I’m currently playing TS3 - I’m on My Final CC Organising Mission™ (lol) in preparation for building the small rural retro british island I’ve always wanted to play!
I link to some of my mods on my site, including the unicorn sign default replacement in my avatar 🦄
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
✓ Live Streaming✓ Interactive Chat✓ Private Shows✓ HD Quality✓ Free Actions
Free to watch • No registration required • HD streaming
sooo you can just add new pattern categories in MaterialCategories.xml and make a new string for them... ????
BUT:
idk what the footsteps are doing (i tested with a fabric, which is hard to hear anyway)
anddd I would test with wood next, but it's kinda weird right. so I made a Lace category and moved fabricEP4Lace_2 from Fabrics into it. And it's all fine, but if I select it after placing it, it treats it as a customised Fabrics pattern (whether or not I customise it). and I don't know why, so I guess there's something else somewhere, but I don't know where.
sick right? if it worked properly
(I'm not even sure where the fabric swatch vs plain white vs plain black vs plaster behind (vs slightly thicker rock behind?) gets defined...)
I fixed it!!!! There are xmls in fullbuild0 called eg Leather_Fur_swatch_256 & Leather_Fur_swatch_64. So I made ones called Leather_swatch_256 & Leather_swatch_64, pasted the contents inside, changed the category name inside, done!! :)
But I can't change "Leathers & Furs" to "Fur". I wrote down the id & also tried hashing the whatever you call the string name thing, and got the same number yaaaay but it doesn't work when I added it. I had read something somewhere about the stbl instance needing to be higher, so I changed it to higher than the main strings eng us whatever, but still no dice. I literally hate stbls so much!!!!!! I was lulled into a false sense of security by how easy it was to add the new category strings...
edit: no the stbl had to be LOWER lol. I could not find that post
sooo you can just add new pattern categories in MaterialCategories.xml and make a new string for them... ????
BUT:
idk what the footsteps are doing (i tested with a fabric, which is hard to hear anyway)
anddd I would test with wood next, but it's kinda weird right. so I made a Lace category and moved fabricEP4Lace_2 from Fabrics into it. And it's all fine, but if I select it after placing it, it treats it as a customised Fabrics pattern (whether or not I customise it). and I don't know why, so I guess there's something else somewhere, but I don't know where.
sick right? if it worked properly
(I'm not even sure where the fabric swatch vs plain white vs plain black vs plaster behind (vs slightly thicker rock behind?) gets defined...)
sooo you can just add new pattern categories in MaterialCategories.xml and make a new string for them... ????
BUT:
idk what the footsteps are doing (i tested with a fabric, which is hard to hear anyway)
anddd I would test with wood next, but it's kinda weird right. so I made a Lace category and moved fabricEP4Lace_2 from Fabrics into it. And it's all fine, but if I select it after placing it, it treats it as a customised Fabrics pattern (whether or not I customise it). and I don't know why, so I guess there's something else somewhere, but I don't know where.
sick right? if it worked properly
(I'm not even sure where the fabric swatch vs plain white vs plain black vs plaster behind (vs slightly thicker rock behind?) gets defined...)
I've been trying to tackle my patterns catalogue and I realised I need to really investigate and cull/recat all the game ones, not just the most egregious annoyances like I'd done before. I was looking for the source of these images I have of the categories to see if "she" had them separated, but, I think she is me, lol... I'm not 100% sure but I'll (re?)upload them anyway.
all pattern categories
They're in neat 10s/50s so you can count them quickly and work out how many patterns you're saving (and thus, how many cc patterns you're allowed to install for free, hehe). I'm pretty sure I remember doing this but like ??? maybe I didn't, in which case thanks to whoever did!
I have also been trying to separate the TSM patterns I like from the ones danjaley extracted. I don't know anything about patterns (these are my first) & I don't know how to make patterns with an actual base image + the mask, which is what most of the TSM ones have, so these didn't come out very accurate, but I like them anyway. (Mostly I like how I can put the packages in separate little folders for my organising!!!) I totally failed at the pretty green-blue-pink carpet one, but I managed all the others I wanted.
download
Please don't think that they got better after the first 3 - that's just where I gave up annotating the problems, haha!
