#“Tutorials won't get you far”
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There's nothing better than melting away what feels like years of pent up anger and loss and watching and listening to it flow out my talented hands as I pluck each chord of my bass. It's like a part of my sorrow is taken away through each chord I play, it's the most soothing sound I've ever heard, cutting and severing through my own emotional turmoil.
#Not flexing but I am flexing#I still have to learn my basics honestly#“Tutorials won't get you far”#I KNOOOW THAT IM LEARNING#Anyway today was filled with an anger and depression I haven't felt in awhile#I thank the bass for speaking its melody Im letting that pain go#And thinking abt..him..#IVE LEARNED SOME SONGS FOR HIN#JUMPS AROUND#I usually dont do requests but I may ask him what song I can learn for hin#Or take his favourite song and learn it#I wont be a CUCK about it though Ill try and write my own chords#Tutorials are cheaters ways out#I wanna actually LEARN my bass and be amazing at it#Appregios or Scales first#sound off in the chat 😞🙏#stfuyadork#bri rambles
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In the future I believe I shall be calling looped Chou Piéride even tho they'd still go by Chou for clarities sake 👍
#rat rambles#stars posting#new game+#we'll see if I do enough with this sub au to give it it's own name#but yeah piéride vc well clearly my loops broke because I had it too easy *throws like two tutorials at loop before fucking off*#it doesn't help that ultimately they just. don't see themself in either siffrin. at least not until getting to know them better#they see themself as being here to make sure loop doesn't make the same mistakes as they did#and since from their perspective loop Wasnt making those mistakes during their endless death march they didn't do shit#they also never directly spoke to loop like loop does to siffrin so loop genuinely didn't know abt piéride during their loops#piéride still continues to be distant and not particularly helpful after loop becomes loop but theyre at least willing to talk to loop now#mostly because they view their role as loops guide as having shifted from helping them not break the loops to helping them guide siffrin#needless to say they aren't fond of loops methods#they won't stop loop tho since they don't want to risk breaking things more#to be clear they didn't explain their perspective basically at all nor supply any of the deeply valuable info they have#at least not until far later#you see they have a pretty crippling fear of finding answers as they'd rather keep bashing their head into a wall and hope it works than#know for sure that theres nothing they can do abt something#the whole reason they made their last wish was because they finally let the others in and let them help them find answers and the#conclusion they came to broke them#so going from that to being a guide left them just wanting to stay as distant from any real problem solving as possible#also because they think it was them wishing for basic qol stuff that broke their loops they think direct intervention is a bad idea#because evidently the universe gave them nice things and died for it so they should learn from that and do jack shit for loop <3#look they were stuck in their loops for at least a decade of course they got some shit stuck in their head
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Obsessed - Lando Norris
Lando Norris x reader
As soon as Lando entered your shared apartment he froze in awe. You were in the living room following a yoga tutorial on your TV. And Lando loved it.
Lando always said he loves each part of you equally, because he really does love every part of you, but you knew there was one part of you that he found irresistible. He would never admit it, but Lando's an ass man. He loved how it filled his hands perfectly, he loved to slap it any chance he got. If his hands weren't on your hips they were on your ass.
And he couldn't take his eyes off you as you bent over into a new pose, your ass wiggling slightly.
You hadn't heard him enter the apartment, so when you heard a loud groan from behind you, you jumped. You spun around quickly, making eye contact with your boyfriend.
"Baby, don't stop. I was enjoying watching you. Keep going." Lando said, clearly disappointed that you'd stopped your actions.
"Why? So you can keep staring at my ass?" You chuckle.
"Me? Staring at your ass? I would never! I just merely would like to observe your form?"
"Really? So you're a yoga expert now?"
"Of course," He places his keys and wallet down and starts making his way over to you, "I know that my favourite position is the one where you're on your hands and knees." His hands reach out to hold your waist, his lips getting dangerously close to your own.
"Great view of my ass in that position." You tease. Lando's lips continue to ghost over your skin, so close but yet so far away. The way he lingered, teasing you in the most simple way, made you hot in want of the man in front of you.
His eyes met yours, swimming with desire. Suddenly, he captured your lips with his own in a hungry kiss. A kiss so full of love and passion, rough but sweet all at the same time. Caressing your skin softly, his hands slowly travelled down from your hips to Lando's favourite spot. His hands gripped your ass as though if he let go it would disappear and be gone forever.
You could feel his need in the kiss, and a little lower as his used his grip on your ass to roughly pull you into him. Hips moving together in an attempt to get much needed friction. "Lando.." His name floats from your lips, letting him know with just one word how much you needed him. But you weren't about to let him get his way after he interrupted your workout. He was going to have to wait.
Gently, you push your boyfriend away from you. Confusion evident on his face.
"Baby..." His hands reach out to grab your waist again, but you turn around and return to your yoga, ignoring his attempt.
"Be patient and let me finish my yoga, and I promise I will let you have your way with me." Your voice sensual and seductive.
"But baby..." He whines.
"No 'buts' or you definitely won't be getting this butt."
"How long will you be?"
"As long as it takes."
Lando places a sweet kiss on your cheek as he reluctantly walks to your shared bedroom.
#lando norris#lando norris x reader#f1#lando norris fluff#f1 fic#f1 x female reader#f1 x reader#formula 1 x reader#formula one x reader#formula 1#formula one#formula one x you#formula one fluff#formula one fanfiction#formula 1 x you#formula 1 fluff#lando norris smut
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a rundown on the listed e-sim platforms from this tweet from mirna el helbawi. visit esimsforgaza to learn about this effort. (they also have a tutorial on how to purchase an esim and send it to them)
update v12 (5/21/24) holafly (israel and egypt), nomad (regional middle east), simly (palestine and middle east), mogo (israel), and airalo (discover) are currently in the highest in demand. if it has been more than 3 weeks since you initially sent your esim and your esim has not been activated, you can reforward your original email with the expiration date in the subject line. you can see gothhabiba’s guide for how to tell if your esims have been activated. if your esim has expired without use, you can contact customer service to renew or replace it.
troubleshooting hint 1: if you are trying to pay through paypal, make sure you have pop-ups enabled! otherwise the payment window won't be able to appear. (this issue most frequently seems to occur with nomad)
troubleshooting hint 2: if you are trying to purchase an esim using the provider's app, it may block you from purchasing if your phone does not fit the requirements to install and use their esims. use their website in your browser instead and this problem should go away.
nomad
for the month of may, first time referrals give 25% off for a person's first purchase and 25% off the referrer's next purchase! it's a great time to use someone's referral code from the notes if you are a first time buyer.
you can use a referral code to get $3 off your first purchase and also make it so the person whose code you used can buy more esims for gaza. many people have been leaving their referral codes in the replies of this post and supposedly a referral code may eventually reach capacity so just keep trying until you find one that works! BACKPACKNOMAD is another code to get $3 off your first purchase, it's been working for some people but not others so try out a referral code instead if you can't get it to work. NOMADCNG is a code for 5% off any middle east region nomad esims posted by connecting gaza. it can be used on any purchase, not just your first but is generally going to give less off than the first-purchase only codes, so use those first. it can be used in combination with nomad points. AWESOME NEW CODE: nomad esim discount code for 75% off any plan, NOMADCS25 do not know how long it lasts but this is an amazing deal esp. since they are really low on esims right now! (nomad promo codes do not work on plans that are already on sale, unlimited plans, and plans under $5)
weekly tuesdays only code on nomad web, PST timezone! it gives 10% off plans 10gb and above. NOMADTUE
nomad also seems to be kind of sluggish sometimes when it comes to sending out emails with the codes. you can look for them manually by going to manage -> manage plans -> the plan you purchased -> installation instruction and scroll down to install esim via QR code or manual input then select QR code to find the QR code which you can screenshot and email to them. often just the act of logging back into your nomad account after purchase seems to cause the email with the code to come through though.
