Huntsville is a neighbourhood I played from 2007 to 2015, which I recovered from an old computer in 2021 and revived for your enjoyment.
If you want to read it all, you can read the posts in chronological order.
As there are a lot of posts, I will also use this post to give an overview, to link to recaps & character introductions and to make sure new readers can get excited about the neighbourhood without having to read too many past posts.
Thank you for reading, for your comments and for being part of the Sims 2 community.
Huntsville Revived - an overview of the neighbourhood
Huntsville is an island with few homes. Most of the land is designated as a protected nature reserve. There is a small town centre, and a few farms as well.
The nearby town of Nickelton is far more populous, with a number of businesses owned by local residents, as well as the recently established Alien Community.
Ashford City is the closest city. While Huntsville, Nickelton and Ashford City are all part of the same municipality, few from Huntsville or Nickelton wish to make the bustling city their home.
Recently, Ashford City University has opened, providing the locals a closer institute of high learning to attend than Desert Tech.
Huntsville Revived - an overview of gameplay
Huntsville started with two sims: Matt & Nicole Hunt. It has grown a lot since then. We are solidly in the 4th and 5th generation, with all of Matt & Nicole’s descendants being played rotationally, as well as a number of other families connected to the Hunts.
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As most of you know, I play a historical Sims 2 game, which means I absolutely swear by the Sun & Moon Star Factory suite of mods. They add so much depth and realism to historical gameplay, and it would be nearly impossible to imagine playing without them.
The only problem? A lot of those mods require Sims to have at least a small number of skills before they can use them, and it can be surprisingly difficult to get a Sim from “has never touched a stove in their life” to “has enough Cooking skill to pursue this perfectly reasonable task,” especially when you're trying to keep peasant or farmhand gameplay realistic. So, I wanted a way for my children and teens (and heck, even adults) to start working on some of those necessary skills without having them spend hours practicing on modern objects that don't fit a historical save, or heaven forbid reading, and I decided to start with Cooking.
Read More Below!
The concept is simple: give Sims a basic household activity while allowing them to develop the Cooking skill long before they're old enough to become serious cooks, but keep it something basic enough that it would easily fit into any household. The biggest inspiration for this project came from Crisps and Kerosene's Functional Logic Toy, and thus, the dough ball was born. A simple object that Sims could interact with to build a skill in a way that felt appropriate for their age and environment.
Admittedly, my first attempt was very crude, but thankfully @eisbae-r was able to see the vision and reached out asking if I wanted to collaborate, and my answer was a strong yes. Eisbaer took my idea and expanded it bigger than I ever could have dreamed, and I am forever grateful they were willing to team up.
What Does the Dough Ball Do?
The Dough Ball provides Sims with:
🍞 Cooking skill
🍴 Cuisine enthusiasm
It's intended primarily as a childhood and teenage skilling object, but there's absolutely nothing stopping adults from using it, too.
Once a Sim reaches level 8 of the Cooking skill, using the dough ball has a chance to produce a basket of dough, which can be used as a stockable fridge ingredient. That way, rather than simply being a way to gain only cooking skill and cuisine enthusiasm, eventually the Sim can use the dough ball for functionality as well.
There are 3 required files included in the download: the mod itself, the fridge stockable dough, and a separate crate mesh. The crate is needed for children to stand high enough at the counter to knead.
DOWNLOAD HERE
Known Issues
Despite all of eisbaer's hard work, the kids still bob a little on the crate.
It's fine.
They're having a perfectly normal historical childhood.
There is absolutely nothing strange happening here.
Please do not look at their feet.
Credits
A huge thank you to @eisbae-r for everything you did and for working so hard to figure out a solution to the floating-kid problem. This little object would not have come together without you and I am incredibly grateful for the time and effort that went into making it work and I really hope we can collaborate again in the future! (I already have more ideas 😂)
A big thank you also goes to @teaaddictyt and the Historical Simming Chat channel of her Discord for providing such a wonderful place for historical Sims players to share ideas, ask questions, troubleshoot, and generally enable each other's increasingly specific historical gameplay projects. ❤️
And, of course, thank you to the creators whose work helped make the Dough Ball possible:
Original code and animations used from Crisps and Kerosene per their TOU.
Dough and basket mesh used with permission from Feenwald
Crate mesh and texture used with permission from pineappleforestsims
Okay, this one wasn't from my WIPs folder or my "To Share and Upload" folder (oopsies) but I knocked up this mod today because reasons.
