how I build on pre-made characters.
Some people have written 'character interviews' - these can sometimes be helpful. You fill them out from the characters' point of view, or from a third-person perspective but about the character. The 'Marcel Proust' character interview is a great one to use, since it asks questions that will no doubt be relevant to both the character and the plot later on. Some of them have questions about favourite food, colours etc. but for me, this is more often extraneous than not. Then again, knowing too much about your character for some people is better than not knowing enough.
My own character 'interview' is here. It's technically not an interview and is just a list of things to consider about your character. You may get some use out of it.
First off, before anything: think of what to base your character on, roughly. Think of the traits of people you know or have known, think of aspects about yourself. Of course, we can't forget basing characters off of your favourite fictional characters!
If you are writing a premade character, and you're unsure on what to expand on, first off look at their in-game traits, any information provided in trailers/promotional material, and then look at fan theories and ideas about the character. Those are good places to start if you're using a premade Sim.
As well as specific characters, think of your favourite traits, archetypes, and development types as well. One of my favourites is the downfall of a character, a tragic character whose constant screw-ups land them in a deeper and deeper mess. Even better when they start going off the rails a bit as well. I also love characters who struggle with others' kindness, who learn to let themselves be loved over time.
Then you can get to outlining them.
The basics about your character
. Name: Is there any meaning behind this name in-story? Did the character choose it themselves or is it their birth name? What nicknames do they have, if any? Which do they like, and which do they hate? (Names don't have to have meaning. I only use meaningful names in certain contexts- most names are just names I like, names that just fit for some reason, or that a character's parents thought sounded nice).
NOTE ON NAMES: If you want an authentic name for a character from a specific time period, look at census records for the country if they're available or see if you can find articles on people from that country and time period. You can also Google naming conventions, as they can change within a country over time as well.
I also recommend avoiding baby name websites or baby-related websites when you want authentic names for characters that aren't English or American. It's best to find blogs written by people from that country. Sometimes travel blogs for the country will sometimes talk about names, authenticity and such. Sometimes Wikipedia has lists of names as well, but it's worth double-checking any info found there. Remember that naming conventions in some countries were different in the past, sometimes.
. Rough description: Height, rough weight, colours of skin/hair/eyes, the general 'vibe' of their attire or a more in-depth description. Anything notable about them, like specific jewellery, clothes, tattoos or scars/other injuries?
. Identity: This could be anything from where they grew up, gender, race, sexual orientation, or if they are an occult sim or some other made-up species or race. How has their identity affected their life? Do they face any prejudice or mistreatment for any of it at all, or does it give them more of an advantage over others?
. Family: People in a character's family, whether blood family or found family.
.Beliefs: What they do (and maybe don't) believe in.
. Protagonist or antagonist: Not always this black and white for every character, but good to think about your character's rough place in the story. Of course, one can become the other as the story progresses.
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Character-defining aspects
. General personality traits: You can use in-game traits and Randomise to give you ideas, or you can think of your own personality traits for the character.
. Upbringing: What it was like growing up for them. Who was good to them? Who wasn't? How have these people and experiences shaped who they are today? How was the world different growing up to what it's like now? Does the character mourn the old ways of the world or do they like the change?
. Social class: How has this affected their life?
. Education: Might also connect with upbringing here- how was school/university etc. for them?4
. Goals/dreams: Almost everyone has a goal, even if they never achieve it. Even if it's just getting out of bed to make breakfast and then getting back in again.
. Social life: Extrovert, introvert or somewhere in the middlle? What do they do when they hang out with friends etc?
. Fears: What are they afraid of? What do they do to avoid that fear, if anything?
. Any conditions, illnesses, or neurodivergence: (ONCE AGAIN, go careful when writing things like this and do research where it's needed.) How have they affected the character's life and their outlook in general? How does it affect how others percieve them, if it does at all? If applicable, what caused them?
. If not that, then general physical/mental health: How well (or not) does the character look after themselves in these ways? What do they do for self-care and distraction?