mogo
mogo's website is fucking annoying to navigate and i couldn't find any promo codes, but their prices are massively on sale anyway. you have to pick if you want your esim to be for iphone, ipad, or android for some reason. according to statcounter, android makes up approx. 75% of mobile markets in palestine while iphone represents approx. 25%. so i would probably recommend prioritizing donations of android esims but if you can afford multiple, try buying an iphone one too? if i can find any official direction from the connecting gaza crew on this i will update with it.
a good referral code to use for mogo is 8R29F9. the way things are worded are confusing but as far as i can tell, if you use it we both get a 10% discount on your first purchase. (the referrer gets a 10% voucher that allows them to top up in use esims, they are someone who i know has bought a lot of esims and will be able to make good use of the top-up discount vouchers!) also upon signing up it automatically generates a password for you which you can change by downloading the app. (check your email to find your account's current password)
holafly (also looking for holafly esims for egypt now)
holafly is pricier than the others and the only promo code i could find was ESIMNOW for 7% off. someone in the tags mentioned GETESIM7 as another 7% off code they had received, so if you have already used ESIMNOW or can't seem to get it to work, try GETESIM7. another 7% off code is HOLAXSUMMER7 which is valid until june 2nd. referral codes only seem to give 5% off and they don't stack. (i don't remember the source, it was on some sketchy coupon site i don't want to link to and only can recommend because i tried it myself) you can also use my referral link for 5% off if you can afford the 2% worse deal on your end, it will give me $5 credit which i can put towards buying more esims. connecting gaza has also posted the promo code HOLACNG for 5% off but since it is less than the 7% off codes and as far as i can tell does not give credit towards others to buy esims like the referral links, i would consider it lower priority for use.
simly (note: simly must be downloaded as an app to be used, the website link is to help people confirm they are downloading the right app)
i have not personally used simly so i am going to be going off of the sixth slide of mirna el helbawi's instagram guide, with some corrections from someone who has successfully purchased an esim from simly. after downloading the app and making an account, search for palestine or middle east and purchase your preferred package. the page the app takes you to after your purchase should have the QR code to send to the esimsforgaza email, it won't show up in your email receipt. someone kindly left her referral code in the tags of this post, it gives $3 off your first purchase and will give her $3 credit to put towards purchasing more esims for gaza. the code is CIWA2. (if this referral code doesn't work, try one from the notes of this post!) according to someone in the notes, ARB is a simly promo code for 25% off esims that is still working as of march 3rd.
airalo
some people have noted issues trying to sign up for airalo using the browser version of the website, it worked for me but if you are struggling you can give the mobile app a try and that should work. you can use a referral code to get $3 off your first purchase and give the code suppler a $3 credit for buying more esims. KARINA9661 is a code sourced from this post which is also a wonderful example of how using people's referral codes can really make a difference. if for some reason that referral code isn't working, you can find more in the notes of the original esim post i made here.
@/fairuzfan also has a tag of esim referral codes for various platforms!
(note: mogo and holafly both link to israel esims as there are no general regional packages for the middle east like on nomad and the esims for gaza website specifically linked to the israel package on mogo, so i linked to the equivalent on holafly.)
#esims for gaza#esims#gaza#palestine#free palestine#connecting gaza#despite not having used simly myself i'm fairly experienced with esim services at this point so i will likely be able to answer some#questions and i also have someone familiar with simly i can ask if i am not sure of the answer myself. so please go ahead and ask questions#if you're struggling with donating an esim from any of these sources!
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This is a list of various guides and resources you can use for making your own texture edits and mods within DA:TV.
As modding the game is still in its early stages, things are subject to breaking and causing issues. Texture's have been, so far, safe with little problems. Still, it's advised to use CAUTION when modding anything and always backup vanilla files!
This is all assuming that you know how to use Frosty Editor and Mod Manager tools, so there won't be any guides on how to use those tools here.
Wavebend's Frosty Toolsuit Alpha 5 (In active development)
Guide by @pinkydude
This index is an active WIP by myself and Metamancer and will be periodically updated with each faction's wearable armors and eventually NPC assets as well.
Armor and Clothing by me
Companion and NPC's by me
UV Map Layouts by NoraLee
Tutorial by Padme4000
Padme's Various Guides
Basic Editing Guide by Pina
Scar Texture Editing by Bearpants13
Tattoo Editing Guide
Armor Tinting Resources by Labotor
Normal Map Editing
This post will be updated as things progress! Those of us within the Dragon Age Frosty Discord are hard at work getting things ironed out!
Happy modding!
#dragon age#dragon age: the veilguard#dragon age: veilguard#dragon age 4#DA4#DA:TV#DA:V#DAV#Veilguard#dragon age mods#dragon age modding#frosty modding
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Just hit that crisp 18 and growing up is HARD. Any advice?
don't rush into going out of your way to make adult friends and fervently seeking out adult spaces. i get it, most of your life has been waiting so far, like waiting to be old enough to not sit in a car seat, old enough to stay at home by yourself, old enough to get a driver's license, old enough to move out. etc. and the thing is, you're not at the starting line. the tutorial isn't just "over" now. there wasn't a tutorial, you were already in the world this whole time. you're gonna keep waiting and growing just as slowly and patiently as you were before. so keep being patient, like the rest of us. you won't strain yourself as much on the way up.
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I heard you make clothes, is there a specific way to make the patterns? Or do you find them online?
I draft all my own patterns, often based on diagrams of patterns copied from historical garments. I have an old post where I talked a bit about my patterning process, but it definitely won't work for everyone. I did learn to do drafting the "proper" way in college, which gave me a good start at understanding the shapes, but all the basic blocks we made aren't anywhere near the right cut or fit for the 18th century stuff I like to make.
You don't need to go to college to learn basic block drafting though, there are instructions in books and on the internet! You can make a basic block for a bodice, a sleeve, pants and/or a skirt, and once they're fitted to your measurements and you've learned a bit about pattern manipulation you can do many things with them. We used the same basic bodice block as a starting point for both corsets and tailored coats. Just make sure to always do mockups in a cheap fabric.
The Closet Historian has some videos on basic block drafting and dart manipulation and such. She mainly does vintage inspired feminine styles, but in college we did more or less the same dart placement on the basic bodice block wether or not the wearer had boobage. (I'm sure there are lots more tutorials out there too, but I haven't looked them up.)
Getting back to the more historical stuff, I have an old post with a lot of resource links which I keep meaning to make into a better organized post on my blogspot, but there's just so very much of it.
There are places to buy patterns online, but not having bought any of them I can't personally speak on their quality, and also every company has different focuses so it would depend on what you specifically want to sew. I mostly do 18th century menswear, so if I did want to buy patterns my options would be very few and far between.
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Progress Checkup! (Aug. 2024) | Scratchin' Melodii Devlog
Hello again, strangers! I thought it was about time to add another devlog again! This time I'm trying out a more in-depth approach to this, to somewhat make up for the lack of gameplay previews. Let me know what you think!
