Apparently you can rotate lot imposters off-grid or off-plane by playing around with the CRES in the lot file. (You need to edit the quaternion Z value on the cShapeRefNode to rotate the structure sideways, and things like stairs have to be moved separately by editing the cTransformNodes.) You can't make playable off-grid lots this way and you'd want to keep the structures simple, but this plus the Lot Adjuster seems like a quick way to put custom-built deco houses on diagonal deco streets.
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I've still got some projects that need to be finished. I've figured out a better way to do clothing for bodyshapes that basically lets a sim pick from a pre-stocked closet full of bodyshape-appropriate clothing using the usual dresser dialog. (This can also be used to, for example, let a sim pick a wedding dress out of a wedding-dress-only closet.) There are various imperfections in the original bodyshapes mod that've been annoying me, though, besides the bugfix I promised in…uh, October. So it's a big messy project that's in a Not Fun phase right now but will eventually be completed.
What is in a fun phase, though it's also a big messy project, is an uberhood I'm building. I wanted to cut the miserable suburban sprawl out of neighborhoods like Pleasantview and Belladonna Cove, so I've built a big combined map with walkable districts that flow into each other instead of separate subhoods, plus a rural map for Veronaville et al and a middle-of-nowhere map for Strangetown, LFT, and Twikkii Island. The urban districts especially don't resemble the layout of the Maxis hoods very much, but I like how it's turning out. There are also some mods I want to try and build for it - I think it should be possible to let sims vacation in any subhood they don't live in, for example.
(Side note: if anyone wants a mini-tutorial on moving occupied lots/owned businesses between subhoods without breaking all their family ties etc, let me know. It's kind of a niche thing, but it's saving me a bunch of work in this very specific situation.)
This last winter was a miserable slog for reasons not worth complaining about. Things have been better lately, though, and I've had both time and energy to make things with.
...but I've still got some work to do before I have anything fit to post.
the way ive been fighting w clean installer for 6hrs today instead of PLAYING 😭
stupid thing works if i open the .sims2pack via lutris > sims 2 > run .exe inside prefix, which like fine ok sure.
but it wont work for my preferred method: double-click the dang .sims2pack and it open cleain installer that way even tho the fuck ass .desktop file has the correct pathing. i even redid the dang .desktop fie 6-7 times now.
It's not exactly what you want, but Clean Installer has an option "-f (foldername)" that directs it to unpack everything in the (foldername) folder when it's launched. If you add CI to Lutris with that option in the arguments -- right under where the path to the executable goes in the program's Lutris configuration, and it's simplest if (foldername) is in the same folder as the executable -- then you can drop sims2packs in (foldername) and batch-unpack them.
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Hello Saline! Hope you're doing well. Trying to wrap my head around your bodyshapes mod and there are a couple of things I don't understand. (1) With the trait support, is it possible to give Sims with a certain trait MORE outfits/uniforms available for a given bodyshape, or just a default one for age transitions? (2) Why do the first 6 hex numbers in a shape number all have to be 0? Is this a hardcoded limitation where the game stops looking beyond the first two hexes? Thank you!
I am, thanks! I started working full-time again a few months ago, which is very good for my bank account and not so good for my hobbies.
1) As-is, it only changes the default outfits they grow up into.
2) It's soft-coded. There are places where the mod loops over different shapes that could exist ("is there a shape 0x00000002? OK, is there a shape 0x00000003?"), and stopping after 0x000000FF was a compromise between variety and sanity. But it looks like I made a mistake in the published version and it actually stops much earlier than that, so I'll update the mod soon with a fix.
does anyone else really hate the new trend of patreon creators locking free content behind the membership feature so you have to "join" their patreon just to download stuff a piece of CC?
it's so obnoxious. why are you throwing extra hurdles in the way of people who want to download your stuff? i can't imagine it actually drives more people to sign up for paid tiers. I think most people will click the link, go "oh I guess it's paywalled" and then close the tab, and then the haters (me) will click the tab, go "oh, that's annoying, I'm not going to download it now" and then close the tab
all it's going to do is deter people who might otherwise have downloaded or reblogged your stuff. it makes no sense no matter how you slice it.
if it does anything to me it only makes me want to add that creator to my 'avoid at all cost'-list... pun intended. y'all aren't doing yourself any favors. it's basically the same bs sooo many websites pull by forcing you to make an account if u wanna have access to everything and its annoying regardless of whether it's free or not. it really just looks like a paywall to me
I've said before I have never created a pinterest account because they were/are so pushy and i sure as hell will never create a patreon account for a bunch of pixels
plus, if i really really want something like it in my game I'd make it myself instead of joining patreon out of sheer spite
It's kinda funny how I support several podcasts on Patreon ($12-16/month total), but I will *never* buy sims content there or anywhere else. I might feel a different way about it if I'd been doing a 100% free podcast since 2021. Or not. I'm not sure. Some podcasters, that's their job. The same is probably true for some sims creators, but it feels different somehow.
Not to get too "old man" and "in my day" about it, but when I did have a donation bundle way, way back in the TS days, it was to try to recoup the cost of a pack of 3D models a friend helped me buy, and to help pay for hosting. The pieces of CC I charged for directly cost me something to make, and there was no SFS or MTS or tumblr back then. Sharing CC cost money, and I was unable to work, due to illness. Now, when hosting is free and resources can be free, I don't think it's great to charge money for CC. For what? For your time? Isn't this supposed to be a labor of love? I make stuff and share it because I love doing it, and I love the joy it brings people. Being paid would make that ugly and capitalist. No thanks.
