The Great NPC Car Glow Up - Modern Default Replacements of NPC Vehicles
Do you hate parking lots full of Sloppy Jalopies and Big Lemons?
Me too. So I made this!
Info and download link below...
The Problem™
For years it irritated me that inactive sims, like mixologists, bouncers, shopkeepers, and other townie sims without a vehicle, would spawn one of two cars - a Sloppy Jalopy or a Big Lemon.
There is no way to change this, as no matter what, even if you replace the cars in the inventories of those sims, when they de-spawn and re-spawn, they'll have one of these cars again.
This wouldn't normally be a problem, but they leave these cars everywhere, and if you're trying to play a game set in the last decade, these cars just look really out of place.
The Solution!
This mod replaces the model and textures of the Sloppy Jalopy and the Big Lemon with those of the Wornado Triage and the Tofunda Wagon, respectively. The idea was to keep the cars as realistically more affordable models, while being newer and more in-line with today's common car colors.
These are default replacements, and will replace every instance of the Sloppy Jalopy and Big Lemon in the game world. Every NPC who would have been using the old cars will now use the new cars automatically.
Hovering over them and viewing them in the catalog still lists them as the Sloppy Jalopy and the Big Lemon, but they will show the icon of their new models.
Note that this does not affect the cars that specific service sims drive, such as maids, the repo man, social workers, etc.
Additional Info
Since I figured that you might want to still have the old cars for gameplay purposes, I cloned them and gave them the exact same title, description, and price as the original cars. They will appear in the catalog with a CC icon, but are otherwise identical to the originals.
This means that if you have sims that currently own a Jalopy or Lemon, they will be automatically replaced by the mod. You would just need to sell their current car and buy one of the cloned versions.
This is an entirely cosmetic change, and removing the mod from your Overrides folder will return NPC cars back to their normal appearance.
This mod has been an on-and-off WIP for me since literally the start of the 2024 Summer Olympics (though doesn't it feel like that was just yesterday?), and I'm so excited to share it now!
Hopefully, this helps breathe new life into your game and beautify your parking lots!
💾Download @ MTS
☕ My downloads will always be free, but if you would like to support my work: Ko-fi
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This mod adds a Campground Map for sims to hike and forage, as well as a new Hiking skill.
This is a script mod that can be placed in your Packages folder. It was built and tested on 1.69 but should work fine on 1.67.
Requirements
This mod requires the following expansion packs to function:
The Sims 3: World Adventures
The Sims 3: Showtime
The Sims 3: Supernatural
The Sims 3: Seasons
The Sims 3: University Life
To access all of the possible collectibles, the following expansion packs are needed, but NOT required:
The Sims 3: Ambitions
The Sims 3: Late Night
The Sims 3: Pets
The Sims 3: Into The Future
Overview
Campground Map
Hiking Skill
Collectibles
Foraging
Ailments, Injuries, Fear, and Insects
Chance of Death
Campground Map
Price: §1690
Category: Sporting Goods
2 CASt channels
Poly Count: 650 poly
Created by Around The Sims 3
Hiking Skill
Hiking is a 6 level skill, and is primarily gained by sims going on hikes under the new “Hiking…” pie menu option on the Campground Map.
There is also a new hiking skill class available at the Stadium rabbithole for §300.
As your sim increases their hiking skill, they will unlock longer hikes and the ability to hike at night.
Going on hikes also raises a sim’s athletic skill, albeit slower than a traditional workout.
Sims who get hungry while hiking will automatically eat, though there is a chance that what they eat may make them Nauseous or fall into a Dark Slumber (poisoned).
Sims with low bladder need will “go in nature,” but they also have a chance of getting the Itchy or Poisoned moodlet after the fact.
If a sim becomes too tired, too hot, or too cold, they will abandon the hike early.
Hiking cooldowns vary depending on how long the sim’s hike took to complete and give sims the Fatigued moodlet.
Sims with the Athletic or Adventurous traits, or with a high Athletic skill will have their hiking cooldown cut in half.
Child sims with the Scouting skill (if The Sims 3: Generations is installed) will get a boost in the hiking skill when they age into teens.