For starters, I've revamped the rhythm system 🤯 (like... again! 🤯) Don't freak out, though. Surface level gameplay-wise, it works mostly the same as it did in the last demo, so you won't have to re-learn much. I just needed to redo some things so it'd be easier for me to work with in the long-run while developing the rest of the game. Way less headaches await me now when working on new levels. In the process, I was also able to incorporate some neat new aspects to it and make the core aspects of it better. If you're familiar with older rhythm games, it's now a tad closer to what the dog was doing.
The opponent's icon has been covered up to avoid spoilers. I might be updating all of the character icons soon, actually.
I still plan to revamp the game's tutorial at some point. Something I've noticed is that often, new players don't seem to understand the purpose of the beat dots. Initially, I thought the idea that "on the beat dot = on beat" would come as second nature to new players without need for explanation. However, I hadn't considered that many players are likely to be more familiar with rhythm games that don't even have beat dots in this manner, so they're probably inclined to focus more on getting as close as possible to matching the order of the suggested inputs, and in this game, even at the cost of being off-beat if they aren't keeping up. So, I think the most important thing I need to emphasize when I give a new in-game explanation of the mechanics is the beat dots and really getting new players into the mindset of prioritizing the tempo. I think I should also have the tutorial's gameplay portion try to discretely get the player used to the control scheme to help people who haven't particularly memorized where all of their controller's buttons are without looking. This'll probably result in the tutorial song shown in the demo being replaced in the full game. I do still like its instrumental though, so maybe that will be repurposed for another game feature, at least.
There's probably some guy out there who just REALLY loves Astral Advisory as the tutorial song that will be very upset to hear this. In solidarity with them, I've depicted their enthusiasm with this rather silly image I've created.
As for other levels, now that I've got the updated rhythm system up and running, the 3rd rival battle of act 2 is almost complete. If you didn't like the Pow-Notes in Supastar Tennis, you might not like me very much after this! So far, I think this level has some of the best and most ambitious animation work I've done yet, so I hope you'll look forward to it. Not sure when I'll show a gameplay preview of this level, but I probably will at some point.
Also, I've made a new logo for the game! I'll gradually be phasing this one in to replace the old one, but until the full game releases you'll probably still see the old one hanging around too in some places.
That's all I can talk about for now, but thanks for reading! - LJ
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ULTIMATE Realistic Populated World Roleplay Mods | The Sims 3 | Guide and Tutorial
What's up everyone! Welcome back to my channel, I am super excited to give you guys this tutorial, I've been wanting to make it for awhile! I'm going to offer some alternative and lighter weight techniques on how you can populate your sims 3 world with a small combination of mods and households. I'm also going to show you how to tweak your ini files and how to actually create the lots in your world to simulate the best experience. Let's jump straight into the video because I am so excited to show you!
youtube
Ini Tweaks:
So the first thing you want to do is open your graphics rules ini file in your bin folder. You won't have to scroll or search , the cpu settings will be there as soon as you open the notepad file, change all of those numbers to 4. What this does is massively improves how the sims 3 engine allocates resources in your game. This alone will start sending more sims to more community lots naturally, without any mods. However, we are going to add some extra mods on top of this to help sims make more logical decisions on which lots they will visit, as well as insure that every lot a sim in your active household visits will autonomously send available sims there.
Before we get into the mods I need to explain two very important things to you first.
Community Lots and Households:
These are very important factors when you want to go about creating a more lively world. Contrary to old beliefs, you don't need over 50+ households to populate your worlds. And the smaller the world is, the less sims you'll actually need to fill it.
You also do not need every single community lot available to you in every world, either. In fact, the more optimized your community lots are in the world, the more likely sims will visit them on their own. I will explain this further in depth.
Let's start with community lots:
For example, if you have 3 gym lots in your world, sims will get very confused on which gym to visit. They won't just pick the gym closest to them, and the decision might be so taxing on their little minds they will more than likely choose to not go to any of the gyms altogether.
So if you want to see a more active Gym lot, only regulate this to one gym lot in your world. This may not have been the perfect example as most of you will already have one gym lot in your world, but then you should also notice that it's the easiest lot for the sims 3 engine to fill up. Because it's only one decision the townie sims have to make on where and how to visit this lot.
So for the bars and clubs in your world, you want to regulate this to one of each, and you could probably fit in a second one if you have the NPC's to fill it. Remember that the engine can't send sims to fill the lots if there aren't enough sims to fill it. You also have to factor in if those sims have children and their work hours as well.
So, I typically will make 2 dive bars, one will be a low end hole in the wall, and another will be on the whole other side of town in a completeley different theme or style, I try to incorporate new activites that you can't find on the other lot, so a pool table, karaoke machines, the bull rider, etc. I can get away with 2 dive bars because I use this fixed MSC mod, this mod fixes the EA LN oversight that didn't send townies to these lots very well, it adds a script that will automatically invite sims to these lots when your sim goes to them. So I don't have to worry too much about how many sims are available, as the mod does this for me and invites sims who are free without me having to do anything. The fixed MSC mod also applies to all of the LN lots, btw. And the reason why I keep emphasizing "Fixed" is because someone fixed the travel crash and error code 12 issue that was on the older builds.
As far as an exclusive lounge and dance club, I only make 1 of each. This gives me 3-4 options respectively to have an authentic bar hopping experience in my world. As I love doing this on my sims fun and wild night outs.
So when it comes to all of the other community lots, you already know to have one of each. The only other tip I can offer is that you don't want to put too many functional objects on these lots. As again, this could result in overloading a sims decision making process. The lot and sims become way more optimized when you give them less to do actually. This means you can create themed lots for very specific occasions. For example, when I downloaded a casino lot for my simler90 series, the lot had a ton of the gambling store objects, including a bunch of random objects that wouldn't neccassarily fit into this lot, which resulted in sims standing around a lot more and choosing to sit down instead. When I lowered the amount of functional objects, you begin to see sims gambling more as they now had a clearer reasoning path to decide on what objects to use. This resulted in the lot overall feeling and acting much more realistic, as I would enter the lot and see sims already gambling on it; acting like a real casino.
This is how I was able to understand the sims 3 engine and AI a lot better. We used to make 64 by 64 lots with a bunch of stuff and wonder why it was so laggy, empty, and when sims did get there they weren't really doing anything. You have to optimize lots to get a better aesthetic and gameplay experience.
A coffee shop should only have the ability to buy coffee and free space to sit and chat or use a laptop. This will force sims on this lot to just buy coffee and talk with sims while sitting down. So this lot will look and feel like an actual coffee shop.
So as a basic overview for the lots:
You now know to limit the amount of community lots actually available to all the sims in your world. This makes for a much more immersive experience overall, as sims will naturally populate these lots a lot more when given a reasonable amount of options to visit them.
You now know to limit the amount of functional objects on these lots so that when sims do decide to come to these lots, they will act in a much more realistic way on these lots resulting in a more immersive and roleplay experience.
So now if you are a builder, or just some who likes to remap your world to have a better gameplay experience, consider these steps above. Since you now know that you don't have to add every kind of community lot to get a more active experience, and in fact, this actually hurts the goal you're trying to achieve, remapping the world becomes less stressful and more strategic.
