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*no, it's not the whole set but I converted my favorite items hehe
>Warning: the items in this set are mostly mid poly so if your game struggles to run higher poly stuff + 2k textures then avoid using these for the sake of your game!
>10 items in total; everything is recolorable except for the paintings, also nothing is 10k poly or more. Polycounts can be found under the cut!
>Mesh/texture credits go to SilverLinings, original ts4 post can be found >here<
>Also big shoutout to @p-the-simmer for taking these decent previews for me hehe
>DOWNLOAD< (always free on patreon)
If you feel like it, you can supportĀ my tearsĀ me onĀ PatreonĀ orĀ Ko-fiĀ š„ŗš„°
Ruffled Sofa + Loveseat (which works as a 3 seat sofa but is smaller in size)- 9k poly
SIMS 3 TUTORIAL:Ā How to find items in CAS for lookbooks & WCIFs
If you ever need to find the name of a CAS item in game, this quick tutorial should help. This should be useful for creating lookbooks and answering WCIFs ...
And sorry if I overexplain some things, I just like to be thorough lol. Pictures included, for non-native English speakers.
WHAT YOU'LL NEED
a.) Nraas MasterController / Nraas MasterController Integration (you'll need both)
b.) Nraas Packer
c.) A folder containing all of your CAS .package files, unmerged (You can store hair, clothes, accessories, and shoe packages here. It's good to have backups of your unmerged cc anyway, so might as well store them here)
1. Install Nraas MasterController and Nraas MasterController Integration. If you're unfamiliar with Nraas, read here on how to install, as well as the MasterController FAQ page. Just to confirm that MasterController and Integration were installed correctly, enter Create-a-Style/Create-a-Sim (CAS), Right-click on the "..." button in the bottom left hand corner, and a menu labeled "CAS" should appear, as shown below. It's been installed, moving on ...
2. Load up your save. Once you're in game, wait 5-15 seconds in-game while the game is live/unpaused. MasterController Integration seems to take a few in-game moments to load properly. If you have other Nraas mods (Story Progression, etc.) you'll see a notification in the top right corner showing that MasterController is working. If not, fine. Just don't go into CAS immediately, wait a few moments.
3. Once in CAS, find your item. Right-click on the item in the CAS catalog. A notification should appear in the top-right corner of the screen. Look for "Instance", underneath "Body Type". There will be a long series of numbers/letters that will start with "0x" ... that's the Instance ID, write that down or snap a pic of it.
4. Install Nraas Packer. Open Nraas Packer. *In the top-left corner, click the binoculars icon to "Search Packages". In the new pop-up, where it says Instance, type in the Instance ID (including the "0x" at the beginning). **Make sure you typed in every letter/number correctly. Then, click the button that says Folder, and select the folder where all of your unmerged CAS cc is located. Then click the Search button.
5. Each time you Search using Nraas Packer, it may take 5-15 minutes to find the first package, depending on how big the folder size is. So don't worry if it freezes and takes a bit of time. (IMPORTANT: After it's done searching for the first package, each subsequent search should load significantly faster, usually within 5-20 seconds. Every search won't take 5+ minutes. For this reason, I prefer to search for multiple items in a row. It's quick after the first search.)
6. When it's done, a log will be generated and a pop-up will ask "A log named PackageSearch.log has been created, do you wish to open it now?" Click Yes, a log in the form of a Notepad should appear, and scroll down towards the bottom (or Ctrl+F and Find Next "Match Found") until you see "Match Found". There you go, that's the name of the CAS item! This process works for hair, as well as clothes, shoes, and accessories.
7. Now the rest is up to you. Sometimes, the package is not as clearly named as this one. If the package doesn't include the creator's name (i.e. "floral_skirt_17whatever.package"), trying going to CC finds/reblog sites and search for item's name in the blog's search bar. Or do a Google/Bing/whatever-browser-you-use search.
*This method only works for .package files
**Try not to confuse zeros "0" with the letter "O"
HOW DO YOU FIND MAKEUP OR PATTERNS?
... fuck if I know. Unfortunately, right-clicking on makeup, eyebrows, and patterns doesn't seem to generate a notification box containing the Instance ID. So no idea how to search them using Nraas Packer. The only way I've been able to find patterns is by exporting a sim as a sims3pack with the pattern included in the outfit, converting that sims3pack into a package using Delphy's Sims3PackMultiInstaller, opening the pattern package that the Installer spits out with S3PE, and then finding the name of the pattern in S3PE. But even that's not always helpful, because patterns are often vaguely named and don't contain the creator's name. But at least its a start ...
If anyone has a better way of finding makeup or patterns, I would love to know!
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Tutorial: Converting Adult shoes to Teen-Elder in less than 5 minutes!
Ever converted shoes, and just the thought about doing the same process of adjusting and remaping a mesh twice more has already made you exausted?
Also tired of enabling the file for teen-elder, and then having that nasty seam at the ankle?
Well, today your problems are over!
