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?
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And I should think so too! đ
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! đđž
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? đ¤ @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! đŤś
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!
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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
Âť 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.
Âť Idle/Paddling animations continue for a few seconds before transitioning to the next state.
Âť The transparency on the adult kayak looks kinda bad, but I can't seem to make it look better, sorry!
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 â applies at the start of the interaction
Standard Entry â usually occurs after routing for interactions between Sims and objects
Routed (Social) â occurs after the Sims have routed to each other; for social interactions only
Committed (Social) â occurs after the Sims have engaged each other in conversation
Outfit Changed â for interactions that already have outfits for them
Exit Types:
Interaction Ended â applies the previous outfit at the end of the interaction
Standard Exit â usually occurs after a Sim disengages from an object; this is good for interactions that have multiple sub-interactions
Completed (Social) â occurs after the Sims have disengaged from each other in conversation
Never â 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
â ď¸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.
â ď¸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.
â ď¸ 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.
â ď¸ 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.
â ď¸ 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).
â ď¸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. đ
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! â
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.
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I've updated a bunch of my mods with bug fixes (no new additions though, sorry!) đ
^ 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 đ
Using Expanded Active Households/Home mod by Savanita! đ
A new guide for Savanita's mod!
Download Expanded Active Household/Homes mod here! â
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 Duchessâ MonoPatcher!
đ
Click on the contents for the full, updated guide and more gameplay ideas!
CASt button is back (only when more than 1 column)
Optional SmoothPatch compatibility
Installation guide:
1. Download Arro_MCR_2.1_Beta.package and place it in your mods folder (make sure to delete v2.0)
2. Go to https://arro-mods.cc/MCRGenerator
3. Type in your desired rows and columns count and press "Generate".
4. Place "Arro_MCR_Clothes(R)x(C).package" in your mods folder.
If you use "ld_SmoothPatch.package" then also download Arro_MCRSP_2.1_Beta.package (this requires MonoPatcher)
5. Enjoy
My display is 1920x1080 and I like 6x2 grid
Please remember, this is a testing version!
If you find any bugs please DM me here or on discord.
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This mod requires Lazy Duchessâ Mono Patcher Library to work properly!
This script mod calculates the active worldâs current Sim year, week, day and total days, and displays them in Live Mode.
I like playing long-running saves where my Sims have 2400-day life spans proportional to their 30-day years (yes, I can count on one hand how many of my Sims have aged up ever since I started my first save with this setup in 2021). At one point, mere weeks just werenât enough to measure the passage of time, which got me starting to think about this mod years before Mono Patcher made it possible⌠and now itâs finally a reality. :)
Features
The modâs default functionality consists in using season length to determine how long a year lasts and calculating how many years have passed in the world based on that. If Seasons isnât installed, it will default to 28 days being equivalent to 1 year. The mod will work just fine on all new and existing saves without any prior setting up, since the game already keeps track of how long each world has been running.
The current date will show as a tooltip in the HUD when hovering over the time under the active Simâs portrait, as well as when hovering over any of the deco calendars from Pets. After the first 7 Sim days of gameplay, the tooltip will start showing the total days played.
Iâve also added a new interaction, called Set Date, that allows changing the current saveâs year and week. Itâs available on the Pets calendars, as well as computers, smartphones and City Hall rabbit holes.
This interaction is completely safe to use as the change is purely cosmetic and doesnât actually alter the passage of in-game time in any way; it can be undone and the original date restored by simply setting the year and week to 0.
Note that for the custom interaction and tooltip to show up on existing Pets calendars, they will need to be re-bought.
Tuning
As usual, Iâve packed this mod with a couple of tuning settings to allow for more customization, plus a few extras I sprinkled in! All of these settings can be modified to your liking via the Tuning XML resource in the modâs package file:
Euro Mode: Simply changes Day 1 of each week to Monday instead of the default Sunday. Default: False.
Total Days Only Time Played: Shows only the actual number of Sim days played regardless of whether a custom date has been set up. Can be set to False to also count the âfakeâ time extra time added with the Set Date interaction. Default: True.
Use Season Length: If set to False, the mod will always use Year Length to determine how many days are in a year, independent of season length. Default: True.
Year Length: If Use Season Length is set to false or if Seasons is not installed, the mod will use this value to calculate the length of one year in Sim days. Default: 28.
Initial Season: Determines the starting season of new saves. Default: Summer.
Initial Day: Sets the starting day of the week of new saves. Default: Sunday.
Initial Time of Day: Sets the starting time of new saves. Default: 8.
