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The download is not available yet. This post is just me talking about it (and some pictures).
Soo I'm planning on releasing the Pottery Mod v 1.0 soonTM (as in I'm just making fixes and small improvements from feedback so it should be ready for the general public v soon!) and before I do, I thought I'd give it a little introduction with some information about its current state, and future plans.
So first of all, it's not going to include all the things I originally planned to do for the first release. This is because it's taking a long time and I'm honestly a bit sick of it. I have some other WIPs and updates I want to work on, so I'd rather release some version of the pottery mod before working on other stuff again instead of delaying it more. Hopefully it won't feel incomplete, but it isn't going to be especially fleshed out.
What it will have:
animated pottery interaction
about 10 converted TS4 ceramics to craft with 10 converted TS4 glazes each (+ a version that's fully CAStable)
glazing and firing interaction with a kiln
basic 5 level pottery skill with one tracked stat
What it won't have but was originally planned (i.e. prioritised for the next update):
all of the sims 4 animations for crafting pottery (the ones with props and low/high skill variations, it does have the main set of animations)
perfect converted animations (has some issues, mainly with the skirt bones)
all the ts4 ceramics (there's a few more for me to convert still)
sims 2 ceramics
skill challenges + rewards
self-employed pottery career
Further things I thought about for future updates:
more complicated/realistic pottery process (clay ingredient, learning to throw on the wheel before being able to make stuff, maybe needing to dry out clay before glazing, possibility of pot collapsing + can be recycled or repaired, different intermediate prop objects for WIP ceramics to better match the final item)
pottery business mechanic (though existing business mods might work already)
pottery related wishes
?? probably more stuff I forgot about but might remember at a future point
there are some small imperfections with the objects that if they bother me/other people enough then I can fix them too
I think that's everything I want to say so here are some screenshots!
Full transparency: I'm only uploading these now in this way because I'm trying to upload something once a month and I couldn't get anything else done in time. But I mostly finished them back in 2023 so I may as well get them out of my WIPs folder! And they're such nice objects, I'm surprised no one else has converted these sets since I started them.
It's only really intended for babies as the toddlers don't fit in very well. But I like the smaller size for the nooboos, so they can get an upgrade when they age up.
I have provided an animation override mod made by @thesweetsimmer111 (thanks to her and also @simsdeogloria for helping me with this) to stop the babies from sinking into the crib (because it's a little higher than the EA standard). This should allow the babies to be at the height of any crib's slot rather than at one specific height.
The animations for putting in/taking out the baby are still a bit weird. I did think about making a custom script to make it a baby-only crib but seeing as the animations are still made to work with the larger sized cribs, there wouldn't be much point unless I could get ones to match the smaller crib better, but anyway this isn't important
Peacemaker's original sets: Bowed Living and Tasteful Tots
Let me know if you have any issues with them!
Download: SFS
You can see the rest of my uploads here
If you like my stuff, please consider giving me a tip on Ko-fi!
I started this in June last year! Original set by Myshunosun here.
Contains a chair, dining table, flower vase, floor lamp, cabinet, martini glass set (v1 and v2), plates/bowls set, and books set.
Everything is recolourable with one preset except the martini glass v1 (uses the glass shader) and the books which have 4 presets with the original textures.
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I started this in June last year! Original set by Myshunosun here.
Contains a chair, dining table, flower vase, floor lamp, cabinet, martini glass set (v1 and v2), plates/bowls set, and books set.
Everything is recolourable with one preset except the martini glass v1 (uses the glass shader) and the books which have 4 presets with the original textures.
Speed description: Plumbots can't tutor other sims in skills when they max logic like regular sims can. This fixes that by editing the social interaction action data via script rather than XML (so no conflicts!)
More Info and Download on MTS
If you like my mods, consider supporting me by donating on Ko-Fi :)
Just an update on what I've been up to lately... I have basically restarted my material state editor tool and I've gotten further along this time! Yay!