The prints are definitely different, and probably the deer fur, which I wanted for silly/alien fake fur in the first place, honest! I think the wickers & chainmail are pretty much perfect and the others are hard to get wrong. But you could have these in addition to the real ones, anyway.
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
✓ Live Streaming✓ Interactive Chat✓ Private Shows✓ HD Quality✓ Free Actions
Free to watch • No registration required • HD streaming
imo the only other good cas items from this pack are these (fixed and repoed) male outfits, these two moustache edits, and these (age-converted) heels, but it's possible I'm sulking because I extracted a superhero hair that turned out to be ugly and then the second one I tried didn't work and so I deleted my todo list.
but seriously, don't bother with the male cowboy boots if you have pets, because they're weird and small and the big pets ones still fit under the trousers!
I've never actually installed this pack because I knew I didn't want most of it, but I learnt how to make a package to extract from from this tutorial!! I really wanted the chair but I was astonished at how ugly it is close up. It's seriously ugly. I couldn't find a single wood texture that looked good on it. But I think it looks good as a slightly tacky upcycled kind of chair, hence the pic I included :)
The dresser has four little slots right at the edges. It's fine, but you might wish it had something in the middle.
The shower phonebox is so silly, like, it can't be used on the street, a superhero film could not use it, a real superhero could not use it... but I'm strangely compelled by it... there's a 'real' phone in there lmao, maybe it dispenses shower gel
If you want the outhouse, no you don't, it's ugly, I had it once... get cloudwalkersims' one instead!
http://www.simfileshare.net/download/6115933/
I included all the pics on this post and also the separate ones for the sign stencils!
This is a mask edit of sweetdevil-sims' mask edit, adult mesh fix & teen conversion of the store Jackie Oh My Suit.
A better person would have cloned them, a cleverer person would have made these extra presets, but I just overwrote the masks for myself and figured I might as well upload them in case anyone wants the same. If you want both, you can probably just clone these (??? I just realised I only know how to clone objects lol)
Original channels: jacket, skirt, suit trim & buttons, gloves
Sweetdevil's channels: jacket, jacket trim & buttons, skirt, skirt trim
My channels: jacket, jacket trim, buttons, skirt
You can go classic (& if I ever get unlazy I'll squash and trim the buttons too) or just have a cardi/jacket over a dress/skirt. The presets are not changed from sweetdevil's version btw. & I deleted the custom thumbnails.
TYAEF, same as sweetdevil's, but these are outerwear too also!
For men I've decided to make the single earring, I like this trend :)
Both are ear slider compitable, means all piercings move\rotate with ears, they won't sink into sims' flesh (and I hate when it happens!). Looks a little shiny in CAS, but OK in game.
I've also did a not slider compitable version for female without multiple piercings.
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
✓ Live Streaming✓ Interactive Chat✓ Private Shows✓ HD Quality✓ Free Actions
Free to watch • No registration required • HD streaming
or: How to: Extract and use CAS items without having the EPs/SPs installed
This guide will probably be useful:
- if you gather bits and pieces from various EPs/SPs without wanting the whole pack installed;
- if performance is a concern i.e. your computer can’t handle many EPs/SPs at the same time but you still want the items without going through the hassle of installing an EP/SP to clone them, or hunting down BGC posts.
As an example, I will be extracting an Into the Future (an EP I don’t have installed) tunic for teens.
❗❗ This post is the abridged version of the guide. For the full one, with more detailed explanations and comments, see my Wix page.
Programs you will need: 7zip (or similar); S3PE; S3OC.
This guide assumes that you know how to use S3PE at a basic level and how to use the search and filter features.
