Cragod v.1.0.1
The mod has been updated, full description at the link.
Hi. This is my first mod - Cragod. NOTE: If you have an old version of the ModCrab mod, you must delete it! A mod for managing Sims and the
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Cragod v.1.0.1
The mod has been updated, full description at the link.
Hi. This is my first mod - Cragod. NOTE: If you have an old version of the ModCrab mod, you must delete it! A mod for managing Sims and the
diemilchschnitte - a The Sims 4 mods creator - Dowloads available at Simfileshare and CurseForge
UPDATE Mod Status:
Patch 21 July 2026
PC: 1.126.58.1030 / Mac: 1.126.58.1230
All my mods are compatible with the latest patch.
If you still run into a problem with one of them, please let me know and I will do my best to help you.
Happy simming <3
Episode 02: Nancy Will Remember That 😡
In the previous episode, ModCrab had only just been born.
It was small, innocent, and completely unaware that it would soon be rebuilt more often than a Sim opens the fridge, stares into it, closes it, and then starts grilling hot dogs outside during a thunderstorm.
Now the crab has grown a new claw.
Its name is Crasocial.
And it handles the most important part of life in any respectable neighborhood:
Keeping track of who likes whom, who can barely tolerate whom, and who still hasn’t forgiven that weird joke beside the trash can.
Yes. Sims now have personal opinions.
Not just a friendship bar.
Not just a mysterious notification saying “Relationship improved.”
An actual opinion:
“I like this person.”
Or:
“He yelled at me next to the refrigerator. I have not forgotten.” 😠
💭 What if Sims actually started judging each other?
Relationships in the regular game are fairly simple.
Green bar: friends.
Red bar: someone probably compared someone else’s mother to a llama.
Pink bar: it is safer not to ask what happened inside the supply closet.
But I wanted relationships to feel more personal.
Two Sims can have the same friendship level and still see each other very differently.
One Sim might think:
“We’re best friends!”
While the other thinks:
“He lives across the street, so sometimes I have to wave.”
That was the beginning of Crasocial.
The plan was beautiful:
A Sim meets another Sim.
They form a first impression.
They react to that Sim’s behavior.
Their opinion changes.
Four simple steps.
Practically impossible to break.
Which is why, not long afterward, I was staring at logs and trying to understand why Nancy Landgraab still felt completely neutral about a man who was actively yelling in her face.
The Sims 4 never disappoints.
It will always find a new way to make you ask:
“Why?”
And it will never answer. 😂
👀 Love at first sight—or an immediate minus three
First, Sims learned how to form first impressions.
And those impressions are calculated separately in both directions.
For example:
Alex’s opinion of Nancy: −3 Nancy’s opinion of Alex: 0
Alex looked at Nancy and immediately decided:
“No. Something is wrong here.”
Nancy looked at Alex and thought:
“Who is this again?”
A very realistic first meeting.
One person has already mentally blocked you on every social network.
The other has not even remembered your name.
First impressions depend on personality, compatibility, lifestyles, fame, and any relationship that already exists between the Sims.
Good Sims may quickly appreciate other good Sims.
Active Sims may enjoy meeting someone equally energetic.
And when a Neat Sim meets a Slob, they can immediately see their future:
A mountain of plates, three mysterious puddles, and a glass of water somehow abandoned on the bedroom floor.
The first impression is only formed once.
A Sim should not restart the entire process after every conversation:
“All right, we just met again. Let’s roll the personality dice one more time.”
This is a social system, not Create-a-Sim.
🙌 The high five that changed everything
For the first real test, Alex gave Alice a high five.
A normal, friendly high five.
No drama.
No conspiracy.
No Nancy.
Afterward, Alex liked Alice a little more.
But Alice liked Alex even more.
And that was when Crasocial discovered the first fundamental law of Sim psychology:
Receiving a high five feels better than giving one.
Alex:
“That was a decent interaction. Plus one.”