No download or anything, just some rambles so I'll leave the rest below a cut:
I think it's at a stage where I could technically use it to add all the material states to the ceramics for the pottery mod, so I'm guessing that's what I'll be doing soon, although there are still some features I want to add to the tool. And it's not super user-friendly yet. Plus I've been getting corrupted memory crashes for some reason :p I think it's to do with the DDS display and changing it too quickly but I'm hoping it will fix itself when I redo how the images are displayed...
Not exactly pretty but most of the buttons are functional and work as intended! At least I think so - using the ceramics as guinea pigs will be the real test...
The last thing I was working on was an update to the cooking menu mod to make it more versatile so it can be used for other cooking mods. I'd really like to return to that too and get that version finished.
To share my simmy woes, I've been pretty uninspired from sims 3 and modding and I'm not exactly sure how my current/future modding projects will go. I haven't been into actually playing the game for ages which doesn't help, because nothing makes you want to make mods like wishing you had some feature in the game... So send some simmy vibes my way please
Yes this was meant to be a Simblreen gift, no I don't want to talk about it. Here's a cake for ya.
This is a conversion of TianaSims' Blackberry Layer Cake recipe. It's a regular dessert recipe rather than a birthday cake, but if you guys really want a birthday cake version too I am probably willing to make one at some point! It's not currently a "baked" item if you have Twinsimming's Baking mod, but I'd like to make it work with that in the future too.
More info and pictures under the cut:
Recipe Info
Category: Dessert
Ingredients: Egg, Blackberry (from the store set) or Fruit (if blackberry isn't installed, Flour (from echoweaver's wheat mod, linked below - ignored if not installed)
Skill: Level 4 plus Recipe Book
Objects Info
Serving mesh: 1026 polys
Eating mesh: 405 polys
Blackberry prop: 848 polys (I cloned this from the store blackberry, but it's only the model used for the cooking process, not the full harvestable. Polys are so high because there are multiple versions of the blackberry as different geostates)
Requires:
CCLoader: Updated | Original
@bietjie's Cake Tins from the Cooking Assets Set
Recommended:
Echoweaver's Plantable Wheat mod for the flour ingredient
My Better Cooking Menu mod! (pictured above)
Download (SFS)
If you like my mods, consider tipping me on Ko-fi!
hello! love your cooking menu mod. just wanted to let you know that it stops working when you hire a butler, which is kinda funny honestly won’t lie. BUT i can live without one in any event, this mod is worth it. keep up the great work!
Urgh why would that happen :p
Thanks for letting me know, I'll look into it for the next update and hopefully it's fixable. Glad you're liking the mod :D
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Thought I'd work on a quick project to get some inspiration back and it turned out to not be so quick... but I finished it now and I think it's a neat little mod.
The Mod
This mod is a replacement for the EA cooking interaction(s) (they are actually one interaction made to look like many) to have them under one interaction which displays a dialogue window rather than the pie menu.
With this mod, the fridge's pie menu is much less cluttered: Have [meal], Serve [meal], Serve Dessert, Have Quick Meal, and Make Gourmet Pet Food are replaced with just one "Cook From Menu" button.
From here, you can cook a meal (regardless of the time of day, single or group serving), serve dessert, have a quick meal, and make gourmet pet food. You can filter by meal type, and choose to show or hide recipes you don't have the ingredients for.
Other than getting rid of the time of day limitation, recipes should be available (or not available) just the same as without the mod, and there's no other functionality. If you have mods that add new recipes, adjust ingredients, add ingredients to Quick Meals etc, they should work the same. The selected recipe should be cooked as normal by the sim :)
No Fridge Shopping
This mod also takes into consideration whether or not you have ani's NoFridgeShopping mod installed, and if so, you need to have the required ingredients in order to cook the recipe.
Strings & Translations
I tried to use EA strings wherever possible, but there are a few added with the mod. There's a text file provided for translators as usual.
