Hi, if it's not too much to ask, would you expand a little on what kinds of things help to create "an environment that isnât actively hostile for creators?" Genuine question, I'm new to the scene and not aware of all the considerations.
There are definitely a few things the community can do to not be actively hostile towards creators. There are also things creators can do too (this is a 2 way street). I may not experience some of these now, but when I was starting out some were common, and also what creator friends have experienced in the past. I would say i am also quite observant so this is just things I have noticed while being a creator all these years. There are probably more things that can be done, but this is what i can think of right now. I will put it under a read more because i am chatty LOL
Don't expect content from creators. We are people too and have a life outside of the sims community (for example, if people have been following me they know what I have been going through but not everyone is as open with their struggles). Asking, and in some cases demanding more content from people is ignoring them as a person.
Suggestions are great, but don't be pushy about it. Your taste may not align with that of the creator you messaged, and hearing a no is not an invitation to message them again asking the exact same thing. Imagine multiple people doing this and it ruins requests and suggestions for everyone else.
Show appreciation. This is incredibly important for newer creators as they may just feel like they aren't good enough. Don't just click on that download link, click a like, comment and share that post if you love it. If you are able to support that's great too, but only if you have the willingness and means of doing so.
Be polite. You are talking to another human being, treat others like you want to be treated. This goes for creators too.
Actively sharing content around right after release can be quite disheartening. Yes, i get it, it's in early access and people are going to do it regardless because they believe "early access sucks". But this is also dehumanising a person and the effort they put into content. This will chip away at a person over time and is quite careless. You may be 'helping' one group, but screwing over another.
Don't actively use free creators against early access creators to prove a point. I get it, you hate early access, but don't use me or others to push an agenda. Everyone's situation is unique and they may not be able to do it freely. It's also not cool to pit people against each other, we are all in this together.
Support free creators and early access alike. Just because it's free that doesn't mean you shouldn't support the creator. Able to donate? See if they have a donate page or patreon. Unable? That's ok too. Leave kind messages, reblog and like the posts, even just clicking the little heart on the SFS link is nice. Next time you download from there, just check the discrepancy between downloads and the likes and you will see how underappreciated creators can be.
If you think a creator is being shady, don't support that behaviour. That is rewarding them for it, then others will just think they can get away with it as well. Don't let FOMO run your life. Sometimes it's just better to walk away.
Creators need to take a bit more of a hands-off approach to their content. If you want to actively limit the spread of your content to the point you are collecting people's information and sending out trackers to figure out who is sharing your content, maybe it's you with the problem and not the community. When you make content for the Sims you are accepting the ToU and that means your content can be freely shared. If you don't like this, maybe you are creating for the wrong game. I know from personal experience that it is hard to let go of that feeling, but don't embrace it.
User's shouldn't vehemently enforce Maxis' ToU themselves. Yes, it is there and should be followed but this is not the crusades. Use is as a guide to tell the good from the bad, but don't force it down the throats of others like you are some missionary trying to 'civilise the savages.' You are only going to look like a self righteous asshole.
Creators, you aren't entitled to people's money. It should be at their leisure and not forced. If you paywall stuff you really need to take a long hard look at yourself. Users really shouldn't encourage this either.
I think that's about it, or stuff i can think of now. Honestly, this does go in general for the community as a whole too. In short, Don't be an asshole and treat others how you want to bee treated. We all love this game so find some common ground and don't be dicks.
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Iâm minded not everyone may know about the batch export and import cheats in Sims 4 Studio. They make it a lot, lot easier to get your files in and out of the program (which is especially welcome when making walls and/or anything with a lot of swatches).
Hereâs how it works:
Step 1: Open S4S and ready your package by creating your swatches (the easiest way to do this is to load a colour palette youâve already prepared using Tools > Color Palette but you can do it manually if you need to)
Step 2: Once you have your swatches in place, press CTRL+SHIFT+C (the same command to open the cheats window in TS4) and type studio.exportall
S4S will create a folder in the same location as your package that has all the various texture files associated with your package in PNG format.Â
Go into that folder and delete everything that isnât a main diffuse texture (all the files highlighted in the picture below are the ones you want to delete). Youâll be left with the same amount of identical diffuse textures as there are swatches in your package.
Step 3: Create your recolours/textures and save them with the file names of the corresponding diffuse textures/swatches you have in the folder S4S made. (You have to save them as PNG.)