Alice:
“THAT WAS THE GREATEST HIGH FIVE OF MY LIFE. PLUS TWO.”
Then Alex gave her another high five.
Because repeatable results are important in science.
Or because he could not think of anything else to do.
After the second high five, their relationship became even warmer.
If the experiment had continued long enough, they probably would have become soulmates entirely through repeated hand slapping.
No deep conversations.
No emotional support.
No shared adventures.
Just:
“High five?”
“High five.”
“I now trust you with the keys to my house.”
The perfect friendship. 🙌
😡 Then Alex yelled at Nancy
After testing friendly behavior, it was time to test something negative.
So Alex yelled at Nancy Landgraab.
Strictly for scientific purposes.
Nothing personal.
Although judging by Alex’s first impression of her, it may have been slightly personal.
Before the yelling, Nancy felt neutral about Alex.
Afterward, her opinion dropped sharply.
And it was a beautiful moment.
Not for Nancy.
For development.
Nancy stood there furious.
Alex stood there looking rather pleased with himself.
And the logs finally confirmed:
Yes. She noticed.
Different actions now carry different weight.
A friendly chat improves an opinion a little.
A compliment does more.
A hug feels nice.
Flirting can make a serious difference.
Yelling damages the relationship.
An insult damages it even more.
And a fight is an extremely efficient way to communicate:
“I believe our friendship is currently experiencing technical difficulties.”
The Sim receiving the action reacts more strongly.
If Alex yells at Nancy, Nancy should be the one who becomes much more upset.
That makes sense.
But Alex’s opinion of Nancy also becomes slightly worse.
Why?
Apparently, Sim logic works like this:
“I yelled at her, and now she looks unhappy. What a difficult woman.”
Nancy:
“You were just screaming at me!”
Alex:
“And now you’re starting an argument.”
Perfect.
Absolutely perfect. 😂
📜 The relationship window that wanted to become a novel
Once the system started working, I added a status button.
The first version showed everything.
Literally everything.
Overall opinion.
Personal opinions.
First impressions.
Consequences of actions.
Reasons.
Interaction history.
The number of conversations.
I suspect utility bills were beginning to appear somewhere near the bottom.
With two acquaintances, the window looked fine.
With three, it was getting long.
With five, it became concerning.
With ten, it turned into a full-length work of classic literature.
The player opened the relationship window in the morning.
They finished reading it by nightfall.
During that time, their Sim had become hungry, fallen asleep on the floor, and started a fire while making toast.
So the window had to be redesigned.
Then redesigned again.
Then adjusted one more time because the numbers still looked like they had been prepared by an accountant who deeply resented human beings.
At one point, the screen showed:
Overall opinion: −4 First Sim’s opinion: +2 Second Sim’s opinion: −5 Somewhere else: +3 and −10
The main question was no longer:
“Who likes whom?”
It had become:
“Where did the −4 come from?”
An investigation followed.
There were suspects.
There was evidence.
There was a calculator.
Now it is much simpler.
At the top, you see:
What other Sims think about the current Sim
On the buttons below, you see:
What the current Sim thinks about each acquaintance
Select a specific person, and you get details only for that relationship.
No endless reports.
No social accounting department.
No need to draw arrows on paper:
Alex → Nancy Nancy → Alex Who yelled at whom Why Alice suddenly hugged everybody
Now the interface can be understood without an advanced degree.
🎉 Humanity has defeated the relationship window.
🌟 When the whole neighborhood has an opinion about you
Once personal opinions were working, a new question appeared.
What happens when several Sims love your character?
Or when several Sims believe your character is a walking disaster wearing a nice shirt?
Should that affect how the Sim feels?
Of course.
That is how the social image system was born.
When others think highly of a Sim, the Sim can feel it.
They become happier.
More confident.
They walk around like they have just won the award for “Best Person Currently Standing Near This Refrigerator.”