For example, if I have a fish village kind of world, this allows me to add new unique lots specifically for this world that would make more sense. I can send sims to a savvier seller fish market, this is functional, sims can come here and buy all kinds of fish. I can make a cozy cottage core type of wedding venue and winery, this could fit into this world. I could make a small camping lot that can only be reached through a hiking trail on foot, this could fit into this theme. When I think of a fish village I think about family play, so I could add a unique arcade, daycare, and adorable festival lot, where you could see some younger sims running around more frequently. I could make an old town themed pub as a dive bar. I would really only need one of these in this world, so it would be very active, especially at night. I could add an underground rave scene and give it the dance club community lot type, this could signal a small rebellion of these traditional fishery values in the village, and still be quite active, since there would be only 2 "party" lots for sims in this world to visit.
And etc, make the lots fit for your world, and limit the access to how many types of community lots there will be. This ensures more time spent on detail without having to worry about how full these lots would get, as you know they will be very full using this method.
As a final note, you also want to consider opening up your rabbit holes. While, you won't have to make them functional with zerbu's uc mod, you can make these lots functional using other techniques without having to sacrifice less activity. So for example, opening up the diner and bistro RH, allows me two external dining options for my sims. The diner could be a mcdonalds, and the bistro could be a benihana's. I typically roleplay this, like the diner rh being a nice chill hangout and eatery, and the bistro being a much more wealthier upscale place, I use the consort dress code mod, so you can only be in formal attire here, or you could combine this lot with an exclusive lounge and get play out of both types of lots on one optimized lot. Adding Ani's business as unusual set, a piano which will auto assign a pianist, some pretty ball room floors and deco, and you've got a perfect date night or mobster family dinner. Depends on your play style. Because there are 2 of these, the engine will send sims to these lots because it has the RH on them, and when sims get there they will use the menu's to sit down on there own and begin ordering.
So now let's talk about Households.
I made a pretty extensive guide about this on tumblr, which I will link. But as a basic overview, I figured out a couple years ago that you don't actually need a lot of sims in a world to make the world feel populated. However, if you do add a lot of sims, there are ways you can go about it, which isn't as taxing on the sims 3 engine. As you may have noticed, having a lot of sims in your world increases lag and freezing, this is because when you hit the world's limit of townies, you'll get a lot of routing errors (which cause the freezing), with too many community lot options they get confused on where to go change their mind half way, go somewhere else, too many objects on that lot, so an ai freeze when trying to decide what to do. This overall results in a chaotic and laggy experience.
In general, I like adding townies I will actually care about, but this number of households needs to be manageable. So I make around 10-12 official townie households in my world, with a lot of detail on their cas and homes. I decorated their homes in the same way I would mine, because I'm more than likely to actually visit these sims in their homes. This means I can remove all the other houses in my world, because I don't want SP to fill these homes with more sims I don't care for, and will add more strain on the engine anyway. This also leaves more room to configure where I'll be placing my optimized community lots. Don't worry, when I want to world to look like it's more populated than it really is, I add deco buildings, homes, and sims.
Then I add, NPC households. This is an interesting and amazing method because of how it works. I make a very basic home, usually in a basement, with 8 beds, 1 bathroom and 1 kitchen. Just the basics, no cc or detail or decor. Then I add 8 sims. This could be single men/women, teens, children, cashiers, robots, elves, etc.
This is how I can begin to actually populate my world with very little strain on the resources in the sims 3 engine. You see, when sims don't have any way to entertain themselves, or advance their skills, or fulfill their wishes, they are pushed more than ever to LEAVE the home to achieve this. This means you'll see 8 sims from each NPC household more than likely OUTSIDE than sitting in their homes. The engine seems to spend a lot more resources on maintaining the townies when they are in their homes more than when they are visiting a community lot. I noticed this when I had a lot of townies in their homes, without any of these mods or ini tweaks, I had a significant lag because the engine was micro managing all of those sims in their individual homes. This removes so much strain on the engine, when all it has to do is force the sims to leave their homes, as also mentioned before, the engine spends less time on extending resources to them on community lots vs when they are in their homes.
So esentially, what I've done here, is given my engine a huge break, allowing it to allocate ram and resources much more effectively and much quicker, while at the same time introducing more sims into the world without the engine thinking this = more strain.
The third and even less engine intensive technique I use is, Arsil's custom role generator mod. This allows me to add any kind of sims I want, that the engine doesn't actually have to control or allocate, as this mod is a script and sims from this script are seen as bin sims/service sims. They simply disappear back into an invisible bin until their shift starts. So if I want to add regular customers to my Benihannah's without worrying about the strain on my engine I can achieve this effortlessly. However, I use this method on lots that aren't seeing a lot of activity. Keep in mind, everyone builds their worlds differently, and there are many factors to consider why a sim may not be as interested in one community lot as others, while this is mostly self explanatory sometimes, this isn't as cut and dry. So, for example, I notice that unless my sims actually visit the beach lots in my worlds, there won't be a lot of sims on it. Sometimes, there will be one or 2 sims, but in general, it doesn't see a lot of action. So I set a seasonal lot marker on the lot, and then proceed to add 4-6 new custom role markers (I transmogrify them into beach deco items, to blend in), I set this up for the summer time, as this would make the most sense for more sims to visit. And then I add a bunch of deco beach sims to the lot on top of that. That way when my sims visit the beach, it will already have 4-6 sims on it, but it will look like 20 sims are there, and the engine will probably send 5-8 more sims which will result in a very active lot everytime I visit.
This is how you can utilize the arsil technique to gain more popularity on lots.
Which leads to my next point, consider what is actually about the population that you care about so much? For me, I want the world to look full without the lag. I was able to achieve this with deco sims. The engine doesn't have to do anything at all for this, as deco sims are objects. I want to play on lots where I could take a screen shot without having to even set up a scene, like for instance making the lot look and feel full. Deco sims are already posed, so all I have to do is move them into place. I have learned how to severely decimate these objects to make them completely playable in the sims 3, so I am going to have a lot of fun converting ts4 deco sims to ts3. This is going to be perfect for my building and roleplaying style.
For me, a townie that I don't care for might as well be a deco sim, the only use I have for them is to decorate the background of my screen shots. That may sound harsh but it's the reality. I make every sim in my world with intention. If I can't see you being an enemy, lover, friend, at some point in my story, then the sim isn't useful to me. And if the sim isn't manning a savvier seller station, or cooking and serving at my benihanna's then what are you even doing here other than taking up resources? I wouldn't even care for the sim to populate my UC lots, because I can just use deco sims for that, too.
Understanding these new household techniques, combined with your new understanding of community lots creates a POWERFUL new experience that's results in smoother/faster gameplay on active and filled community lots.
So in general, you actually want to have more townies than community lots. You can achieve both without lag using my NPC households method, and more strategically themed community lots together. This means all of your community lots will more than likely always be active no matter what your sim is doing in the world.
And now we are going to add mods on top of that.
We already discussed the fixed MSC Mod. So let's move on to the others.
