Hey!! It's finally here! I present to you the first career from the Equestrian Expanded Project, the Stable Hand Career. My original Better Horses & Storytelling included this career, but with no levels or objectives, nothing to it really. So I remade the career with 4 levels, a bunch of objectives to make room for progression (and take real time to advance from one level to another), a few interactions with different reactions, and there's more to come :)
How does the mod work?
It's simple, this mod includes the new Stable Hand career option for your sims who would like to start in the horse world, want experience, or simply want to make some money (but not much).
It's available for Teens-Elders, but I would suggest that you keep your teens in the first level due to the schedule conflicting with high school starting from level 2, so if you want a casual job for teens, simply don't complete the objectives and stay in the first level.
Also, if you want your sims to simply stay as a stable hand, you can just stay in level 2 without completing any of the promotion tasks, whatever you want :)
There are 4 levels with similar objectives and varying schedules (they get better), and also a daily task, which also depends on the level.
New Interactions
I also added a few interactions for sims in the career (gossip and complaints) and an extra one for sims who are mean, evil or self-absorbed, which they can perform towards a sim in the career, to add some extra drama :)
There are new interactions on the computer too, under the Career menu, which also change depending on the level (higher responsibility means higher workload, but less physical work).
There are some other small details that you'll discover as you play and as other mods or careers are released ðŸ¤
I also experimented with another injector; instead of the XML Injector I used the Core Library. For my upcoming mods, I don't really know if I'll stick with it, but I'll keep you posted.
Horse Ranch EP
Core Library by LOT51
English and Spanish included. If you want to translate it, feel free to submit it through my new method/form which you can find in the Mod Index (pinned on my page) or here.
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Hey! This one took a bit longer 😅 (it was actually finished a while ago, but I may have forgotten its existence 🙈). This time I made some rabbithole activities with a horsey theme! Take your sims to the beach or go for a trail ride (with two kids-exclusive activities!).
Current version works with the April 29th Patch: PC: PC: 1.114.46.1030 / Mac: 1.114.46.1230
More info and download under the cut!
How does the mod work?
There's a new option under the Phone - Travel category: More Horse Activities. You can send your sim to any of the activities and they will get a random moodlet or notification as a result!
Some buffs that your sim can get:
Requirements
This mod requires the XML Injector by Scumbumbo and the Custom Mood Pack by Lumpinou. The mod will NOT work if these mods are not in your mods folder (a lot of mods require at least the injector nowadays, so it's better if you already have it!).
Apart from that, the mod is Base Game Compatible.
Feel free to share any horse activities ideas that you might have and I'll try to include them in future updates (with credit!). Also, if you make any translations, you can contact me and I'll add them to the mod (with credit). English is included, but I'm working on the Spanish translation!
Equestrian Expanded - Lot Traits: Horse Hangout & Equestrian Center
Hey!! Here's my first mod of 2026 :) I was taking a look at my first posts on tumblr, and I started reading the old Better Horses & Storytelling mod post, and I had completely forgotten about the lot trait that I added.
It was an Equestrian Center lot trait, which added a moodlet with higher Equestrian skill gain. I initially wasn't planning on redoing this part (or the trail ride event), but I decided to take a look at the game tunings (training skill gain and dog hangout), and I thought I could try to make those, but for horses!
Also, I'm experimenting again with my page's layout, style, design... I'm not sure I like it, so it might take a while to have a cohesive theme, sorry about that 😅 And I'm finally adding Italian translations! I've been learning it for a while, and I'm still a beginner, but with some help I'll try to add Italian translations to smaller mods.
Eventually, I also want to add them to my bigger mods, and also add German translations (when I'm confident enough), since I know a little, but I have to get back to it and probably start over, just not for now, since my focus is Italian. As always, feel free to translate my mods to any language (you can submit them to my new form too) and let me know if there's anything wrong or if you have any issues.
Also, this mod was actually done a while ago, but I may have forgotten about its existence 🫥 so I'm releasing it now. I'm still in exam season though, I have 2 left, so I expect to continue my projects around the end of January with one big mod release hopefully soon! I know there's an update coming this week I think? So I'll try my best to test my mods as soon as possible, but please be patient as my current priority is studying :)
Download links under the cut :)
You can add these lot traits to essentially any lot, except a vet clinic, restaurant, and one or two more that I can't remember, but you can add them to residential lots, small businesses, etc.
This lot trait will spawn 1-4 horses on the lot 3 times during the day. They are randomly generated, but are always adult, and they should show up with their needs filled or almost filled. They will stay at the lot for around 4 hours, leave, and come back in 1-2 hours.