"I don't think it's great to charge money for CC. For what? For your time? Isn't this supposed to be a labor of love?"
Yes, for your time and because it's a labor of love.
(this is getting a bit out of the OP initial conversation, but…)
Not trying to come for anyone, but it's precisely because people do it because they enjoy it, that they should be paid for it. Because, unfortunately ✨ we live in a society ✨, and money is a requirement.
I've said this before: not to defend those who paywall their CC. That shouldn't be a thing. BUT, supporting people because they create CC for your favorite game, doesn't make it "ugly and capitalist". You are supporting a creator you like, you consume content of, and hopefully want more, therefore you are giving them some extra money (aka time) to do so.
Are there people who produce shitty content only to monetize it? Yes. Do some creators abuse their privileged position as a content creator? Yes. Does that mean artists/creators should forever work shitty jobs and never, EVER monetize their hobbies? No.
Do what you want with your content, it's yours. But, artists everywhere are struggling (and again, yes I do think CC creators are also artists) to make ends meet, in a society that forces you to work jobs you don't want to do, for companies you don't like. If you don't want to (or can't) support them, at least don't "shame" them for wanting to receive a bit of money for the many, many hours spent loving their hobbies, that they share for free (either directly, or after some time).
(and even though I did reference some of kalux-sims points, I'm not coming for them in any way, just sharing my thoughts by referencing what others are saying)
Again, fully agree with Latmo. People working a job get paid precisely for their time and accumulated knowledge, at least in part. I'm not seeing why sims CC should be a hard exception. Also in the workforce you don't get paid more or less depending on how much you love what you do, so why is "people shouldn't be paid because they're supposed to enjoy what they do" even an argument?
You're taking advantage of everyone else's goodwill. You wouldn't be able to do anything more complicated than recolor the game's original meshes if other people hadn't freely given away their work, their knowledge, and their time. They weren't doing that because they were too short-sighted to ask for money but because hobbyists help each other.
It's obnoxious. The same way nobody wants half their social circle trying to sell them candles or Lularoe, nobody wants half their tumblr feed trying to sell them imaginary clothes for their imaginary dolls.
We all have to eat. We're all being exploited on that basis, and we're all forced to be complicit in its use to exploit others. We're also all human beings who know that this is a miserable way to live. Gift economies are a rare exception to that misery; don't pollute them when you find them.
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Last song: The last one on the Broadway Wicked soundtrack. (Looks like it's just called "Finale"? Fair enough.) I keep meaning to watch the movie.
Favourite color: Tyrian purple. Vivid reds and reddish oranges are up there too.
Currently watching: The Tian Guan Ci Fu donghua. I can't recommend it, but I came in already attached to the characters, so I've finished the first season anyway.
Last movie: A documentary about the James Webb telescope. If we're sticking to fiction, probably that thriller set on the space station from last year-ish. (I liked it, but nobody I saw it with did.)
Currently reading: Also Tian Guan Ci Fu. Mo Xiang Tong Xiu is the first author I've read in either the xianxia or danmei genres, so I don't have the context to know whether it's good, but I'm entertained. The novel before that was a reread of Children of Ruin by Adrian Tchaikovsky, which is the second book of a favorite series. (If "accidentally uplifted jumping spiders" sounds interesting to you, try it! The first book's mostly about them, and the author does the idea justice.) For nonfiction, I'm a couple of chapters into Deadly Outbreaks by Alexandra M Levitt, but it's not holding my attention so far.
Sweet, spicy, or savory: Medium-spicy by preference, but I'm lazy and broke, so in practice it's usually sweet for convenience and calorie-density.
Relationship: Nope.
Current obsession: TS2. MXTX's novels are also occupying a fair bit of my brain right now.
Last googled: Specifically Google: "is there a google docs for databases". (There is not.) Search engines in general: the username of a retired modder whose stuff I was looking for. (It was found.)
Currently working on: Finishing an old WIP for the current GOS theme. I've also been working on a new neighborhood, but so far that consists of playtesting mods and looking for CC.
Hi! So’ve downloaded the ring hater trait ( which is awesome, thank you for sharing it) and wanted to replace the ring hater trait with the peasant trait by cedanyblee, thinking I could easily swap it by changing the GUIDs in the relevant lines in the BHAV and that’s that. By now I’ve spent at least five hours on trying to get it to work, but still nada if I ask you super nicely, would you mind taking a look at my attempt, whenever you have some time to spare, I’d really appreciate it.
I've posted a small requested mod at GOS. Sims with the new Ring Hater trait won't wear rings when engaged/married. This is an edit of the Engagement Ring Stones by Color Traits mod by @episims.
DBPF Scripter is an application to automate the editing of resources in one or more DBPF (.package) files using values from a pre-configured spreadsheet.
Initial development of the app has been heavily influenced by @hypersaline's Body Shapes Tutorial.
The tutorial encapsulates a lot of knowledge of what resources to edit in each of the two template files, what values need to be changed, where to find some of those values and how to generate others, and also what tools and techniques are needed to effect the edits.
For a creator that just wants to take their body shape meshes and outfits and "make them work", there is a lot of daunting detail covering tools and techniques they may not be familiar with.
The aim of DBPF Scripter is to hide all the editing details, letting the creator focus on gathering the required info into a simple spreadsheet.
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