Using Expanded Active Households/Home mod by Savanita! 🏠
A new guide for Savanita's mod!
Download Expanded Active Household/Homes mod here! ◀
New updates: March 2026
New features including:
* Visits and Stayovers
* Active/Inactive Daycare
* Ask any Sim to babysit!
* Sim Needs>Handle Motives
* A Daycare Marker (yellow rubberducky!)
* Seperate bills!
This mod requires Lazy Duchess’ MonoPatcher!
🏠
Click on the contents for the full, updated guide and more gameplay ideas!
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I've had many people ask me how exactly I make my sims. Well this video answers it with one simple word : proportions ! In this video I show you the step by step process I go through when making my sims, while showing certain sliders and why I use them ! Most of the sliders shown in the video are base game sliders.
Tumblr post mentionned in the beginning of the video
Recommended Custom Content + Mods :
Possible Question : Why did you not list all your CC ?
Answer : I only listed the most important ones because the custom content I use doesn't explain how exactly my sims look like that. I did list some of my favorite creators for bigger categories (hair, eyebrows, make-up). I do stand by the fact that the cc I use make my sims look from generic to LORD GAWD DAMN WHO IS THIS DIVVAAAAAAAAAA BUT it's also because the sims's proportions are just as DIVVAAAAAAAAAAA and that's exactly what I'm trying to show with this video !
In short terms : It's all in the facial proportions ! 🙂↕️
However, if you want to know about anything else that isn't listed, you can comment down below and I will answer !
*Note : my sim details, visual effects and texture quality in game settings are all set on high !
My Reshade Preset
HQ MOD - *kwimii (tutorial used : here)
Shader tweaks
Presets :
Hair Color Presets Replacement
Eye Color Presets Replacement
Face Presets Default Replacement V.2 : Headshapes, Eyes, Nose, Lips
Defaults :
Default Eyes (Redwood)
Default Skin + Asian Skins + No Skin Glow
Default Face Overlay (Replaces Default Eyelashes Texture)
Make-Up :
Main Favorite Creators : @sourlemonsimblr, @smallsimmer, @pleaseputnamehere (their make-up cc is like my religion deadass)
Eyelashes
Eye Contacts (all from @satellite-sims)
Hair :
Main Favorite Creators : @rollo-rolls, @nemiga-sims-archive, @lalasimmer, @cazysims (on TSR), @vmsims25
Eyebrows :
Main Favorite Creators : @sourlemonsimblr, @pralinesims (on TSR)
Main sliders :
*Note : most of the sliders I use are EA sliders, other sliders are just to make my sims look a bit more unique but these sliders I'm listing I always use them with no hesitation
You will need @flotheory's new dinner mod, download it here.
Depending on what you want, choose either
Version 1:
limited to 8 sims having dinner and sims will finish what they are doing before going to dinner
-> best for family gameplay when you only want your active family to have dinner together
or Version 2:
more than 8 sims can have dinner and sims will stop what they are doing and proceed to their chair once you direct them to do so
-> best if you also want inactive sims as guests at your dinner party
Step 1: Assign each sim a chair
Click on the chair
Select "Join dinner…"
Select the sim you want to sit in this chair
Repeat for all chairs/sims.
Sims will now proceed to their respective chairs and sit down at the dinner table:
Step 2: Get them to eat dinner together
If you're doing this with more than one table, pause your game!
You will have to repeat these steps for each table! Do not switch to a different table before you have done them all!
Place the group meal in the middle of the table
Click on the group meal
Select "Serve for dinner…"
Click on the table
Select "Eat dinner together…"
Select the sims sitting at this table
Click OK
Without un-pausing the game proceed to the next table and repeat for every table.
Once all tables have been served their dinner and the sims have been directed to dine:
Press play and watch them all eat at the same time!
Additional tips:
I found it is best to place the group meals on the table after all sims have been seated. If you place them before, you run the risk of a hungry sim grabbing a plate and blocking one of the chairs.
Once all sims are seated at the dinner table you can leave them sitting and just chatting for a little bit, but don't wait too long or they will get up again.