I know most of you were expecting to see the Lot Population mod on this list, but I'm going to tell you exactly why it isn't. The mod teleports sims randomly around my world, the mod promised to send sims to lots they would actually visit, and even according to the season, but I didn't see this result. Instead, sims, no matter what their personality was, were randomly appearing at every lot I paused an looked at. I wouldn't even be sending my sims to this lot, I'd just be looking at the lot, this often resulted in freezing, hiccups, and slight lag. If I had more than one sim in my household out and about and I switched over to other sim, I would see the same sims I just saw across town pop out over there. This broke my immersion by a lot. Not only that, but a lot of these sims would be using objects, with props, and when being teleported it temporarily broke the interaction, which resulted in props and objects floating in mid air, or being unusable, or showing up on other lots where it wouldn't even be possible for those objects and props to show up. This caused routing and script lag in my game by a noticeable amount. I was on a reduced version, and still noticed these issues. I really wanted to like this mod, and if it didn't break my immersion and cause more performance issues, I would otherwise love it. But unfortunately, I had to find some lighter alternatives that handled both of the issues I noticed with this mod.
This leads me to the Get out project, or you could of course just download arsil's script yourself and tweak the settings to your liking. BoringBone's tweaks the settings of Arsil's script and includes his own mods in a few modules to balance out the tweaks he made as well as enhance the overall experience.
These are the modules I downloaded for my mod list: Pedestrians Smart Vehicles
With all of these mods combined, sims are being pushed out and about in the world immediately, consistently, reasonably, while still allowing some sims to stay home. Which is another issue I had with the lot population mod. There were never any sims at home. This caused issues when townies threw parties, and invited me, I would go and no one would be home; so no party. This caused issues when I wanted to visit a friend I made in their homes for story telling and gameplay purposes, because they weren't home to open the door. This caused issues when inviting sims out, going on dates, inviting sims over. They would be randomly selected to teleport to another lot my other sim was on so it would completely break these interactions. The get out script isn't that invasive. It doesn't break these features and interactions, sims aren't being teleported, they are choosing to visit more lots more frequently. If they throw a party, or invite me out, or I invite them out, the EA script function takes back over and allows me to actually see the end of these interactions. On top of that, there wasn't any lag with this mod installed, as sims would be doing what the engine is already coded for them to do, just more of it; visiting community lots. The mod also adds walk abouts like how you'll see in the TS4, which I also combine with Shimrod's townies out on the town, where you'll see double the amount of walkabouts, while also extending a reasonable and light weight function to populate the lots in between.
Combing this with the Supreme AI mod, unlocks the sims AI in very innovative ways, for this particular guide, the supreme ai mod allows sims to make more logical decisions on which community lots to visit based off of their traits. While it's not completely set in stone, and still has a randomized feature which adds more interesting outcomes, now you'll see a lot more athletic sims at the gym, sims with hampers in their home at the laundromat, rebels and part animals at bars, clubs, and arcades, teens and kids at parks, arcades, libraries, the pool, etc. Let alone all of the other changes included in this mod, it has to be recommended for the logical fixes it applies to EA's system of how sims decide to go where.
The last mod I want to recommend here is the nana no shop in RH's. This mod makes it so sims no longer autonomously visit and enter RH lots. If you ever wondered where all your sims were, and you knew they weren't working at the time, they were probably inside of a RH. The game pushes them to sit inside of them for an extended period of time, this is to simulate to the player that the townies are alive and doing their own things. This isn't a problem in an unmodded game, however, when you're like me and open up your RH anyway, this mod would be a perfect enhancer, it still sends sims to my opened RH lots, and RH's in general like to eat outside of a bistro or diner, but it no longer allows them to enter RH's and sit inside of them. This means more sims who are available to visit community lots actually visiting those lots. Townies don't need to go grocery shopping in the RH because they can automatically get their ingredients from the fridge, with whatever recipes they choose to cook. The only reason a townie would need to visit the hospital is if they are giving birth. Unless a sim works at the police department or is going to jail, they don't need to be there, either. And well, you get the point. Any need for a RH for townies will be assigned to their tasks and they will be unable to take it off, this is for what they NEED. When you want to actually see those townies around town instead of sitting in RH's, this mod fixes that issue altogether.
So now I'm going to go in game and show you the kind of results that you can expect by following this guide.
First I will show you the normal populated world, this is what you're used to seeing in game. Then I will show you what it looks like when you optimize your community lots and add my NPC Household method. Let's begin!
Conclusion: As you all saw the massive difference in gameplay, either one still works out much better than the normal EA lot population method. So you can play this in either style. With my NPC household method and more optimized community lots this just promises better performance with populated lots, significantly. You don't have to follow this method, you can just use the guide and mod collection outlined here!
I want to thank you all for joining me , I am so happy I finally got to show you guys how to populate your worlds lag free, I love all of the support I've been getting, you guys are just so awesome! I have more videos coming for you so I'll see you in the next video!
Mod links:
MSC Fixed mod get out supreme ai shimrods townies out on the town
nana no shop in RH's
Arsil Custom Role Generator
#tutorial#tutorials#sims 3 roleplay#roleplay guides#roleplay#ts3#sims3#simblr#ts3 simblr#ts3mods#Youtube
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boyfriend!park sunghoon thoughts
(a/n: this is for the anon who requested the first enha ver of this in my asks!) | sfw and nsfw below the cut
warnings:
sfw
boyfriend!sunghoon who always plans the most aesthetic dates and your instagram truly thanks him for it - whether it be an evening picnic in the sunset, or the aquarium, or even pumpkin picking
boyfriend!sunghoon who complains he might die if you don't have a matching/similar outfit !! like fr this man could be the other side of the globe and he's spamming you for outfit pics so he can match with you
boyfriend!sunghoon who looooves being your sous chef in the kitchen, even though most of the time he just ends up getting in the way :( he tries though, bless him
boyfriend!sunghoon who comes and sits in your home offices while you're working, usually reading a book or scrolling on his phone silently. he just liked being near you whenever he can
boyfriend!sunghoon who brings you bowls of fruit as a snack, and said fruit has usually been cut into cute shapes like stars and hearts - although, he ends up eating most of it
boyfriend!sunghoon who makes sure to stand the side closest to the road when you walk down the street together, like honestly he'll just tug you to the other side of him so you're not standing near the road, and its usually subconsciously
boyfriend!sunghoon who sends you the cutest, most heart-warming, gut-wrenching, soul-crushing selfies of his little smile when he's away on tour - and you keep them all in a folder called "hoon says :D" for when u miss him
boyfriend!sunghoon who enjoys doing your makeup for you !! and he tries so hard :( even going as far as to watch makeup tutorials so you can leave the house "not embarrassed that he's made you look silly"
boyfriend!sunghoon who takes you ice-skating with him at Least once a month <3 and he never laughs at you or teases you if you slip; in fact, he's rushing over to check you for injuries and pepper you in kisses to wash away the embarrassment
boyfriend!sunghoon who has a groupchat with your parents to swap pictures of you for pictures of your family pets <3 and he likes to surprise you by printing the pictures out so you can have new pictures of the pets even when you're away from your parents' home
nsfw
boyfriend!sunghoon who is so precise during sex, hands always in the right place, strokes always hitting your g-spot, and it honestly surprises you every time
boyfriend!sunghoon who refuses to cum unless you cum first !! and if you can't for whatever reason, then he doesn't want to either because its not worth it to him if he doesn't get to see you cum
boyfriend!sunghoon who won't cum anywhere but inside you, because he revels in the way your jaw drops at the feeling of it and your eyes cross
boyfriend!sunghoon who, although he adores fucking you raw, would wear a condom in a heartbeat if you ask him to - sex is all about your comfort and your pleasure to him
boyfriend!sunghoon who started imagining you all swollen and pregnant with his kids from the second date, and he always gets (nearly) unbearably horny when you're ovulating
boyfriend!sunghoon who brought up the idea of using a vibrator on you, and it shocked you because every guy you'd slept with before him had viewed toys as competition rather than a teammate
boyfriend!sunghoon who has a habit of biting down on your collar bone when he cums, almost as if to muffle his moans so he can hear you rather than himself
boyfriend!sunghoon who loves it when you take a bath together and it turns into riding him, even though jungwon always has a go at him for the amount of water that spills
boyfriend!sunghoon who enjoys lazy, half asleep sex more than anything !! laid tangled together, your legs over his hip as he shallowly thrusts, mixed with the sleepy kisses - its his idea of heaven
boyfriend!sunghoon who lost his virginity to you, because he knew you were the one from the moment you met, but has never told you that's the reason why
(a/n: scheduled post!)
