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From the first time I say the fairy ring in Enchanted by Nature, I thought it would be the perfect place to makes wishes to the Fairies... or to dance for them, or to disappear to the Faerie Realm, but that's a different story. And from the time I heard that Fairies were going to be added to the game, I wondered if there would be a chance for Changelings. We got neither from the game, but here's my take on it.
This mod lets you go to the Fairy Ring (the ring of mushrooms in Sprucederry Grove) and Wish for a Child from the Fairies. The Fairies will think about it, and your sim will react based on how it goes. If they decide to give you a child, in a few seconds you'll get a notification and your child will appear in the Fairy Ring. They'll be added to your household and become the wisher's son/daughter.
You might get an infant, a toddler, or a child with positive or negative or random traits, and while they'll usually be human, sometimes you'll get a Changeling, who may be any occult (except Servos, because they can't be kids). They may or may not arrive with some skills already started.
If you get a Changeling, your sim will try to deny it, but they will eventually accept that they now have a Changeling. How it goes after that is up to you and your sim.
After you wish for a child, you have to wait for 24 hours before the Fairies will listen to you again.
It's not cheap! The Fairies don't give anything away for free. Come prepared to fork over 5000 Simoleons if you want to be considered. And there are no refunds if you get turned away with empty arms.
All children who are wished for will get a trait that marks them as A Gift from the Fairies or as a Changeling. Sims with the Changeling trait will be more mischievous that other sims.
You're most likely to get a toddler, then an infant, then a child, then a Changeling, which is further influenced by your sim's traits -- a sim who hates children is less likely to get a child at all, an elder is more likely to get a child-aged child, and a sim with the Family Oriented trait is more likely to get an infant, for example.
For human children, you're most likely to get positive traits, then random traits, then negative traits.
For Changelings, you're most likely to get a Fairy, then Werewolf/Dormant Wolf or Mermaid, then Alien/Alien Hybrid, then Vampire or Spellcaster. The order of occults is based on the default relationships that Fairies have with them. They're more likely to have a spare child around if they have a decent relationship with their occult. Their traits are mostly random, but they might have some reward traits based on their occult.
No wished for children should spawn with the Skeptical trait. They might get it when they age up, but not when they just arrived from the Fairy Realm. Skeptical sims can make a wish, but they might not like the results.
Requirements to use the interaction:
Must be young adult, adult, or elder.
Must have room in your household for another sim. The game will count pets and unborn babies and unborn baby pets towards this total.
Must have at least 5000 Simoleons.
Must not have used the interaction in the past 24 hours.
Known minor issues that I can't change:
Your sim's arms might stretch if they try to pick up their new infant while they're still at the centre of the Fairy Ring. This would affect people with Growing Together, because those infants can't crawl yet.
If you're missing a pack that has an occult (Get to Work, Island Living, Realm of Magic, Vampires, or Werewolves), you might get a human Changeling. The game will randomize the occult before checking if the occult exists, and if it doesn't exist, will create the child anyway. This will cause no errors, and you'll just have a kid who's more mischievous than another kid with the same other traits and preferences.
I can't recommend having your sim's partner adopt the wished for child as their own child until the married to siblings bug is fixed. Adopt as Caregiver should be fine, but adopting as their own child might trigger the bug.
Required for this mod to work at all:
Lot 51's Core Library
Enchanted by Nature
Recommended but not required (you might get human Changelings if you don't have them):
Get to Work
Island Living
Realm of Magic
Vampires
Werewolves
Thanks to OneMoreKayaker and Waffle, who helped me figure out workarounds for the weird things that the game should let happen but won't (like spawning in child occult sims -- the game hates that and tried very hard to make them all adults, even vampires who don't age to adult on their own).
Updates:
March 27, 2026: Updated for what I can only assume was some corrupted files. The new files look identical to the old ones and work exactly the same, but Tuning Error Notifier has no issue with the new ones but did with the old ones. Please update so that your game is slightly happier to do the same thing it was doing before.
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This started with me wanting a different purple wrench icon override. I ended up with three?
These are three emojis that I drew turned into wrench icon override.
There's Lucky, a four leaf clover made up of hearts:
Heart:
and Question, a question mark with a heart for the dot:
I have no idea if anyone'll be interested in these, but the world needs more purple, and if I add it to my list of mods, I have to remember it exists and update it when it breaks.