What you will need:
Blender (I'm using 3.6, and this tutorial will work in at least 2.8. Older versions aren't recommended due to plugin compatibility)
GEOM tools plugin
GEOM base meshes (all gathered by @toadifylackoffantasyā¤)
A .wso feet reference for your choosed age (you can export it from TSRW from a mesh that has naked ankles)
Cmar's Mesh Toolkit
S3PE (to extract the mesh from the package)
TSRW (I'm using 2.2.118, older versions are fine)
An Adult shoe you wish to age convert (if you're tweaking other creators CC, respect their TOU!)
Note:
This tutorial will not teach you how to model or convert shoes from other games. Maybe one day I'll document my chaotic workflow, but I won't promise anything.
I only did this method with shoes that are not high heels, as it keeps the ankle verts in the same place as EA default. It might work as well, you could try etc. Also for obvious reasons this wont work with any type of shoes that cover the ankles
Before starting:
Be sure that GEOM tools plugin is installed on Blender, and that the GEOM base meshes are extracted.
Extract the LOD1 mesh from your package shoe, and save it on a project folder to make things easier etc.
Now, let's go!
š Step 1:
Open Blender, get rid of everything there as Cube, camera etc, as we won't need them.
Import the shoe mesh you wish to convert with GEOM tools, name it so you know what is is (since upon importing it names the object just as "geom"), and after that import the teen/elder feet reference as well (it's the file with "base" in its name, on their respective folder), and name it accordingly after importing each one. Do the same to the bottom references as well, since we'll need them to not only see how the ankle will nicely connect, but to fix the normals as well.
š Step 2:
Select your shoe mesh, hit TAB to go to Edit mode.
Select the first row of faces (tip: click on the X to view the mesh, and toggle X-Ray mode to easier select)
Go to Data tab, create a new vertex group, name it "calf", and click on assign. This way, Blender will know with what verts it will do stuff etc.
š Step 3:
Hit TAB again to go back to object mode.
Click on Modifiers tab, click on Add Modifier, and select Shrinkwrap.
Now set the Wrap Method to Nearest Vertex, the Target to the feet reference (in my case, the TF one), and in Vertex Group, select the group you created and assigned the ankle verts.
And now, see the magic happens š Mine is in different colors and wireframe to better show it.
Did it snapped nicely on place? If yes, Apply the modifier like the picture below.
š Step 4:
Now, we're gonna fix the normals at the seams, following toadifylackoffantasy tutorial on it (it is truly a lifesaver!) One could try to fix it later on MTK, but IMO it's easier to solve the problem here before exporting the mesh.
Select the altered mesh, go to Edit mode, select again the first row (you can easily do it by clicking on Select right on the Vertex Groups menu). Then, in Vertex Groups menu, select the "calf" group and click on Remove. This will un-assign the verts to this group.
Now select only the first verts row on the ankle. Then select the "calf" group, then Assign.
Go back to Object mode, and click on Modifiers tab, then on Add Modifier, and on Data Transfer.
Set the Source to the matching bottom you imported previously (in my case, the TF), in Vertex Group select the group you created, tick Face Corner Data and expand the menu, then click on Custom Normals and in Mapping selec the Nearest corner and best matchin face normal.
Now see the nasty seam going away š
Is everything smooth? If yes, apply this modifier as well.
š Step 5:
Now before exporting the altered mesh, click on Data tab, and in Vertex Groups, and delete the "calf" group by clicking on the Minus button. You must do it otherwise Mesh Toolkit won't let you convert the mesh to .wso
Now just click on Export on GEOM tools menu, and save the altered mesh in your project folder!
š Step 6:
Now let's convert and make the morphs.
Open Mesh Toolkit, click on Conversion Tools tab, and on GEOM to TSRW WSO select your exported altered mesh, and click on Convert to TSRW and save it on your project folder.
Then go to the Auto tools for WSO tab, then on Auto-create Morphs tab, select the new .wso you just converted and your .wso reference, click on Create Morph Meshgroups and save the resulting file on your project folder.
Note: You can use the base geoms you download for this tutorial as reference instead of a .wso, just go to Auto tools for GEOM tab.
š Step 7:
Now let's pack everything together!
Open TSRW, click on Create New Project, and then on New Import.
In the next screen select either the original package, or the Adult TSRW project from your shoe. This way, the program will clone it, and you won't need to export any texture or create presets again! Then click on Next all the way, and then in OK to clone it. If it asks you if it is a Sims 4 Package, click in NO.
Want to create a package that links the textures from the main Adult package? Then check out Danjaley's tutorial!
Untick the Young Adult and Adult ages, and tick the one you're working on (in my case, Teen), and watch the horror that it becomes.
Now go to the Mesh tab, select High level of detail in the dropdown menu, click on the import menu, and select your morphed .wso file!
It's done! Now export the package (or sims3pack) and test it in game!
If you're converting high-poly shoes, from now you can renumber its mesh if you wish.