-> don’t forget to reblog or comment if you like my works ♡ please refrain from modifying, translating, or copying my work. - © mixtape-racha
tags ✮⋆˙ : @pretty-racha @demetrisscarf @fluerz @bangtancultsposts @yevene
#mixtape-racha#mixtape-racha fic#sunghoon#sunghoon x reader#sunghoon smut#sunghoon fluff#sunghoon imagines#sunghoon enhypen#sunghoon x y/n#sunghoon x you#sunghoon x oc#enhypen fanfic#enhypen x reader#enhypen#enhypen fluff#enhypen scenarios#enhypen imagines#enhypen smut#enha x reader#enha fluff#enha#enha imagines#enha scenarios#143 i luv queue ✮⋆˙#aria: hoon fics 🎧✮₊˚⊹#aria: enha fics 🎧✮₊˚⊹
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hello juliette! may i ask, how did you get into sewing? your work is so precise and meticulous (not just the dress but the previous outfits, especially the landsknecht one), it’s hard to imagine what it must take to arrive at this point of mastery.
wishing you all the best and excited to be following your work, kat 💛
Hi Kat !
Thanks a lot for your kind words ! I started sewing kind of out of the blue two years ago. I'd never had any sewing education, formal or otherwise, and I'd always found sewing too tantalizing to get into, but eventually my friend @surikane and I decided to give it a try together because we really wanted to make costumes to wear at our local big medieval festival. I got a Reconstructing History doublet pattern, youtube tutorials, and off I went.
I'm far from mastery and to be honest I just pick a project I really want to do and learn what I need to learn as I go along. It's maybe not the cleanest way to go but as a casual hobbyist driven by pure brainworms and impatience it works great for me. When it comes to historical costuming of course it does take some passion because usually looking at one source won't be enough and you'll need to peruse around. At first, my best combo was to get a printable pattern as a base, and then check out more precise books and videos/lectures on the side to help make sense of it and adapt what needed changing.
I really think anyone can get into sewing at any stage of their lives and make something wearable pretty much rightaway. With the ressources we have today, it's way more doable than it looks. And it really doesn't have to be perfect to spark a lot of joy ! I'm really proud of how far I got in just two years of sewing and I really encourage everyone to give it a try !
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I got a couple of asks on how I did the text transition in this set. I'm going to explain as best as I can (with image references).
*Disclaimer: this assumes you are have a basic understanding of giffing with video timeline, and keyframes. If you're new to keyframes, check out this tutorial by @userpeggycarter before proceeding.
Step 1: Go through, make your gif, color and all that jazz. if you're not familiar with giffing and need a guide, check this one out by @cal-kestis. Be mindful of the number of frames you have, as it is extremely important when keyframing begins. Make sure you have an even number of frames, or you will have an uneven transition. For this gif I'm at 60 frames total, and I'd be careful exceeding 70, as if you need to go back and delete... It just sucks, so be mindful! You'll see my gif and coloring under a group I titled "base" - and I highly recommend putting your gif/coloring/etc. into groups, as it will make the timeline a bit cleaner, and it's a little easier to find everything you need. But when you're done, you should be here:
*Quick note 1: Make sure your gif is in 8-bit mode. If you aren't familiar with bit modes, that is a tutorial for another time. For now, you can change it here:
Step 2.1: Pick your font/placement/etc. I really recommend being 100% on whatever you pick, along with the size. I've encountered problems when I move the font after the fact with alignment, so it's best to look your gif over to ensure you're satisfied. For this set, I went with Figtree, placed dead center.
I want to add to this by saying, thus far, I have found that white is the only color that works for this. I'm playing around with some other options, but black is 100% a no go. If you find a way to get that working, let me know. I'll amend this tutorial.
Photo of text settings, along with where you should be now.
Step 2.2: Since we're transitioning into a new set of words/text, you need to get that text ready as well. Shorten the length of time the first piece of text runs to halfway (I have 60 frames, so I cut it to 30).
Step 2.3: Duplicate your text layer, type your other text. The two texts should show for length of time, as you have an even number of frames, meaning you can divide by 2. Move it over to the end of where the previous text ends. If that makes no sense, it should look like the below: (again, folder for the typography to know where to reference. I have a small organization addiction so.. creator's choice)
*Quick note 2: I do not recommend changing to a new font or size with this, it won't look quite right. Of course, experiment away! This is just a small caution based on my own experimentation.
Now, to get to the actual fun part...
Step 3.1: Duplicate the first text layer. For this gif, it's the one that says "it didn't change anything". Once you duplicate it, you'll be turning it into a smart object. This is so the filter we apply works. Repeat for the second text layer. Lil gif below:
Quick note 3: I recommend going one text bit at a time, and also would tell you to put each typography layer into its own folder. This is really important for later, so doing it earlier is better.
Step 3.2: We will now apply the filter. To do this, you're going to click the smart object version of our text, then go to Filter → Stylize → Wind. For the gifset I made, I used Method → Blast and Direction → From the Right. Click "OK" and the filter will apply. Duplicate this for the other text layer.
Step 4: We now begin the keyframing. I highly recommend the rule of 0.3, which is when your transitions are over the span of multiples of 3 (i.e. if you start at frame 1 with 100% opacity, frame 3 will be at 0%). We'll be doing 6 frames from 100% to 0%, and vice versa, for this transition. This was the best time I found for this transition, but it's a matter of preference. Just follow that rule of 3.
Step 4.1: Click the smart layer of the text we made on the timeline, then click the little arrow on the left of the name of the layer. You'll see this:
See the little clock next to Opacity? Click it, and you get this lovely little yellow diamond. This is how we control the visibility of the Wind layer. It will start at 100%, keep it there.
Click the arrow on the right of the play button 6 times (aka get to the 6th frame), click the stopwatch again. While on this frame, and the yellow diamond clicked, change the opacity of the Wind layer to 0% It'll look like this:
You will repeat this, in reverse, at the end of the text layer.
Quick note 4: Sometimes, Photoshop is moody. To get the diamond on frame 30 (or whatever frame # the end of your text layer is), put it on the frame prior. You can then nudge that diamond over 1 frame. See below:
Repeat the process for the other text layer.
Step 5: We're basically done! Change your gif from video timeline to frames, maybe do a quick play through to make sure all is well.
Quick note 4 (it's the last one I promise): I have heard from many that when they work with keyframes, they end up with duplicate frames. I, personally, have not encountered this issue. I do not know if it is because of the version of Photoshop others are using, PC vs. Mac, or some other secret third thing. I recommend that, when you check your gif, verify if there are duplicate frames. The keyframe tutorial I linked earlier goes into further detail, and here is another lovely explanation from Nik, the master of all things keyframe transitions.