When public opinion is negative, their mood changes too.
They may feel embarrassed.
Tense.
Or completely socially humiliated.
The kind of feeling you get when you enter a party and everyone has already heard that you fought an elderly neighbor beside the karaoke machine.
But there is one important rule:
One acquaintance is not the entire town.
At least two opinions are needed before a social image can form.
Because if Bob Pancakes alone thinks you are amazing, that is lovely.
But it is not quite a reputation.
Bob may simply be relieved that you did not ask how things are going with Eliza.
If two people think you are amazing, however, that changes everything.
You are now an officially recognized neighborhood legend.
The public currently consists of two people.
But every empire has to start somewhere. 😎
⏳ Your reputation should not disappear after lunch
At first, the social-image effects were supposed to last for a few hours.
Six hours for a minor reputation.
Twelve for a stronger one.
Twenty-four for something serious.
That sounded reasonable.
Until I imagined the result.
In the morning, the whole town thinks a Sim is a terrible person.
During the day, the Sim receives a powerful negative effect.
By evening, the timer ends.
And everyone collectively decides:
“Well, that happened yesterday. Clean slate.”
No.
That is not how this works.
If a Sim started a fight at a wedding yesterday, the guests should not forget it just because the clock reached 8:00 a.m.
Especially the groom.
Especially if the fight was with the groom.
So now the social image remains active for as long as the surrounding opinions support it.
The Sim’s reputation improves—the effect becomes better.
Their reputation gets worse—the effect becomes more severe.
They return to the neutral range—the effect disappears.
That feels much more like a real social reputation.
Or at least as real as anything can feel in a world where someone puts a dirty plate on a bookshelf because the dishwasher is apparently too far away.
🦀 What does Crasocial do now?
Crasocial can now:
✨ Create separate first impressions in both directions
🙌 React to friendly behavior
💖 Consider romantic actions
😡 Remember yelling, threats, and insults
👥 Calculate how other Sims see a specific character
🌟 Form a social image
😊 Affect a Sim’s mood based on their reputation
💾 Preserve relationships between game sessions
And all of this began with one simple idea:
“It would be nice if Sims reacted to the way people treated them.”
Now they react.
They really react.
They judge.
They get offended.
They draw conclusions.
They form opinions.
And judging by the tests, they can destroy a relationship faster than the player can reach the pause button.
Which means Crasocial fits perfectly into The Sims 4. 😂
📊 This episode in numbers
🗣️ Opinion directions for every pair of Sims: 2
😡 Nancys yelled at in the name of science: 1
🙌 High fives used for friendship research: enough
📜 Versions of the relationship window: yes
🧮 Attempts to understand where the average came from: too many
👥 People required to create public opinion: 2
🦀 Crabs controlling the town’s social life: 1
☕ Cups of coffee: classified information
The first version of Crasocial is ready.
But this is only the beginning.
Right now, a Sim knows:
“I don’t like Alex.”
The next step is to make them remember the exact reason:
“I don’t like Alex because on Tuesday at 2:32 p.m., he yelled at me beside the sofa while I was trying to eat fruit salad.”
Sims are going to get real memories.
Which means they will soon be able to hold grudges much better than players maintain backup copies of their save files.
And much longer than a Sim keeps an unfinished plate on the floor.
See you in the next episode! 🦀😂
Get more from ModCrab on Patreon. Mods for Sims 4 (TS4). Support ModCrab and get exclusive access to their work.
Episode 01: The Birth of Crasocial
The Birth of Crasocial
This week I finally started working on a brand-new module for the mod.
For now, its working title is Crasocial.
To be honest, I spent about as much time thinking of the name as a Sim spends deciding whether to wash the dishes... so, not much. 😄 There's a good chance it will change before release.
But the name isn't the important part.
The foundation is.
This week I managed to build the core architecture of an entirely new social system. From the very beginning, I didn't want to replace the existing Friendship or Romance mechanics. Those systems already do their job well.