Day hikes can take place between 8:00am and 8:00pm, and night hikes can take place between 8:00pm and 4:00am.
Sims can only hike in sunny weather or during a reviving sprinkle (if The Sims 3: Supernatural is installed), unless they have completed the Seasoned Hiker skill challenge.
Sims cannot hike when it is actively snowing or when there is snow on the ground.
By completing the Expert Hiker skill challenge can lead Beginner, Intermediate, or Advanced hikes during the day to earn extra simoleons.
Upon successfully completing a hike, sims will have a 2% chance of finding a gnome and a 1% chance of finding a genie lamp.
Hiking Skill Unlock Levels
Level 1: Beginner Hike
Level 2: Beginner Night Hike
Level 3: Intermediate Hike
Level 4: Intermediate Night Hike
Level 5: Advanced Hike
Level 6: Advanced Night Hike
Collectibles
While out hiking, sims have a 30% chance of finding collectibles of varying rarities like gems, metals, space rocks, insects, and wildflowers.
Certain traits or occult states can either increase or decrease your chance of finding collectibles by 5% (note: this value stacks the more traits or occult states your sim has):
Increased Chance - Lucky, Gatherer, and Loves The Outdoors
Decreased Chance - Unlucky, Loser, and Hates The Outdoors
Night Owls, Vampires, and Werewolves also have a 5% higher chance of finding collectibles on night hikes.
Day hikes and night hikes each have their own set of collectibles that can be found.
Additionally, the longer the hike, the higher the chance of your sim finding rarer collectibles.
All wildflowers can only be found during the day, and the same space rocks can be found both during the day and at night.
A full list of collectibles can be found on the download page under the header “Collectibles.”
Foraging
Sims can go foraging using the “Forage” interaction on the Campground Map.
Going foraging will give sims a 30% chance to find harvestables, seeds, and honey/beeswax.
Certain traits, skills, or occult states can either increase or decrease your chance of successfully foraging by 5% (note: this value stacks the more traits, skills, or occult states your sim has):
Increased Chance Traits - Lucky, Gatherer, Loves The Outdoors, Green Thumb (or Gardening skill level 5 or higher), and Super Green Thumb (lifetime reward)
Decreased Chance Traits - Unlucky, Loser, and Hates The Outdoors
Night Owls, Vampires, and Werewolves also have a 5% higher chance of finding harvestables while foraging at night.
Sims can forage during the day or at night for 2, 4 or 6 hours at a time, with day foraging and night foraging yielding different harvestables/seeds.
Sims who get hungry while foraging will automatically eat, though there is a chance that what they eat may make them Nauseous or fall into a Dark Slumber (poisoned).
Sims with low bladder need will “go in nature,” but they also have a chance of getting the Itchy or Poisoned moodlet after the fact.
If a sim becomes too tired, too hot, or too cold, they will abandon foraging early.
Foraging cooldowns vary depending on how long the sim’s foraging took to complete and give sims the Fatigued moodlet.
Foraging also carries a 2% risk of contracting Botinitus Minorous, which will turn your sim into a PlantSim.
Upon successfully completing foraging, sims will have a 2% chance of finding a gnome and a 1% chance of finding a genie lamp.
A full list of foraging harvestables/seeds can be found on the download page under the header “Foraging.”
Ailments, Injuries, Fear, and Insects
Both hiking and foraging have a chance of giving your sims different ailments or injuries, scaring them, or giving them encounters with insects.
When hiking, there is a 25% chance of a sim developing an ailment, a 40% chance of injury, a 35% chance of fear, and a 25% chance they encounter insects.
When foraging, there is a 40% chance of a sim developing an ailment, a 25% chance of injury, a 35% chance of fear, and a 25% chance they encounter insects.
All of the possible ailment, injury, fear, and insect moodlets are listed below:
Decreased Chance - Lucky and Athletic (or Athletic skill level 5 or higher)
Increased Chance - Unlucky, Loser, Childish, Clumsy, Coward, Absent Minded, and Hates the Outdoors sims have a higher chance.
Note: If a sim is wearing mosquito repellent (from The Sims 3: Island Paradise), they will not get bitten by mosquitos while hiking or foraging.