Step 5.1: Export, and give yourself a high five because you deserve it.
If you have any questions, don't hesitate to reach out! I'll try to clarify anything if needed. Happy giffing!
#*tutorials#c*#photoshop#tutorial#userchibi#usertj#uservivaldi#userbuckleys#usertina#userroza#usershreyu#usersole#useralien#userabs#userrainbow#quicklings#userbambie#useraljoscha#userzal#userbess#userfern#tuserhol#usernolan#usermagic#userhallie#usershale#userholloway#tusermels#usergif#we will absolutely not be discussing that fact that i have been awake since 630 am
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GRID + TORN PAPER + RAINBOW LAYOUT TUTORIAL (yeah, i'm sorry, but that is the title i came up with)
Hi everyone! This tutorial was requested by an anon, and we're going to make a gifset like this. You need, as usual, basic gifmaking skills and basic photoshop knowledge, but i'll try to explain this as easily as possible!
You'll also need a torn paper brush, which you can download here.
And here are the links to download the fonts used in my gifset: x, x
Okay let's start!
→ First you're going to create a new canvas, and it will be 540x540 px. Make sure to click on create video timeline (if you dont have a timeline, go to window > timeline. We'll leave this canvas there waiting for us :)
Then, onto our first gif. We're going to make the small square gifs first. All i do is resize the image and make it 120 px high, and you'll see why in a moment.
Make sure to remember the number of frames of this gif!! All the gifs we're going to put in the same canvas should have the same amount of frames.
Okay, so we have our first small gif:
As you can see it's a smart object, and I added some brightness, but so far that's all. You can sharpen it, but i like to sharpen until i've colored it. Now onto the important part:
Most of the gifs i worked with were mostly blue (aside from the skin color), which is recommendable, because you can create lots of colors starting from blue, using the hue/saturation adjustment, or camera raw filter. I also recommend you to use a gif that doesn't move a lot, so it'll be easier to color the background:
For the tutorial, we have our predominantly blue gif, but we are going to make it yellow, which is the opposite color, so it's the hardest to get. I hope you can see how i manipulate colors, and do it yourself :)
Here, you can use camera raw filter (filter > camera raw filter) to turn the blues and purples greener, like this:
And click ok to exit the camera raw filter. Then, we're going to use hue/saturation (image > adjustments > hue/saturation) to turn it yellow:
Since it was cyan, i changed the cyans, but if you got a much greener result you'll have to use green (duh, right? i dont know i just dont want anyone to get confused akjsdhs)
And you can also add a selective color adjustment to make those yellows more yellow:
The reason i don't directly use hue/saturation is cause it might look ugly and lose quality, or it wont pick up all the colors i want it to but they're also very small gifs so if you wanna do that, do it :)
I sharpen it until this point, but if you already have that's okay.
Now we're going to color the background! For that, you just add a new layer, and set the blending mode to color.
Then you'll use your brush, set it to 20px and 0% hardness, and pick the color you're using for this gif, you can use the eyedropper tool. This is why it's important that the gif doesn't move a lot, so you can color the bg like this:
I colored carefully around the edges, and that's the result. In some gifs from my gif set I colored Jake's jacket too because i was too lazy, but this looks cleaner :)
You might want to select the color layer and the gif layer to convert them both to a smart object, just to make everything easier. So, be careful, because after that you won't be able to change anything!
But let's say you have a scene that you want to include, and it moves too much and has no blue and it's going to be a nightmare to color it.
Well, don't worry, you can! Simply, instead of manually coloring everything, you can just choose to add a gradient map to it (image > adjustments > gradient map), like this:
And this is the result:
Just remember, it has to be the same amount of frames as the other ones!
You repeat the process, until you have 10 small gifs. I made around 5 manually colored gifs, and 5 gifs with gradient for each gif. That's a confusing sentence but i hope you get it.
We are going to start pasting the small gifs on our first canvas.
(You can paste them one by one but i did this so you can see my 10 gifs)
You're going to create a square that has to be 108x108 px, using the rectangle tool. You can remove the default white background.
And you may be wondering, why did we not just crop the small gifs into those dimensions? Well, you can do that, but to me it's much easier this way, because sometimes cropping isn't accurate, or it's tedious.
Place the small square on top the gif you're going to crop, right where the face of the character is (or whatever objects you're giffing), and while holding ctrl, click on the square. It will select it:
You're going to create a layer mask:
And then drag that layer mask to the gif:
And voila! It's now the same size as the small square. Once that's done, right click on the layer and convert it to a smart object, because we have to remove that mask. Make the square layer invisible, and start placing your gifs where you want them:
You're going to repeat that process with the rest of the gifs, and then place them all together. Don't forget that if you're making the first gif, they will all be at the bottom of the canvas, if it's one of the middle gifs, one row should be at the top and the other one at the bottom, and when you're making the last gif, they should all be at the top. Here we're making the first one, so they will all be at the bottom:
If you forgot to check that all the gifs had the same amount of frames, you can fix it here, just make sure no gif is past this little guy:
Okay! Now, to create the gutter, we're going to add a layer mask to each small gif, so that we can cut some of it.
The gutter has to be 4 pixels, (i recommend you to REALLY zoom in). What i do is make sure the width of the gutter takes 2 pixels from the edges of the gifs, since they are all together. As you can see in the image above, there's no a single empty pixel between the gifs.
This is a close-up of what i'm talking about. I select two pixels from each gif, and go all the way down to create the gutter:
(I hope I'm not over or underexplaining)
I usually use this tool when i have to make so many selections:
But that was just an example :)
(Another way you can do this, is by changing the size of the small square from the beginning and make it be 104x104 px, but i don't know why that seems more complicated to me ajsdks)
Anyway, this is what we have so far:
Now we're going to create the big gif. Its normal dimensions are usually around 1920x1080, unless you have different dimensions and have to crop it, but whatever it is, we're going to resize it and crop it to be around 550 px wide, and 400 px high:
We'll do the same thing of adding an adjustment of gradient to it to make it the color we're using. For this, i usually add a brightness layer before, because sometimes the gradient is a bit dark.
And using a 600px brush with 0% hardness, you can add some "light" on a new layer, like this:
Selecting all the layers, right-click on them and convert them to a smart object. Again, be careful, because once its a smart object, you wont be able to change any of it!
Then we paste our big gif on the canvas with small gifs, and add a layer mask to it. Using the torn paper brush at 600px, remove some of the gif to shape it like the torn paper. Make sure you're using black, otherwise it won't work correctly:
To make the effect better, add a layer UNDER the big gif, and using the torn paper brush, with the same size, you can paint under it:
Yeah, I covered some of jake's face, but that's how it supposed to look so the effect works!
And finally for the text! I used Granesta, at 150 px, and at -10.00º to make it a bit askew.
We're going to double click on it and give it a color overlay, set to normal, and give it a solid shadow if you want, then place it right here on the corner:
But as you can see, it's too big for the gif. So we're going to add a layer mask to it, and again, shape it the same way that we did with the gif. Make sure they're exactly the same shape, like this:
And that's it! This is our final result:
As always I'm sure there are easier ways to do many of these things, this is just how i do it but if you know an easier way to do it, go ahead. I hope this was at least understandable enough so you can apply the logic of it any way you want :)
If you have any questions you can send me an ask and i'll clarify!