It has always upset me that if a sim has a bank account (using Monique's banking system) and they die, their banked money disappears into thin air. I first discovered this when Mortimer Goth died in my old Pleasantview series with around $200k in his bank account, which we then lost. Noooo!
So I've done something about it.
Read on below the cut
To make this mod I edited the Grim Reaper BHAV "Sub - Process Death - Pre-UrnStone" to check:
Is Monique's mod installed, and
Did the sim had a bank account.
If no the BHAV continues unchanged, if yes, the mod runs a CT to search for a "next of kin" to inherit their banked money in this order:
Spouse
Children
Any other family member
Siblings (who may be living in another house)
If it cannot find any sim who fits that criteria, the money will simply die with the sim.
Of course, Monique's mod allows for saving money but also for loaning money, so be warned - if it was a loan account, the message will be slightly different...
Poor kid.
Then it's up to you if you want to forgive that loan or not, O Watcher 😉
If the next of kin has their own bank account with savings in it and they are chosen to inherit debt, the mod will adjust their account accordingly.
How to Install:
Replace the "MQ_Computer_Global_Bank_Controller" file with this one from the zip: "MQ_Computer_Global_Bank_Controller_TAtweak"
Conflicts:
I am only aware of one conflict right now which is Lamare's age tooltips mod, so I included a comp patch for that which must load after both mods :)
Had a request from @babyfoofs to change what happened if the mod could not identify a next of kin, so have adjusted that.
Now if a next of kin cannot be found you'll get a pop-up telling you how much money they had when they passed -
(don't worry, I fixed the typo in "iddentify" lol, first screenshot was just taken beforehand)
Babyfoofs also let me know there are different versions of the controller (see here) so the download now also includes versions that incorporate those changes. Just pick your flavour.
Also recommend grabbing this update because I fixed an issue where a pet could be named the inheritor of the money. Lol. Whoops.
Another one sitting in my WIPs / To Share folder for FAR too long...
For those of us who play a Medieval game, and use "Fetch Water" and "Water Required for baths / showers", water is a PRECIOUS resource. And, well, sims are blooming obsessed with bathing lol.
So a long, looooong time ago, early in my medieval days, we were streaming and I said, "IRL they would have shared bathwater to save on water. We need a mod for that."
This was WELL before I knew anything about modding. So, @joplayingthesims asked Gina if they'd be interested in making such a mod. She ended up deciding to make it a separate, special bath (rather than overriding all bathing semi-globals) and thus this project was born.
Due to difficult personal circumstances Gina was unable to finish the project, so I picked it up after learning how to mod and finished it off. Details under the cut!
This bathtub requires 3 buckets of water to be filled and can be used 3 times before the water must be changed.
The amount of hygiene a sim receives from their bath depends on how fresh the water is - on bath 3, their hygiene isn't going to fill past about 75% (tuneable).
Water may be inside the Sim's inventory, or in a water cistern or reservoir if present (see Water Required upload for more details).
The main motives tuning is found inside BCON 0x1000:
Enter numbers in the "Dec" box to tweak as you desire.
For Pets and Toddlers, their motive tuning is inside BCONs 0x1001 and 0x1009:
You can also change how many buckets of water are required to fill the tub in BCON 0x1005 Tuning - Water Usage:
To be clear, Gina did most of the heavy lifting on this code-wise. I finished it off by adding Toddler & Pet bathing, cleaned things up a bit, added some more water functionality, and that was about it. So props to Gina for this one!
Oh, and also, taking baths with this object is set to be non-autonomous. So hopefully sims will waste less water!
You get a few recolours done by me:
But it needs more, so be my guest.
If anyone would like to make other baths that function like this, just clone this one and replace the mesh and textures.
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Fruit Basket Earrings - Accessories for The Sims 2
These are 4to2 conversions from marsmerizing-sims, low poly, all recolors. Available from teen to elder, female only.
DOWNLOAD HERE
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If you want to support my creations, you can send me a donation with Paypal or Ko-fi ☕ If you want to ask for a Paid Commission, HERE you can find more details. Thank you ❤️
This is a database for recolours of in-game maxis rugs.
I was searching through the default database for some rugs a couple of weeks ago, trying to cut down on how ridiculous my rug section in my game has become. Like, I have multiple pages worth of rugs, and for what? when they're all basically a 2x3 rug but on a new mesh with one or two recolours? It's driving me crazy.