Certain moodlets like Bee Attack, On Fire, and Terrified will end a sim’s hike early.
Chance of Death
There is also a 5% chance of a sim dying while hiking via drowning, burning to death, or blunt force trauma.
Certain traits, skills, and moodlets can either increase or decrease your chance of death by 5% (note: this value stacks):
Increased Chance - Unlucky, Clumsy, Absent Minded, Loser, Daredevil, Hates the Outdoors, and Tired moodlet
Decreased Chance - Lucky, Athletic (or Athletic skill level 5 or higher), Adventurous, Brave, and Hiking Skill (level 4 or higher)
Note: There is no chance of death while foraging.
Tuning
All of the tunable values can be found on the mod download page under the header “Tuning.”
Conflicts & Known Issues
This is a new script mod so there shouldn’t be any conflicts.
Uninstallation
Same as with other custom skills, removing the hiking skill may cause issues in saves where the skill has been used. I have created a new cheat called “uninstallHikingMod” to remove the hiking skill from any sims in the world and cancel all hiking interactions that may be active, but use this mod with caution.
Credits
EA/Maxis for The Sims 3 and The Sims 4, Around The Sims for meshes and textures, Visual Studio 2019, ILSpy, s3pe, and Notepad++
Thank You
Thank you to @aroundthesims, @flotheory, @puffkins2000, @nectar-cellar, @omedapixel, @zoeoe-sims, Mihaia10 on ModTheSims, and plumblossom on Discord!
If you like my work, please consider tipping me on Ko-fi 💙
Simbook Air and SimBook Pro | 4t3 conversions, with functionality
Modern laptops for your sims to tackle work and fun without breaking their backs!
These are 4t3 conversions, originally from Pierisim here. I have added some details to mine, more info + download below!
As a techie, I have been absolutely in need of a more modernized laptop for my sims. Since TS3 was released in 2009, laptops in-game were modeled after the laptops of that era, which were about as thick as a flipping dictionary and just in general very out of date for the type of laptops many of us carry around these days. I found myself exclusively only ever using the PeachySoft laptop from TS3 University Life, which is still one of my favorites, but I wanted something different. I see this adorable little laptop in so many TS4 posts as deco, and I took on the painful totally fun challenge of bringing it to TS3 as a new laptop for our sims.
List of Changes/Notes
The original I converted from Pierisim was the decorative version of the object (there was also a TV variant, but the deco one worked better for this project). Unfortunately, TS4 does not have functional, portable laptops like TS3 (as far as I know). This meant it was an extremely annoying process to get this to work and it's a miracle it did! It just took...millions of hours. I essentially had to split the model into multiple parts, scale them into size a million times until I got it just right, then "glue" them back together, and then assign bones (which was interesting, when I accidentally assigned the screen to the mouse bone early in testing).
These are fully foldable, functional, portable working laptops just like any other laptop in TS3 that your sims can carry around, open and close, and use on tables, desks, islands, and the ground.
For now, these are not recolorable. My priority was to get them functional and to add details to them to make them look cute, so that was not something I added, though they come in several different colors. In the future, I hope to make them CAST-able and add even more fun details.
I took immense care to clean up the textures these do have. The originals, like many TS4 textures in general for some reason, just had severe color banding and DDS artifacts in-game. So I carefully re-handpainted the gradient textures and added noise to reduce this as much as possible. The speaker grill textures are not perfect, but I tried my best.
The original texture didn't include keys (many EA laptops don't either), so I have added a fully Simlish keyboard! :D Complete with icons and little details. There's also little symbols on the underside of the laptop now like in real life, that tell you not to throw it away etc. I have always loved these little details and when I tell you this was the absolute most fun part of this project, I mean it.
There are two versions.
The SimBook Air and the SimBook Pro.
The SimBook Air...
is a smaller, more compact laptop than the default TS3 laptop size, more in line with most laptop sizes these days. It is also much, much thinner than the default EA laptop, as I was trying to make it as thin as possible. This is accomplished by a tiny gap between the screen and body, which is visible only from certain angles when the laptop is open. This cannot be fixed/mitigated - the thinner you get the laptop, the worse it is. This is due to EA's bone placement for the animation of the laptop, which was designed for a much thicker model. This really is as good as I could get it without it looking too bad.