. Likes and dislikes: People, things, events, hobbies...What makes them happy and what makes them want to punch a wall?
. Character 'flaws': Flaws don't necessarily have to be absolutely-horrible things, it can be just things that can hold the character back in some way. Some things that characters may overcome in a story might not necessarily be flaws as well- for example, introversion isn't a flaw (I wish writers would stop treating it as one), but possibly some characters may seek to try and 'come out of their shell' socially a little.
Most characters have some kind of flaw or personality 'aspect' to overcome or learn to deal with, but the best kind of character flaws are the ones that actually get in the character's way in the story. The joy is in seeing how the character overcomes these flaws...or even how the character gives into them more and more as the story goes on. Wretched excess is fun sometimes!
. What they're good/bad at: Where do they excel, where do they need a little practice, and what are they absolutely terrible at?
. Any special ablities or powers: What can this character do? What are the limits of this power? How do they feel about this power?
. Things they are known for: Whether by friends, family, colleagues or the world. What are they known for? What do people like and dislike about them?
. Ideas for development: How do you (at the moment) see the character changing? If you have any ideas for it, who or what will help to influence that change?
. Relationships with other characters: How they do (and don't) get along with other established characters, and maybe why.
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Things to think about character-wise when writing your story
Once you get to writing your character, here's a couple of things that it helps to think about- though some of it is more relevant if writing in the first person.
. What your character does and doesn't notice: How do they approach the world around them? What sort of things do they notice first in their surroundings?
. Manner of speech: Formal, or informal? Do they have any mottos, catchphrases or words they use often? Do they speak about feelings a lot? Do they lie, and how often? Sometimes what isn't spoken can say as much as what is spoken.
. How they socialise and deal with others: Do they overthink things in discussion? Do they pick up on social cues? Do they often over-analyse the actions of others, or do they let everything go over their head? Are they confident in socialising, or not? Maybe their out-of-dialogue musings are complex, but they keep to not revealing much in their speech.
. How they cope with negative emotions: Do they break down, or blame others? Or do they power through it?
. In connection to some of the above points, think about your character both from the outside and inside: How do others see them? How do they think they come across to others? How do they come across to themselves? And finally, who are they really on the inside?
My biggest tip that you don't see a lot in writing advice is: Not every character you write or read needs to be relatable to you. You don't need to write a character who's relatable either to yourself or honestly to the audience. It can be fun to delve into a mind you barely understand.
An important aspect to think about especially is character motivation. I've written this one separately from the bullet points since I think it's especially important given character motivation will play a major part in driving the plot along, as well as relationships with the other characters. This might not be something you'll have a solid answer to until you start writing, but it's good to have some starting ideas.
. In the broadest and simplest sense, what does your character want? Money, fame, honour, redemption, happiness, revenge...Have a think about what it is that they strive for deep down. (If you're struggling for ideas, maybe it might help to look at the in-game Aspirations, or maybe even the Traits will give you some ideas).
. How far are they willing to go to get it? Are there limits they won't go to in order to get what they want? Or are they willing to step on whoever's toes? This might be a change that occurs over the story, that's always an interesting concept. Seeing the well-behaved character slowly and gradually challenge what is acceptable...
. Who, or what 'kickstarted' this motivation? Some people just naturally come to want something, maybe as they grow up and/or their general interests, hobbies etc. change. Some motivations are brought on by events, though. Maybe harm done to a loved one motivates them to seek revenge, or something they did in their past motivates them to seek forgiveness or redemption for their actions.
For challenge players, you can always define your characters through funny commentary, I always like seeing that. One story had one generation founder constantly break the fourth wall and be the only one who realised they were in a game and it made them stand out in a comical way.
IF YOU GET STUCK WRITING, my biggest tip, and the sole reason I finished my long Sims story Divided, is remembering what the characters all have in common with one another. It opens up the pathway to new relationships of all kinds between characters, and can lead to some interesting scenes and dynamics.