So, this is a database for all the rugs out there that are simple recolours of the rugs Maxis gave us to begin with. And I know I'm missing plenty. I've gone through a couple people's blogs who I knew made a lot, I've gone through the Rug filter on SimblrCC and on MTS, there's even a couple rugs from TSR that I knew where to find because I have them in game. That being said, this--like the Default Object Database, is a public sheet, where you can add your own CC, or anyone else's you know or love to it so it is a community project.
There is an About page: for how to use the spreadsheet.
A page for Rug Add-ons: like mesh fixes and repositoried sizes and the like--this page is organized by catalogue location, and has their in-game price, size and EP listed as well. I thought this information would be helpful for people who want to MAKE rugs, but don't know what mesh to use. It's also got a couple of filter views listed at the top, so you can temporarily filter it by shape of the rug and whether it has add-ons, or sort it by name or EP. Each rug is also linked to their page on the spreadsheet for quick searching.
and then the rugs themselves are separated on three pages by which EP they came from. Nightlife has it's own page, as that is the EP that rugs were introduced (can you believe we lived for a couple of EPs without ANY rugs?) OFB, Pets, and Seasons are one the next page; Bon Voyage, Free Time, and Apartment Life are next; then the last page is all the stuff packs.
hm. Yeah I think that's mostly all the information! This was directly inspired by @sims-for-semi's Wall Art Database and as such stole some of the formatting from that, along with some of the formatting I've done on the Default Object Database as well. So if it looks similar, that's why lol. Both are linked on the About page on the Rug Database as well, since they're tangentially related. There's also a ton of other databases here, collected by @felidae-sims
Shouldn't the Pleasants be concerned about the gang of ghosts that seemingly haunt their neighbour's trees, causing them to perpetually float several metres off the ground? Even if they're not ones to believe in the paranormal, this total collapse of the laws of physics should be enough to make anyone pinch themselves to make sure they're not dreaming...
Luckily for them, there's a new mini mod to exorcise these physics-breaking phantoms!
Pre-Ghostbusting:
Post-Ghostbusting:
Just like with Sims2RPC's options for higher resolution imposter textures, you'll need to enter a lot, modify it (deleting an object and undoing the deletion is enough), save, and then exit the lot for the imposter to be updated.
And before anyone asks, the reason these steps are necessary is because this is the only time the game completely regenerates every aspect of a lot's imposter - blame Maxis :D
DOWNLOAD
README
You need the Ultimate Collection or disc version with all EPs and SPs to use this mod.
I made some add-ons for my pajama recolours here!
here you have the 3 colours for PU-CU-TM and EM on Skell and Cocomama's age converted meshes.
because lovely DeeDee asked and I am more than happy to provide!
you can get a version repositored to my AM custom recolours OR a file with all standalone versions. Your pick.
download (repo version, includes required AM files for convenience)
download (standalone version, all ages independent, also includes AM files)
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I bring you a color trait collab between myself, the talented @pforestsims and color trait inventor @episims ❤ I thought it was long overdue our sims get some nicer looking stools for their beloved kiddos, and PF and Epi were kind enough to join me on this mission :3
PForest has has created two default options, one made out of wood, one made out of plastic. Epi made an alternative set of recolors for the plastic with a cute star pattern. We love choices! But please note that you can only use one default, so pick which type you want out of the zip.
Wood
Plastic
Plastic with star pattern
Stools are created in a lot of places, for this reason I created a custom global that assigns color based on trait. If the child has no favorite color, the wooden stool will be brown, and the plastic will be green. If the child has multiple favorite colors, whichever appears first in inventory will be used.
Please note that some custom objects will not pick up on color traits, this is due to how they are coded. At the end of the post you'll find a tutorial on how to update them to pick up on the mod 😊
Requires Picknmix's trait global, and I highly encourage using color traits by Epi to see the full scope of this.
Download from SFS
Conflicts: None that we have found, but the mod touches 47 different bhavs so there may be conflicts out there. They are easy to fix though so if you find one you are welcome to report and I will create a compatibility patch. New custom global uses instance 0x0CE5.
Credits: @picknmixsims for the BHAV Finder, always a great modding asset but especially so for this project.
Decorative stools
If you ask me, PF's meshes are too cute to only see for brief moments in animations! So for those who would like some cute clutter in bathrooms and kitchens, we have decorative versions of the stool on offer. They come with a deco slot, so you can put plants or perhaps a stuffed animal on one for even more cuteness.