- It costs less than the SimBook Pro.
- It provides +7 Fun and +2 Environment score.
The Simbook Pro...
is roughly the same size as EA's default laptop size. It's wider and a little bit thicker, so there is no gap between the body and screen on this one.
- It costs more than the SimBook Air
- It provides +9 Fun and +3 Environment score.
Product Boxes 📦
I have also had Simgo's Apple Store set for TS2 on my mind for years. It was one of the very first ever conversions I did for myself back in 2020. I decided to recolor the boxes to match these in case you want to make a store display or if you just want your sims to also hoard their aesthetic tech product boxes for no good reason lmao. There are multiple variants for both the Air and Pro models, such as different specs and colors. All in Simlish.
🔍 Search Tags: riverianepondsims, pierisim, simgo SimBook, 2024
✨ Find all my uploads under Navigation > Downloads on my blog or visit directly at riverianepondsims downloads
💾 Download: SFS
hi! i was hoping you could tell me where i could find your functional makeup kit mod for toddlers and kids! it's a must have for me and i can't find it anywhere:/
Hi! I think you got me mixed up with someone else, I don't make cc, I just reblog stuff! :)
I only know of one makeup kit for kids, did you mean this one?
https://www.youtube.com/watch?v=5GEmPG2tMa0
The link on MTS has gone. Maybe someone has a working link?
And I should think so too! 😂
There were already two mods for Paralives that lifted the 50-mod limit because modders knew that limit would be reached within hours!
The ParaTeam thankfully took notice! 🙏🏾
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Got Reshade working with this. Do we have to do that thing where we edit the global settings to make AO work? Or was that just a sims thing? 🤔 @erasabledinosaur tagging you because I think I saw you playing around with the shaders.
Wow, your colours are so vibrant! What shaders are you using?
I had no idea Reshade could work so well with Paralives lol. I took it out of Sims 3 since the shader setting in DXVK works so well with it, it looks nice enough.
Trying it out in Paralives (before and after screenshots above), I only have two shaders enabled so far, Clarity and Finesharp Model 1, to take off the blur a little. I'm not ready to add any more just yet lol
Apparently there's a limit of 50 mods (downloaded from the workshop) to be loaded at a time by Paralives. Downloaded Households and Lots count to that limit unfortunately. So if you have mods disappearing from the game and not showing up in the "Mods" list, that's probably why (it was happening to me and was driving me CRAZY).
EDIT:
Someone made a plugin where you can install plugin mods for the game, including one to REMOVE the 50 limit for workshop downloads! Here (click) is the link for the plugin!
From inside the game, on the main menu go to Mods > Plugin Hub and there you'll find the option to install the Workshop mods limit fix.
Thanks @honowo for sharing! 🫶
Below the cut is the previous workaround I had posted.
Here's a workaround:
I'd recommend doing this just to Households & Lots only. DON'T DO IT TO MODS and custom content, in case the creator updates their mods you won't receive them.
The folder for items downloaded from the Workshop for Paralives is this one:
Thank you! This is very much needed <3
Use hotkey Ctrl+F2 for the Plugin Hub and mods to show up in game! If you install new mods while playing, you may have to restart your game for them to show up, so just save, quit and restart!
I've wanted kayaks in game ever since I started working on Tørsvall, and when TS4 included it with Adventure Awaits, I could finally make it happen! (I'm definitely not an animator lol)
This is a new boat type for a single sim. It's fully functional with custom converted animations. It currently has no fishing interactions, but I'll probably convert those animations and include them in the future. There's an adult and smaller child version.
KNOWN ISSUES
» The "Boat Here With" interaction on the kayak object is still there, despite specifically removing it in the code... when you click it, the sim will end up using the water taxi or another multi-occcupancy boat.
» Idle/Paddling animations continue for a few seconds before transitioning to the next state.
» The transparency on the adult kayak looks kinda bad, but I can't seem to make it look better, sorry!