Let me start off by saying: Plot is my weak point. I struggle to organise ideas when both reading and writing, I always have done. As usual, for plots it's best to think of your favourite plots from stories or a 'stock plot' like The Hero's Journey, Wretched Excess etc. It's also good to think about any potential plot points that come to mind straight away, so then you have starting points and can fill in the gaps- this is generally what I do.
And honestly, I don't think it's that bad to re-use themes and plot pieces sometimes. Sometimes it works better to stick with what you're familiar with, than it is to try a thousand things at once that are new or different to you.
Do you see yourself as a 'plotter' or a 'pantser'? I'm a bit of both, though I'm leaning towards more of a plotter now. I wish I could write everything by the seat of my pants, but sadly I can't.
The way I initially began planning for a longer, more in-depth story is by making a table in a word processing document that is one column wide, with loads of rows. Just one giant row of loads of columns. Each box in this table will be for specific notes, and the order of these notes in the planning table goes like this:
. Title ideas/preliminary ideas: What it says on the tin, and the very, very first ideas for the story.
. Rough story ideas: Any ideas that come to me in the pre-planning stage go here. Ideas for anything at all- screenshots, scenes, lines of dialogue, anything!
.Background information to be aware of: Any relevant lore or research goes here. Sometimes I keep story research in a separate document.
. Previous story points to be aware of: Any previous characters or events to be aware of to aid in consistency.
. Current plot threads: Keeping track of plot threads that need to be resolved in some way, to help prevent plot holes.
. Character info: Character information in varying levels of depth. At this point, this usually only covers main characters.
. Character Development: This almost always changes halfway through, but this is my plan for how characters will change as the story goes on, and the events and characters that will be catalysts for that change.
. Backstory: Character backstory goes here instead, to keep things organised.
. Ideas for future chapters: Any ideas at all for upcoming chapters, no matter how vague. This also includes things that absolutely have to happen later on.
. Story ideas: Various boxes, all of which have more detailed story ideas. At the moment these are defined by specific events, and these are just for the direction of the story.
. Chapter (X): The main story planning, with one box for every chapter. This is where the story starts to be sorted by chapters as opposed to just events. Things always get swapped around during the writing process: Some things get moved until later, moved to happen earlier, or omitted/changed entirely.
The general idea as I'm going, is that each chapter has to move at least something forward. We learn something new about someone, a character's actions have changed something or caused a consequence, a character has learned something, etc. Somehow things have to be different from the beginning of the chapter to the end of the chapter and that is generally how I go about it. Whilst a lot of people frown on whole chapters that 'info-dump', for some stories it might be necessary- especially for futuristic or alternate history stories where the author will need some filling-in on the general state of this unfamiliar world.
Again, how much you want to/need to plan depends on what you're doing. Nowadays I write narratively, and the game has little bearing on the actual story.
If you're going with a gameplay or challenge-driven story you probably won't need much planning, if any at all.If it helps, it's worth doing what you can to create associations of some type within your planning- whether it's symbols, bold/italic, colour-coding, anything. That might aid you in keeping important bits of the notes tied together somehow, whether it's done by scene, character, important plot points etc.
It may help to highlight important bits as well in your word processor, so you can easily find things you know you have to go back to soon. I sometimes do this since I easily get lost in my own notes...
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Other Planning Ideas
. Starting from the end: It might be easier to go backwards if you come up with your ending before your intro. You can always start with your end point, and then figure out how you got there.
. Mind-maps: If a massive list of boxes doesn't sound ideal, it might help do a sort of mind-map or flowchart. This is better if you are the sort of person who'd rather take in small bite-sized pieces at a time. You could have one mind-map for the beginning, middle and end, and then do little branches off for different events. And then from those branches, possibly add more for other details surrounding that specific story event, or things to remember for later on down the line.
. 'Snowflake method': Put simply, it's writing down a simple plot point or idea and then continually expanding on it until it's at the level of detail you need for your plan- the way a typical snowflake's points branch out. As a random example:
- Dave goes to get some cheese.