Download from SFS
Found in surface/misc. Plastic costs 55, wood costs 75.
Read below the cut for how to fix custom objects that fail to pick up on color traits!
Fixing Custom Objects
Likely objects to need fixing are things like easels, custom cakes and some appliances. I don't know if there are clones of medicine cabinets or teleprompter-type career objects, but if there are those likely need it as well.
I recommend Picknmix's Bhav Finder for this, because it saves you manually scrolling through every bhav to find where the stool is summoned.
1. To start, navigate to the custom object package you are fixing.
2. Use the drop down on OpCode to select 0x2A Create New object Instance.
3. Enter the numbers of the picture into the first four boxes of Operands. Leave the rest empty.
4. Click "Find BHAVs". The program will scan your object and tell you which bhavs in it (if any) summon the stool.
5. In this case I did a custom easel, and found that the stool is summoned in a Bhav called "Paint - Create Child Stool". Take note of the name, and head to SimPE.
If your bhav contains multiple Create New Instance lines, make sure you pick the one with the correct GUID, 0x22555949. If you accidentally add the bhav to a line not creating the stool but something else, the result would in most instances be an error. So keep a backup of the original so you can start over if needed 🙂 But please don't be put off, bhavs are not scary! And this is not hard. You can do it!
Tiny note to creators! If you want to incorporate this with your upload, keep in mind you need to offer separate versions for those who use the mod and those who don't because it will otherwise cause bad gosub error due to the custom global 😉
Come and get some decorations for the stadium in your town! :D
Please forgive the chaotic preview pic, more detailed pics are under the cut.
I pulled these goodies from all the stadium rabbitholes I could get my hands on, so it's quite a mixed bag.
Here's what I have for you:
A flag-like banner thing for the roof plus three recolors (take from the base game stadium and the Lucky Palms version). Viewable from NH (Deco > Misc §65)
Note that this is technically a 1-tile STATUE that sinks into the ground. If you pop it at the end of a roof it'll hang over perfectly. I tried a version that was a shiftable wall object, but I couldn't get it to sit in quite the right position between floors.
A pair of two-story hanging banners. The larger one is the PARENT and I included a blue-yellow recolor. These are long enough to attach to the second-floor ceiling but I made sure an adult sim could walk under them without clipping through. Cloned from the H&M banners (Deco > Misc for §156 & §157).
I have a ton of four-tile wall things, so to go through this pic from left-to-right and top-down:
Base game banner on four tiles (Deco > Wall §67). Viewable from NH, original has soccer player on it and recolor has the musicians
Light blue Sunlit Tides Stadium banner (Deco > Wall §67). Has a back side so it looks great if hung across a hallway or in a window
Multi-colored Dr. Pepper Stadium banner (Deco > Wall §67). Also two-sided
Thin blue Dr. Pepper Stadium hallway sign (I'm having a hard time describing this one, but it was tucked inside the rabbithole and I thought it looks nice as a "line up here" or "walk this way" sort of sign?) It has two sides so you can hang it in a hallway or open space (Deco > Wall §67)
Dark blue Base game awning (Deco > Misc §300). Looks great on my ticket window, but you'll have to use "Moveobjects On" to place it there since it's not a curtain
Base game wooden letter sign (Deco > Wall §67)
And my other wall objects:
An ATM from the Dr. Pepper Stadium. Obviously non-functional, but I put it in Electronics > Misc §165
A single-tile price/admission banner that is the same as the one attached to my ticket window. Pulled from Sunlit Tides (Deco > Wall §66)
Two different wall flags repo'd to each other which come with the llama texture plus a cow retexure. From the base game stadium (Deco > Wall §66)
A two-tile sign that looks like another "get tickets here" sort of thing. From the Dr. Pepper stadium (Deco > Wall §66)
Lastly there were some interesting posters from the Aurora Skies and Dr. Pepper stadiums that are pretty low-res so I made them their own wall sticker rather than individual objects.
One-tile miscellaneous wall sticker plus five recolors (how cute is that stadium map?!)
Enjoy, and if you know how to mod and want to use that ATM mesh to make something functional, please go for it! Tag me so I can see what you do :)
After I made the farm fields default, I received this super-casual-not-at-all-hinting-at-anything comment from @spockthewok...
At your service, my liege.
All pics and info under the cut bc I don't wanna clutter your dashboards with lots of pics 😁
Also, I have updated the farm fields default! - Because while making the flowers I realised I am a nupty and forgot to replace the snowy tetures. Whoops! So please grab an updated farm fields default HERE!