The Initial Day and Initial Time of Day settings are equivalent to the original tuning in EAâs SimClockUtils XML, meaning that if thereâs already a mod installed that directly alters the initial day or time in SimClockUtils, my mod will automatically use those settings.
Strings & Language Support
The mod is available in the following languages:
English
Spanish (es-ES and es-MX)
All other languages will default to English.
Compatibility & Issues
The mod uses Mono Patcher to replace the following EA code:
The mod is not known to conflict with any other mods.
Time is tracked independently between home, vacation, university and future worlds. This is by EAâs design, which unfortunately means there will be inconsistencies when traveling to other worlds. Custom dates can still be set.
Some setups may cause the mod to temporarily imprecisely calculate time:
Starting a new save with Euro Mode enabled and the initial day set to Sunday will cause the date to read âWeek 0, Day 7â on the first day. This gets corrected automatically on the next day, making it âWeek 1, Day 1â.
Due to the way weeks are calculated, if the year length is not a multiple of 7, it will try to accommodate the âextraâ days, which can cause small, inoffensive inconsistencies.
If the mod is uninstalled and any of the Pets calendars is left behind on a lot, it will need to be re-bought to work normally.
Download: SFS / Patreon
05/02/2026: Fixed object tooltip bug.
04/02/2026: Initial release.
Credits & Thanks
Battery's Script Mod Template Creator: Getting started with scripting quickly.
dnSpy: Peeking into the game's files.
Visual Studio 2022: Writing the script.
s3pe: Exporting/Importing resources, creating the package file.
Adobe Photoshop: Creating the preview image.
Thanks to @lazyduchess for her massive scripting help!
Thanks to the community at TS3 Creators Cave for testing and feedback!
This mod requires Lazy Duchess' Mono Patcher Library.
Description
This is a script mod to fix the EA oversight where a household needs to cook any recipe at least once for anything to show up in the Shop by Recipe tab of a Grocery Store. It also optionally adds Quick Meals to the Shop by Recipe tab if ani's No Fridge Shopping mod is installed. It should work with all custom recipe mods.
Installation
Place swiffyMisc.GroceryFixes-RequiresMonoPatcher-v1.0.package either in your Mods/Packages folder or Mods/Overrides folder. Both should work.
No cache deletion is required for the mod to work. To uninstall, simply remove the mod package.
Required Files, Compatibility and Conflicts
You must have the .package file for Lazy Duchess' Mono Patcher Library for this mod to work.
Optionally, you can install ani's No Fridge Shopping mod (on NRaas, not MTS!) for EA Quick Meals to also show up in the Shop by Recipe tab. This will, obviously, also remove the ability to instantly buy ingredients at cooking appliances.
No packs are required.
This mod should be compatible with all custom recipe mods. Let me know if something doesn't show up though.
It's also a non-core script mod, so it should be compatible with most other mods. It is compatible with the NRaas suite.
Still, if a core mod or Mono Patcher-dependent mod also overrides the CreateRecipeItemList method, it will conflict.
Tuning
To configure the two features of the mod, open the mod package in s3pe. Right-click the swiffyMisc.GroceryFixes.ShopByRecipeFixes_XML and either Export to file then re-import or edit in Notepad and commit the changes. Save the file to save your edits.
kFixEmptyShopByRecipe
Fixes the bug where households with Sims who haven't gained any Cooking skills don't see anything in the 'Shop by Recipe' tab when Shopping for Groceries. True by default or False.
kAddQuickMealsToShopByRecipe
Adds the recipes of quick meals, provided by Ani's No Fridge Shopping mod, to the 'Shop by Recipe' tab when Shopping for Groceries. If Ani's No Fridge Shopping is not installed, the quick meals simply will not be added and there won't be any errors. True by default or False.
Known Issues and Non-Issues
Where's the Grilled Cheese recipe? It's a Cooking Level 0 Recipe, right?
Nope. For some reason, many wikis say this. It's unlocked at Cooking Level 2 in reality.
Some recipes with abstract, general ingredients, such as Fruit, only let me buy one version of its ingredient set, such as Apple, and only show the inventory number for that.
I'm fairly sure this also happens with some base game recipes too. It's harmless, though. I might look into modifying it in the future.
My game takes a microsecond longer to load the Shop for Groceries menu now.
I'd test what happens without the mod first. The mod does have a slight flaw in that in your household, it will check every Sim against all the recipes multiple times if none of them have the skill. This could cause lag in highly extreme cases where you have tons of Level 0 Recipes and a huge household. I might fix it in the future.