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Destrospean mod notes:
This mod allows players to create and assign outfits to any interactions via an interaction and dialog menu. Below is a demonstration:
This mod also allows you to extend outfit assignments to other outfits (i.e., copy and link an outfit from one interaction to others):
Below is an example of the outfit being applied during the interaction it's assigned to:
This mod also works with interactions from mods. Below is an example with Twinsimming's Baking Mod:
To provide some context, the entry and exit types decide when an outfit is switched into and out of. Below are the lists of the different entry and exit types and explanations of what they mean:
Entry Types:
Interaction Started – applies at the start of the interaction
Standard Entry – usually occurs after routing for interactions between Sims and objects
Routed (Social) – occurs after the Sims have routed to each other; for social interactions only
Committed (Social) – occurs after the Sims have engaged each other in conversation
Outfit Changed – for interactions that already have outfits for them
Exit Types:
Interaction Ended – applies the previous outfit at the end of the interaction
Standard Exit – usually occurs after a Sim disengages from an object; this is good for interactions that have multiple sub-interactions
Completed (Social) – occurs after the Sims have disengaged from each other in conversation
Never – the Sim never switches back to the previous outfit (unless the interaction already does so, as do interactions that already involve outfits)
Acknowledgements
Below is a list of people who helped with this project either directly or indirectly (as well as their contributions):
CmarNYC (made Easy STBL Manager, used to populate the different languages with strings)
LazyDuchess (allowed me to borrow a method from Mono Patcher)
pljones (made s3pe, used to create packages and import resources into them)
Twallan (started the NRaas project, whose code for the dialog menus I borrowed)
desiree101 (very thoroughly tested this mod; without her feedback, this mod would not have been as robust)
Twinsimming (allowed me to use her Baking Mod in a video demonstration for this mod)
This is my first mod on Mod The Sims, and I'm very happy to share it!
I decided to create this mod for me and anyone that might be interested to a fine tuning for a lot of aspects of the game. With ReFiner, when you click on a Sim, you have access to multiple features that are shown in images, like "Set Traits", "Set Needs", "Set Lifetime Wish", "Set Lifetime Rewards", "Set Skills", a utility for resetting Sims and canceling their current interaction, quickly activating Testing Cheats and so on, all polished with a table-style user experience, with toggles and dialogs. They integrate a UI refreshing that, depending on your FPS, might not show up correctly after you confirm your options. Just switch to another Sim and go back to the previous one to see that everything was applied correctly!
And this is just the surface!
With ReFiner you get a full 4 module mod, that, in Settings, also includes:
• "ReLover": a "complex but easy" module to allow open relationships and poliamory, in an advanced but non invasive way, with fine tunings for reputations, romance interactions and also celebrity scandals, and to allow the disabling of reputations completely, with easily revertable toggles.
• "ReCaller": a module to finely tune your experience with phone calls, allowing you to specifically choose which kind of phone calls your household Sims receive and do not receive, easily revertable as well.
• "ReHelper": a module to allow further tunings in game for things like Burglar events (house robberies), Pet Sounds (ESPECIALLY CATS), Sim autonomy for pet interactions (to avoid them obsessing towards pets, like usually happen with "have fun", "play with", "pet", etc.) meteors falling on Sims, and Paparazzi not showing up at home anymore
• "ReCleaner": basically a module that helps you identifying "dirty" or "broken" items that usually generate Dirty Surroundings moodlets and also disable the moodlets themselves completely (if you want). This mod allows to know what exactly is broken or dirty and needs your action to fix the moodlets.
These are all pure scripting modules that mainly patch parameters at runtime, so it's a mod designed to be very compatible with anything and pretty light (despite not in a 100% esteem, because it's impossible and will also depend on your PC), but the mod itself also integrates a Watchdog that informs the user when its "ON" toggles are being overwritten from other mods. It's an experimental feature, but in my testings it did its work. And you can of course disable it if it spams too much prompts in your experience, in "ReFiner > Settings > ReFiner" module.