- Dave has discovered a monster in his kitchen, and it demands a block of cheese or Dave's life. Terrified, Dave goes out to get some cheese to appease the monster.
- A monster that can only live off of cheese is used to eating the bits of dropped cheese off Dave's kitchen floor, but Dave has decided to do more cleaning now his girlfriend is moving in. Desperate for survival, the monster has escaped its hiding place, demanding a block of cheese from Dave for its survival. If Dave does not supply cheese, he will be killed by the monster.
. 'Five-part narrative'/Pyramid: Breaking down your story into the five main parts of most stories:
- Exposition: This is mainly setting up the world of your story - the setting, the main goings-on in the area, the characters we will be following throughout the story, and also the driving point which sets the main characters ahead doing plot stuff.
- Rising action: The rising action is generally the part where the characters' antics, or possibly something caused by the world around them, sets stakes higher and puts more pressure on them. Perhaps the character has made a grave mistake. People could be after them. Or perhaps some kind of natural disaster has caused massive issues for the character. How will they come to navigate all of this?
- Climax: The rise up to the 'turning point' or the height of the drama in your story. Maybe your character finally has some kind of breakdown, their actions have led them into the worst situation possible, but good can arise from this...or your character can just keep going down the slippery slope.
- Falling Action: This is generally the process of gradually resolving all that has happened during the story. Maybe the main characters have realised their mistakes and aim to solve them, or perhaps your characters have overcome the main antagonist, or possibly made peace with them somehow.
- Denouement: The resolution to the story, or at least where the characters end up. Then again, who's to say that everything will be resolved by the end if you want to make a series rather than a one-off? And who's to say the resolution will be a clean pretty one?
. For the challenge/game-driven writers: It helps to make notes of anything that happens in-game that could become a plot idea. Whether it's something from a mod, Lifestyles, Sentiments, or other autonomous actions- anything that gives you idea for a potential relationship change, conflict or story point, jot it down and maybe you can build on it later. If your Sims end up with positive or negative Sentiments for each other, then maybe it could be fun to come up with a reason why they feel that way.
My biggest piece of advice is: If you are stuck with what to do next in a story, let the game do some of the storytelling for you if you need to. Look at what happens autonomously, Likes/Dislikes, traits, anything caused by mods that add story depth to the game, Sentiments that people have for others etc. You probably even have mods that actually add some real depth to the game that you can go off of. It's a great way to help you get new ideas. It's gotten me through a lot of brick walls in the plot.
Other ideas for if you are stuck with the story:
If you have to pull it out of your ass to get it finished, then I say do it. The 'reboot loop' sucks, sometimes it's better to make a imperfect finished product.
Think about what all of your characters have in common - this can help you come up with new ideas going forward, and it allows characters who would otherwise have never met to have meaningful moments.
Keep a list of ongoing plot threads to help you not forget to resolve any. Plot holes aren't always the worst thing in the world, I leave them all the time, but still.
Depending on the way your brain works, there's the more obvious 'take a break'. Trouble is, if I take breaks I lose interest FAST so I can't really do that. But maybe you can!
More advice below, more general this time:
. Do not use ChatGPT or any generative AI! The whole point of creative writing is the CREATIVE part and neither of these are at all creative. Don't bother writing a story if you can't be bothered to do the planning or the thinking or the writing! There are plenty of name, idea etc. generators out there that don't use AI, the old-school ones like for fantasy names or whatever.
. Be sure to try and use content warnings for aspects of the story that may need it. You can use the trigger tags and can warn in chapter headers. You can't catch everything, of course you can't, but it's a helpful way to help a reader decide whether or not it's worth getting into a story, or whether they may want to skip a page or chapter. My own story has a lot of potential triggers so I warn about them as much as possible.
. Portrayal is not automatically endorsement. Your story does not have to be entirely morally-pure and neither do your characters. Not every story is about the perfect people who do no wrong and somehow manage to tick every box on how to be the perfect Leftist. You also don't have to provide disclaimers on the fact you are not okay with what's being portrayed, but you can do so if you want to save your own skin.