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Testers Wanted: Attraction replacement for Mac Users
I received a request from @buduwie asking whether I could make my attraction mod more Mac-friendly. So I have this mod to share. Since the last testing (around May, I think), it seems to be working, but both buduwie and I ran into an issue that I wasn't able to fix. I've explained the issue in detail and what's included in the download after the README section.
Another note: it uses my attraction replacement mod that I shared, but I edited out any checks for expansion packs that Mac users don't have, so that you won't be hit with errors.
The two interactions "Do you like what you see?" and "What Turns You On/Off?" do not show the turn-ons ui icon correctly most of the time. Now this is a known bug that happens in an unmodded game already, as stated by simler90:
When Maxis released Bon Voyage, they added a 3rd category of turn-ons. This category includes the Robots, Plantsimism and Lycanthropy turn-ons. Apartment Life added Witchiness to this category as well. These turn-ons have icons, that's how you see them in the UI, and they also made thought balloon icons for them, that's how you see them when you perform the "What Turns You On/Off?" interaction. The problem was that they did not update the "Do You Like What You See?" interaction with this new category of turn-ons. This is why, in an unmodded game, if you perform that interaction, and if the target sim has a category 3 turn-on/off, they will show you a random turn-on/off thought balloon from either category 1 or 2, which they don't have.
But the issue is that both buduwie and I still ran into the problem when we had only the fix and attraction replacement mod added, or just the fix, as shown below with pics.
In my testing, picture on the left, the sim's profile ui appears instead of the Nature Lover attraction trait ui. Meanwhile, when buduwie tested on an unmodded save with just the fix in the download folder, picture on the right, they only got the speech ui instead.
Sadly, I don't know how to fix this issue and you'll still likely experience it even when you have my mod. So if you don't mind that, then here's what's included in this mod.
The Sims 2 Turn-ons Replacement Mod For Mac - Download / Alt
What got carried over:
Simler90’s rich and poor calculator checks.
Simler90’s fixes for the TO that EAxis missed fixing (not including the issue I stated above).
Episim’s cologne turn-on stops triggering and flower effects are removed.
Episim’s Hard Worker TO edits.
Some of PForestsim’s own turn-ons (but with slight edit changes).
What are the changes:
New Icons + my own mashup (from The sims 4).
New string names.
Everything but the facial hair turn-on got replaced. It was the only one that I wanted to keep.
Changed the values of skills, personality and interest.
Vampires and active (transforming in the night) Werewolf won’t get eye colour TO triggers.
Servo and Plantsims won’t get either hair or eye colour TO triggers.
Plantsim will, however, default to green eye colour only.
Alien trait from tammyhybrid21 that Episim used, removed.
Any EPs checks, past the Mac version, were removed and there is no witch turn-on replacement.
Required mods:
You will need the 3t2 Trait for this mod to work.
Recommended:
If you use Lamare’s LTW mod and have the lamare_LTW_Robots package file, I suggest using my edit that redirects the servo check to where I placed it in my mod.
Translation:
So far, only english & brazilian portuguese translations are available. Even tho my family comes from Brazil, I’m still learning the language so any issues please tell me. I’m also open for anyone that would like to give me their translated version so that I can add it to the mod.
Conflicts:
With any other turn-on replacement mod. Pick only one.
With Tunaisafish’s Attraction Fix (Simler90 already fixed these issues, there is no need for this mod).
With any UI mod out there, just have this mod load after the UI mod and you’ll avoid TO icons being replaced with the default Sims 2 icons.
With any cologne/perfume mod that turns off the TO trigger or removes the flower effect (Mods like Midgethetree’s Zombie Controller works just fine with this mod)
Credits:
@episims mod that I used and their tutorials that helped me make this mod possible.
@pforestsims mod that I used to transfer turn-ons that I liked over.
Simler90Â for fixes and having the Lua scripts that I needed to carry over.
@lazyduchess making the Lua scripts readable so that I could understand what the heck I was editing.
@buduwie for being patient with the ton of testing I made her go through 😅
@jellymeduza Even if it was for a brief help, I still think you deserve a shout-out for trying to help.
The Turn-ons / Turn-offs:
There are four types of the mod to choose from; the _NoFix versions were added for those who might want to test my mod with SimNopke's fix or any similar mod fix.