🛠 Step 1. Find your packages
I downloaded the ITF archive from G4TW, then opened it with 7Zip:
Two folders are of interest here:
GameData\Packages is where your FullBuild is, which contains textures, meshes, effects, code, XMLs etc.
Thumbnails is where the CasThumbnails is, which contains the thumbnails to all CAS items in the EP.
Extract these two .package files somewhere with a lot of space (in this case, the Fullbuild alone is over 1GB). If your EP/SP is already installed, retrieve the packages from your installation path.
🛠 Step 2. Find your CAS item
Merge the copied CasThumbnails and FullBuild_p21 (in this case) into one package (name it FullBuildMerged), then open it with S3OC. (*)
If you want to make items easier to spot, you can then extract all the thumbnails of this type: THUM 0x626F60CE 0xA0000000 from FullBuildMerged to a folder, instead of having to click on all of them in S3PE or S3OC. Yes, you are, in effect, merging the thumbnails and then extracting them.
🛠 Step 3. Extract the resources and create the new package
Open FullBuildMerged in S3OC and navigate to where your item is, then click on it and select “Clone or Fix…” on the right.
Do NOT tick “Renumber/rename internally”. Your only ticked options should be “Create clone package”, “Include thumbnails” and “Enable compression”. Make any category changes you wish.
S3OC only picked up the thumbnails with the group ID 0xA0000000; if you wish, you can import the others from CasThumbnails. This time, look for all THUM resources with the same instance ID as your CAS item (in this case, 0x6B6C4F92B93BE2D7).
Change the group ID of the CASP resource from 0xA0000000 to 0x00000000. If you don’t do this, your item won’t show up in CAS at all, probably because the EP isn’t installed. The game will now treat the cloned package as any basegame-compatible custom content item.
And that’s it! Now you can enjoy using this item without having the entire EP installed 😊
🛠 Notes and observations
Since this process doesn’t change instance numbers:
you can use default replacements (like added maternity morphs or texture edits) without worrying about making them compatible. The only concern will be matching the group name of the replacement’s CASP resource (if any) to the group name of your newly constructed packages.
you will only need one set of _IMG textures for both teen/adult versions, thereby saving space.
(*) Since the thumbnails are stored somewhere else, S3OC won’t see them if you open only FullBuild, thus the need to merge the packages. Merging the two packages will also lead to the names of the THUM resources being displayed, making it much easier to see which items you want to work with.
It's the tutorial that no one asked for! And I blew my entire day on it, so you better appreciate it! :) No, seriously, this is as much for me as for anyone else. I don't do this process often, and when I do, I have to re-remember the steps, and sometimes I forget some of them and have to figure it out again. This will save future me from having to do that.
Even if you aren't me, if you're interested in being able to place diving lots in most any world you like and that has ocean, this will be relevant to your interests. Unfortunately, it is a sometimes fiddly process to get a working lot at the end, and I went into a lot of detail, so the tutorial is long, but please do follow it closely because if you skip a step or mess anything up, your lot will be wonky or it might not work at all, and I don't want to hear your whining. :)
Note that this is a tutorial for placing a new, empty diving lot, which is the first step in placing a downloaded diving lot or one that you yoinked from another world, but this tutorial doesn't cover how to get such lots working. This just shows you how to place an empty lot, which I'm assuming for this tutorial's purpose that you will then build/decorate yourself. Frankly, I've discovered that building your own is much easier than trying to ram square pegs into round holes, which is what placing downloaded dive lots often feels like, even if you know what you're doing. It can be as time-consuming, if not more time-consuming, to get a pre-made lot placed and working than it does to just build your own.
So, here we go.
Step 1: Pick Your Poison.
Choose the world/save you'd like to plop a dive lot into, open it, and go into Edit Town. You can use any world you want, EA or custom, so long as it has accessible ocean in it. (More on that in Step 3.) I'm going to use Sunlit Tides, just because many people want to put dive lots in it yet can't always get them working.
Step 2: Cheats!