Quick Summaries:
• "ReLover"
- Open Relationships: enable an advanced Short Term Context Mechanic where romantic actions are now accepted and liked (LTR+) in a conversation between multiple people, totally disables jealousy, accusations and emotional triggers and notifications of any kind that are related, including occasions like dates, groups, etc. and interactions on pie menus like "Confess Attraction" or "Confess Cheating" stuff
- Disable Reputations: literally disables any kind of reputation in game excluding faithful and ethernally faithful
- Disable Romantic Scandals: disables any of the scandals related to romantic interactions (cheating, woohooing in public, woohooing with an occult)
- Disable All Scandals: disables any kind of scandal related to Late Night mechanics
- Full Romance Interactions: enables in game every kind of possible romantic interaction, ever, always avaiable, when LTR is enough with your Sim's relationships, and Sims will also use all of the available interactions in their autonomy. This toggle allows you to use "Propose going steady" or "Propose marriage" with any Sim you want, therefore having also multiple marriages!! Apparently in a native way for TS3.
• "ReCaller"
- You have a toggle for specific kinds of calls you can disable (your cellphone will not ring at all)
• "ReHelper":
- Disable Burglar Events
- Disable Pet Obsession: with different options like BALANCED or ON, you can choose how much your Sims generally "obsess" with interactions towards Pets, that usually can bring their autonomy to constantly pet them during their time in the house
- Disable Pet Noises: similarly, this feature patches at runtime where the code "calls" the sounds, so in BALANCED or ON, Pets will produce less sounds or no sounds at all, especially cats
- Meteors are harmless: when meteors falls on the ground, they are unable to kill any of Sim or "smashing them", so they'll practically just get "dirty"
- No Paparazzi At Home: disables path finding to your house for Paparazzi, so they never come stalking you there, and they also get re-routed away if already present on your lot, "running home"
- Fix Firefighter Emergencies: a micro patch that should help the micro-lag that happens when the ring bells in firefighter emergencies
• "ReCleaner"
- Identify Dirty Items: you can now know which items produce dirty moodlets, specifically
- Disable Dirty Moodlets: disable the 3 dirty moodlets completely
- Attempt Plumbob Repair: if plumbob item over the head of your Sims gets buggy and seen as a dirty object (it can happen after you identify dirty objects) this feature will restore it to default. It's the reason why sometimes after cleaning everything, in my saves, the dirty moodlets were still appearing!
- Show score: for dirty items, in notifications you'll be able to see individual score for each item if you're curious about them
I hope you can enjoy and please, feel free to contact me for any kind of doubt or to report me any kind of issue!
Download from MTS!
Tutorial: How to Install TS3 with DXVK, Sims3SettingsSetter (S3SS), and ReShade in 2026
This is a long-overdue update of my previous, now obsolete tutorial on how to use DXVK and ReShade (d3d9). If you do not use ReShade, you can still follow this guide up until where it is to be installed.
At the time of writing (April 2026), this guide is compatible with and corresponds to Step 1 to 3 of The Sims 3 Performance & Bug Fix Guide 2026, featuring an extra step on how to install ReShade.
If you followed any other guide (including my own) on how to install DXVK and/or ReShade, it is strongly recommended that you start from scratch, meaning you should uninstall DXVK AND Reshade completely. Believe me when I say this: it will save you a lot of time, frustration, and make your life so much easier.
For the purpose of this tutorial, I am on Steam version 1.67.2.024037 on Windows 11, but it should work for discs 1.67 and EA App 1.69 versions, too. This guide does not cover GShade.
Without further ado, let's begin!
Backup your files, even the entire folder (EA Games\The Sims 3\Game\Bin or steamapps\common\The Sims 3\Game\Bin) if you want to be extra safe; you will thank yourself later. If you do not wish to backup the entire folder, at the very least backup the following:
Keep them somewhere secure, for your peace of mind (and sanity).
Firstly, to fully uninstall DXVK, you should remove the following files:
d3d9.dll (if you hover your cursor over the file, it will read: Company: DXVK)
dxvk.conf
TS3.dxvk-cache (or TS3W.dxvk-cache)
Secondly, remove remnant files of previously installed ReShade (you did create a backup, right?):
d3d9.dll (located at the Bin folder, if you hover your cursor over the file, it will read: Company: crosire)
ReShade.ini
ReShade.log
⚠️There are a couple more steps. Please follow the instructions here.
