Napping Mat by Arsil
#ryland grace#phm#rocky the eridian#project hail mary spoilers



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Napping Mat by Arsil

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.
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A script for custom musical instruments by Arsil :)
Another great mod from Arsil!
Arsil mod notes:
WARNING This is already playable but keep in mind that it's still a WIP (Work In Progress). I need help for meshing and UV mapping the objects (for instance, the high def mesh of the flute is the same of the low def one, which is simply a cylinder). A little help by pose makers to make the animations would also be nice (blowing lips and position of fingers). Even without technical skills, there are plenty of ways to contribute (suggest balanced prices for the instruments based on the price of the official ones, suggest what classic/jazz/whatever free songs to use for the playlists, etc). Mod Info Developed and tested with game version 1.67. No requirements. Object Info (I know it sucks, it's only a placeholder) Flute. Price 150. Vertices 116. Polygons 178. 3 recolorable channels. Where: BuyCatalog/ByFunction/HobbyAndSports Mod Description This is a script to support a few custom musical instruments (and it's easy to add even more with trivial coding). Supported instruments so far: flute, clarinet, oboe, sax and trumpet. NOTE: ATM there are assets (object, animations and a testing tune) only for the flute and said assets are only placeholders (before I put more effort in the animations, I would like a better mesh, so I can see where the mouth hole is and where are the buttons or whatever they are called). You'll find the flute in the first comment (#2). The instruments must be in a Sim's inventory to be used. Note: to watch a Sim playing, you have to click on the instrument, not on the Sim. NOTE: the xml is using testing purposes values for some fields. Sorry but I don't want to keep switching 2 different versions while I'm still working on it.
Read more and download from here :)
A napping mat for toddlers. Updated by Arsil with a new mat meshed by IceMunMun!
How did I miss this?! I’m reblogging this update so I don’t forget about it again!
A new mat meshed by @icy-spicy-scalpel has a pillow and the mat shows up when a child+ is directed to ‘tuck in’ the baby/toddler! So cute!
Mod notes:
Changelog
1 May 2017 Update:
Fixed timing between changing clothes and spin vfx
You can now set and reset ownership of the mat (this is experimental, I'm a little concerned about households moving out. The mat will be unusable by the new - inactive - tenants. Not a problem when they are not fully simulated, but if you visit them or something it could be). It uses the same localization of the bed, so you'll see the word bed instead of mat
New mat made by icemunmun
New interaction, tuck in, that child+ can perform on the mat when there's a toddler sleeping.
I wasn't able to reproduce the steps that lead to the glitch (never saw the glitch again at all), so it's probably still there. Try removing the _Animations.package file and disabling vampire animations from the xml to see if that helps.
Custom cellphones. This mod allows to use different cellphones for different Sims.
He’s at it again! :) This is a ‘one to watch’ mod, as it’s a script for meshers too. (I’ll wait until this is tested and developed more before I install it :)
Arsil mod notes:
Mod Info Developed and tested on game version 1.67. Mod Description This mod allows to have custom cellphones and assign them to specific Sims. WARNING: This is just the script, it will require third party objects to work. I'm no mesher, so I just created a red recolored version of the default phone (no UL and no ITF) to be used as example/reference to clone and remesh more that to be used directly. You'll find that object in the first comment. I've also created a version for smartphones (UL) and futurePhones (ITF), I'll upload them in the second comment but I'm aware that they will (rightly) be removed because they are probably against MTS rules (I'm not up to date on them, but unmodified meshes from EPs should still not be allowed). Maybe I could have get away by simply recolouring them to be sly, but I don't care enough. In the end I decided to not upload them, but I left instructions on how to clone directly the originals. Anyway, you'll find the cellphones in the BuyCatalog/ByFunction/Electronics/Misc. The price is 0, I didn't specify one, I leave that job to the potential re-meshers. INSTRUCTIONS Before you drag and drop the cellphone to a Sim, use the CONFIG interactions to - remove the current cellphone from the selected Sim - specify what object will be used with the phone animations (the obvious choice is to associate the phone itself). The default value will point to the existing, official, cellphones of the game. So, yeah, our old friends NGMP's entries are needed once again. The names for my example objects are: - ArsilPhoneCell for the regular cellphone (no UL) - ArsilPhoneSmart for UL's smartphone - ArsilPhoneFuture for ITF's smartphone These names could also be used to make/sell them with the Generic Food Maker or adding them to the shopping list of grocery-type Rabbit Holes, but they are primarily needed to make this mod work. Scratch that, for how the mod works you can't really make/sell cellphones that way (the object will go directly to the Sim's inventory without giving you the chance to use the 2 CONFIG interactions). NOTE: You can give a smartPhone or a futurePhone to a Sim without having UL or ITF installed (my mod doesn't add the related extra features), but when you save and reload the game that Sim will have the default cellPhone again. And if you give a regular cellphone to a Sim with UL (and maybe also with ITF) installed, when you save and reload the game that Sim will have a smartphone (or possibly a futurephone) again. NOTE: If you end up with a big white cube instead of a cellphone it means you have used a name not associated with any object. Don't panic, just buy another custom cellphone from the Catalog and use the CONFIG interaction to remove the current cellphone.
Read more here and download!
A script that allows to configure an object as a food maker. A few bugfixes and changes. See Changelog below.
Changelog
23 April 2017 Update
- List of changes:
It's now possible to make/buy any kind of object as long as it can go in a Sim's inventory, using the Set Objects Buy/Build mode interaction. Example: the cigarette pack from cmomoney's mod won't get Sims reset.
Fixed the related issue, so I've re-introduced the option to buy beverages also when using the "Disable eating after making food" option. The beverages will now correctly go into the inventory.
Renamed option "Set as NO counter appliance" as "Set as standalone object", opposed to "Set as counter appliance", hoping this will make things more clear.
Added ITUN for the MakeObject interaction, now toddlers and pets can no longer use it. The interaction is not advertised, so Sims won't use it autonomously (and I'm ok with that, for the reason I've already explained, see 9th July 2016 Update notes)
I tried to improve the routing on standalone objects, but I strongly suggest to use counter appliances. In the former case, Sims won't shoo other Sims loitering in front of the object so the routing will fail.
Note: clicking on the "X" button in the dialog windows to specify items to make/sell, will reset that field.
BugFix: due to lack of checks (robust code for the win), a food maker could become unusable (no interactions on the object) and the only workaround was to replace it with a new one. Now that should not happen again. Note that my parsers are still very naive, so don't put a morsel in place of a beverage for example.

