i’m tom - a long-time simmer, fantasy buff, cat-dad and writer. i play the sims 2, obsessively.
i’m currently playing the vinterfjord legacy, set in the medieval realm of tattegat. i follow my own challenge rules. i mostly share random gameplay pics and builds.
i'm also playing my medieval-fantasy rotational hood, nordhavn. i post that in full over on dreamwidth, with random pics from it posted here.
resources (outdated) | sul sul legacy | builds | downloads
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Right, Driftwood's all finished for the Summer! This Summer, we had:
The Silvertons moved in, after being granted a manor house across the river.
The Tailors moved in, a new merchant family with a dress shop! They also brought along Arnald Tailor, who opened a tavern, and Christina Tailor, who became the new Abbess at the Foundling Home.
The clifftop plateau town began to take shape!
Some new community lots! We got a swimming pond, a beach, and the all-important Knights' HQ!
7 Births: Rodwin Bouldre (fey abomination), Baldrich Dowrick (also a fey), Oswin Dowrick, Pewter Harwood, Waleran Morgreen, and Wei Hu. Emicina Ward also came into the care of the Foundling Home. A staggering baby boom!
2 Marriages: Avery & Grace London and James & Maiwenn Rudhall.
2 Deaths: Lord Lionel died of old age and Hannah Shepherd died in a horrific fire :(
The burglar stuck once more, but was later apprehended by Sir Elliot Morgreen.
By the end of the season, the crown had collected $144,512 in taxes. Not a huge increase from last season, so we're staying a village and not moving in any new families. I hugely raised the thesholds for advancement as I like playing slower, so we won't reach "town" status until we've raised $500,000. (Although we do get a Cloister and a couple of other lots at $200,000, which I'm excited for!)
Since the next season is Autumn, however, I decided to build the Harvest Faire lot early!
The server GoS was hosted on had a drive failure. It was moved pretty quickly to a new drive. The issue now is that GoS uses verion 1.1.21 of smf while s2a uses 2.0.17 (needs small update). Both of those use two different versions of php.
I had some fixes in place from last year when the sites were migrated last time, but none are working right now. Host insists I need to upgrade even though both smf sites were working fine before the drive failure. I'm highly annoyed.
Hosting renewal is due end of May and if the upgrade to 2.1.19 of GoS fails, then I will not be renewing the hosting. I will continue to see if I can figure out a band aid fix, but will attempt the upgrade probably in May.
This means GoS and Sims2Artists will both close end of May if the update fails. Hugelunatic will move to a free wordpress hosting.
All content on GoS was hosted off site, images and files, so the content still exists.
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it hadn't grabbed my interest until recently, but it looks like they've made a lot of progress in the last few months (particularly with gameplay). can't wait to build in it honestly.
not sure if i'll get it straight away (not a fan of of early access in general), but we'll see 😆
Grim and I are old buddies. Especially when playing Medieval Sims 2.
Traditional Medieval Challenge rules often involve things such as rolling for mortality, having sims die often, using a ROS can result in much death also... ahh, yes, hello darkness my old friend...
I have made some death-related mods, ranging from funny to downright sitting here asking myself if I am okay??
These mods will NOT be for everyone. That's okay. Move along if this is not your thing, please and thank you.
3 mods and related info under the cut:
Evil sims laugh at death.
"How did they die?" debug option on gravestones
The Mortality Roller
1. Evil Sims Laugh At Death
Evil Sims laugh at death is a relatively simple trait mod that makes sims with the evil trait find death funny.
When a sim dies and others gather around to mourn, no matter how close they were with the deceased, they'll laugh. If you direct them to "mourn" at the gravestone, they'll laugh.
While everyone is sobbing, they're thinking the whole thing is rather hilarious.
Why did I make this mod? Because I was tired of my "Black Widow" evil witch Louise Aire crying over the sims she had literally killed lol. Silly woman.
Download here
2. "How did they die?"
This mod was made upon request by someone on Discord who was playing a newly downloaded hood and wanted to know how all of the dead sims had met their grizzly ends.
If you have "boolProp testingcheatsenabled true" turned on, you can shift-click on a gravestone and select "how did they die?"
Which will give you a popup informing you of the details of their untimely (or perhaps timely) demise -
And, well, yeah. That's it, that's the mod. Shouldn't conflict with anything, hopefully.
Download Here
3. Tea's Mortality Roller
Okay, this one is the most complicated and will take the longest to explain so bear with me.
In many "historical sims challenges", mortality rolls are a feature of the challenge rules. Basically, you're rolling to see if your sim will die at a given age in their lives.
Previously you'd maybe use a spreadsheet and dice or RNG for this, like what I had here -
But no more!
I have coded a mod object that will move all of these shenanigans in-game, interjecting itself at key moments and rolling mortality for sims, including infant mortality, with the power of tuning BCONs and BHAVs and maths. Yay, maths...
The Mortality Roller works mostly based on Medieval Caste Traits, for example here, here and here. If you don't have these in your game this will have less functionality, and/or not end well for you because if the mod can't find a caste trait, it assumes "middle class".
Everything about this mod is tuneable. Firstly, the in-game options:
Here you can select whether you want to roll "all ages at birth" or "per birthday". Rolling all ages at birth will tell you right off the bat at what age this sim might be "destined" to die. Alternatively, you can choose to "roll at each birthday" which will give you a popup after the sim ages up to tell you how near or far Grim is...