Conflicts, Notes, Issues
No strict conflicts as this mod adds a new interaction and only edits the tuning of the original cooking interaction. However, you won't be able to use icarus_allsorts' Cook With Any Ingredient mod as normal with it, because this mod will hide that one when you click on the fridge. I think sims will technically be able to use CWAI autonomously, but that's probably not what you want. This mod is really for people who want the cooking menu but not the extra functionality of CWAI anyway.
Other cooking mods which add new interactions (such as my Homebaked Bread mod interaction pictured above) will appear on the fridge as normal in pie-menu form, and won't appear in this mod's cooking menu. This is also the case for the Store's Baker's Station and similar objects.
Basically, if a recipe won't show up in the EA fridge cooking interactions, it won't show in this menu.
[some more info on MTS!]
If you like my mods, consider supporting me by donating on Ko-Fi :)
You can see a list of all my mods/other stuff here.
The Cook From Menu interaction will now appear on all kitchen appliances
Community lot grills only display grillable recipes, which are cooked on the grill only (no fridge etc required), to match original EA functionality
An error in the no fridge shopping mod caused the old grill cooking interaction to not be hidden, which is now fixed
Reward items from the culinary career will have the interaction applied straight away, rather than the next time the save is loaded
I recommend updating if you have an older version as you can properly choose how to cook recipes now (e.g clicking on microwave or grill to ensure hot dogs are cooked with that appliance), and grilling on community lots is possible like before :)
Download the new version on MTS
If you like my mods, consider supporting me by donating on Ko-Fi :)
Sims 4 Wishing Well as Functioning Well - for the Off-Grid Plumbing Mod
Well well well, what do we have here...
Requested by @emitrelevart, here is the Wishing Well from The Sims 4 Romantic Garden Stuff converted to Sims 3 as a Functioning Well to work with my Off-Grid Plumbing Mod. I also made a decor version in case, for some inexplicable reason, you don't want to use my mod.
It's recolourable with 3 channels, apart from the leaves and the face. To be honest, the textures aren't perfect. There are some parts that are a bit lighter than the others, but the sims 4 texture was pretty complicated and so I wanted to use it but make it recolourable as best as I could. With the CASt patterns I still think it looks pretty good though...
Both versions can be found in decor > sculptures, and outdoor > lawn ornaments for 450 simoleons, but the functioning one can also be found in misc plumbing. You can have both installed at the same time too.
Download from SFS: Functioning | Decor
If you like my mods, consider tipping me on Ko-fi!
I decided to upload V2.0 officially now, as otherwise I never will. If you tried out the testing version, I recommend you redownload the latest one as there are some changes since then :)
Quick summary of update:
Better menu
Different types of arrangements + reactions
Ability to scent arrangements for special effects
More interesting skill journal, stats + challenges
Read more and download at MTS
If you like my mods, please consider supporting me on Ko-fi
Special thanks to @its-time-o-clock for the V2.0 feedback!
It's been a while so I thought I'd better give an update. I did step back from the pottery mod for a little while but I have continued with it and made some progress.
Rambles and pictures below!
I think most of the coding for the first version is done, the interactions are looking pretty good from start to finish. I have to add some skill related stuff but not too much. Now it's mainly converting the sims 4 ceramics, adding the glazes as material states, and some more animations/sound effects to finish off.
I got a bit stuck with the Material State Editor tool so that put me off the whole thing, but worst case scenario I can add them manually... There's plenty to do in the meantime though so I should give it another go before I do that.
I've converted most of the ceramics, and just have the sculptures and a couple of vases left. Here are the objects I've converted so far: bulbous vase, candle lantern, cake stand, planter pot, oil burner, candle holder, and tea set.