The SGG_Episims_PForestsims_TOReplacements_3t2Traits_Only or SGG_Episims_PForestsims_TOReplacements_3t2Traits_Only_NoFix will work as follows:
Cologne → Inspirational
Education or Influential (sims who have max influence)
Stink → Poor
Have less than 20,000 simoleons
Fat → Kind Hearted
8+ Nice personality or Friendly, Excitable, Good, Lucky Traits
Fit → Infamous
<= 3 Grouchy personality or Evil, Grumpy, Hot-Headed, Mean Spirited Traits
Formalwear → Pet Lover
2+ Pet friends or Animal Lover, Cat Person, Dog Person, Equestrian Traits
Swimwear → Theater Enthusiast
6+ Dance skill or Natural Born Performer, Star Quality, Virtuoso Traits
Underwear → Rich
Have more than 100,000 simoleons
Vampires → Supernatural
Vampire, Zombie, Werewolf, Fairy or Supernatural Fan Trait
Family Oriented, Hopeless Romantic, Nurturing Traits
Custom Hair → Alien
Either Alien skintone and/or alien eyes
Grey Hair → Child of the Ocean
Mermaid Trait or Loves the cold, Loves the heat, Loves to swim Traits
Hard Worker → Overachiever
Career level 6+, teen career level 3, owned business level 6+, young adult with a GPA 3.7+,
or Workaholic, Ambitious, Born salesman, No sense of humor Traits
Unemployed → Ambitionless
Unemployed, Uneducated or Hates the Outdoors, Frugal, Mooch, Slob Traits
<= 3 Lazy personality or Computer Whiz, Couch Potato, Heavy Sleeper, Night Owl Traits
Plantsims → Nature Lover
Plantsim or Eco-Friendly, Green Thumb, Angler, Loves the Outdoors Traits
Werewolf → Explorer
3+ Vacations or Adventurous, Brave, Daredevil, Gatherer, Sailor Traits
--- --- ---
The SGG_Episims_PForestsims_TOReplacements_buduwie_Version or SGG_Episims_PForestsims_TOReplacements_buduwie_Version_NoFix are almost the same as the trait version, only these replacements changed:
Swimwear → Theater Enthusiast
6+ Dance skill or Natural Born Performer, Virtuoso Traits
Vampires → Supernatural
Vampire, Zombie, Werewolf, Fairy, Mermaid, Alien DNA, Plantsim or Supernatural Fan Trait
Glasses → Stylish
Hats, Jewellery, Glasses, 8+ Fashion interest or Schmoozer Traits
Custom Hair → Self-absorbed
Star Quality, Snob, Diva Traits
Grey Hair → Child of the Ocean
Loves the cold, Loves the heat, Loves to swim Traits
Unemployed → Ambitionless
Unemployed or Hates the Outdoors, Frugal, Mooch, Slob Traits
Plantsims → Nature Lover
Eco-Friendly, Green Thumb, Angler, Loves the Outdoors Traits
A few good stuff from Lovestruck converted to TS3. Enjoy!
A Wave of the Palm Plant
Two channels and two presets. Has an emptied version for placing a plant of your choice (recommended plants: here, here, and here) Costs §180 and §120 for the emptied version. Found in Decor > Plants. Plant color is slightly edited to less saturation.
Also, there's another version that contains a similar looking palm plant from Island Paradise, which looks better imo, but the polycount is much higher (2k+). Also costs §180.
Fireplace Ready Romantic Blanket
Not functional as it is in TS4, but recommended for use with the One With Nature mod to make interactions such as laying down or sitting possible. Has two presets that both have three channels. Costs §250. Found in Decor > Rugs.
Mother of Pearl Hanging Light
Three channels. Costs §125. Found in Lighting > Ceiling lamps. Also comes with a slightly smaller version that costs §100 and a shorter version that costs §80.
Smooth and Suave Tolietries Set
Four presets with one channel. Costs §65. Found in Decor > Sculptures, Misc.
Webbing Colored Patio Chair
Three channels. Costs §75. Found in Comfort > Living chairs.
All items contain the original catalog descriptions from TS4.
POLYCOUNT INFO:
A Wave of the Palm Plant: 1017 (hLOD) / 406 (mLOD)
A Wave of the Palm Plant Emptied: 246 (hLOD) / 116 (mLOD)
A Wave of the Palm Plant (with IP palm): 2114 (hLOD) / 1066 (mLOD)
@mustluvcatz-reloaded's bean poles set repo'd to the OFB DecraChill! I mainly did this edit because I've been tending to my own beans in my garden aha, and its such a fun lil set.