REMINDER: you need to have Will's Visible Hood FX mod (which he just updated!!) for these to show on lot view 😊
Hood view Before:
After:
Before:
After:
Lot view before:
After:
Before:
After:
Okay, so, they're still a little blurry when you look at them up close. But I think they at least slightly resemble actual flowers now.
I have these textures sized at 1024x1024 and I think the only way to really make them crisper would be to make them even bigger?? and I don't really wanna do that. Oh, and I did remember to do the snowy states for these ones. Good job, Tea 👍🏻
That said, I am NO texture artist.
To make these, I downloaded this free image, took it into photoshop, and messed with stuff. If anyone who is actually skilled with digital art and photoshop would like to take these and make them better, oh please do 😂🙏🏻 I will not be offended.
That said, I will still use these cos I definitely think they're better than before 🙈 So if anyone else wants them, you can
Hi! I am enjoying your fights can kill mod, but I fear my sims may be a bit TOO eager to fight...I saw your additional mod, but sims acting out of character for their personality is at this point a core part of my save, so I was wondering if you'd be willing to make the part that prevents repeated fights separate? Thank you, and no worries if you don't want to!
Sure!
Less Fist Fighting
Sims won't attack each other if they have a recent memory of losing or winning a fight with the same sim. They can still slap and poke 👉
Download
Included in Act To Your Personality, use only one of them at a time
Ever wondered why all the power plants you decorate your neighbourhoods with suddenly shut down whenever you enter a lot? Do the workers organise a mass strike during each loading screen? And who's the joker who keeps stealing all my farm fields???
With TS2VisibleHoodFX™, you can bust those pesky power plant unions and have your Sims marvel at the wonders of the industrial revolution from the comfort of their homes, as toxic pollutants pour into the atmosphere day and night! Mmm... Fossil fuels...
Complete global saturation.
Desiderata Valley - note the wild flowers, farm fields, train, and blinking water tower light.
Because neighbourhood effects were never designed to be seen in lot view, there are a few minor issues you should be aware of. I'll have to get into some technical details, so I'm leaving all the nerd stuff below the cut.
As always, you'll need either the Ultimate Collection or the disc version with all EPs and SPs to use this mod.
DOWNLOAD
README
Issues
Maxis gimped the lot skirt's functionality when compared to the neighbourhood terrain and lot terrain. The most obvious example of this is the lot skirt looking like absolute ass, while the neighbourhood terrain has detailed cliffs etc. - both the neighbourhood terrain and lot terrain support multiple paint layers and alpha maps, whereas the lot skirt is just one, boring texture.
Unfortunately, these limitations cause some semi-annoying problems when forcing hood effects to show up in lot view.
Certain effects have bugged positioning
When you download the mod, you'll notice that along with the usual plugin, there's a config file included too. This config file is important, as it allows you to blacklist neighbourhood effects to prevent them showing up in lot view.
Why might you want to blacklist effects? Well, several effects appear to require something called an 'effect map' to be positioned correctly in the world (don't ask, I don't know what an effect map is either).
The neighbourhood terrain and lot terrain both have an effect map, but importantly, the lot skirt does not. This means that the effects that rely on an effect map for their positioning (mainly those that are placed on water) will appear way up in the sky when you load in to a lot:
If you want to know why they get placed in the sky, it's related to a peculiar bug(?) I discovered while trying to figure out why decal effects (e.g. farm fields and wild flowers) weren't appearing in lot view, even though I could clearly see the game creating and processing them in the debugger.
Basically, things like decals and shadows need to be assigned to an overlay manager which... manages overlays. For whatever reason, when you load a lot from the neighbourhood, rather than assigning these to the lot terrain or lot skirt overlay managers like the game logically should, it instead assigns them to the neighbourhood terrain overlay manager. The same thing happens with the effect maps - the neighbourhood effect map is used, not the lot terrain one.
The neighbourhood terrain coordinates aren't actually 1:1 with the lot skirt. The game generates the lot skirt below the neighbourhood terrain during the loading screen, and translates the position of each object downwards. Couple this with the neighbourhood effect map being used, and you get boats sailing around in the sky.
