This How-To can help with editing in game Pets or PetBreeds to change their face/body, adding fur accessories, adding heterochromia, or to blend genetics to mimic the pacifier*. Be sure to edit appearance in mirror to see any changes.
I will do my best to make this as clear and easy to understand as possible, but in all honesty there is A LOT of information. Some of it will only make sense if you already are familiar with editing CC and game files due to the jargon and syntax. Some things I also just frankly don't know, or I may have forgotten. As such, if you discover something about pets that I haven't mentioned, please share it here for others as well. Please refer to this spreadsheet for all pet genetic codes.
Now to start! Pet genetic data is stored in the AGED (Age Data). You can find this file in any petbreed.package or in a pet's personal characterdata.package. All things genetic and appearance wise seem to pull directly from this file (except collars). When you first open it, it can get overwhelming at first. Once you know what you're looking for though, it gets (a bit) easier. Below are the important lines of interest:
eyecolor (dtString)
alteyecolor (dtString)
Pretty straight forward. These are the eyes. If both values are the same, then the pet will have only one eye color. If they are different, the pet has heterochromia. Heterochromia is NOT normally inheritable, so editing this value yourself is the only way to mimic it. Not only is heterochromia NOT inheritable, but only the right eye color can be passed down and never the left. All born-ingame pets will have both these lines somewhere already, but sometimes alteyecolor may be closer to the middle of the list or the bottom. Some petbreeds may be missing this line however. Luckily, it is very easy to just add it in yourself. Note that puppies and kittens can't display heterochromia yet due to the way their mesh was made. You will need Paluding's and my default replacement meshes for rectify this.
petbodyoption# (dtString)
These are the tail shape and ear shape. There are currently 4 possible tail options for cats. For dogs, there are 2 ear and 6 tail options.
coatlayers (dtUInteger)
The number of coat layers. Pretty obvious, which is nice. This includes the pet's base coat, so for example if a pet has 5 coat markings then this should say 6.
coattex# (dtString) - Coat Texture, color of the coat
coatmask# (dtString) - Coat Mask, or the marking
coatmaskamt# (dtUInteger) - Coat Mask Amount, the opacity
These are the markings themselves. coatmask0 should always be left blank as it is the base coat color. 0x000000FF is the maximum opacity that a layer can have. If a pet offspring inherits a marking, it will usually be an exact copy color/opacity wise of their parent.
numpsd (dtUInteger) - the number of archetypes/modifers applied
psd# (dtString) - References the Face Arch Modifiers and Pet Body Modifiers
...Pet Slider Detail, maybe? In a vanilla game, 1 click of a slider is typically equal to 0.150000. Psds are typically written as family:4:amount of change. Positive values go left, and negatives go right. There will at times be multiple copies of the family, it's due to the game listing every time it's changed even slightly. I believe the game takes the sum value of all and applies them (or it goes down the list, if order turns out to matter). You can edit these lines directly to change them, or you can add/delete the lines yourself. Just make sure to have the psds numbered numerically and the numpsd line matches any changes. All modifiers are applied over the base archetype used, which means if you remove all but the psd0 lines, you will have the base pet shape.
Value wise, I'm not sure what the limit may or may not be, but you can go pretty extreme and even use whole numbers. Here's my experiments with Skull Small-Big set to 4.000000 and to -9.000000
You may notice that some lines don't have a family or they have a number that is NOT 4. Those are archetype modifiers. Archetypes are the "face templates". Edit those values at your own risk, as the possible results for these are more unpredictable.
numpbd (dtUInteger) - Number of Pet Body Decorations, or the number of fur accessories
pbd# (dtString) - Pet Body Decoration, or at least that's what I choose to believe
This is where you can add or remove fur accessories. Those are the fluffy face or beards and such. These objects are typically dependent on the color of the pet. Can be edited, added, or removed to your liking. Just be sure the numbers are correct.
coatflags (dtUInteger) - Coat Flag, the type of fur for cats & dogs
This determines whether a pet is "smooth" or "curly". This can also be easily changed in the mirror instead.
coatshapemod (dtString) - Dog only, refers to the Coat Shape Modifiers (the "collie" or the "airedale" body shapes, etc.)
coatshapemodamt (dtString) - Dog only, refers to the slider amount applied. Values are in decimal, with 1 being the max slider.
These are the dog only coat shape sliders. Dogs can only have 1 I believe. I didn't test this section heavily, so I don't now if values can be more than 1.