If you want more than 8 sims to dine together, you will need either a custom table seating more than 8 sims (don't know if they even exist…?) or you will need to place several tables. If you want to push them together to make a bigger table, use the cheat "moveobjects on". Take care not to push the tables into each other, or sims may not have enough room to sit down. It's best to leave a small gap.
If you want several tables to eat the same food, either prepare the same group meal for each table or use icarus_allsorts mod "Cook with any ingredient" in order to make a group meal with up to 16 servings. When serving several tables from the same group meal you will have to move the group meal to the table you want to serve before repeating step 2!
Average Polycount of EA Items in TS3: A Reference Sheet
I initially started this list as a personal “cheat sheet” that I could reference to ensure the custom content I'm downloading is appropriate for gameplay when it comes to polycount (and because I intend(ed) to learn how to make my own cc). I decided to share in case others find it useful.
I’m not a Maxis Match purist or anything like that, but purging high-poly CAS items from my cc folder eliminated in-game stuttering for me entirely. For some reason, this is rarely mentioned in discussions about gameplay optimization. Polycount does matter.
There’s a lot of absolutely gorgeous but incredibly high-poly cc out there that is simply not gameplay friendly for the average player. As we see an influx of first-time or rusty players migrating over from TS4, I think it’s important people are aware of this (both players and creators alike).
This might be a nonissue for those whose focus is on CAS and pretty screenshots, or maybe for those who have beastly gaming pcs/graphics cards etc.
But for players whose focus is on actual gameplay, high-poly cc can be detrimental.
With that said, below the cut you can find a list of average polycounts for some EA clothing/objects to use as a reference.
My method
I recorded the polycount of 10 items from each category below so that I could get a decent representation from each one to calculate the average. Since there is a wide range in some of the categories, I’ve opted to also include the minimum, median, and maximum for a clearer picture.
This list is not exhaustive; I feel like after a while, you kind of get the point. Also, this has been sitting on my computer for ages, and I don’t know if/when I will continue collecting data for it, so I figured I would just share what I have for now.
CAS
Tops:
Average polycount: 3538.4
Minimum polycount: 2868
Median polycount: 3443
Maximum polycount: 4872
Outfits:
Average polycount: 4281.8
Minimum polycount: 3865
Median polycount: 4205.5
Maximum polycount: 4932
Bottoms:
Average polycount: 1094.2
Minimum polycount: 770
Median polycount: 1016
Maximum polycount: 1768
Hair:
Average polycount: 4343.2
Minimum polycount: 2298
Median polycount: 4691
Maximum polycount: 6840
Shoes:
Average polycount: 621.6
Minimum polycount: 456
Median polycount: 594
Maximum polycount: 968
Accessories
Average polycount: 520.8
Minimum polycount: 118
Median polycount: 433
Maximum polycount: 1098
Objects
Dining Chairs
Average polycount: 806.3
Minimum polycount: 362
Median polycount: 799
Maximum polycount: 1054
Sofas and Loveseats
Average polycount: 1699.4
Minimum polycount: 958
Median polycount: 1414
Maximum polycount: 2920
Livingroom Chairs
Average polycount: 791.0
Minimum polycount: 290
Median polycount: 920
Maximum polycount: 1006
Beds
Average polycount: 3529.4
Minimum polycount: 1974
Median polycount: 3316
Maximum polycount: 5668
Plants
Average polycount: 746.3
Minimum polycount: 104
Median polycount: 801
Maximum polycount: 1998
Sculptures
Average polycount: 1659.3
Min polycount: 440
Median polycount: 1417.5
Max polycount: 5263
Misc
Average polycount: 914.4
Min polycount: 380
Median polycount: 988
Max polycount: 1926
Curtains
Average polycount: 762.4
Min polycount: 262
Median polycount: 802
Max polycount: 1438
Wall Art
Average polycount: 524.1
Min polycount: 62
Median polycount: 171
Max polycount: 2403
Dining Tables
Average polycount: 754.8
Min polycount: 468
Median polycount: 685
Max: 1262
For vehicles, check out this follow-up from @dhalsims
Further reading from people who are way smarter than me:
Polygon counts and Sims CC by @simlicious, plus their tutorial on how to check polycounts using TSRW. Edited to add: check out their newest essay about polycount vs vertices!