. Do not worry too much about word counts. Some people like to keep an eye on word counts, but make sure you're not letting it dictate your entire workflow. It's great to have goals to keep you going, but to let them define your work entirely can get stressful. If you miss your goals, don't beat yourself up about it.
. Use online generators if necessary! Names, plot points, rough plot outlines, there are generators for everything online. They are there both for fun and to help you get a starting point, and you are NOT cheating for using them! No other writer ever does absolutely everything themselves. We all get ideas from somewhere, so there's absolutely zero shame in using generators for ideas and such.
. Do not get hung up on looking for writing advice. I know, I just gave my advice and yet I'm saying this! Over the years I've looked at so many writing advice blogs, and almost all of it has been useless to me in the long run. Most of my learning has been from reading others' writing, and I have also learned from other kinds of art as well- films, pictures, etc. Do not rely too much on one person's style or advice. It's no good wanting to be someone else, and take that from someone who's been super jealous of loads of creators over the years.
Whether it's art or writing, I've learned more from looking at others' art than I ever have from people who've told me how to do it. On top of that, don't let others' advice dictate what you do too much. After all, people are so quick to label absolutely anything as 'bad writing' these days. Continuing on from this point...
. Do not let others' writing advice become super-strict rules. Including my own! The problem with some people and their advice, is that they tend to think their way is the only way, for everyone. And as I mentioned earlier, people are quick to slap the latest cool 'smart writer's term on anything.
Remember when Mary-Sue/Marty-Stu started off as an overpowered character who never faces consequences, but then seemingly became any character with supernatural powers and/or unnatural hair and eye colours? Remember when we got taught 'said is dead' in primary school, and then authors and Internet writers suddenly became obsessed with it to the point where you were terrible for using 'said' at all?
All of those writing blogs demanding complete originality when every conceivable story is inspired by something, subconsciously or otherwise? Getting thrown overboard for using clichés? The same three authors being used as a style model?
It's great to take inspiration from other people, but don't think that others' writing advice is always 100% going to improve your writing because as I have said ad nauseum throughout this whole thing- art is subjective. Even if the advice-giver is an excellent author that's been published 1205 times, that doesn't necessarily mean their way is the only way for everyone. My likes and dislikes are not ultimate. Neither are theirs, and neither are yours.
Write the clichéd character, add the cool thing because it's fun, use 'said' all of the time, enjoy yourself.
. Also worth adding that just because someone writes their writing 'advice' in an incredibly harsh or 'my way is the only way' manner, it doesn't mean they're 100% right and that you should change how you do things because a bored stranger on the Internet thinks they're the last word on how to create things.
You are not going to please everyone, and that's fine. And let's face it- some people are never pleased. Ever. Don’t write to please these types of people, it’s not worth it. I've come across them plenty of times in the past on creative websites, and I've fallen into the trap of trying to do what they say because they must be right, right? And really, why should I? Why should anyone?
Don't fall into the trap of feeling like you have to do what the angry man on Wordpress told everyone to do. Maybe these types occasionally have something good to share, but you should only use writing advice you find genuinely helpful to you.
. When it comes to doing research on things like stereotypes or tired archetypes / plotlines for certain marginalised groups, be aware that everyone has a different opinion on what is harmful and what isn't. You cannot write a character of any experience that every single person will agree with or consider to be a sympathetic portrayal. One man's good representation is another man's problematic.
You are also occasionally going to find some people writing these portrayal guides who will consider every experience out of their own individual one to be wrong (I've come across plenty of 'how to write autistic characters' guides where the autistic writer is convinced their experiences are the only kind of 'proper' autistic experience... and we are all very different people in reality!). Try to get a rough idea from multiple sources and go from there.
. In addition to the above: Go careful where you get your research/advice from. I will happily admit when I don't know what I'm talking about sometimes. Other people, not so much. Go careful who you choose to do any research from. On top of that, when you are looking for advice specific to a culture or identity, most of the time it's best to find things written by people who are actually a part of the group. It's good to be as thorough as you can.