Instead, Crasocial is designed to work on top of them, adding a completely new layer of social logic.
The core idea is simple:
Every action should have social consequences.
If a Sim insults a friend, it shouldn't simply disappear after a few hours.
If they constantly help their neighbors, people should remember that.
If they ignore their family every single day, relationships should evolve not only through numbers but through actual behavior.
That's the direction this module is taking.
The First "Feature"... That Was Definitely a Bug 😅
Like every new system, Crasocial immediately decided to test my patience.
During the very first tests, I somehow managed to make a mother start arguing with her own child.
Turns out that when you haven't had your morning coffee, a single "+" can very easily become a "−".
One tiny typo...
...and suddenly the happiest family in town is ready for a dramatic TV series.
Luckily, I found the bug pretty quickly.
Although, I'll admit... I spent a few minutes just watching the chaos unfold and thinking:
"Well... that's unexpectedly realistic."
Building the Foundation
Right now I'm resisting the temptation to keep adding flashy new features.
Instead, I'm focusing on something much less exciting—but far more important.
The architecture.
A strong foundation means future mechanics can be added much faster and with far fewer bugs.
It's the kind of work that players rarely see, but it makes every future update possible.
Moodlets: My Ongoing Battle
At the same time, I'm still working on improving the moodlet system.
This is already the third mod where moodlets play an important role, and I've finally decided it's time to stop patching the same problems over and over again.
Here's the plan:
As soon as the first playable version of this new module is ready, I'll pause feature development and dedicate my full attention to polishing the moodlet system once and for all.
I'd rather solve the problem properly now than keep fighting it in every future project.
At this point, I feel like I've spent so much time researching moodlets that I might accidentally qualify as an honorary EA developer. 😄
This Week in Numbers
☕ Coffee consumed: approximately 100 liters (give or take a few imaginary cups).
🐞 Bugs discovered: enough to start a small wildlife reserve.
✅ Bugs fixed: thankfully, more than I created.
😴 Hours of sleep: classified information.
Thank you to everyone following the project and supporting its development.
Every comment, every message, and every bit of support reminds me that I'm not just writing code—I'm building something for a community that genuinely cares about where this project is going.
See you in the next episode.
Hopefully by then, mothers and children will stop declaring war on each other over a missing plus sign. 😄
Get more from ModCrab on Patreon. Mods for Sims 4 (TS4). Support ModCrab and get exclusive access to their work.
Stronger Death Moodlets
With the number of packs available that add countless new moodlets, I found that the default +3 sad moodlets for the deaths of loved ones were often getting overridden by more powerful moodlets. My Sims would be playful or happy despite a close friend or relative having just died. I made a fairly simple tuning mod that overrides these moodlets to make them stronger so your Sims will actually be sad when someone they care about passes away.
Three tuning mods, each in 3 different "flavours." SEE OTHER INFO FOR DETAILS.
.ts4script file. This is not a script mod and does not require a .ts4script file. Unexpected .ts4script files can indicate a tampered download with injected malware. To ensure the safety of your downloads, always download my content directly from my CurseForge or Patreon. Other sources are not from me and could be dangerous.
An up-to-date copy of The Sims 4 Base Game
To allow you to customize the moodlet strength for different groups of Sims, there are three different downloads:
--- Immediate Family: includes spouses, parents, grandparents, children, siblings, aunts, uncles, nieces, nephews, and first cousins.
--- Distant Family: includes great-grandparents, distant cousins, and other distant relatives.
--- Non-Family: includes friends, good friends, best friends, unmarried romantic partners, and amicably divorced Sims.
Each download comes in three "flavour packs:"
--- Sorrowful - Makes all death reaction moodlets +10 Sad (overrides most other moodlets)
--- Heartbroken - Makes all death reaction moodlets +20 Sad (overrides almost all other moodlets)
--- Devastated - Makes all death reaction moodlets +100 Sad (overrides ALL other moodlets)
The flavour packs are NOT compatible with each other. You can only have one of them installed at a time.
