This is a small string table mod that restores the familial language in the Parenthood sibling acquired bits. Someone in the server put it best: "We were childhood besties is a different idea from we grew up so close we consider each other siblings." This mod just reverts it to what it was before.
Technical Stuff
I just overrode string tables and replaced them with what was there before. As a result this mod won't break between patches.
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I hate Sims' reliance on weak language and "Very" to communicate ideas. "Very Happy" for example. One of the first mods I got was Zerbu's to rename emotions to stronger words ("Elated") and this mod is in that same spirit. It changes "Very Attracted" to "Smitten" and "Very Unattracted" to "Repulsed." It does this in every instance, for example:
Technical Stuff: This is a string table mod and thus will not break or cause errors. All it does it change text; it doesn't override any tuning.
This is a small tuning mod that copies the effects of the Observant reward trait so that upon meeting any Sim, you will learn all 3 traits. If the Sim has more than 3 (Growing Together) you will not learn those. I made this mod because it's kinda annoying to get to the max attraction level without spamming "Get to Know," and because sometimes I want to just have Sims know each other and know all their traits without all the effort.
Download on patreon (free). Technical stuff under the cut.
Technical Stuff:
Basically every relationship bit in the game has a potential parameter called loot_on_addition. Essentially, when this is filled out, the second your Sim gets that relationship with another Sim, a loot action (a reward, a result, basically) runs. If you add the Spouse relbit, for example, your Sim immediately gets that +3 happy "Just Married!" buff.
What I did for this is I added something in the invisible "HasMet" relationship bit. I copied the loot from the Observant trait, which makes it so you learn all 3 traits a Sim has, into this relbit's loot_on_addition. Thus, when a Sim meets someone, this trait is added.
This still occurs for Sims not in your household. If NPC 1 introduces themselves to NPC 2 on the lot, they will learn all the traits. It also applies to Sims not on the lot: if you join a club, you will immediately learn all the traits of your club members.
Note that if you meet a Sim and their traits change or they gain a trait after, you still have to manually learn that trait (i.e. if I meet someone as a teen with 2 traits and they age up to a young adult, I won't know the new one).
I swore I would mod out the constant phone use the second I saw it on the livestream. Here it is! No Constant Phone disables phone use when routing, chatting, and watching. In other words, it prevents Sims from using their phone when doing the following actions:
Walking, running, anything like that
Chatting with Sims
Watching TV, movies, and the like
Technical Stuff
It modifies three types of tuning files: an Animation State Machine file, a buff, and an interaction. The Animation State Machine file is a locomotion overlay that gives Sims the pictured "overlay," or supplemental animation, to use their phone during movement. I have disabled this. It modifies two buffs: UsePhone and UsePhone_PCOnly, which respectively allows Sims to use their phone, one for NPCs and one for Active Sims. I've added tests that prevents this buff from being added to all Sims. Lastly, I disabled the interaction Idle_Chatting_ListenWithPhone. I have left the default Idle_Chat interaction unaltered, since Have Some Personality Please! modifies that.
Sims can still use their phones without any issue if you directly choose a phone interaction—the phone animations themselves have been left unaltered. This mod just prevents them from using it all the time.
Ever find it weird how there's a reward trait that prevents every need from decreasing except Fun? Well, I did: say hello to a new reward trait called Forever Entertained. It does exactly the same thing as Forever Full, Forever Fresh, and other suchlike traits except for the Fun need. Sims fun needs will never decrease.
Download (free). Technical stuff under the cut.
Technical stuff
Like the other traits, Forever Entertained prevents Fun from decreasing via a game effect modifier. Specifically, a decay rate modifier. It puts the decay rate for Fun at 0. It costs 8k satisfaction points, the same as Forever Fresh but less than Forever Full.
Once unlocked, Sims' Fun need will never naturally decrease. It will still decrease when doing things they don't like or when the game lowers someone's fun need. For example, with the Steel Bladder reward trait, Sims' bladder still goes down when drinking something, but it does not go down on its own. The same is true for Forever Entertained.
Installation
Download the .package file
Place it in your mods folder
THIS MOD REQUIRES XML INJECTOR. You can get it here.
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I always thought it was odd that Sims don't get a buff when they get a Starlight Accolade. This small mod fixes that! Now when a Sim receives an award, they'll get the buff pictured above.
Download (free). Technical stuff under the cut.
Technical stuff
This mod modifies microphone_LoungeEvent_AcceptAward.InteractionTuning. For that reason, it does not conflict with LittleMsSam's Small Award Overhaul. Basically, this interaction is a Super Interaction. In certain types of SIs, there is only one outcome (contrary to social interactions, which have multiple outcomes, for instance).
In the Accept Award super interaction, like almost all interactions, when the outcome is finished, is "loot." I've explained loot before; it's basically responsible for things happening when your Sim does something. In this instance, the only loot was loot_LoungeEvent_AcceptAward, which contains a fame boost and adding the award to the household inventory (if you have LMS's mod, it modifies this).
This mod adds another line to the interaction tuning for my own loot, lazarusinashes_AcceptAwardLoot. Mine just adds tuning for the buff!
Surprise! A simple mod from me. I was playing Sims last night and one of my Sims, who I love dearly, got a want to flirt with an acquaintance. The problem? She's engaged. I don't love the implication that my Sim wants to cheat on her fiancée.
NoFlirtyWantsFriends removes all flirty wants from friends and acquaintances, meaning Sims will no longer get wants to flirt with their friends and acquaintances.
I am currently working on NoUnfaithfulWants, which will retain those whims but prohibits them from spawning if a Sim is in a committed relationship (BF/GF, promised, engaged, spouse). The coding regarding wants is confusing, so I'm still hammering out the details. Hopefully, I'll figure it out and put it out later.
LiveDrag and Inventory Enabled for High School Diplomas
You know what's annoying? If your HS graduate leaves the household after aging up, moving their diploma to their new household is a nightmarish process. Thus came this small tuning mod, which enables LiveDrag—the ability to drag them in Live mode—for HS Diplomas and enables you to put them in your inventory. They now function the same as university degrees.
Download on Patreon (free). Technical stuff below the cut.
Technical Stuff
To be honest, I'm not totally clear how some of this works. But it basically boils down to a simple tuning switch. Each BB object comes with an Object Definition file. In that, I added the component "LiveDrag" to every possible high school diploma—default, honors, and valedictorian.
I then opened up the object_HSExit_Diploma tuning file and added the affordance "si_SwipeIntoInventory." This enables you to put it in your inventory.
High School Years is required, but I figure that's obvious!