No mapping edits or anything this time, I've shown them over the maxis pole bean plants here. Nothing should overwrite the originals, file sizes are smaller due to being repo'd to the game, but of course OFB is required. They can be found in build>garden centre>gardening for 10 simoleans each. The simple set (1) is about 70 polys each, and the more complicated ones (2) are just about 600.
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Ever see wild mushrooms in the world and want to gather mushrooms there? So did I.
When you use the Gather Mushrooms interaction, you'll get from one to seven mushrooms in your inventory. The number is affected by luck. They might be regular base game mushrooms, any of the wild mushrooms from Cottage Living, giant mushrooms from Cottage Living, or morel or false morel mushrooms from Outdoor Retreat, if you have those packs.
Where you can gather mushrooms:
The fairy ring in Innisgreen - requires Lot 51's Core Library.
The quest mushrooms in Innisgreen - requires Lot 51's Core Library.
A cloned alien mushroom from Get To Work.
A single mushroom from Discover University, cloned and recoloured.
A fallen log covered with mushrooms from Enchanted by Nature, cloned.
Two cloned tree stumps from Enchanted by Nature that are covered with mushrooms. One has typical mushroom shaped mushrooms, and the other has flat fungi.
A large pink mushroom from Realm of Magic, cloned and recoloured.
Both toxic mold piles and allergenic mold piles from For Rent- requires Lot 51's Core Library.
The Forest Soiree Fungi Chandelier (floating light with mushrooms) from Enchanted by Nature. This is an override.
After gathering mushrooms, a sim will get a three hour buff, and can't gather more mushrooms until it runs out. They'll also get a tiny bit of Natural Living Skill.
You need any one of Enchanted by Nature, Get to Work, Discovery University, Realm of Magic, or For Rent to have anything to gather mushrooms from.
Updates:
Sept 6, 2025:
Basically remade it, because the way I was injecting was making the interaction show up on things it wasn't supposed to. Instead of overriding some of the debug things, I cloned them, so they now appear in the regular catalogue. I did override the floating light to add the interaction.
Most things can be found by searching for Wild Mushrooms (or Wild or Mushrooms), except the light, mold piles (they're debug and will show up if you have mold), and the fairy ring and quest mushrooms (they're in the world.
While your sim has the Wild Mushrooms buff, they won't be able to click on objects that have that as their only interaction.
It's now a zip instead of a merged file. Unzip and delete any object that you don't have the pack for. The main file, amethyst-Wild Mushrooms.package, is required to add the interaction to the objects.
Oct 30, 2025:
Fixed an LE that could happen if a sim has the Super Green Thumb trait. Also removed a loot that might cause a Rancher sim to get embarrassed from gathering poor quality mushrooms while I was at it.
Download on patreon: https://www.patreon.com/posts/wild-mushrooms-136854772/
A small mod to give a visible buff telling you what kind of illness your sim has, and if it's mild or severe. These are in addition to the normal scratchy/dizzy/etc. buffs from the game that don't tell you what the illness is.
The treatments you can do at home listed in the buffs actually work, and if you were playing a doctor, the buffs list the treatments you would use to cure patients. If you've never played as a doctor, you might not realize that there are eight different illnesses, each with their own distinct symptom sets and required treatments.
Because of how I had to do things to get them to stay on sims and not vanish after a short period of time, if your sim is sick, they should always have an illness type buff. If you remove them, they'll come back for as long as the sim is sick. They may or may not have a severity buff, because the hidden buff for that isn't always there--sometimes the sim is just sick. Mild or severe can vanish or switch from one to the other.
This is NOT a healthcare mod. It doesn't affect gameplay. It doesn't add doctor's visits or death, despite what the buffs hint. The illnesses are just the ones that came with Get to Work.
Following on that: probably not overly compatible with healthcare mods. My mod does NOT override anything, but if the other mod does, it may not work with them, and it won't work with additional illnesses from other mods. Regular GTW illnesses only.
Seems to not be compatible at all with Healthcare Redux by adeepindigo. Mine just doesn't work. I can't say if long term use would also affect HCR. Best not to try.
While it only works with GTW illnesses, I added custom strings. So if you want to change the names of the illnesses, you can, by making a string table override. Useful for if you want your sims to have real life illnesses, historical illnesses, or illnesses that fit your alternate universe. Or if you want to remove the mention of Grim. Up to you. That does mean it's all in English though, and I'd welcome translations.
Thanks to the wonderful testers in the Sims After Dark discord server.