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.
Free to watch • No registration required • HD streaming
Snorkeling, windsurfing, boating, lounging and sandcastle building made (more) autonomous. Fix to make the mod compatible with Arsil's Toddlers Extra Activities mod :)
Updates 24-APR-2017: Fix for a potential conflict with Arsil's Toddlers Extra Activities. If you use both mods, toddlers should be encouraged to play in the sand autonomously as well.
Read more and download here :)
New interactions for toddlers. A new testing mod from Arsil!
Arsil mod notes:
DISCALIMER This mod will only work if you believe in the power of friendship. Uhm, my bad, I got this confused with My Little Pony. Mod Info Developed and tested on game version 1.67. Mod Description Moved Interaction: play on puddle moved in this mod (was previously in Child2Toddler2Baby) This is its right place. Download the updated version (19th April 2017 or a later version) of that mod or you'll have a double.
With a toddler as active Sim, click on a puddle (a rain one from Season EP or a regular one) and the little milk drinker will go wild... for fun and loss of hygiene (this may seem counter-intuitive but my reasoning is that diaper or bottom part of the outfit gets wet). It also works autonomously. Note: Replaced the splashing sound (was way too loud) with a quieter one (fx_pond_splash instead of hottub_splash)
- Replaced PlayOnSand (Terrain.PlayOnSand and PlayOnSandJig.PlayOnSand) with a version that allows toddlers too to play on terrain and sandbox.
Read more here and download!
A mod that helps to create custom traits! Another great mod from Arsil :)
Arsil mod notes:
16th April 2017 Update: just a minor cosmetic fix to the report system DISCLAIMER WARNING README This mod has savegame-screwing potential, use at your own risk. The problem is the usual one related to custom traits and skills: if you uninstall the mod (and in this case could be the Manager itself or a third party mod using the Manager) that adds them to the game, then you may not be able to keep playing the savegame where the traits or skills have been "used" because it can gets corrupted (unplayable). I RECOMMEND TRYING THIS ON A NEW, DISPOSABLE GAME, NOT ON ONE YOU CARE ABOUT. Mod Info Developed and tested on game version 1.67. Mod Description As a concept, this is similar to NRaas Careers and CCLoader. It will help third party creators to make custom traits for the game. Now, I want you to focus and read this carefully: this is not a magic mod, the traits created will have very limited functionality, i.e. act as filters for specified game interactions. Coded interactions, not the social ones defined only by xml data. What does that mean? As you could do with an ITUN (Interaction TUNing) mod, you can specify a trait required to use the interaction or a trait that's banned from using it. Why not use directly an ITUN mod then? Because the parser of the ITUN resources only "recognizes" official traits (this is a simplified and shortened explanation, but AFAIK it's the fundamental reason). Another thing you should know is that this is not a user friendly mod. Well, it is for final users, I meant that it's not easy to create a custom trait, but I'll try to show how to do it.
Loads more to read! Go here to read and download :)