Get the latest version here on GitHub:
Click on the version that has the 'Latest' tag next to it (2.7.1 as of now), scroll down to 'Assets', and click on dxvk-x.x.x.tar.gz to download DXVK.
Open dxvk-x.x.x.tar.gz, click on x32, and locate d3d9.dll from within.
Download a copy of dxvk.conf from this page by clicking on the tiny icon on the right.
Drag both d3d9.dll AND dxvk.conf to the Bin folder (EA Games\The Sims 3\Game\Bin or steamapps\common\The Sims 3\Game\Bin); that is where TS3.exe and TS3W.exe are located.
Open dxvk.conf with Notepad or Notepad++, 'Ctrl + A' to select all, and hit delete. Yes, delete everything inside. Once you've emptied the file, enter the following:
Copy your Options.ini from your backup folder (you did make a backup, right?) into your Documents\Electronic Arts\The Sims 3 folder.
Because we have 'tricked' the game into recognising our modern GPU as a GTX 580, we must edit one single line within the Options.ini to keep our preferred in-game settings intact.
Hit 'Ctrl + G', type in '150' to go to that line, and replace it with:
lastdevice = 0;10de;1080;65535
'Ctrl + S' to save.
⚠️Thanks to DXVK, from now on whenever there's a GPU driver update, we no longer need to keep the 'lastdevice' line up-to-date to prevent your in-game settings from being reset. You can leave it alone forever, once and for all. The last digit of '65535' is a placeholder value for driver versions and remains constant as long as you are using DXVK.
Launch the game to confirm that DXVK is working. By default, the debug HUD should show up in the top left corner of your screen. What's more, your graphics settings should not have reset.
If you're still not convinced that DXVK is working, go to your Bin folder and look for a file called: TS3_d3d9.log or TS3W_d3d9.log and inspect its content:
If you see these correctly documented in your log file, DXVK is working as intended.
⚠️ NB: This newer version of DXVK no longer generates a cache file by default, meaning that there will not be a TS3.dxvk-cache or TS3W.dxvk-cache any more.
Get the latest version here on GitHub:
Click on the version that has the 'Latest' tag next to it (1.5.0 as of now), scroll down to 'Assets', and click on Sims3SettingsSetter.asi to download S3SS.
An ASI Loader is required for S3SS to function properly, and now so we need to install it.
However, if you use any of the listed LazyDuchess mods:
Mono Patcher Library;
Pixel Shader Modding Framework;
Shadow Extender (TS3);
or Split Level Light Fix,
you should already have an ASI loader (in the form of wininet.dll) located inside your Bin folder, and you can use that instead.
As you can see in the screenshot below, LD's Shader Framework came shipped with an ASI loader, as the other 3 mods do.
If you do not use any of the mods listed above, or that you wish to get a newer version of ASI loader for the game, you can get it from here (Ultimate ASI Loader by ThirteenAG):
To install, drag Sims3SettingsSetter.asi AND wininet.dll to your Bin folder.
And that is S3SS and its prerequisite successfully installed, now we should launch the game (again) and check if it's working.
Once the game has launched, hit 'Insert' key to toggle on S3SS interface.
⚠️ If nothing happens after pressing ' Insert', remove a folder called 'S3SS' (located at: Documents\Electronic Arts\The Sims 3) and reinstall from Step 2 again.
From S3SS interface, select 'Patches' on the top.
Here I recommend enabling all performances patches, but choose only one flavour for the Smooth Patch: Original or Precise.
Next, click on 'Other/QoL' tab, tick the box next to 'Enable Memory Warning', and increase the warning threshold to 3.8 GB.
Navigate downwards to 'Borderless Window' and choose 'Fullscreen' in the drop-down menu. This will allow you to play in borderless windowed mode.
⚠️ Please note that I do not play TS3 in exclusive fullscreen mode, nor do I recommend doing so; therefore, I cannot provide support for that.
Lastly, don't forget to click on 'File' on the top left corner to save any changes you've made.
Exit the game, it's time to install ReShade.