With a special mention of the tea set which I'm rather proud of. I separated the tray, cup, and pot, so they are separate objects which need to be crafted on the wheel individually. The tray is a decor object with slots to put 3 cups and the tea pot on. If ani's Tea Mod is installed, the cups and tea pot will use the scripts from that mod and be functional. You can put some cups inside the tea pot to be used when the tea is poured. If you don't have the mod, they will just be decor objects looking very cute on the tray.
The vases will have slots in them, so arrangements from my flower arranging mod can be put into them (like the bulbous vase in the screenshot above). I have an interaction in the unreleased v2.0 which allows you take the arrangements out of the default vase, so instead they're just attached to a small square which can then be put in a vase. You can then interact with the arrangement as normal, throwing them out when dead, but leaving the vase as is. That's a different mod update though, I really need to get Flower Arranging V2.0 released officially...
Anyway the pottery mod will still take a while to complete but I am getting through it :p I was really excited for pottery and I still would really like to have the finished mod, but all of the parts to it are a bit of a slog TBH. But I shan't complain any more! The collection of converted ceramics growing is nice to see at least...
Thought I'd work on a quick project to get some inspiration back and it turned out to not be so quick... but I finished it now and I think it's a neat little mod.
The Mod
This mod is a replacement for the EA cooking interaction(s) (they are actually one interaction made to look like many) to have them under one interaction which displays a dialogue window rather than the pie menu.
With this mod, the fridge's pie menu is much less cluttered: Have [meal], Serve [meal], Serve Dessert, Have Quick Meal, and Make Gourmet Pet Food are replaced with just one "Cook From Menu" button.
From here, you can cook a meal (regardless of the time of day, single or group serving), serve dessert, have a quick meal, and make gourmet pet food. You can filter by meal type, and choose to show or hide recipes you don't have the ingredients for.
Other than getting rid of the time of day limitation, recipes should be available (or not available) just the same as without the mod, and there's no other functionality. If you have mods that add new recipes, adjust ingredients, add ingredients to Quick Meals etc, they should work the same. The selected recipe should be cooked as normal by the sim :)
No Fridge Shopping
This mod also takes into consideration whether or not you have ani's NoFridgeShopping mod installed, and if so, you need to have the required ingredients in order to cook the recipe.
Strings & Translations
I tried to use EA strings wherever possible, but there are a few added with the mod. There's a text file provided for translators as usual.
Conflicts, Notes, Issues
No strict conflicts as this mod adds a new interaction and only edits the tuning of the original cooking interaction. However, you won't be able to use icarus_allsorts' Cook With Any Ingredient mod as normal with it, because this mod will hide that one when you click on the fridge. I think sims will technically be able to use CWAI autonomously, but that's probably not what you want. This mod is really for people who want the cooking menu but not the extra functionality of CWAI anyway.
Other cooking mods which add new interactions (such as my Homebaked Bread mod interaction pictured above) will appear on the fridge as normal in pie-menu form, and won't appear in this mod's cooking menu. This is also the case for the Store's Baker's Station and similar objects.
Basically, if a recipe won't show up in the EA fridge cooking interactions, it won't show in this menu.
[some more info on MTS!]
If you like my mods, consider supporting me by donating on Ko-Fi :)
You can see a list of all my mods/other stuff here.
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.
✓ Live Streaming✓ Interactive Chat✓ Private Shows✓ HD Quality✓ Free Actions
Free to watch • No registration required • HD streaming
Thought I'd work on a quick project to get some inspiration back and it turned out to not be so quick... but I finished it now and I think it's a neat little mod.
The Mod
This mod is a replacement for the EA cooking interaction(s) (they are actually one interaction made to look like many) to have them under one interaction which displays a dialogue window rather than the pie menu.
With this mod, the fridge's pie menu is much less cluttered: Have [meal], Serve [meal], Serve Dessert, Have Quick Meal, and Make Gourmet Pet Food are replaced with just one "Cook From Menu" button.