Let’s Talk Polygons by @mspoodle1 plus their tutorial on how to use S3pe to check polycounts.
A warning about high polycount custom content - for downloaders and creators by @tommeraas-cc (this post is for TS4 but still relevant for TS3 as well).
Maybe no one cares about cc polycounts anymore, but I sure do. 😅
Happy simming! I'm on a bit of a break from TS3 right now but I always come back. 🖤
Have you seen this post about using DXVK by Criisolate? But felt intimidated by the sheer mass of facts and information?
@desiree-uk and I compiled a guide and the configuration file to make your life easier. It focuses on players not using the EA App, but it might work for those just the same. It’s definitely worth a try.
Adding this to your game installation will result in a better RAM usage. So your game is less likely to give you Error 12 or crash due to RAM issues. It does NOT give a huge performance boost, but more stability and allows for higher graphics settings in game.
The full guide behind the cut. Let me know if you also would like it as PDF.
Happy simming!
Disclaimer and Credits
Desiree and I are no tech experts and just wrote down how we did this. Our ability to help if you run into trouble is limited. So use at your own risk and back up your files!
We both are on Windows 10 and start the game via TS3W.exe, not the EA App. So your experience may differ.
This guide is based on our own experiments and of course criisolate’s post on tumblr: https://www.tumblr.com/criisolate/749374223346286592/ill-explain-what-i-did-below-before-making-any
This guide is brought to you by Desiree-UK and Norn.
Compatibility
Note: This will conflict with other programs that “inject” functionality into your game so they may stop working. Notably
Reshade
GShade
Nvidia Experience/Nvidia Inspector/Nvidia Shaders
RivaTuner Statistics Server
It does work seamlessly with LazyDuchess’ Smooth Patch.
LazyDuchess’ Launcher: unknown
Alder Lake patch: does conflict. One user got it working by starting the game by launching TS3.exe (also with admin rights) instead of TS3W.exe. This seemed to create the cache file for DXVK. After that, the game could be started from TS3W.exe again. That might not work for everyone though.
A word on FPS and V-Sync
With such an old game it’s crucial to cap framerate (FPS). This is done in the DXVK.conf file. Same with V-Sync.
You need
a text editor (easiest to use is Windows Notepad)
to download DXVK, version 2.3.1 from here: https://github.com/doitsujin/DXVK/releases/tag/v2.3.1
Extract the archive, you are going to need the file d3d9.dll from the x32 folder
the configuration file DXVK.conf from here: https://github.com/doitsujin/DXVK/blob/master/DXVK.conf.
Optional: download the edited version with the required changes here.
administrator rights on your PC
to know your game’s installation path (bin folder) and where to find the user folder
a tiny bit of patience :)
First Step: Backup
Backup your original Bin folder in your Sims 3 installation path! The DXVK file may overwrite some files! The path should be something like this (for retail): \Program Files (x86)\Electronic Arts\The Sims 3\Game\Bin (This is the folder where also GraphicsRule.sgr and the TS3W.exe and TS3.exe are located.)
Backup your options.ini in your game’s user folder! Making the game use the DXVK file will count as a change in GPU driver, so the options.ini will reset once you start your game after installation. The path should be something like this: \Documents\Electronic Arts\The Sims 3 (This is the folder where your Mods folder is located).
Preparations
Make sure you run the game as administrator. You can check that by right-clicking on the icon that starts your game. Go to Properties > Advanced and check the box “Run as administrator”.
Note: This will result in a prompt each time you start your game, if you want to allow this application to make modifications to your system. Click “Yes” and the game will load.
2. Make sure you have the DEP settings from Windows applied to your game.
Open the Windows Control Panel.
Click System and Security > System > Advanced System Settings.
On the Advanced tab, next to the Performance heading, click Settings.
Click the Data Execution Prevention tab.