They usually are the same horses, and they should get replaced once they die (if you have animal aging on).
I really wanted them to spawn only 2 times and stay for longer, but for some reason they would always leave after 4h, so I decided to leave it that way for now. So, essentially, it works just like the dog or cat hangout.
This lot trait is great for adding horses to a lot without owning them, maybe for an equestrian center, a wild horse hangout, or whatever you want to do with it!
This one is a lot simpler, once your sim enters the lot, they will gain the Horse Riding skill more than twice as fast. If you add the trait while your sim is currently in the lot and it doesn't work, try traveling somewhere and coming back, because the skill modifier is added when entering the lot.
This is basically the remake of my old Equestrian Center lot trait, but made from scratch to ensure that it works without any issues.
Horse Ranch EP
English, Spanish, and Italian included. Submit a translation here
12/01/26: Initial release
Patreon | SimFileShare: Equestrian Center - Horse Hangout | Dropbox: Equestrian Center - Horse Hangout
Hey! I'm really excited to finally be able to share this mod. In this post, you can find a preview of what the mod includes, and I'll reveal the release date at the end! There's still some testing that needs to be done, and I know there's an update coming on February 3rd, so I don't want to release it and have to update it immediately.
Preview
Hey! The Vet School mod is finally here :) This has been my biggest project yet, taking me months to finish, including having to start over and endless testing. But I'm really proud of the result, and I hope you enjoy it!
This mod is based on extensive research of how vet schools work (in the US), the application process, what topics are covered, typical activities, licenses, etc. So it has a realistic base, but I still added my own touch, since many things just aren't possible to do due to game limitations and my own modding knowledge.
Please let me know if you encounter any issues or have any suggestions or ideas that I can add to the mod. This is the initial release, but I have many features planned, so stay tuned 👀
This mod introduces a new career for those Sims who wish to become vets: vet school. It has an application system that can be started on the computer by signing up for the SimVet Academy Portal. If you just want to start right now or you got rejected the first time and don't want to repeat the whole process, there's a cheat to get accepted immediately (make sure testingcheats is on and you shift + click on your sim).
To sum it up, you have to write and submit a personal essay, submit a vet experience report, a letter of recommendation, and a final grades report/uni diploma, then pass the Sim Graduate Record Examination, pass the interview, and receive your acceptance letter!
Once you get your acceptance letter, whether it's through the cheat or the application process, you will have to pay the course fees (50k - vet school is expensive) and enroll in the program to be able to join the Vet Student career (still through the academy portal). Teen sims will be able to complete the application process, but to pay the fees and enroll, they will have to wait until they age up to YA.
Also, the letter mentions scholarships, which haven't been added yet, so if you don't have enough money, you can either cheat it, or take a loan with a separate mod.
Once the sim joins, they will be able to sign up for the digital campus on the computer, which gives them access to the study materials and allows them to write final papers.
Vet School consists of 4 years: 3 rabbithole years of pre-clinical studies, exams, papers, and other activities + 1 year of active clinical rotations.
In the first 3 years, you will have to pass 5 different subjects (3 exams - phone - and 2 papers - computer). To do this, Sims can study for the exams on the computer or by attending a lecture during class (new custom career tone that increases a different subject's knowledge every day).
They can also increase the 2 new academic skills: Animal Science and Veterinary Medicine. These skills can be increased by reading skill books, performing computer or phone interactions, practicing on the veterinary medicine station, and going to the lab (new custom career tone that increases a different skill every day). Once they reach the max level, they will receive a trait (Medical Expert and Veterinary Scholar) with special interactions and abilities.
When they reach year 3, and they pass all their subjects and sign up for the next simester, they will start their year 4 active clinical rotations at the veterinary hospital. In order to do this, you will have to place down a veterinary clinic/hospital from the gallery, use the premade one, or make your own, and then change the venue type to Veterinary Hospital.
The venue type has no required objects, but I recommend that you place down the following: veterinary medicine station, chemical analyzer, get to work snack fridge, coffee pot, bathroom with sink, front desk with computer, and some animal care objects (beds, food bowls, litter box, toys...). If you forget to add anything, just use the enablefreebuild cheat and add it; otherwise, you may not be able to complete certain objectives.
Some NPCs will spawn (including sick pets and vet workers), and they will mostly hang out around the hospital. Pets are more likely to interact with objects, and sims with each other and with computers. Due to the way sick pets and vet situations are handled in the game, I couldn't get NPCs to actually use vet objects or interact with the animals. Hopefully, I'll find a fix in the future, but for now it has to be like this 😢
Also, Sims will wear the low-level doctor uniform to the rotations, but you can edit it with this mod from midnitetech.