. Be imperfect. No-one is a perfect writer, though some certainly think they are! Perfectionism is common, but in my opinion it holds people back a lot of the time. Don't stress too much- SimLit is meant to be a fun hobby.
. Always aim to finish your work. Even if you have to pull a plot point out of your backside to do it, try to finish everything where you can. I have only ever discontinued one story, and that was only five chapters into it. If you're having trouble, don't be afraid to leave a project for a while. I find in the meantime, I come up with new ideas. Sometimes a necessary distance to a project is needed to see it in a different light, and then any issues can be (hopefully) figured out.
. Don't get caught up in the 'reboot loop'. Referencing a point earlier in this section. It's a dangerous game, to constantly want to re-do your work. I'd know - I have a personal project that's been rebooted over 10 times and still not completed that's been a work-in-progress since almost 2014. Don't get caught up in it otherwise you'll never finish anything. If there's something you don't like, assess first if it's best to just move on with the story despite it. In connection to my above point, I'd rather a story be finished 'badly', personally, than not finished at all.
. Do not get put off by low reader numbers or lack of comments. It's part of the creative process- either you'll get feedback or you won't. People nowadays tend to go for shorter stories either due to not having time, language barriers are also a thing that can put people off a longer prose-based story, or due to the modern age trying to make everything as succinct as possible - and like I said earlier, a lot of people are tired busy adults and likely won't have time.
Some things are also typically more niche than others.
There are always going to be times where lack of attention to your work will get you down, and in my eyes, that's a good sign to take a break from it until the passion for creation comes back to you. Otherwise it sucks for your wellbeing.
. Try not to get put off by negative critique. Critique can be helpful, but let's face it, many people often don't know how to write a good or useful critique and a lot of people nowadays want to be a edgy, feisty caustic critic, might as well say it. Even if someone is nice about it, your first reaction might be ‘owch’.
Keep the useful critique in mind, bin the rest. You don't need to change anything about your story, at the end of the day nobody can force you to do that - but it's also not healthy to ignore absolutely all critique completely. Sometimes others' ideas can be helpful. Sometimes.
. Jarte - A free fancier version of Wordpad that I use for note-taking and plot-planning.
. My planning document and character questions linked earlier.
. MyNoise - If you like background noise to focus but music isn't for you, these are various noise machines. It includes chanting, white noise, natural sounds (thunder, rain etc), bar ambience and much more. There's an amazing selection.
. Writing Plot Prompts and Generators - A bunch of generators for plot-related events. Rough plots, possible things that could go wrong, ideas for how characters meet and general writing prompts.
. Character Generator - A bunch of character-related generators that will generate all sorts of ideas- from rough descriptions, to in-detail outlines, to causes of death, and a separate generator for ideas for LGBT+ characters as well.
. Evernote- a free (with paid options) note-taking app for mobile and for PC. It allows you to create to-do lists, clip whole web pages, screenshots, articles PDFs and bookmarks - great for storing research or other important things! You can also sync your PC notes with your mobile ones so you always have a space to dump your ideas wherever you come up with them.
. Random Town Name Generator - with some fun tidbits about town naming in general.
. Fantasy Map Generator - for the super-world-builders!
I hope this has given you something of a starting point, or has otherwise given you something else to think about. Happy writing!
Turn up the temperature with my new Heatwave Collection, a set of women's swimwear designed for endless days under the sun. Whether you prefer to get all toasty or to catch a wave your sims will look cute and sexy. Have fun and happy simming!
🌞 General Info 🌞
BGC
standalones
8 files
60 swatches
one piece swimsuits can be worn as bodysuits (bodysuit versions are in the tops section)
This beautiful, spacious park has everything your Sims need for a fun day out, no matter their age! 🍂
I've already had the chance to play here with my own family, and I absolutely loved it. I hope you'll love it just as much! 💛
The park is located in Brindleton Bay, but it fits perfectly in almost any cozy world, such as Newcrest, Willow Creek, Copperdale, Windenburg, San Sequoia, or Evergreen Harbor. You can place it on the exact lot where I built it and bring your Sims here for walks, picnics, and fun weekends. 😊
🍄🟫no CC!