Select 'Turn on DEP for all programs and services except these”:
Click the Add button, a window to the file explorer opens. Navigate to your Sims 3 installation folder (the bin folder once again) and add TS3W.exe and TS3.exe.
Click OK. Then you can close all those dialog windows again.
Setting up the DXVK.conf file
Open the file with a text editor and delete everything in it. Then add these values:
d3d9.textureMemory = 1
d3d9.presentInterval = 1
d3d9.maxFrameRate = 60
d3d9.presentInterval enables V-Sync,d3d9.maxFrameRate sets the FrameRate. You can edit those values, but never change the first line (d3d9.textureMemory)!
The original DXVK.conf contains many more options in case you would like to add more settings.
A. no Reshade/GShade
Setting up DXVK
Copy the two files d3d9.dll and DXVK.conf into the Bin folder in your Sims 3 installation path. This is the folder where also GraphicsRule.sgr and the TS3W.exe and TS3.exe are located. If you are prompted to overwrite files, please choose yes (you DID backup your folder, right?)
And that’s basically all that is required to install.
Start your game now and let it run for a short while. Click around, open Buy mode or CAS, move the camera.
Now quit without saving. Once the game is closed fully, open your bin folder again and double check if a file “TS3W.DXVK-cache” was generated. If so – congrats! All done!
Things to note
Heads up, the game options will reset! So it will give you a “vanilla” start screen and options.
Don’t worry if the game seems to be frozen during loading. It may take a few minutes longer to load but it will load eventually.
The TS3W.DXVK-cache file is the actual cache DXVK is using. So don’t delete this! Just ignore it and leave it alone. When someone tells to clear cache files – this is not one of them!
Update Options.ini
Go to your user folder and open the options.ini file with a text editor like Notepad.
Find the line “lastdevice = “. It will have several values, separated by semicolons. Copy the last one, after the last semicolon, the digits only. Close the file.
Now go to your backup version of the Options.ini file, open it and find that line “lastdevice” again. Replace the last value with the one you just copied. Make sure to only replace those digits!
Save and close the file.
Copy this version of the file into your user folder, replacing the one that is there.
Things to note:
If your GPU driver is updated, you might have to do these steps again as it might reset your device ID again. Though it seems that the DXVK ID overrides the GPU ID, so it might not happen.
How do I know it’s working?
Open the task manager and look at RAM usage. Remember the game can only use 4 GB of RAM at maximum and starts crashing when usage goes up to somewhere between 3.2 – 3.8 GB (it’s a bit different for everybody).
So if you see values like 2.1456 for RAM usage in a large world and an ongoing save, it’s working. Generally the lower the value, the better for stability.
Also, DXVK will have generated its cache file called TS3W.DXVK-cache in the bin folder. The file size will grow with time as DXVK is adding stuff to it, e.g. from different worlds or savegames. Initially it might be something like 46 KB or 58 KB, so it’s really small.
Optional: changing MemCacheBudgetValue
MemCacheBudgetValue determines the size of the game's VRAM Cache. You can edit those values but the difference might not be noticeable in game. It also depends on your computer’s hardware how much you can allow here.
The two lines of seti MemCacheBudgetValue correspond to the high RAM level and low RAM level situations. Therefore, theoretically, the first line MemCacheBudgetValue should be set to a larger value, while the second line should be set to a value less than or equal to the first line.
The original values represent 200MB (209715200) and 160MB (167772160) respectively. They are calculated as 200x1024x1024=209175200 and 160x1024x1024=167772160.
Back up your GraphicsRules.sgr file! If you make a mistake here, your game won’t work anymore.
Go to your bin folder and open your GraphicsRules.sgr with a text editor.
Search and find two lines that set the variables for MemCacheBudgetValue.
Modify these two values to larger numbers. Make sure the value in the first line is higher or equals the value in the second line. Examples for values:
1073741824, which means 1GB
2147483648 which means 2 GB.
-1 (minus 1) means no limit (but is highly experimental, use at own risk)
Save and close the file. It might prompt you to save the file to a different place and not allow you to save in the Bin folder. Just save it someplace else in this case and copy/paste it to the Bin folder afterwards. If asked to overwrite the existing file, click yes.