Every time they come back from work (whether it was an active shift or rabbithole), they will be able to write a clinical rotation report, which they must submit. So, they will have to complete at least 5 days of clinical rotations. Then they will be able to take the final exam (study first), and if they pass, they will be able to graduate!
During the 4 years of vet school, they will also be able to attend some activities/events (I'll be adding more in future updates), depending on the year they're in.
To graduate, they will need to attend the graduation through the phone (it's a rabbithole for now, but I plan to make an active event in the future). After they graduate, if they want to work in the field, they will need to get a license by taking the SimNation Veterinary Licensing Examination. They can apply on the computer, and access all the information they need on the new menu.
There are some extra features if you have other packs installed, so I'll let you discover that on your own :) But I did want to mention that I created a new childhood formative moment for kids who would like to become vets one day. You can get it by choosing it from the list, or by receiving it as a suggested challenge from performing a certain interaction with a certain object from Parenthood 👀
Optional Overrides
I've also included some optional overrides in case you want them.
dion_testSet_ChildhoodInspiration_AllCompleteInquisitiveness_Override: Overrides the tuning that tests to see if a child completed all challenges from the inquisitiveness category. I added my custom challenge to the tests, so only add this if you have Adventure Awaits and you want my custom challenge to count for this. Conflicts with any mod that also overrides the tuning: testSet_ChildhoodInspiration_AllCompleteInquisitiveness
dion_BuyVetClinic_VetLicenseRequirement_Override: Overrides the requirements of the Buy a Vet Clinic interaction from the phone; with this override, buying a vet clinic requires being a licensed vet (vet school graduate + snvle exam passed). The interaction from the bottom right corner, where you can buy other businesses, is not affected. Conflicts with any mod that also overrides the tuning: phone_BuyVetLot and vet_BuyVetClinic
1_dion_VetSchool_IconsOverride_Softpines: Overrides the phone icons to match the softpines phone icons override from honeymoonsimmer.
Cats & Dogs EP
Get to Work EP
Core Library by LOT51
Venue Changes by Zerbu
OPTIONAL PACKS THAT ADD MORE GAMEPLAY:
Discover University EP
Adventure Awaits EP
Growing Together EP
Horse Ranch EP
Parenthood GP
This mod will be released on the 4th of February, just after the update (if it doesn't need much fixing), and will continue to get updates with more content throughout the year. This is just a preview of the mod; you can download it here (will update with link when released).
Hey! This time I made some traits to use in historical gameplay. When I was playing my Decades Challenge I really needed more trait options for my sims, since most of the traits that the game offers are more "modern".
Also, all my mods are still compatible with the latest update :)
I only have two final exams left so I finally had some time to revise and release this mod :)
Information and download links under the cut!
How does the mod work?
To add a trait to your sim, click on them and on the Actions menu, where you'll find this option:
It will open a page to choose one or more traits:
You can add as many as you want, since they are gameplay traits (I made them this way so that they don't take up space from CAS traits, which are more focused on personality). If you wish to remove them, shift+click on the sim, click on "Cheat Sim Info" and "Remove Traits", I recommend that you filter by Gameplay Traits so it takes you less time to find it.
Every trait has a few custom interactions, including a Support Group for widows and the opportunity to do some charity work for the fallen, in the Travel category (Phone). They all have custom moodlets too!
Finally, they all have skill boosts; for example, a Vintage Dreamer will gain the Handiness or Fabrication skills faster, among others. Relationship gain is also affected (War Widows will develop romantic relationships more slowly, etc.).
Credits
Traits template on simblr help (cover)
This mod requires:
XML Injector by Scumbumbo
Custom Mood Pack by Lumpinou
Other than that, it is fully Base Game Compatible.
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✓ Live Streaming✓ Interactive Chat✓ Private Shows✓ HD Quality✓ Free Actions
Free to watch • No registration required • HD streaming
Hey! The Vet School mod is finally here :) This has been my biggest project yet, taking me months to finish, including having to start over and endless testing. But I'm really proud of the result, and I hope you enjoy it!
This mod is based on extensive research of how vet schools work (in the US), the application process, what topics are covered, typical activities, licenses, etc. So it has a realistic base, but I still added my own touch, since many things just aren't possible to do due to game limitations and my own modding knowledge.
Please let me know if you encounter any issues or have any suggestions or ideas that I can add to the mod. This is the initial release, but I have many features planned, so stay tuned 👀
This mod introduces a new career for those Sims who wish to become vets: vet school. It has an application system that can be started on the computer by signing up for the SimVet Academy Portal. If you just want to start right now or you got rejected the first time and don't want to repeat the whole process, there's a cheat to get accepted immediately (make sure testingcheats is on and you shift + click on your sim).