You need some cheats, so open the cheat box by pressing Control+Shift+C and then enter these three:
testingcheatsenabled true
debug on
enablelotlocking on
Note that you need to enable testing cheats first because the other two aren't available otherwise.
Step 3: Placing the Lot.
Go into World Editor and in the Lots submenu of it choose the lot size you want:
As far as I know, a dive lot can be any size you want from the minumum 10x10 to the maximum 64x64, any of the EA standard sizes or any custom size you might add using this mod. If you are bound and determined to try and place a downloaded/yoinked lot, then in my experience, it's best to make the new lot a little bigger than the lot you want to place, if possible, so that you have some wiggle room to get it to fit better. But, I'm assuming you're going to build your own here.
If you plan to do lots of terrain sculpting on your dive lot, bigger is better. That said, unless you're going to do something really elaborate, it doesn't have to be 64x64, the largest possible size, either. Smaller will mean that your prospective lot will fit in more places on the map. So, it's up to you. For this, I'm just going to place a 30x30 lot, because I'm not going to build/decorate it or anything.
Now, it needs to be said that not every world will be able to have diving lots. The world must have ocean, obviously, and that ocean must be routable or else sims won't be able to get to it. The ocean also has to be deep enough. Generally speaking, "deep enough" is if the water is dark blue. (Or green, or whatever color the lighting mod you use might make it.)
For instance, in Sunlit Tides here, it's pretty obvious where the deeper water is:
But you know what? I'm going to place a dive lot in some of the shallower water, anyway, because I/you actually can, within reason. And if you're interested in doing this in Sunlit Tides, I'll warn you that the deep spot in the pic above has a very uneven bottom. It's really not a good place to put a dive lot. And I'm not sure what the deep water on the outskirts of the map is like, but the good news is that much of the deeper and flat-bottomed shallows, as I've noted, work well.
So: With your chosen lot size selected, move your cursor around in the ocean where it seems to you that the water is "deep enough" until you come to a spot you like and where the lot grid is green. If the grid is never green, then the ocean likely isn't routable at all and you won't be able to place diving lots in that world. I have never run into that, myself, but I also haven't done this all that often, so it's certainly possible. Anyway, I'm picking here:
My advice would be to not make your lot too far off-shore even if you can do so, or else it will take sims a long time to get to it. Especially merfolk, because they always swim out to dive lots rather than take a water taxi, and they swim much more slowly than a water taxi moves. Once you find your spot, go ahead and place the lot. Doing so will create a square island, not a sunken lot. That's fine. We'll fix it in a moment.
Step 4: Change the Lot Type.
Click the lot's icon and change the lot type to community and then choose "Diving Area" as the subtype:
Note that this option will only show if you've enabled lot locking. So if you didn't enter that cheat up in Step 2 or if you entered it incorrectly, rectify that situation now so that you can set the lot type.
Step 5: Sinking the Lot
Enter the lot and flatten it with this tool in build mode:
This will submerge the lot so that it's level with the sea floor rather than being an island. You can now move the camera down under the water and have a look at your potential diving area, like so:
In particular, check the edges of the lot to see if there are any huge drop-offs or other great differences between the level of your lot and the surrounding terrain. Whether or not this will happen is world-dependent. Some worlds have very uneven/jagged underwater areas, which is what will make you end up with drop-offs, while others, like Sunlit Tides here, are (mostly) pretty flat.
You can see in the above pic that this lot is a little sunken along two of its sides. That's fine; that small amount of difference can easily be smoothed out with the terrain sculpting tools. If there are steep drop-offs or upward slopes, you can sculpt the lot to try to blend it with its surroundings, but be advised that 1) Interactable objects like dive caves can't be placed on uneven terrain and still be usable and 2) If you end up really deep down, the camera goes wonky and it's frustrating-to-impossible to build or play the lot. So, if you've got a huge drop-off and/or a steep upward slope on one or more of the edges of your lot, I'd recommend just trying a different spot. But, it's up to you. If you feel you can work with the uneven edges in some way, have at it. You are braver than me.
