Last conversions from @plazasims ~ so all mesh/texture credits go to them!
> Original ts4 post is >here<
> 10,8k poly & 8,8k poly (outfit & outfit accessory) - accessory must be downloaded! I separated bits from the main outfit into an accessory so I could add morphs to it, so please download this file or your sim will be literally missing part of its arms :s // Bag - 9k poly, found under rings (optional) // Boots - 2,6k poly
> Known issues: the gloves clip with the sim’s fingers and the boots’ texture looks a bit off but I’m guessing that’s due to using two high poly accessories together, sorry!
Priest Outfit from Vampyr
> 2 outfits: Father Whitaker (left) & Joseph Larrabee (right) + accessory cross necklace
> Original ts4 post is >here<
> Following the pics order they are 12,1k poly, 12,9k poly plus the accessory which is 8,3k poly. Everything is recolorable + the second outfit has two swatches, one of which is indeed recolorable
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Medieval Camp Dump - conversion set from Assassin’s Creed: Valhalla.
My previews suck but I promise everything looks great in game / Also this is quite a long post so please read under the cut for more information about each object like polycount and other relevant info (:
Credits to Ubisoft/Assassin’s Creed Valhalla for the meshes and the chest texture. // Btw this is a friendly reminder that 1) no I’m not done converting stuff from this game and 2) I take requests 👀
>DOWNLOAD<
General info: walls, scaffold and tower base have two versions aka short (one story) and tall (2 stories tall), but keep in mind the tall version is bigger in height but also in width (except the tower). / most things have 5k verts count or lower (read below for exceptions..) // names are in order with the pics, aka left to right and top to bottom.
> Scaffold - 4,7k poly, might have some transparency issues but I didn’t actually see any while testing; also both versions are longer than pictured aka a part of the mesh is hidden in the floor making it perfect for cliffs!
> Fort Wall - 5,7k poly, I made these to be the same height as ts3 walls so you can have your sims walking on top (though you do need to place floor tiles).
> Fort Wall 2 - 3,9k poly, does not align perfectly with walls but you can always count on moveobjects and alt-key (;
> Fence V1 (short) & Fence V2 (long) - 684 poly and 1,2k poly, part of the mesh goes under the floor/base so keep that in mind if you were looking for a clean look :s
> Spiked Wall - 1,4k poly.
> Camp Tower (3 pieces) - Tower (8k poly, 8k verts), Roof (10,9k poly, 9k verts), Railing (4,7k poly, 6k verts) // the actual tower is slightly taller than the floor line so if you feel like making it functional or want to finish it by applying floor on top of the base you will need to use OMSP Resizer(s?) or make walls taller than default. Note: I did not give it a floor on the preview but you should cover both the actual tower (5x5) and the beams to avoid the railing looking off.
> Unique Chest - 4,7k poly, 7k verts. Includes decor version (BG compatible) and functional version(requires WA)! // shoutout to @aroundthesims for telling me how to make it functional♥ // not recolorable, sorry!
+BONUS: Clan Flags! (preview is here) Did this recolor for personal use, but you can't have a proper medieval camp without flags (even if they're a bit too fancy). Anyway, all mesh credits belong to Luna (you know, THAT Luna from lunasimslulamai) as I only replaced part of the texture with clan banners from ACV and slightly edited the mesh to avoid said banners looking mirrored.
Mind the glamorous pics was too lazy to load my medieval save hehe
> All mesh/texture credits go to @manul-sul-sul <3 original ts4 post is >here<
> For males only, 5 pieces: body (12,2k poly), boots (2,7k poly), strips (4,4k poly), helmet with mask (6,1k poly) + without mask (4,3k poly) and sword (1,1k poly).
> Technically nothing is recolorable, but you can change its brightness. / also both versions of the helmet have an additional swatch with blood + works with aWT’s hat sliders.
> Additionally, >here< is a pic of the helmet without the mask (:
> known issues: some bits of the texture look off (it’s not an actual texture problem, so my guess is decimation + multiple high poly pieces together ruin it :s) also strips don’t have perfect bones near the waist and gloves around the fingers might look weird from certain angles but both issues are almost unnoticeable so shouldn’t really be a problem but you’ve been warned lol
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