To sum it up, you have to write and submit a personal essay, submit a vet experience report, a letter of recommendation, and a final grades report/uni diploma, then pass the Sim Graduate Record Examination, pass the interview, and receive your acceptance letter!
Once you get your acceptance letter, whether it's through the cheat or the application process, you will have to pay the course fees (50k - vet school is expensive) and enroll in the program to be able to join the Vet Student career (still through the academy portal). Teen sims will be able to complete the application process, but to pay the fees and enroll, they will have to wait until they age up to YA.
Also, the letter mentions scholarships, which haven't been added yet, so if you don't have enough money, you can either cheat it, or take a loan with a separate mod.
Once the sim joins, they will be able to sign up for the digital campus on the computer, which gives them access to the study materials and allows them to write final papers.
Vet School consists of 4 years: 3 rabbithole years of pre-clinical studies, exams, papers, and other activities + 1 year of active clinical rotations.
In the first 3 years, you will have to pass 5 different subjects (3 exams - phone - and 2 papers - computer). To do this, Sims can study for the exams on the computer or by attending a lecture during class (new custom career tone that increases a different subject's knowledge every day). To pass the final papers, they should also attend lectures to increase their knowledge about that subject.
They can also increase the 2 new academic skills: Animal Science and Veterinary Medicine. These skills can be increased by reading skill books, performing computer or phone interactions, practicing on the veterinary medicine station, and going to the lab (new custom career tone that increases a different skill every day). Once they reach the max level, they will receive a trait (Medical Expert and Veterinary Scholar) with special interactions and abilities.
When they reach year 3, and they pass all their subjects and sign up for the next simester, they will start their year 4 active clinical rotations at the veterinary hospital. In order to do this, you will have to place down a veterinary clinic/hospital from the gallery, use the premade one, or make your own, and then change the venue type to Veterinary Hospital.
The venue type has no required objects, but I recommend that you place down the following: veterinary medicine station, chemical analyzer, get to work snack fridge, coffee pot, bathroom with sink, front desk with computer, and some animal care objects (beds, food bowls, litter box, toys...). If you forget to add anything, just use the enablefreebuild cheat and add it; otherwise, you may not be able to complete certain objectives.
Some NPCs will spawn (including sick pets and vet workers), and they will mostly hang out around the hospital. Pets are more likely to interact with objects, and sims with each other and with computers. Due to the way sick pets and vet situations are handled in the game, I couldn't get NPCs to actually use vet objects or interact with the animals. Hopefully, I'll find a fix in the future, but for now, it has to be like this 😢 In future updates, I'll also try to add more goals/activities to complete during the rotations.
Also, Sims will wear the low-level doctor uniform to the rotations, but you can edit it with this mod from midnitetech.
I added a cheat to directly join the 4th year, in case you don't want to go through the first 3 levels, or you just want to test the active clinical rotations.
Every time they come back from work (whether it was an active shift or rabbithole), they will be able to write a clinical rotation report, which they must submit. So, they will have to complete at least 5 days of clinical rotations. Then they will be able to take the final exam (study first), and if they pass, they will be able to graduate!
During the 4 years of vet school, they will also be able to attend some activities/events (I'll be adding more in future updates), depending on the year they're in.
To graduate, they will need to attend the graduation through the phone (it's a rabbithole for now, but I plan to make an active event in the future).
They can get a milestone if you own Growing Together, but for some reason it doesn't always work. So the best solution if you really want the milestone is to remove the vet school graduate trait (with mccc or lumpinou's sim info manager mod) and add it again separately; if you need to search for it, this is the name: dion_VetSchool_Graduate_Trait.
After they graduate, if they want to work in the field, they will need to get a license by taking the SimNation Veterinary Licensing Examination. They can apply on the computer, and access all the information they need on the new menu.
There are some extra features if you have other packs installed, so I'll let you discover that on your own :) But I did want to mention that I created a new childhood formative moment for kids who would like to become vets one day. You can get it by choosing it from the list, or by receiving it as a suggested challenge from performing a certain interaction with a certain object from Parenthood 👀
Also, some objectives may not appear as completed, even if the sim passed the exam or the paper/submitted a report, sometimes it can take a few sim minutes/hours to appear as completed, but the moment they pass, it will be completed, even if it doesn't show. To fix this, try traveling to another lot or going to the world view, or just wait (unfortunately, I couldn't fix this as it's a game issue).