Step 6: Save that MFer.
Once you have a lot you're satisfied with, this is a good time to save. So, go back to Edit Town and do that.
I recommend saving often during this entire process because, I don't know about your game, but sometimes mine will "hang" or even crash when moving between Edit Town and Build/Buy, especially if I do it a lot. And with this process, you will be doing it a lot, not to mention exiting out to the main menu and then going back into the save a few times. Since getting a dive lot placed can be a fiddly business, it sucks to lose a lot of progress to a hang/crash. So, in my opinion, you can't save too often, but in this tute I'll only prompt you to do it when you must.
Step 7: Exit Stage Right
Remember long ago in the last step how I said you'll be exiting to the main menu a few times? Yeah, the first time is now. You do this because, for whatever reason, the game doesn't register changes made to the "structure" of dive lots without exiting and re-entering the save. So do that. Once it's reloaded go back into Edit Town and then back into the new diving lot. Because now it's time to place a dive buoy.
Step 8: Deploy Buoy
The dive buoy is located in the debug items, so if you haven't turned on access to that yet, do so now. Then, go into the buy menu, sort it "by function," not the default "by room," and you should see this question mark here:
Click that, and then I recommend that you go to the filters on the right-hand side of the menu and choose just Island Paradise objects. Because you'll be going into the "Misc. Objects" tab and, especially if you have all EPs/SPs, there's a crap-ton of objects in there to sort through. So, filter, then choose the "Misc. Objects" tab, and you'll see this much-more-manageable selection:
Choose the dive buoy, as indicated, and place it anywhere on your dive lot. It doesn't matter where because (spoiler alert) this one's going to be deleted, anyway.
Step 9: Ogle That Shapely Buoy
Once your buoy is placed, move your camera down to the ocean surface and have a closer look at it. Like so:
See how the ball part of it is just sitting on the surface of the ocean? That's bad. If you were to leave it like that, you'd have sims (and sharks, if you place a surface shark spawner) swimming/snorkeling in the air, if the lot would work at all. But don't panic! We can fix it. We just need to shift the entire lot down a l'il bit, so let's do it!
Step 10: Copy the Lot to the Library
Go back out to Edit Town. Check to make sure that your lot designation is still "Diving Area." (Because during this process, it will sometimes change.) Then, save the lot to your library. The game will give you a warning about cancelling all sim interactions or something. That's fine. Just put a copy of the lot in the library. The thumbnail in the community lot catalog will look like a blue square.
Why are you doing this, you ask? Because now you're going to bulldoze the original. Why? Because we need to move the entire lot down a little bit, and you can only do that by placing a fresh copy of the lot. And you may need to do this several times until you get it at the right depth, so having a copy of the lot in your library is necessary. You can delete it out of the library once you've got your dive lot in the right place, if you want.
Step 11: I'm a Steamroller, Baby
Once you've got a copy of the lot safely in your library, bulldoze the original lot you placed. Once bulldozed, the game will change the lot designation back to "No Visitors Allowed," so you'll need to change it back to "Diving Area."
Step 12: Go Down on That Lot
To move the lot down when it's placed, you need this cheat activated:
setimportedterrainoffset -0.1
The value at the end can be whatever you want, as many decimal places as you want. A positive number will move the lot up, and a negative number will move it down. (You can use a larger negative number to make deeper a lot that's too shallow, and it can also be helpful if you're intending to try to place a downloaded diving lot on this lot so that it might better match the depth of the water in whatever world it came out of, but this won't always have the effect you want. For one, your lot will be down in a hole.) For the purposes of this tute, all I need to do is move the lot down a teeny bit so that the dive buoy on the lot is sitting IN and not ON the surface of the water. Hence, the -0.1 value.
(Now, I should mention that other tutes I've seen will have you just lower the terrain right under the buoy to sink it a little bit rather than doing this bulldoze-and-replace-with-a-whole-lowered-lot thing I do. This method can work, but I don't like it for various reasons that I won't go into for brevity's sake. I'm just telling you what I do, which has worked every time I've placed a dive lot, including shallow-water ones like this one.)