Download the latest version (with full add-on support) from the official site; it is 6.7.3 at the time of writing.
Select TS3.exe (EA App) or TS3W.exe (disc, Steam), and then choose Vulkan as rendering API, click 'Next'.
If you would prefer not to install any shaders/effects (i.e, you want to keep using your existing ones), click 'Skip'.
On the following page, you'll get to choose to install add-ons. Hit 'Skip', unless you know what you are doing.
Click 'Finish' to complete installation.
At this stage, a new, vanilla ReShade.ini file will be placed in the Bin folder; you may now replace it with the one from your backup folder to recover all preferred settings (such as hotkeys for taking screenshots, directory for shaders etc.). Same thing goes for your reshade-presets and reshade-shaders folder.
Launch the game (for the final time) to check that ReShade has been properly installed.
To toggle S3SS interface, press 'Insert' (or whatever hotkey you've set it to).
⚠️NB: under ReShade's 'Settings' tab you may need to change 'Input processing' to either 'Pass on all input' or 'Block input when cursor is on overlay' to tweak S3SS settings whilst ReShade's GUI is visible. Otherwise, you'll need to toggle ReShade's menu off first.
That is the end of this tutorial.
Congratulations, you have successfully installed DXVK, S3SS, and ReShade! You may now open dxvk.conf and remove line dxvk.HUD from it.
Whew, what a long tutorial. If you've made it this far, great job. 🎉
Hope you've found this helpful; comment down below, or send me an ask/DM if you've any questions. I'll try my best to troubleshoot with you. Happy simming! ⭐
Credits:
doitsujin for DXVK
ThirteenAG for Ultimate-ASI-Loader
@sims3fiend, just-harry, @lazyduchess, and swiffyjk for Sims3SettingsSetter
crosire for ReShade
@nectar-cellar @desiree-uk and @kevinvoncrastenburg for their help.
I've updated a bunch of my mods with bug fixes (no new additions though, sorry!) 👀
^ More Baby Interactions:
Improved the starting animation of the Rock interaction.
Added smoother transitions when a sim tucks in a toddler.
Added autonomy for bathing a baby in the all in one bathroom.
Cuddle interaction now gradually decreases a baby's energy need and shows the interaction in the queue for the baby.
Fixed the sleeping baby animation transition bug.
Download (MTS)
---
^ Kitchen Tweaks:
Fixed a script error that would occur when making a meal using the stove, microwave, grill, or food processor.
Added a setting to replace the Eat Leftovers interaction (by default it's set to true), in the case of having issues with it. If changed in-game, a restart is required.
Download (MTS)
---
^ Expanded Active Households/Homes Plus:
Fixed a bug where stayovers and daycare data would stop working on sims who got reset. It is required to re-add all daycares and stayovers after installing this update.
Sim notifications should now display the correct text when inviting a sim for a stayover.
Download (MTS)
---
^ Sims Can Hand Over Babies & Toddlers:
Sims are no longer able to hand babies and toddlers over to animals.
Sims can no longer autonomously hand over a baby/toddler to a sim who is not in an autonomous interaction or if they aren't standing.
Download (MTS)
---
^ Functional Baby Carrier:
Usability settings will now save upon exiting the game.
Sims can no longer perform the following interactions while wearing a carrier: Woohoo in Haystack/Treehouse/FairyHouse, Take Sponge Bath, Play Soccer, Relax On Beach Towel, Play on Trampoline.
I've updated my Expanded Active Households mod to a new edition, adding in lots of new features such as stayovers, a new interactive daycare system, custom babysitters and separated bills!
More info in the download link 😊
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Using Expanded Active Households/Home mod by Savanita! 🏠
A new guide for Savanita's mod!
Download Expanded Active Household/Homes mod here! ◀
New updates: March 2026
New features including:
* Visits and Stayovers
* Active/Inactive Daycare
* Ask any Sim to babysit!
* Sim Needs>Handle Motives
* A Daycare Marker (yellow rubberducky!)
* Seperate bills!
This mod requires Lazy Duchess’ MonoPatcher!
🏠
Click on the contents for the full, updated guide and more gameplay ideas!