It isn't until you travel to a community lot or switch to another playable household while in lot view that the game starts using the relevant lot effect map and overlay managers. For example, if you load the Goth household from the Pleasantview neighbourhood screen, then click on the Pleasant's house to switch to them, boats will suddenly start sailing around in their garden as the lot terrain effect map is now in use:
I have no idea whether this quirk has any noticeable effect on gameplay, outside of when trying to get neighbourhood effects to appear in lot view. I've already patched the decals so they correctly get assigned to the lot skirt overlay manager when loading from the neighbourhood, but I'd be interested to know if there are any instances of lot effects not appearing until switching lots due to the incorrect effect map usage!
The config file is preconfigured to blacklist any problematic vanilla effects, so you don't need to worry about adding these yourself - it's mainly there in case you run into any custom hood effects with bugged positioning that you'd want to prevent appearing in lot view.
Decals appear on top of roads
Decal effects will draw over roads in lot view, instead of drawing underneath them like in hood view, as they should do. I can't say for certain why this happens, but I'm pretty sure it's due to differences between the neighbourhood road materials and the lot skirt ones.
If we patch the code that creates the lot skirt roads to simply use the name of the neighbourhood roads instead, we can see that although the roads no longer match the surrounding terrain and have huge holes in them, the decals do correctly draw below them. Weird, right?
Either way, you should probably move any farm fields and wild flowers away from the roads to avoid this happening.
Decals that overlap the current lot's bounds get cut off
This is due to the lot skirt and lot terrain being two separate entities, each with their own overlay managers. Decals can only be assigned to one of these managers, so are unable to be drawn by both.
The lot skirt also does some maths to mask out the lot bounds, which prevents it from drawing its overlays over the lot terrain. You can patch out this mask and allow decals to overlap the lot, but it causes all of the decals and shadows on the lot to flicker like crazy, as both the lot skirt and lot terrain are fighting to draw their overlays on top of the other (aka z-fighting).
The visible hood fx mod has received an update to fix perhaps its most annoying flaw - decals appearing on top of roads instead of underneath them.
Before:
After:
As suspected, this required making some small changes to the lot skirt shaders. I've included two versions of these shader edits in the mod - one for those using dreadpirate's shader fixes, and the other for those using the regular old Maxis shaders.
I deliberately haven't made a version for Christaskyy's Improved Lot Skirt Shaders, as he will be providing his own fixes in an upcoming update :)
DOWNLOAD
Some of my other mods have been updated recently too, which I'll briefly mention here because it seems pointless to create separate post for them:
TS2 Beta Floors
Made some incredibly minor improvements to the plugin that literally no one will notice in gameplay.
Fixed missing texture scaling parameters for a number of floors which caused their textures to be much smaller than intended.
DOWNLOAD
TS2 Mini Mods
May/may not have fixed the rare bug caused by TS2CineDrawDistance where Sim thumbnails could disappear after a cinematic had ended - let me know if this actually works because I have several other implementations prepared in case it doesn't!
DOWNLOAD
P.S. Don't worry, I have read all of the requests and asks you guys have been sending me. I've got a bit of a backlog at the moment and I'm quite busy irl, so it might take me a while to get round to them. Apologies!
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Hi! On your fight can kill mod you mention you have a mod that reduces fighting. Which mod is that? Thank you!
Hi,
Yeah, sorry, I was going to post it sooner, but I usually don't love writing posts for my mods, I wish I could post a link and people just knew what the file did and what to do with it 🥺😛 Straight from my brain
It's this beast that modifies about 60 social and self interactions
Act To Your Personality
is how I called it, and it was originally suggested by @daydreamingdrawerette (I think that was the name)
Basically, it restricts interactions by personality. For example, if a sim is very serious, they don't autonomously perform playful actions, and user directed playful actions are moved under "Out Of Character" sub-menu (this way the action is still available, but reminds me that this sim isn't the type to do it)
This is how I grouped the actions:
Mean, fighting, and attacking may be the most detailed. The mod takes into account sim's niceness points, if they are furious at the target sim, and if they have learned anger management. Additional condition specifically for attacking (dust cloud fight): sims don't autonomously start it if they have a recent memory of winning or losing a fight with the same sim. How recent is recent? About 3 days, may be less if they spend time on community lots. (Technically, all memories have "strength" value that goes down to zero with time. The "stronger" the memory, the longer it takes to decay. If the mod detects a fight memory with non-zero strength, it's a no go)
Download
It probably has a gazillion conflicts with other autonomy mods for the same interactions. I don't even wanna know 🙈 This is the type of mod where load order shines, just have the preferred mod load last