Optional Overrides
I've also included some optional overrides in case you want them.
dion_testSet_ChildhoodInspiration_AllCompleteInquisitiveness_Override: Overrides the tuning that tests to see if a child completed all challenges from the inquisitiveness category. I added my custom challenge to the tests, so only add this if you have Adventure Awaits and you want my custom challenge to count for this. Conflicts with any mod that also overrides the tuning: testSet_ChildhoodInspiration_AllCompleteInquisitiveness
dion_BuyVetClinic_VetLicenseRequirement_Override: Overrides the requirements of the Buy a Vet Clinic interaction from the phone; with this override, buying a vet clinic requires being a licensed vet (vet school graduate + snvle exam passed). The interaction from the bottom right corner, where you can buy other businesses, is not affected. Conflicts with any mod that also overrides the tuning: phone_BuyVetLot and vet_BuyVetClinic
1_dion_VetSchool_IconsOverride_Softpines: Overrides the phone icons to match the softpines phone icons override from honeymoonsimmer.
And I think that's all for now!
CREDITS
I used many different resources to create this mod with a realistic base:
Vetflow for the 3D anatomy app images
vet-Anatomy for the 3D anatomy app explanations
RUSVM On-Demand Webinars for the seminar activities
Merck Veterinary Manual for the Plumerck Veterinary Manual app and general information
And more, which I unfortunately didn't save, especially for the application process
Cats & Dogs EP
Get to Work EP
Core Library by LOT51
Venue Changes by Zerbu
OPTIONAL PACKS THAT ADD MORE GAMEPLAY:
Discover University EP (Graduation diploma on HH inventory once sim goes to the graduation + other features)
Adventure Awaits EP
Growing Together EP
Horse Ranch EP
Parenthood GP
English included. Spanish translation will be included in the next update (there are 600+ strings, and if I want to release it today, I just wouldn't have the time to translate it). Submit a translation here
04/02/26: Initial release
Patreon | SimFileShare
Submit a mod bug or issue here
Remember to unzip the file and put the Vet School file in your mods folder + skill books/cc/optional overrides if you want them!
Cottagecore Lifestyle: New Aspirations for The Sims 4
Hey! Today I bring you 3 new aspirations with Cottagecore and Whimsical vibes. When playing a Cottagecore savefile, I barely had any options for aspirations, or I had already played them too many times, so I needed something new.
Also, with the new expansion pack coming, I may add one or two new aspirations with its content, if it doesn't include them :)
How does the mod work?
There's a new category in the Aspirations menu: Cottagecore, which has a new custom trait for Sims who wish to pursue the Cottagecore Lifestyle. There are 3 new aspirations with 3/4 levels, custom objectives and a reward trait.
Whimsy Wanderer
Reward trait: Fairytale Lover
Baker's Dream
Reward trait: Pastry Connoisseur
Floriography
Reward trait: Flower Enthusiast
How to download?
There are 2 versions, you should only download ONE.
Pick and choose: download the CORE file, and only the aspirations for which you have the required packs.
Merged: includes all files, only download this one if you own all the packs.
Whimsy Wanderer: Cottage Living EP - Recommended mod (but not required): Write Books Overhaul and Noteworthy Notebook by Midnitetech (especially the first one)
Baker's Dream: Get to Work EP
Floriography: Seasons EP - Recommended mod (but not required): Flower Arrangement Override by Simkatu
Hey! Today I'm excited to present my first override 👀 It's been a few months since I released my last mod, and working on existing ones or big projects has made me want to release something smaller!
Horses in real life can be cheap, but it's not the norm; they are typically expensive (without considering their future care, food, vet visits, etc.), so for more realistic gameplay, it just didn't make any sense that horses can be bought for so little (only 1k!). Which is why I decided to make this small override of the horse buying and selling prices.
How does the mod work?
You have to choose one of the 5 different price options:
3.000§
5.000§
10.000§
25.000§
50.000§
Once you've placed it in your mods folder, wherever you choose to buy a horse from (phone, computer, equestrian center...), they will cost the selected price. This means that their initial value is higher, so I also changed that, because buying a horse for 50.000§ and selling it for only 1.000§ didn't make much sense.
You will still be able to change their value through training, and all pre-existing and bred horses will also have that value.
Disclaimer!!
Unfortunately, you can only have one override for the same thing at a time, so you can't have some horses that cost 3.000§ and some 10.000§, so choose only ONE of the files. You can always change them whenever you want to fit different types of gameplay.
Different values
If you want a specific value (I think it can only go up to 100k), just tell me and I'll make it! If you have some basic notions of modding, you can change the value yourself to whatever you like. Also, feel free to share your versions too!