And that's it! Now your teens and elders sims can enjoy some nice shoes as well! Hope it's useful for the fellow converters š„°
This mod adds a genetic trait inheritance system to The Sims 3. When a baby is born, they have 50% chance (tunable) to inherit one eligible trait from either parent. Twins and triplets are processed individually, so each baby gets their own chance to inherit a trait.
Eligible Traits:
Unstable
Neurotic
Absent-Minded
Genius
Nurturing
Handy
Insane
Optional add on
Slow skill gain for toddler-teen with the unstable or absent-minded trait.
These are default texture replacements for only the foliage of the four TS3 treehouses, three from Generations and one from Town Life. I desaturated and yellowed the leaves in order to fit in better with my general "aesthetic" and the other similar plant defaults I've made and shared. So, if you like/have/use those defaults, you may be interested in these, too.
Here's what all four treehouses look like with the default in place:
The download file contains separate defaults for each of the treehouses, so you can pick and choose, as well as a merged file that will default all four. If you use the merged file but don't have Town Life or Generations installed, it will still work fine. You'll just have one (or three) useless images loaded into your game.
ā” All mesh/texture credits go to to @sentate ā” original post: here
Link to part 1: here
ā” Gwen Shirt ā” sfs or mega
All LODS
2 recolorable channels
Poly: 6k
3 recolorable presets
Categories: Everyday, Formal, not valid for random
Female, YA/A
*Note: The second button from the cardigan can disappear a bit into the body, but its not noticeable in game.
ā” Gwen Miniskirt ā” sfs or mega
All LODS
1 recolorable channels
Poly: 1k
3 recolorable presets
Categories: Everyday, Formal, not valid for random
Female, YA/A
ā” Plum Blouse ā” sfs or mega
All LODS
1 recolorable channels
Poly: 4k
3 recolorable presets
Categories: Everyday, Formal, not valid for random
Female, YA/A
*Note: You might notice some dark spots in CAS, but they disappear in game.
ā” Plum Skirt ā” sfs or mega
All LODS
1 recolorable channels
Poly: 3k
3 recolorable presets
Categories: Everyday, Formal, not valid for random
Female, YA/A
I'm trying to upload conversions every week, but this time I had to reinstall my game for like 3 times hehe. But it's working now! Also just realised how buggy and slow my game was before, even with less cc. Ī£(;Φ Ļ Ī¦)
There are still a few pieces left in this collection. They will be posted in the following weeks.
thanks for everyone who reblogs!! (ć¤ļ½”Ė įµ Ė)㤠āøā”
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this is a collection of xml tunings to reduce the sell price of most collectibles
more info + download after the cut
download | mtsĀ
overview of changes:
fish, flowers, gems, rocks, insects, and spirits all sell for much less than the vanilla game
sell price still scales depending on rarity
the cost of gem cuts are lower
note:
i have mainly reduced these collectibles because they require very little skill from the player to come across. if any of these collectibles are exceptions to that [for example require a specific opportunity, complicated process, or unique area/ability] then please let me know!! i do not mind collectibles having a high sale value when they have genuine effort and work put into acquiring them [vs just lying around the world]
conflicts:
useĀ theĀ Sims 3 DashboardĀ tool to easily detect conflicting xml files
anything that edits:
wildflower xml (0xe6e64044a82032a4)
fishing xml (0x90142107481de889)
spirits xml (0x131b140472e4eca9)
rockgemmetal xml (0x0bc598d3d67b7e74)
insects xml (0x824caad7861f4d94)
known issues:
none at the moment
please let me know if there are any problems
credits:
my mods are always fully human created, documented, and edited. genai will never have any role in any part of my mod creation or postingĀ [yes, even the long as heck info documents, i'm no slacker]
mts guidesĀ for enabling me to understand tuning in the first place
s3peĀ my beloved
twinsimmingĀ for the thumbnail inspo
pixelmator proĀ for actually being user + noob friendly for me to make the thumbnail
gameplay suggestions:
use the percent price modifier in grocery, consignment, and bookstore xmls to afford the basics -Ā sihmie versionĀ out now
balance out wages and active career progression -Ā sihmie versionĀ out now
future plans:
lower sell price for WA collectibles from tombsĀ but this reduction would be smaller since it requires infinitely more skill than regular collectibles ... and the xml seems complicated for it
let me know of any other collectibles i've missed out!
full xml edits are in the text file within the download, or over on mts
This would have just been an edit of the base game orchid plant put into a small glass vase, but thanks to @sweetdevil-sims' mix and match combo of store plants, I decided to make similar edits to various plants from the base game and some EPs, and adding some store plants in the mix too.
11 plants to mix and match with two vases, glass and ceramic. The glass vase has only one channel, while the ceramic vase has three. Only the gothic plant is CAStable with three channels. The vases are both priced §50, and the plants all cost §5. Everything is found on Decor > Plants. Also, the plants are draggable while in live mode. Some plants can also fit in sweetdevil's edited store vases/pots mentioned above for more variety.
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