By default, CurseForge will install the Sorrowful flavour pack. To avoid game conflicts, I have uploaded the Heartbroken and Devastated flavour packs as beta releases which do not get installed automatically.
If you would like a stronger flavour pack than Sorrowful, please manually download the flavour pack you prefer.
This mod only affects the strength of the immediate death reaction moodlets. It does not increase the duration of the moodlets.
This mod does not affect the prolonged grief from the Life & Death pack that occurs after the initial mourning period.
This mod does not affect acquaintances, disliked Sims, and family members who dislike each other.
You already support me by choosing to download my content from CurseForge (thank you!) but if you really love what I do and wish to say thank you, here are some additional ways to support me. Donations are completely optional; all my content is free for everyone.
Tip me once or monthly on Patreon
CurseForge donations (just press the Donate button on any of my downloads)
I also make custom poses and I take commissions! Send me a message on Patreon to discuss your idea!
DON’T reupload or edit!
DON’T put behind a paywall!
DON’T claim as your own!
DON'T download from any source that isn't directly from me. Currently, I host my stuff exclusively on CurseForge so if it's not from CurseForge, it's stolen content. Please refrain from using or distributing my stolen work.
(Optional) DO tag me if you use them! I love seeing other people enjoying the stuff I make!
Immediate Family
Distant Family
Non-Family
diemilchschnitte - a The Sims 4 mods creator - Dowloads available at Simfileshare and CurseForge
UPDATE Mod Status:
Patch 30 June 2026
PC: 1.125.59.1030 / Mac: 1.125.59.1230
All my mods are compatible with the latest patch.
If you still run into a problem with one of them, please let me know and I will do my best to help you.
Happy simming <3
💬 0 🔁 4 ❤️ 13 · Growing Together Bonus Content (from Pre-Ordering the Pack) | Diemilchschnitte · Growing Together Bonus Content (from P
Mod Updates by 20 June 2026
Mods:
Growing Together Bonus Content (from Pre-Ordering the Pack)
Changes: Fixed an issue with a not showing "Powerwalk Companion". Many thanks to -amarie99- for pointing out that issue and for helping me test the update!
Wedding Bouquets & Cake Toppers Can Be Heirlooms (CF, Free)
It's always bothered me that we can't make wedding bouquets and cake toppers from My Wedding Stories into heirlooms from Life & Death. These seem like pretty important keepsakes Sims would want to pass on to future generations. So I made a small override to allow them to become heirlooms.
Two .package files containing a small tuning override mod; one for the wedding bouquets and one for the cake toppers.
.ts4script file. This is not a script mod and does not require a .ts4script file. Unexpected .ts4script files can indicate a tampered download with injected malware. To ensure the safety of your downloads, always download my content directly from my CurseForge. Other sources are not from me and could be dangerous.
My Wedding Stories game pack
Life & Death expansion pack
This mod is an override so it will conflict with all other tuning mods that touch heirloom functionality for the wedding bouquets and wedding cake toppers.
You already support me by choosing to download my content from CurseForge (thank you!) but if you really love what I do and wish to say thank you, here are some additional ways to support me. Donations are completely optional; all my content is free for everyone.
Tip me once or monthly on Patreon
CurseForge donations (just press the Donate button on any of my downloads)
I also make custom poses and I take commissions! Send me a message on Patreon to discuss your idea!
DON’T reupload or edit!
DON’T put behind a paywall!
DON’T claim as your own!
DON'T download from any source that isn't directly from me. Currently, I host my stuff exclusively on CurseForge so if it's not from CurseForge, it's stolen content. Please refrain from using or distributing my stolen work.
(Optional) DO tag me if you use them! I love seeing other people enjoying the stuff I make!
DOWNLOAD ON CURSEFORGE