Note: About the "pacifier". When pets breed in game, they don't mix face genetics like humansims. All kittens/puppies will either get mom OR dad's shape, not a mixture of both. While it's tedious, you could in theory use the knowledge from this How-to to pull parts from both parents to be "inherited" by their offspring. You can randomize features with a coin flip or something and then apply them into the Age Data. As a reminder, edit appearances in mirror to see any changes.
I have been meaning to put this together for a loooonnnng time, but as there is still a lot of information about the process that is undiscovered, I held off. I didn't have the energy to deep dive and solve those mysteries either, so I just kept delaying and delaying. The circle of procrastination in progress!
It's long overdue though, and even though the mysteries still remain, I am sure there are others eager for even the partial scoop of knowledge I've managed to glean. And also thanks @angelapleasant for helping re-motivate me! I appreciate the patience as I worked through to remember all the steps.
This assumes you already know the main basics of making a mesh and using SimPE, so I won't go over every excruciating detail for this. I personally will be using a cat mesh for this tutorial, but the method is the same for dogs as well (they just have way more meshes/resources).
Tools: SimPE, a mesh editor such as MilkShape, and a photoeditor. I also put together some Custom Pet Genetics Resources, which includes everything pet related I've ever utilized when making pet cc. Everything is separated by cats or dogs, and then sorted even further. For this tutorial, I will be making a cat item, so the resources I'm using will be from there. If you're making an item for dogs, just follow the same steps but using the dog equivalent of each resource instead. I tried to make it organized, but it's probably still messy.
Step 1 - Slaved Vs Recolorable: There are two types of Fur Accessories: slaved and recolorable. I will only go over the process for slaved furcards, but the process for recolorable is pretty much the same except at one part.
• Slaved are my personal favorite fur accessories; they grab their color from that of the pet’s coat color. They don’t require any recolors, just one simple package and they’re all done. The only downside is that they don't have their own textures. Examples of slaved furcards are the furry belly fluff on cats and dogs.
• Recolorable is by far the most tedious of all versions, as it requires an additional recolor of the accessory to be made for every single fur color, and any fur colors that don’t have a recolor made for them will default to white. Do yourself a favor and avoid recolorable accessory furs at all costs. Examples of recolorable furcards are dog beards, dog eyebrows, and poodle fluff.
Step 2 - Make the Mesh: Open MilkShape and import "bodyfurcards.5gd" from the zMeshResources folder.* There's 5 groups, don't delete any, just make your mesh on one of the group layers already available. I, personally, put my meshes on the bodyfurcards7 group.
After you've made your mesh, map the textures to "fubodyaccflowingfurcardREMAKE.png" in the zMaterialDefinitions folder. This is from my AccFurCardsTextureOct2018.package, which is a default replacement of Maxis' original body furcard texture. It adds a square in the corner (for the dog equivalent, it adds a teeny tiny rectangle near where the eye texture normally is).
Once you're satisfied with the mapping, then make sure all the comments and joints are correct, and export. As a fair warning, pet weights are super weird, so your mesh might wind up with some strange issues such as morphing or floating.
*There is also a facefurcards version, but my attempts to use that one for custom fur accessories have been unsuccessful. I included it if anyone else wanted to try their hand at it.
Step 3 - Make the Mesh Package: In the zMeshResource folder find the BodyFlowingFurCardsMesh package. Open it in SimPE, Fix Integrity, then Save As under a new name. Then replace the GMDC with your exported Milkshape mesh, and save. Or don't, if you prefer a different way of mesh making. The TRULY important part is the Shape (shpe) file. Click it and make sure it has the correct number of parts in Plugin view. BodyFlowing (Cat) for example has 5 groups, so it should look like this:
Make sure the new mesh is in your Downloads folder, if you haven't already put it there.
Step 4 - Make An Accessory: Open up Bodyshop and make a brand new accessory. To make it easier on yourself, I would suggest choosing an accessory that has only 1 or 2 ages or genders. One age group if you are making a mesh for only adult cats, two if it will be for cats and kittens, etc. That way you won't need to delete unneeded overlays and other resources from the package.
Other than the number of ages, don't worry about anything else. Immediately import the accessory project into Bodyshop, and then close the program.
