So I've finally decided to make time to learn some script modding! 🥳
I managed to rustle up a couple of small mods with help from some great modders over at the Creators Cave Discord!
Completely inspired by Savanita's Expanded Household mod, I made two other mods that I think compliment it very well!
Community Lot Mailbox
Now that we have ways of making sims live on community lots, (With NRaas 'Add Sim..' and the Expanded Household mod by Savanita), they should get their mail and bills there, right? Now they can!
New and existing community lots can have a fully functional mailbox added to them. Also, functional outdoor trashcans can be added too!
Requires MonoPatcher!
Credits: Lazy Duchess, Savanita (The Sweet Simmer), Phoebejaysims, Zoe22, Gamefreak130
Download from: Simblr.cc - Community Lot Mailbox
Open Family Inventory mod
It's so frustrating when your sim can only carry the small items in their pocket i.e their personal inventory when they're out and about, going to lots that they don't own!
Is your sim's house too small to hold their lifetime's worth of junk or collectable items such as their art collection, cars, antiques, gems etc that need extra storage?
Is your sim opening up a shop and wants to add some large items such as furniture to sell?
Is your sim having a party on a community lot and wants to bring their own furniture and decorations to the lot? (Great idea from Phoebejaysim! 👍🏾)
With this mod, your active sim can now transfer large items to and from their family inventory on any lot whether it's owned, unowned, a residential or community lot!
Add some items to your sims family inventory, pan to another lot, shift+click the ground of the lot to 'Buy On This Lot' - you should see the family inventory and its contents!
If you want to 'Add a Sim' using NRaas Master Controller to live on a community lot, move their furniture first before adding them so they don't lose their stuff.
Requires MonoPatcher!
Compatability:
Awesomemod already has a similar feature but this mod won't conflict with it if you still want to use it.
Made on Game patch 1.67
Credits: Lazy Duchess, Savanita (The Sweet Simmer), Phoebejaysims, Zoe22
I've got some old HD paper textures that I've been hoarding forever and I've got all the Simlish fonts. Need to look up job listings and make up a bunch for the overlays.
I’m cleaning and updating tags on my posts and reblogs! All from 2014! 😬
This is a work-in-progress, which I’ll post here.
(The tags linked on my homepage are not updated properly. I might change my theme, so they may disappear).
▶TS3 Mods - all done! - all mods including modded objects and content that may require a script mod i.e Arsil’s Generic Food Maker etc (Also includes general mod info posts until I tag them properly)
(>In chronological order from 2014)
▶TS3 CC - in progress - including all custom content that isn’t a mod (but some mods might have ended up here lol)
(>In chronological order from 2014)
▶TS3 Tutorials - in progress - tutorials and guides (text, video and picture guides)
(>In chronological order from 2014)
▶TS3 Tips - in progress - game tips, cc and mod info (might merge with TS3 Inspiration and Ideas...?)
(>In chronological order from 2014)
▶TS3 Lots - in progress - all houses and lots
(>In chronological order from 2014)
▶TS3 Edible Foods - in progress - these are currently included in mods until I’ve tagged them properly (but I might still leave them in mods.)
(>In chronological order from 2014)
▶All TS3! - all done! - catch-all for everything TS3!
I started this Tumblr in July 2014, so I obviously haven’t reblogged any mods before that date. I know most of you have them already but I definitely want to make a post about them as some of them were the most innovative, game-changing mods we ever had when Sims 3 was still in it’s infancy (and some I had the honour of being a beta tester on - shout out to my old friend, JunJayMDM!) A ‘homage’, if you will. 🙂
It had to take my account being terminated and restored to do this, but I’m actually having fun going through my old posts! I’m reminded of some fun and interesting comments! lol
2016 and 2017 - Arsil’s modding was PROLIFIC in these two years! I called him a modding maniac, and I was right! I loved how he’d just put a mod out and leave us to work it out! 😂😂😂
A big shout out to @mspoodle1! 💜 I still can’t believe how many times we chatted during the year of 2017 and I said how much I’d like something in the game - and she just went ahead and made it for me! Some lovely gifts were created by Mel and shared with us, all will be tagged as ‘mspoodle1cc′ (in progress 😛)
“La-di-da…. Supposed to be the KPST gum ball tree… does not translate...”
I've been meaning to ask how you add extra stuff to the sculpting wheel, that's so clever :)
diplacesims replied to your photoset
“Still messing around with the sculpting data. I added the Body...”
I’m very interested in the different sculpting abilities. Can you refer me to instructions on how to add objects to the sculpting object. Thank you for your time.
________________________________________
Adding new objects to the sculpting wheel.
DISCLAIMER: I am by no means an expert. I have learned from fiddling around with the resource. Use trial and error. Add an entry, try it out in-game, and remove/modify as necessary.
You must have S3PE and S3OC installed and assumes you know how to use them.
You need to start with the sculptingdata package file. You can either extract it from the fullbuilds (please don’t ask me which one, but i would assume it in the Ambitions fullbuild...
OR
You can download the one modified by Sims MX on Mod The Sims here. Be aware that this file includes objects from World Adventures and one from the EA Store (a complete list of their additions is at the download page).
Extract the sculptingdata.package to a place where you can easily find it. I created a Temp-Extract folder on my desktop.
To add objects to the package, you need to open the sculptingdata.package in my Temp-Extract folder in S3PE.
Then right-click on the XML tag and choose Notepad from the drop down menu.
Once in Notepad, you can modify the file to add/remove objects.