Step 13: Re-Placing the Lot
Go into your library and place your saved lot back where it was. DO NOT ROTATE IT or else things will get screwed up. (Namely, your lot will become an island again and resinking it won't really work.) Just click "Accept." And then check its lot designation and change it to "Diving Area" again, if necessary, which it probably will be because stupid game.
Step 14: Ogle that Shapely Buoy 2, Electric Boogaloo
Now, enter build mode and move the camera down to the ocean surface again to check the dive buoy. Ideally, it will now be sitting IN, not ON, the water, like so:
If it's still sitting on the surface, the lot needs to be deeper and therefore moved down farther, so go back to Edit Town, bulldoze the lot again, change the value of the imported terrain offset cheat to a larger negative number (Perhaps -0.5) and try again. Be aware that, as I said, once you get to larger numbers (as in greater than -5 or so) you start ending up with your diving lot down in a hole, which may or may not be workable.
Now, there is a marker on the buoy, the little black rectangle I outlined in the pic above. If the ball part of the buoy is at least partly in the water but that marker is still above the water, as in the above pic, the lot will still work, but there will be a "hop" (and sometimes a pause) when a water taxi or a swimming merperson crosses the boundary of the lot. The higher the marker is above the water line, the larger that "hop" will be. (Because, if you haven't figured it out yet, the dive buoy is what tells the game where sims can swim, vertically, on a dive lot.)
If such a hop doesn't bother you, you can leave the buoy as-is. If you're a perfectionist like me, you go back to Edit Town, bulldoze the lot, and change the value of the terrain offset cheat to try again. Do this as often and with as many decimal places as your level of perfectionism demands. :) I'm not that fussy, so I usually just move the lot down in increments of 0.1 until the marker is at or below the water line but the ball of the buoy is not completely underwater because you don't want the ball completely underwater, either. At least some of it needs to be above water. So, fiddle as much or as little as you feel you need to.
(For reference/scale, the gap between the marker and the water line in the above pic would probably be fixed by an offset of about -0.15 instead of -0.1. But it would also be fine as-is unless a little hop at the lot boundary will bother you.)
Step 15: Bye-Bye Buoy!
Once you have the lot so that the buoy is where you want it, DELETE THE BUOY. I repeat: DELETE THE BUOY. Yes, DELETE THE BUOY. For whatever reason, dive lots drawn from your library that contain buoys won't work. I don't know why. They just don't. You need to place a fresh buoy. (I'm pretty sure this is why lots of people can't get downloaded dive lots or lots that they pulled from other worlds to work. Sometimes the answer is simply to delete the buoy, if the lot came with one, and place a fresh one.)
Step 16: Exit Stage Left
Once you have DELETED THE BUOY and only once you have DELETED THE BUOY, go back to Edit Town, check to make sure the lot is still designated as a diving area (and change it back if necessary) and save. Why? Because now you need to exit to the main menu and reload the save again. So do that.
Step 17: Fresh Meat Buoy!
Once the save is reloaded, go back into Edit Town, and check to make sure the dive lot is still designated as one. Redesignate, if necessary. Then, go into build/buy and place a fresh buoy, just as you did before. This one will be staying permanently, so place it where you actually want it to be. (Which really doesn't matter; aside from defining the vertical space of the diving lot, it just designates where your sim "enters" the lot.) If you want the lot to generate sharks on the surface, you can also place surface shark spawners now, too, as few or as many as you want, and because you have properly adjusted the height of the lot, the spawned sharks will not be swimming in the air. The spawners are also in debug mode, under the fish spawners. (There is also a spawner for underwater sharks. Do not put that one on the surface. Make sure you only put surface shark spawners on the surface.)