From here, you can cook a meal (regardless of the time of day, single or group serving), serve dessert, have a quick meal, and make gourmet pet food. You can filter by meal type, and choose to show or hide recipes you don't have the ingredients for.
Other than getting rid of the time of day limitation, recipes should be available (or not available) just the same as without the mod, and there's no other functionality. If you have mods that add new recipes, adjust ingredients, add ingredients to Quick Meals etc, they should work the same. The selected recipe should be cooked as normal by the sim :)
No Fridge Shopping
This mod also takes into consideration whether or not you have ani's NoFridgeShopping mod installed, and if so, you need to have the required ingredients in order to cook the recipe.
Strings & Translations
I tried to use EA strings wherever possible, but there are a few added with the mod. There's a text file provided for translators as usual.
Conflicts, Notes, Issues
No strict conflicts as this mod adds a new interaction and only edits the tuning of the original cooking interaction. However, you won't be able to use icarus_allsorts' Cook With Any Ingredient mod as normal with it, because this mod will hide that one when you click on the fridge. I think sims will technically be able to use CWAI autonomously, but that's probably not what you want. This mod is really for people who want the cooking menu but not the extra functionality of CWAI anyway.
Other cooking mods which add new interactions (such as my Homebaked Bread mod interaction pictured above) will appear on the fridge as normal in pie-menu form, and won't appear in this mod's cooking menu. This is also the case for the Store's Baker's Station and similar objects.
Basically, if a recipe won't show up in the EA fridge cooking interactions, it won't show in this menu.
[some more info on MTS!]
If you like my mods, consider supporting me by donating on Ko-Fi :)
You can see a list of all my mods/other stuff here.
Added some translations (German, Spanish, Portuguese) and changed the tuning to hide the old cooking interactions on the extra appliances. Also fixed a typo in the English strings.
Thought I'd work on a quick project to get some inspiration back and it turned out to not be so quick... but I finished it now and I think it's a neat little mod.
The Mod
This mod is a replacement for the EA cooking interaction(s) (they are actually one interaction made to look like many) to have them under one interaction which displays a dialogue window rather than the pie menu.
With this mod, the fridge's pie menu is much less cluttered: Have [meal], Serve [meal], Serve Dessert, Have Quick Meal, and Make Gourmet Pet Food are replaced with just one "Cook From Menu" button.
From here, you can cook a meal (regardless of the time of day, single or group serving), serve dessert, have a quick meal, and make gourmet pet food. You can filter by meal type, and choose to show or hide recipes you don't have the ingredients for.
Other than getting rid of the time of day limitation, recipes should be available (or not available) just the same as without the mod, and there's no other functionality. If you have mods that add new recipes, adjust ingredients, add ingredients to Quick Meals etc, they should work the same. The selected recipe should be cooked as normal by the sim :)
No Fridge Shopping
This mod also takes into consideration whether or not you have ani's NoFridgeShopping mod installed, and if so, you need to have the required ingredients in order to cook the recipe.
Strings & Translations
I tried to use EA strings wherever possible, but there are a few added with the mod. There's a text file provided for translators as usual.
Conflicts, Notes, Issues
No strict conflicts as this mod adds a new interaction and only edits the tuning of the original cooking interaction. However, you won't be able to use icarus_allsorts' Cook With Any Ingredient mod as normal with it, because this mod will hide that one when you click on the fridge. I think sims will technically be able to use CWAI autonomously, but that's probably not what you want. This mod is really for people who want the cooking menu but not the extra functionality of CWAI anyway.
Other cooking mods which add new interactions (such as my Homebaked Bread mod interaction pictured above) will appear on the fridge as normal in pie-menu form, and won't appear in this mod's cooking menu. This is also the case for the Store's Baker's Station and similar objects.
Basically, if a recipe won't show up in the EA fridge cooking interactions, it won't show in this menu.
[some more info on MTS!]
If you like my mods, consider supporting me by donating on Ko-Fi :)
You can see a list of all my mods/other stuff here.