Step 4: This is why itâs important to save the files in the same folder and with the names S4S created. Go back to S4S and in the cheats window (CTRL+SHIFT+C) type studio.importall and watch as it imports all of those nice new textures for you. It will likely throw an error at the end, but you can safely ignore it and close the error window (close it with the little red x in the top right corner).
(At first you wonât see any change. You have to click on a new swatch to see itâs imported them all.)
Youâre done! You now have 48 (or a far more sensible number of) nice new textures and can save your package and check it in game.
This works for all objects and walls and floors. I havenât tried it on cas objects because I donât make them.Â
Sometimes when importing wall textures if youâve been using S4S for a while its memory can get a little overloaded and it wonât import them all. If this happens you can either close the program and start again, which will clear the memory, or you can just keep typing the batch import cheat and eventually it will import them all. It just needs a little coaxing.Â
And for walls and floors S4S will automatically create the thumbnails for you. You still have to generate them yourself for all other objects by viewing them in game (or add your own in S4S).
This makes creating recolours in particular quick and easy. The most time consuming part is doing the recolouring itself. Gone are the days of individually importing hundreds of textures.
It is here and it is bigger than ever, sort of. It is still the same as V1, I just built upon it and expanded it to offer more customizability for a game that is a sandbox. The details can be read below, most of the instructions on how to use the mod are implemented through object descriptions and in-game lessons. Everything is Base Game compatible!Â
I am happy to answer queries, suggestions and ideas, about this mod. I know it can be confusing. Download is at the bottom so that youâll have to read the mod description. I also added an info page for you to look at!
Solid kitchen counters and islands with matching cabinets to complement the âMountain Romanceâ kitchen set
Well, we all saw this coming, not least because I posted about 90 WIP pics about it. But itâs finally done!! Making kitchen sets is extraordinarily tedious, that much is absolutely true, but EA is literally worth $5 BILLION so youâd think they could find the cash somewhere to have someone do this themselves. đ§ i guess weâre all going thru tough times!! But those tough times are over because I have done the work for them for free. Yes, itâs official, the tough times are over!! More info and d/l below đÂ
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Studio updates with Windows & Doors batch fix (Windows, Mac)
Hi all, Studio is updating today with a batch fix for custom windows and doors that were broken by the Star Wars patch. The Windows and Mac versions both have this new feature.
For creators, each version also has a feature that allows you to fix the cutout on any new creation by clicking Tools/Modding/Generate Model Cutout From Wall Cutout Texture after youâre finished importing your new wall cutout texture.
For everyone, please read the notes below.
Select your version of Studio to download HERE
Notes:
When the batch fix runs, it will create a backup folder containing the original version of all files it fixed. Please do not discard this file until you verify that your windows and doors are functioning properly in the game. If you encounter a window or door that did not fix properly, please send us the original and the broken batch-fixed versions so the problem can be investigated.
The game has a small glitch with some round windows that causes a subtle line to appear at the edge of such windows when no wallpaper is on the wall in which the window is placed and the wall is facing a certain direction. EA windows do this too (see pic below), so this is not a problem with the batch fixer, itâs a game issue. You will not notice this line once wallpaper is applied to the wall.
Running the batch fix on a window or door will cause a new resource to appear in the Warehouse view of that file. This resource records the batch fix version that was applied to the file. If you add new broken windows or doors to the same folder in which this file is placed and run the batch fix again, this resource allows Studio to skip over this file instead of fixing it again.
This batch fix took quite awhile to complete because of the immense variety of doors and windows created by our community. Andrew deserves kudos for sticking with this project even when, at times, it seemed impossible to complete.
Rockân Rockers - A Collection of 12 Rocking Chairs
When Nifty Knitting came out, the item I was most excited about was the rocking chair. The design wasnât my cup of tea, but the possibilities it brought to the game was something I couldnât ignore. So I went about investigating the tuning to see whether or not it was added to the basegame. To my surprise, it wasnât pack-exclusive (hinting at the possibility that Maxis could add more down the line), meaning I could make some chairs that would be able to work for those with updated games (pre-Nifty Knitting patch) but didnât require the pack. I love when new furniture types are added to basegame, just like the 6 seat round table. Anyway, i got carried away and came up with 12 new designs to give people a bit more variety. Grandma is going to be one stylish rocked in these babies!
Mole-cool Science Table
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The science table was good in theory, but it was just⌠well⌠hideous. This new science table has all the usability and features of the original science table but in a design that is more suited for stylish simmers.