Step 18: Set the Lot's Skill Level
You set the required skill level for the diving lot by going to buy mode (if you left it), making sure the hand tool is active, and then holding down control and shift while clicking on the dive buoy. Choose the option "Set Required Diving Level…" from the menu that comes up:
…and then from the resulting options under that choose a NON-ZERO number. For some bizarro reason, buoys default to level zero when placed, and a diving lot set to skill level zero is inaccessible even if a sim has level 10 scuba skill. (Good move, EA! Why is zero even an option if it doesn't work??) So, pick whatever skill level you'd like, so long as it ISN'T ZERO. (I suspect that this is another reason why people can't get downloaded dive lots that they place in a world to work.) Once you have the skill level set, go back to Edit Town and save.
Step 19: Test
And now you're pretty much done. All that's left is to test the thing to make sure the lot works before you bother with building/decorating it. So, return to the game and send a victim to your new, empty lot and see if they successfully arrive (with or without a "hop" at the lot boundary) and successfully get themselves underwater. (My advice, for testing purposes, is to just give the sim you pick enough diving skill to use the lot. This can be done with NRAAS Master Controller.) Don't bother with doing anything further with the lot until you make sure it works.
Here is evidence that my lot, though shallow, works:
If your lot doesn't work, then something went wrong somewhere. Most likely, you missed a step or did a step wrong. I know there are a lot of words here, but they're all necessary to (more or less) guarantee a working lot in the end. So, try again. It's possible that you will have to pick a different location and start over, but I've been able to get a lot working wherever I've placed one, so long as it was in deep-enough routable ocean.
Step 20: PROFIT!
Assuming that your lot works, "all" that's left is to build it! :D I'm not going to go into detail about that. It's all up to you. You can sculpt the terrain, paint it with whatever terrain paints you want, place objects, whatever. If you're in shallower water, any objects you place that are tall enough to stick out of the water will just be chopped off at the water line; you won't be able to see the rest above water. The corals and stuff are in debug mode under "Underwater Objects," but if you don't want the tropical look, so long as you have moveobjects turned on, you can place (almost) any object you want down there, aside from things like walls and fences and other build items that can't be drawn underwater. Rocks, plants, trees, columns, and anything from the buy and debug catalogs are all good. If such an object has a function, sims won't be able to use them, though. They'll just become deco. (So, no underwater basketweaving sculpting. Sorry.) So, go to town. Have fun. For this tute, I'll just mention a couple objects and their settings and we'll finally be done.
Miscellaneous Objects:
First, treasure chests. Like the dive buoy, they're located in the "Misc. Objects" of debug mode. There are two versions, one for land and one for water. Obviously, on a diving lot, you want the water one if you want any at all. If you do want to use them on your lot, place down as many as you want, and then set the diving skill level necessary to open each one and designate the treasure each one will hold. You do both by holding down control and shift while in buy mode with the hand tool active and clicking on a chest, just like setting the skill level of the lot on the buoy. This brings up this menu:
The "Assign Treasure" option gives you eight different treasures for the chest. You simply pick the one you want. The "Set Required Skill Level" option allows you to assign the diving skill necessary to open the selected chest. You can choose any number you like from 0 to 10. (Yes, zero is OK for this purpose, even though no one with zero skill can scuba dive, so…Yay EA.)
Then there's the dive caves. I think they are in the "Underwater Objects" section of the debug catalog; I'm not sure because a mod I use moves them to the regular rock section. Anyway, there are two styles, which you're probably familiar with, but they both function the same way. If you have more than one of them in the world, even if they're all on the same lot, your sims can travel between them, much like a subway. Unfortunately, I can't show you how to set this up because that mod I use to move the caves to the rock section also makes them recolorable, but it breaks setting up this functionality and I don't feel like hunting the mod down and taking it out. But it's pretty easy. You Control-Shift-Click on each one, give them a name, and then you can connect them by using the names you give them. Again, it works much like subways. It's pretty self-explanatory.