🌙plot size: 64x64
🧇Lot type: park
[Please do not claim my builds as your own, upload them to The Sims Gallery, or include my lots in save files that you distribute for download without my permission.]
Some little Sims need a bit of extra help finding their words — and now they can get
it. Speech Therapy adds a real, warm, visiting speech pathologist to your game, with
proper one-on-one sessions, good days and hard days, homework, and a graduation.
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✨ WHAT IT DOES
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👩⚕️ A REAL VISITING SPEECH PATHOLOGIST
Click any toddler or child → "Call Speech Pathologist (§75)". A dedicated speech
pathologist travels to your home, greets
you professionally, and works one-on-one with the child you called her for.
🧸 REAL THERAPY SESSIONS
For about an hour she works through a real little curriculum with your child —
Teach to Talk, animal flash cards, letter & counting flash cards, reading a toddler
picture book, and conversation practice. No wandering off to cook your dinner. She's
a professional.
📈 SKILLS THAT GROW
Toddlers build their Communication skill; children build Social. Every session
counts — even the hard ones.
🌦️ GOOD DAYS AND HARD DAYS
Most sessions end in smiles — "Found My Words!" for the child and a "Proud Caregiver" glow for parents & grandparents. But some days the sounds just won't come: a "Tough Speech Day" for the little one, a "Worried About Their Voice" moodlet for the family, and an honest report from the therapist. Hard days are part of every speech journey.
🎓 THE SPEECH JOURNEY
Progress is tracked per child and persists through saves — and even through aging up! Reports show "Session 3 of 6", there's a milestone celebration halfway, and the 6th session is GRADUATION DAY: a certificate from the therapist, a "Found Their
Voice" moodlet for your new chatterbox, and a "They Did It!" celebration for the whole family. 🥹
📚 HOMEWORK
After each visit the therapist assigns practice. Until it's done, caregivers can
click the child → "Practice Speech Sounds (Homework)" — a sweet parent-child
practice moment that builds skill AND makes the next session much more likely to go
well. Showing up matters; so does practicing.
💙 SPEECH DELAY (FULLY OPT-IN)
Want deeper storytelling? Click a child → "Note a Speech Delay". They'll sometimes
get a gentle "Hard to Find the Words" moodlet in daily life — but every therapy session makes it rarer, and graduating clears it for good. (Remove the note anytime.)
👨👩👧 FAMILY-AWARE
The proud (and worried) moodlets go to the child's parents and grandparents.
speech.check
Support check — confirms the script mod is loaded and the package is installed.
(If you're reporting a problem, run this first and include what it says!)
speech.calltherapist
Books the speech pathologist from the console. If your active Sim IS a
toddler/child, the session is for them; otherwise use the pie menu on the child.
speech.sessions
Shows the ACTIVE Sim's speech-journey progress (sessions, graduated, homework,
delay).
speech.sessions
Sets the ACTIVE Sim's completed-session count (e.g. "speech.sessions 5" makes
the next session Graduation Day). Handy for storytelling or testing.
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📥 HOW TO INSTALL
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Enable mods: Game Options → Other → Enable Custom Content and Mods + Script
Mods, then restart the game.
Drop BOTH files into your Mods folder (a subfolder is fine, max one level deep):
SpeechTherapy.package
SpeechTherapy.ts4script
Load your family, click a toddler or child, and look for
"Call Speech Pathologist (§75)". 💛
NOTES
Base game compatible. The flash-card activities appear if you have Parenthood — without it, sessions simply use the other activities.
My first TS4 cc recolor EVER! And I made it "functionnal"!
You can now travel with the Simway Subway in The Sims 4!
Thanks to @SimMattically for letting me use the "ownable car" tuning and thanks to Daer0n & 20-44 for the TS3 conversion !