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This is base game compatible and doesnât override the original.
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Out now early access for patrons and public release on November 7th!
I am very excited to finally share my Custom Content Addon for Tiny Living! I started working on this set as soon as Tiny Living was released but I had less free time than usual so it took a bit longer than expected to finish. Hope you enjoy & sorry for the delay!
Want more out of Tiny Living? This set contains over 20 objects⌠34 to be specific, if you count the full set of lights and windows that are also included. The objects use many elements from those found in Tiny Living, so this set is very much an âaddonâ and will match seamlessly with the Pack.Â
Similar to how my Moschino Addons required Moschino Stuff Pack to work, this Tiny Living Addon requires Tiny Living for it to work.
Downloads (Pick One)
Merged PackageÂ
Separated ZIP
(Windows/Doors have been updated to the new system)
Merged Package contains everything in one .package file, Separated ZIP contains a separate .package file for each object.
My Patreon if youâd like to support my work. 100% OptionalÂ
(Alternative: Paypal)
Install
To install, place the .package files into your Mods folder found, by default, in My Documents > Electronic Arts > The Sims 4 > Mods. Alternatively, you can place the individual .package files from the separated ZIP into itâs own folder within the Mods folder to keep things tidy.
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TBH, I am surprised to not have seen any other versions like these⌠I cloned & tweaked the meshes for two other computers to use for research with Discover University (EP08 required for interaction). For each I enlarged the monitors only, because who really ever looks at a 14" desktop monitor anymore (as they appear to me in-game)? The GtW (EP01) âCrystalâ computer and the Curved-Screen City Living computer. They have their original swatches (3 each) and their respective packs are required for use. I have been using these since EP08 came out, as I am not a fan of the ones included. Of course, as I am writing this, it occurs to me to make a combined tuning for the research interaction for use on any computer, but⌠eh?
As the ancient researcher I am, going on 40, I have to give you kudos on giving more options, but just mention that the original research object is meant to be a machine for reading magnetic tapes from before the digital age, itâs not a computer.
This mod is an attempt to fix the old issue of foundations being too dark and their colors never matching anything else.
Thereâs a darkening gradient applied to all buildings in the game which makes the bottom of walls look darker. Itâs there to make them blend in with the environment, I suppose, but that comes at the expense of color fidelity.
What I did was change the darkening amount from 50% to 10%, and now the foundation textures actually match the rest of the textures in the game! What a concept.
Here are some before and afters:
Hope you enjoy! Please let me know if there are any issues :)
I was so happy for all cc creators when the last window update didnât break the windows and doors... but it just lulled everyone into a false sense of security
Hiiii guys, so I have been working on the tabletop frames and the string lights this past few weeks. It took me a while to do it because Iâve been experimenting with S4S so that it wonât clutter the catalog because it has many styles. I also finished a very cool feature with one of the frames that I wonât reveal yet. ^^
I would love to hear your suggestions on what to add to the string lights (length, swatches, etc.).
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I loved the families in Evergreen Harbor. Really some quirky personalities and I just felt like I knew them even from the... interesting decor in their original houses.
Their house I felt was supposed to be a traditional home with a lot of space for their hobbies and professions. I decided to make the house a little smaller and allow the symmetry to actually be symmetrical. But added a modern extension and a garage for Tinaâs fabricator.
I love the kitchen in the extension part of the house. The original had really old almost antique looking furniture, but I felt that while they probably enjoy thrift stores and antique shops, their style ought to be more vintage than baroque and with Tinaâs DIY personality I think a lot of furniture would be built or refurbished by her.
Upstairs are the bedrooms, I felt like they would want bright and airy, but not too feminine. Oliveâs room is colorful and nature inspired and I figured she would be absolutely be a scout and she would do a lot of crafting with her moms and Yasemin would tell her bedtime stories that she makes up on the spot.
I held off on the upper landing area until Nifty Knitting came out, because I thought it very logical that they would have a big part of their home dedicated to arts and crafts. I know everyone feels the pastels are a bit much and they certainly didnât fit in this household, but I managed to find matching items from other packs that really made the crafting area feel like it fit in the house.
Not shown is the laundry room with the candle making station, the narrow but inviting backyard, with a sandbox and swing and Yaseminâs study or the three bathrooms.
Feel free to ask me about any cc or item youâre wondering about. I have used the Tool mod to size down and up a lot of things, like all the curtains.