Finally, there's the fog emitter. If you're unfamiliar with this object, it's a base game object located in the "Misc. Objects" section of the debug catalog. The thumbnail in the catalog looks like this:
And it looks like this when it's placed:
They can be used on any lot, they disappear in live mode, and they can generate not just fog but many, many different effects. Literally thousands of different effects. You place the emitter where you want, and then control-shift-click on it and choose "Set Visual Effect" from the resulting menu:
When you click on it, you get this:
In that window, you type/paste the code for the effect you want. Of course, you will need to know the code for the effect you want. For your convenience, I've uploaded my list of effect codes, which is complete and includes the codes from all EPs, here. It's just a text file, and the codes are in alphabetical order. Since the list is all-EPs, some of them may not work if you don't have the EP the effect comes from, but if that's the case, then any such code you enter simply won't do anything.
The most relevant effects for a diving lot all start with "ep10," but there are others you could possibly use, too. Some of the names of the codes are more helpful than others in terms of knowing what it will do. Generally, you need to experiment. But, you can add schools of fish, single (but non-catchable) fish of all kinds (if you want catchable fish to spawn, you need to use the spawners, not the fog emitter), sharks (non-interactable), light rays, bubbles, glows, fog, all sorts of things, if you're patient enough to go through the list, look for interesting possibilities, and try them out to see if they will work for you. There are whole tutorials dedicated to the object, if you look for them. There's also a mod that makes them shiftable, which can be very useful, here.
One final suggestion:
If you go through this process in a world that you know or even just suspect that you'll want to use again and you'll want the dive lot(s) you made in that future save, for the love of pie keep a copy of this save file somewhere. That way you won't have to go through all this crap again. Because even if you save a copy of your finished lot, unless you manage to place the empty initial lot in the new save in the exact spot you placed it when you built the lot, it's not likely to be quite right. So beware.
And with that, I think we're done here. If anyone has any questions, or if you decide to try to make your own diving lot and have questions along the way, feel free to hit me up and I'll do my best to help. Just keep in mind that I'm not an expert by any means.
This is a guide explaining how to edit the decay of motives. The XML which we will be editing affects a lot of stuff, which is why I won’t put my edits up for download – there’s simply too high of a possibility for conflict with other mods. So far I’ve successfully edited the decay rates for vampires and aliens, so it’s definitely useful!
This turned out to be quite lengthy, so if you’re already familiar with how the Motives XML looks like you can skip directly to step 4.
Open package. Copy and set aside the OBJ instance ID. Come up with a unique item name, write it down. FNV64 hash it, write that down. Add NGMP resource, group 0, give it a unique resource name (I suggest the unique item name you used before + “ngmp”), tick use resource name if it’s not already, convert to FNV64. Open NGMP in data grid, further open data in another grid window, add entry. Use the hashed item name and instance ID in the fields. Save.
Locate your shopping XML (0xCB55D25153978EDD) in gameplaydata. If you use any mods that add things to the grocery store that aren’t scripts, track that down instead to edit. Using the format shown, copy and paste a new entry anywhere after the dummy <book> entries (you will break the store if you place your entries before these), using that unique item name you wrote down at the very beginning as its name. Save.
Obviously anything you add will want to be live draggable as it will end up in your sim’s personal inventory, unless you enjoy using debug enabler to move things to family inventory.
Cook-able ingredients!
I worked out how to make recipes for ingredients (you must have pets for these to work). Once you have cooked them you have ingredients in your inventory ready to be used in another recipe.
I have made a bunch of recipes for existing cc ingredients. They are all functional, however I still need to make/switch all the models for the cooking process so they are still a WIP for now.
I was just so excited that I got it all working that I wanted to share now, as my life is going to be busy for the next few days so I am unsure when I will get around to finishing these.
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
✓ Live Streaming✓ Interactive Chat✓ Private Shows✓ HD Quality✓ Free Actions
Free to watch • No registration required • HD streaming
Typeface on the telephone box is an original that I might use more 👀 If anyone knows an easy/affordable font app for mac I could make it a font but I've never done that before lol