Step 5 - Clean Out Unneeded Textures: Inside your SavedSims folder should be the new accessory package you just made. Open it, and delete all the Material Definitions (TXMT) and Texture Images (TXTR). The only exception would be if you're making Recolorable Fur Accessories, then skip this step instead and skip step 6 as well. For the Recolorables' case, here is where you would import your recolor. Remember, each fur coat color will require their own recolors of your mesh, which means you will need to make a new accessory in bodyshop for every single fur color.
Step 6 - Link To Furcard Material Definition: Click on the 3IDR resources and let them load. Pick 3IDR, if it has a Resource Node and a Shape listed in the plugin view, perfect. Find the first available material definition line, and change it to the appropriate File type - SubType/Class ID - Group - Instance and delete any material definition lines underneath it.
0x49596978 - 0x08CCE154 - 0x1C0532FA - 0xFF7FC524
It's the same for both cats and dogs for some reason. I also included the "FUBodyAccFlowingFurcards.5tm.xml" in the MaterialDefinitions folder, if you prefer the package method. Repeat for additional 3IDR that have material definitions, ignore 3IDR that don't.
Step 7 - Link Accessory Package to Mesh: If you already know how to link, feel free to jump ahead. While still on the the 3IDRs, pick one that has a Resource Node and a Shape listed in the plugin view. Memorize the chosen 3IDR's instance. I picked the one with an instance of 0x00000801, which is usually the instance for adult female accessories. Click on Tools>PJSE>Body Mesh Tool>Linking Stage. Then select the mesh you made in step 3. Click on any other resource available, then save.
Step 8 - Edit Overlay XML: Click on the XMOL with the same instance as the 3IDR from step 7. As a reminder, I picked the adult female instance of 0x00000801 for this tutorial. Find the family string value, and copy it with ctrl+c and make sure you put it somewhere you won't lose it.
From there, right-click the XMOL and select "replace", then select the "XMOLReference.xmol.xmol" in the main folder. Paste the family value you copied earlier into the new XMOL, then save.
Click on the XMOL again and change the values of any lines necessary. For the Species line use 8 (cats), 2 (big dogs), 4 (little dogs), or 6 (big & little dogs, AKA puppies). For the Gender line use 3 (unisex). For the Age line use 18 (adults & elders), or 20 (kittens/puppies). The Parts line should be 8 or 2 (use 2 for meshes that need to morph and move with the pet's body/face, like the face fur cards). The Category line should be 7, but if they aren't then fix them. Delete the Outfit and Priority line, if they haven't been already. Override0subset needs to say bodyfurcards.
Step 9 - Choose A SubtypexBin: The most frustrating part about pet cc is that they have big limitations. For example, pets can only wear one "collar", and only a small number of custom fur accessories are allowed to be worn at once. You can have as many fur accessories as you want in the game, but if any two fur accessories share the same subtype and bin combo, then they can’t be used together at the same time. Pets can have a total of 10 fur accessories without conflict, but once you exceed 10 eventually some will have to use the same SubtypeXBin combo and thus be unusable together.
In the XMOL, change the Subtype line to B, if you're making a Slaved Fur Accessory*. If you're making a Recolorable one instead, use 0 as your subtype. Then change your Bin to either 0, B, C, D, or E. Now save.
Depending on your project, I might even suggest you choose a slot already filled instead of a free slot. For example, if you are making a wing accessory then choose BxC (BxE for dogs), or a head accessory that would look terrible with antenna then choose BxD (BxC for dogs), etc.
*There is a way to trick the game into allowing slaved fur accessories to use the 0 subtype. It involves loading the game with the fur accessory as a normal B subtype first, and then changing the subtype after. The game will then use the "old" version of the accessory, but with the subtype permissions of the "new" version.
Step 10 - Repeat Steps 6-9 For Additional Ages/Species: As it says, if you plan on making versions for kittens/big dogs/little dogs/puppies/etc. Have all of them share the same family, so that way they are all connected and can be passed down to offspring.
At the end, each XMOL should roughly resemble this, but with whatever their appropriate values are:
Don't forget to make sure the override0resourcekeyidx is correct for whatever line the material definition is in the 3IDR! ("4" means the 5th line, etc. The first line is number "0", so count the lines then minus 1.)
Step 11 - Delete Cache/Thumbnails/Registry: To quote @angelapleasant who worded it perfectly, pet cc is sticky. The game frequently gets stuck on old versions, and has to be forcibly updated. This stickiness is exactly yeah the subtype loophole mentioned earlier exists, but it can be very frustrating when testing new cc. In your game folder delete the Accessory.cache, Group.cache, cigen.package, ContentRegistry, and Thumbnails folder. Make sure AccFurCardsTextureOct2018.package is in your Downloads folder. Then load up the game, and check out your custom fur accessory.