Now start your game and see if it makes a difference in smoothness or texture loading. Make sure to check RAM and VRAM usage to see how it works.
You might need to change the values back and forth to find the “sweet spot” for your game. Mine seems to work best with setting the first value to 2147483648 and the second to 1073741824.
Uninstallation
Delete these files from your bin folder (installation path):
d3d9.dll
DXVK.conf
TS3W.DXVK-cache
And if you have it, also TS3W_d3d9.log
if you changed the values in your GraphicsRule.sgr file, too, don’t forget to change them back or to replace the file with your backed up version.
OR
delete the bin folder and add it from your backup again.
B. with Reshade/GShade
Follow the steps from part A. no Reshade/Gshade to set up DXVK.
If you are already using Reshade (RS) or GShade (GS), you will be prompted to overwrite files, so choose YES. RS and GS may stop working, so you will need to reinstall them.
Whatever version you are using, the interface shows similar options of which API you can choose from (these screenshots are from the latest versions of RS and GS).
Please note:
Each time you install and uninstall DXVK, switching the game between Vulkan and d3d9, is essentially changing the graphics card ID again, which results in the settings in your options.ini file being repeatedly reset.
ReShade interface
Choose – Vulcan
Click next and choose your preferred shaders.
Hopefully this install method works and it won't install its own d3d9.dll file.
If it doesn't work, then choose DirectX9 in RS, but you must make sure to replace the d3d9.dll file with DXVK's d3d9.dll (the one from its 32bit folder, checking its size is 3.86mb.)
GShade interface
Choose –
Executable Architecture: 32bit
Graphics API: DXVK
Hooking: Normal Mode
GShade is very problematic, it won't work straight out of the box and the overlay doesn't show up, which defeats the purpose of using it if you can't add or edit the shaders you want to use.
Check the game's bin folder, making sure the d3d9.dll is still there and its size is 3.86mb - that is DXVK's dll file.
If installing using the DXVK method doesn't work, you can choose the DirectX method, but there is no guarantee it works either.
The game will not run with these files in the folder:
d3d10core.dll
d3d11.dll
dxgi.dll
If you delete them, the game will start but you can't access GShade! It might be better to use ReShade.
Some Vulcan and DirectX information, if you’re interested:
Vulcan is for rather high end graphic cards but is backward compatible with some older cards. Try this method with ReShade or GShade first.
DirectX is more stable and works best with older cards and systems. Try this method if Vulcan doesn't work with ReShade/GShade in your game – remember to replace the d3d9.dll with DXVK's d3d9.dll.
For more information on the difference between Vulcan and DirectX, see this article:
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4to3 texture conversion with UV to UV baking method tutorial
4to3 texture converting through baking Written version of this video https://youtu.be/JofDMt7eYz0?si=zzZRLwlCSj1cExa7 Also touched upon in t
The doc might seem long/overwhelming, this is because I wanted to be very, very precise, truly step by step. Every single task by itself is just a matter of clicking buttons and takes a few seconds, except for altering the UV lay-out and the off-screen mesh editing. This is a repeat (but more precise) of things I wrote in this big 4To3 tutorial , as well as functioning as a written version of the contents of this video
I touch upon how to nicely convert the specular, normal map & main diffuse (and other swatches) of a TS4 item to the TS3. Because I only do maxis match/mix stuff it is done with that, but you could extrapolate this to different cc aesthetics & conversions from other games.
I use blender 3.6 and photoshop 2025.*
*for your photoediting program, a very important thing is that it allows you to open DDS files with the alpha layer shown as a channel you can disable/enable/remove/replace, instead of only being able to open it as the sheer image as-is.
Hiya Simblr, it has been a while.
I have a big update today- it's one of my oldest guides on MTS, but new and blue! The changelog is in the MTS comments- but the short and sweet is that two years of learning Blender has been squeezed in there for your convenience, complete with graphics and GIF examples.
ModTheSims tutorial
Google Docs tutorial
Blender Templates