Each object’s data is contained between the <Sculptures> and </sculptures> tags.
You’ll notice the first entry is all false and/or devoid of specific data. This is merely the overall format for each object:
Let’s start with the <Medator_Instance_Name></Medator_Instance_Name> line. This identifies the object installed in the game by, as it states, its Instance Name. If it’s an EP/SP object, open S3OC and choose Cloning > Normal Objects. Store Objects will need to be converted to package files (in not already) and opened by either utility.
Find and click on the object you wish to add to the sculptingdata and locate the Resource Name (I believe this is the same as instance name, but I opened already cloned packages in S3PE).
In S3PE, click on the OBJD tag and scroll down towards the bottom of the right panel to find the Instance Name. In either case, highlight the name and copy it.
In this case, I’ve chosen sculptureFloorRanchHorseAbstract2x1. Paste this BETWEEN the <Medator...> and </Medator...> tags as such (with no spaces):
The next line, <SKU>BaseGame</SKU>, identifies the EP/SP or other source for the object. Basegame is the default for all objects in the sculpting data file, and as you scroll through, you’ll notice none of the basegame objects include this line, as its the default. Objects from the Store, will show “Store” in this entry. The object I chose is from the PETS EP, so this line is needed to indicate that.
You’ll notice in the S3OC screenshot above, the object name includes EP05, identifying Pets. Drop the zero when adding it to the sculptingdata.
<SKU>EP5</SKU>
Next, <Category>Other</Category>, is a category for the object you’re adding. All of the Topiaries (all four of them) list this as “Topiary.” All of the metal sculptures list them as “Metal.” There are some specific categories, such as Statue, Barstool, different types of chairs (dining, living) and tables (end, coffee, dining), Bathroom (which includes toilets and sinks), Furniture (which is used for other types of furniture) and Other (which seems to be a catchall for anything else). Scroll through the sculptingdata file to see if there is a specific category you’re looking for.
Since I want the Pets sculpture I chose to be a metal sculpture, I used “Metal.”
<Category>Metal</Category>
The next line, <Weight_Random_Learn>1</Weight_Random_Learn>, indicates the weight, or frequency, the object will be randomly learned/sculpted. Once learned, the sculpture can be sculpted at any time from the pie menu on the sculpting wheel.
Metal sculptures and Topiaries, since there are so few of each, use single digits 1-5 to identify the weight. The other four materials (clay, wood, stone and ice) use digits from 1-100. The higher the number, the more frequent it will be randomly learned/sculpted. I initially assigned a weight of 5 to my Pets sculpture, so it would be learned quicker. I have since changed the weight to 3 after making sure it could be sculpted without issues.
<Weight_Random_Learn>3</Weight_Random_Learn>
The <Min_Level>0</Min_Level> and <Max_Level>10</Max_Level> identify the minimum and maximum levels of Sculpting Skill (0-10) a Sim must have to learn the particular sculpture. For my sculpture, I set these at 8 and 10.
The <Min_Value>5</Min_Value> and <Max_Value>50</Max_Value>, I assume, are the minimum and maximum values of the sculpture. I’ve entered the values 800 and 1800 for my sculpture. The default value of 180 just seemed too low for an upper level statue.
The <Overmax_Mult>0.1</Overmax_Mult> is, I assume, a multiplier added to the value of the sculpture sculpted. My Body Sculptors have a max value of 5500, yet the completed sculptures were worth upwards of 17K (includes added values as outlined on the Sims 3 Sculpting Wiki Page). I have reduced this multiplier for that particular sculpture. For my Pets sculpture, I set it at 1.5.
<Overmax_Mult>1.5</Overmax_Mult>
The next six entries indicate the materials available for each sculpture.
Note: Metal and Topiary will sculpt in the original material of the object. I had the PartyStatue entered as a topiary, and you can see how it turned out. NORMAL. Finding viable candidates for these two mediums is difficult.
You only need to include the material types you wish your sculpture to be sculpted in, changing the False to True. For mine, I only wanted metal.
<Metal>True</Metal>
The last four entries, I will go over quickly as most will not pertain to many of the sculptures you’ll want to add.
<Reserved_For_Reward>False</Reserved_For_Reward>
This indicates that the sculpture exists only as a reward, as in the sculpting magic gnome.
<Random_Only>False</Random_Only>
This is used to indicate the the sculpture can only be sculpted randomly and can’t be learned, such as the failed goblin ice sculpture.
<Trait_Only>False</Trait_Only>
Trait Only indicates sculptures only available to Sims with the Savvy Sculptor Trait.
Product Registration Required indicates registration necessary for the sculpture. This includes the two statues received in the registration incentive for Ambitions (the octopus and griffon statues, which show EP2 registration is required).
At the end of the XML resource, you’ll see a list of the Materials indicating at which level of the Sculpting Skill they become unlocked, the cost for the material and other information that pertains to the material itself.
Only the data that’s different from the default needs to be included for the sculpture you’re adding.
Save your edited data by closing Notepad. Save and close your package in S3PE. Place the updated package in your Mods folder.
Someone uploaded your mod on Patreon? Are they making money from it? I’d be fuming, I hate things like that!
Nah, they uploaded it to Mega to share with others. In the Mega folder is Patreon content from creators that do exclusive content on there for sims. This is why my stuff being there is weird af, since I do not have a Patreon.
I play 'Spot the wine bottle' in your interior shots and then treat myself to some chocolate when I see one (or two ;p) I need to start some exercise soon 😄😋