If it all worked out, congrats! For Dogs if you mapped onto the tiny rectangle, then slaved fur accessory will appear gold with Maxis fur colors but custom colors will work just fine. Recolorable dog accessories on the other hand will require my MaxisAccFurDogFix to work.
I think that's everything, and good luck! Feel free to ask questions or reach out, I'll do my best to help. And if you do wind up making something, please let me know; I love seeing what people create!
Are you a mind reader? Learning to making custom fur accessories is literally the exact reason I began my journey into custom content for pets. I have spent two years agonizing over this particular project, and along the way I was able to discover everything else for custom pet content, but custom fur accessories simply seemed beyond me...
...Well, until now.
I am proud to present to all of you the fruit of my labors: custom, inheritable, coat color dependent accessory furs! These do not require recolors. Ever. They grab their color from your pet’s base coat (yes, even custom ones). They work with and without all other available fur accessories. They have a chance of being passed onto offspring. They show up on puppies and kittens! These are a 4t2 conversion of Liam-Sim’s Alien Antennas and a customized version of Klinny’s Wings for cats and dogs. Both simmers have disappeared, but I hope they’re okay with me sharing this.
Before downloading, there is a bit more information for these that I would like to share. First off, these files should work with The Sims Pet Stories as well, so feel free to use them for it if you’d like. Secondly, you will notice inside the zip is a file called AccFurCardsTextureOct2018. This is a very tiny file that is required for my files to work correctly, as without them any antennas and wings will be invisible. Third, while the wings do grab from a pet’s base coat, I must confess that the dog ones do have a certain flaw. This would be that all Maxis coat colors for dogs will have golden wings/antennas. The reason for this is that dog furs have radically different background textures between the different coat types, unlike cats who have very consist backgrounds. This problem only affects the Maxis furs though, if you have custom furs or use @lady-banes-sandbox‘s default fur replacements then the golden wing issue shouldn’t occur. Luckily, the antennas and wings still look nice in the gold color, at least in my opinion. No special instructions, just place the files directly into your downloads folder~
And since I don’t have the patience to wait for Halloween, here you all go! Have fun and enjoy!
So if you were wondering what was keeping the dog fur tutorial so long, the answer is this. Part way through, I was stuck with a thought: What if puppies could have accessory furs? Naturally, I just had to test it out, and I am so pleased to announce that it worked! So I made Pooklet recolors of each one: beards, brows, long tailbrushes, and poodle puffs. Then I went ahead and made them in Maxis fur colors as well. Even better, the Maxis ones are slaved, so if you use default replacements such as @lady-banes-sandbox‘s fur defaults, then they will use those textures instead.
During my testing, these puppy conversions had extremely minor clipping issues, with the poodle conversions being the worst contender (still minor, but to be fair even the Maxis adult poodles have clipping issues). Also, poodle puppies all use the perky ear poodle mesh. They are all genetic, so if your puppy inherited an accessory fur then you’ll know upon their birth. I separated all the recolors into different folders based on accessory fur in case there were those who would like to pick and choose which are available in game.
These do have only one requirement to appear. That would be my MaxisAccFurDogFix. Just in case you don’t already have it, I went ahead and included it with the download. Place into your downloads folder~
[DOWNLOAD] // Simblr Alt
Interested in making your own recolors of these puppy conversions for your fur colors as well? Be my guest! Simply download the Puppy Kit in the link below, then follow Steps 14 to 24 of Part 2: Dogs, but using the templates and overlays from the puppy kit instead. You can find the puppy templates under elder females in bodyshop. The templates also share the same family as the templates in the adult version of the tutorial, so if both templates are in your downloads at the same time, they will recolor at the same time into one package.
New Post has been published on Mink Fur Classifieds. To share new and used mink fur items
New Post has been published on http://www.minkfur.net/sale-vintage-mink-stole-fur-collar.html
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Price: $65
Description:
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Perfect vintage condition, no shedding or rips/tears.
As a bonus the lining is the hippest fall color of lime/olive green!
Most likely hand made, no trace of tags.
My best guess this fur is mink, can't be 100% certain.
Use code off20 to receive 20% discount!
*Please feel free to contact me for additional photos,
more specific measurements,
or for any other questions you may have!
Source: Etsy.com