This mortality roll has zero practical effect. Your sim isn't gonna immediately drop dead - it just tells you the result of the random roll and it's up to you to interpret it, and build it into the gameplay and the sim's story.
The "Toggle Infant Mortality" option should be fairly self-explanatory. All detailed tuning for infant mortality is is BCONs that you can edit with SimPE, which we will get to later.
If infant mortality is enabled, a baby has a chance of death at birth. These chances are influenced by:
The Mother / Father / Family's social caste trait
The presence of a midwife on the lot (recognised by the Midwife trait or career)
The number of expected babies (death odds increase significantly for multiples)
If the baby rolls to perish, you will get a pop-up after you name the baby asking if you would like to accept or fight fate. If you accept, that baby will be put down on the floor and perish. If you fight fate, baby will live, simple as that.
If baby rolls to live, you'll just get a text notification letting you know that the Watcher is smiling upon the new bundle of joy with favour instead.
If baby perishes, they will fade out and a gravestone will appear. Grim does not spawn, cos that got put into the "too hard" basket. The model of the gravestone will vary depending on mum's social caste trait. These are NOT the same as a Maxis Gravestone, which are super complicated. So you can't, for example, "move gravestone to another lot" in the same way you can move Maxis gravestones. I am not sure what would happen if you moved it via sim inventory to an owned business lot - it could work? Needs testing.
I did code a custom "mourn" interaction, which gives a pop-up to let you know who rests there. The message differs slightly on caste trait again, or "literacy levels" as you might put it.
Peasants can't write or read much so that one's pretty basic 😂
Baby will remain in the family tree, greyed out, and sims will get a memory of them perishing. I do not believe that "baby ghosts" are a thing, nor should they ever spawn.
If you want / need a baby to perish for "story purposes", there is also a debug option on the mortality roller called *Infant Perish - you won't see this unless you shift-click with testing cheats on, but if you need to, you can choose an infant to perish with this debug option.
WHY DID YOU MAKE THIS MOD, TEA??? WTF IS WRONG WITH YOU??
Okay, look, these things are a part of life, and historically happened often. And also because the only other mod options were either a custom NPC Ogre mod (which I had been using but was rather clunky), or a certain ABSOLUTELY HORRIBLE WTF BABY BBQ that should NOT be mentioned. Seriously, I "borrowed" small parts of the code for my mod which meant I looked inside that mod in SimPE, and I did not like it in there, at all. I wanted something tasteful, done respectfully and sensitively.
For mortality to occur, the roller object has to be on the lot (each lot) . If you delete it, mortality rolls will not take place. The object is taken from and repo'd to Sunni's market pottery set, which I have included the master for in the download.
I tried very hard to make this mod sensitively and considerately, and everything is optional. So please don't yell at me 🙏🏻🙈
Now, onto the tuning BCONs, starting with caste traits:
For simplicity's sake I have broken trait castes up into 3 broad categories of low, middle, and high class. You enter a "0" if you want a trait to be considered low class, "1" for middle class, and "2" for high class.
These castes affect mortality rolls for infant mortality and also for birthday mortality rolls.
Infant mortality is highly tuneable:
The first 3 lines are the base % chance for sims belonging to those social classes. "Midwife Presence % Decrease" controls how much better off your sims will be for having a midwife on the lot when baby is born. The last 3 lines affect % chances for multiples.
You can ignore when I say "set all to 0 for no infant mortality" - this is an older screenshot and I deleted that after I added the in-game on/off toggle, but technically setting them all to 0 would also still work.
For "life stage" mortality (toddler, child, teen and adult), there are tuning BCONs for all:
Simply, you enter a % chance of mortality occurring within that life stage, for each overarching class. The mod does the maths.
Buuuut then I went a step extra and also incorporated some traits that will add or subtract from a sim's mortality risk, as seen here. This was a fun extra I am glad I added 😂 Always enter a "positive" number - the BHAV does the work to interpret "helpful" versus "unhelpful" traits.
Next up: COMPATIBILITY PATCHES (oh boy).
This. Was. Gnarly.
And I recently discovered a whole new mod I gotta try and patch (William's age up messages mod). This is currently incompatible with my mod, sorry.
However, here is what's currently included for compatibility:
If you have any of these mods, please put in the required comp patch in your Z_LoadLast folder. I think they should all work as intended, but if not, please do reach out to me.
As with all comp patches, you only need them if you have the mod.
The zip also contains:
You've gotta have my TA_MortalityRoller file, that's like, the mod. Then you have to have the gravestones and the Market Pottery Master (unless you already have it).
I hope some historical players will enjoy this mod. I put a lot of work into this one.
I would like to give a HUGE shout-out and thank you to @niamh-sims who was instrumental in the inspiration, development and testing on this mod. It wouldn't have happened without her.
And if you want it, you can
Download here
Good luck, and may the odds be ever in your favour!
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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hi! I love the new bathhouse! could you maybe tell me where you got potted plant thats in most of the pictures and the bath clutter in the fifth pic (the soap cube/sponge/jug object)? thank you!
hey!
ahh thank you so much for saying so 😄
the potted plant is part of this set here.
and the bath clutter is attached to the "bathing sink" item included within this big set by jacky. i've actually recoloured it in my game though, to make the items more muted. take a look at the picture of the original colours from the original cc item page here, and if you prefer my recolour i can upload it for you 😊