If you found this helpful i'd really appreciate it if you left a tip on my ko-fi!
Happy giffing!
#will i ever learn how to properly explain things 😭#tutorials#uservivaldi#userraffa#userbuckleys#userhallie#tuserheidi#usertina#userfern#usersole#usercera#userzaynab#userisaiah#usernik#userpriyas#usertj
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GSHADE 3.5.0 Cracked Tutorial Feb.2023
‼️Update:3/2023‼️ Due to gshade somehow being online again! You can still install the program with this tutorial but to avoid the update to version 4.2 notification keeping you from proceeding-Download the program from mediafire and then turn your pc to airplane mode and continue the process below! Note that when you turn your internet back on that your going to get the notification still ignore it. That what I’m doing.
Alright with the recent events regarding the development team of GShade figuratively going under and the current version of this program available being far from perfect. It would be lovely to back to a version of GShade that doesn't have malware, the changes that disabled the depth of field effects, and the removal of some older shaders. So here's a tutorial on how to install 3.5.0 of GShade. It's the version that we as a collective switched to all those months back, when GShade popped off in the community. Also the version I used to take this picture and got from @toskasimz who sent me the files. She's the reason why I have my pretty pictures back. It took a long time to get my preset to look like this and the modern versions of Gshade and Reshade don't have the shaders for this anymore. The suggested skill level for this is basic knowledge of how to install Reshade/Gshade and knowledge of where to find the game Bin file and Program Files on your pc.
Note: This version is before the code that shut down your PC, if you manipulated the code of the program, was introduced. Use at your own risk. I personally have no issue with using it. I'm using my laptop I do school work on and I have no money to buy a new one so that's my assessment on how safe it is.
To start download this media fire file. It's a Rar file. Unzip it.
In the unzipped version of this file, you should have a folder that's highlighted below called GShade.
Inside that file are two folders. Program Files-G-Shade and TS4 Bin Folder. These folder names correspond with where the contents of these will go on your pc.
Alright inside the folders you should have the following content in the Program Files-G-Shade
Inside the TS4 Bin Folder, you should have the following contents inside it.
Place the GShade folder from the Program Files-G-Shade into your computer's Program(x86) file. This may have a different name based on your computer.
Next Place the contents of the TS4 Bin Folder which should be the G-Shade configuration file and the folder of GShade-Shaders into your Bin folder. (note I have gshade installed already so you won't have the extra files before installation.)
Now go back to the Program(x86) file on your PC and go into the G-shade folder.
Double Click to run the program.
This is where you gonna need to pull your Reshade/Gshade knowledge. You just install the program as normal to the game. I will say I don't know if this will work with other games.
Alright, this is what you should be left with after installing G-Shade. Everything transferred to the Program Files with the exception of this folder. Leave it be and go to the Program Files file on your pc.
Once in the Program Files folder double click the GShade Control Panel.
You should get the following screen Go to the Installations tab. Delete this file path. This is a very important step. It's not gonna work if you don't reinstall the program. Delete it and click Add New.
Install the program as viewed above. Click Next and set up your screenshot folder.
Click No on viewing the guild. You should have a control panel on your desktop. You can go in a convert you reshade presets if needed.
Alright if everything was done correctly open your game. It'll take a moment to load and when it does you greeted with the following screen on start-up.
Ignore the yellow text on the top. It says that your effects are disabled because it's not online. It works I could be misinterpreting what "effect" means but my shader work so I'm not complaining.
And there you go. Installed, and works perfectly. Don't update it. I don't know what it'll do. I have not tried. I will upload an edited version of my preset later this week or tonight. I have to tweak the color of the fog and make a decent post. Enjoy! I am open to helping under this post and in dms!
#if something you download thats for cosmetic reasons can shut down your PC that's not a normal function the program is free and basically#reshade it one of the same developers#gshade#sims 4#gshade help#ts4#simblr#tutorials
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To all of you who are feeling behind on survival skills, worried you won't be able to succeed in life because you're not allowed to learn/not able to learn, I want you to know that some basics are extremely easy to get once you're able to try it on your own, or even just have one person explain it to you.
When I ran away from home, I didn't know how to cook, I wasn't allowed to learn, and first month or so, I was preoccupied with just learning how to cook. What I learned was that it was far more easy than my parents ever made it seem. If you're trying to cook just for proper nutrition and not make some fancy meals, most of what you have to do is heat the groceries, and salt them. If you cut up some vegetables and put them in water an add salt, you will have a soup. If you lay them on a tray and put them in the oven, you've made food. You can put stuff in a pan with some oil and stir it on heat and you have a meal. For basic eating, it can be really that simple. I also was able to pick stuff up just from my roommates, who would happily answer my questions, and a lot of people out there will happily explain to you how they make a certain food, and of course, there's video tutorials for specific meals, if you want to make something more complex. Once you have absolute freedom in the kitchen, you will pick this up rapidly.
I have never used a washing machine prior to running away, and then one person showed me once how to use one, and that was that. I was washing-machine certified after that. I gained extra knowledge about cleaning it on the internet, and some people randomly had tips for me about it. I learned to handwash later as well, and that works good too.
I've struggled at the beginning, to find easy and cheap ways to get stuff; the most common way to get things is to go to the store, but I didn't have a lot of money, and buying things was too expensive for me. I've since discovered just where to find the second-hand markets, how to get people to give me their old clothing so I never have to buy any, how to temper with stuff I have so I wouldn't have to buy anything, at this point I even know how to fix shoes and sew my own stuff. I've fixed blinds on almost every window in here, without even knowing how, I just dismantled everything and figured it out. I've put together closets and lamps. I've learned to open up my own laptop and change the parts inside, I've even changed the screen on my own, by watching a video on how it's done. I've learned how to repaint walls, how to tend to plants, how to maintain a living space. Often I'd see someone else who is able to do these things, and just ask. People who are not parents have no reason to gatekeep this information, and they proudly told me how they do it.
I've learned to organize my stuff to the point where I'm able to easily clean a big mess, and I don't get overwhelmed with things anymore. I've had to do some reading on the internet to figure out the situation with finances and economy, and I also asked some people, got wildly different answers from every person. When I have the opportunity to chat with someone who has a specific job, I ask them about what they do, and have them describe to me how that field of work functions. It gave me insight into a lot of inner workings of society that were previously a mystery to me.
I was able to figure this all out while having zero faith in myself; I believed I was stupid, incapable of survival, honestly thought I would be dead within few months. I was reading army survival guides so I could survive in the wild if I ever got homeless. I was learning even without believing that all of this would help me, it's only now looking back at everything that I understand how much knowledge I gained just from trying it and doing it in every possible way until it clicked.
The most complex for me, were the social skills, since I'm still easily scared of people. But I am slowly making progress on that and finding better ways to deal with people's behaviours. Being curious works well because people love when someone is curious about them and shows interest in what they do. It's been a revelation that outside of my home, I really can just ask any question I am interested about, and will usually get some kind of an answer, and not 'how do you not know this already'. Outside of abusive homes, you're not expected to know everything, without ever being told.
While survival skills and independence are deeply forbidden in an abusive situation, being out of one will practically guarantee you that you'll get them. Sometimes you'll be forced to learn some stuff like cleaning and cooking and you'll have no choice but to learn, and it will become easier the more you do it. But nobody will make you feel bad for not doing it right the first time, there will be no punishment, no berating, you're free mess it up any amount of times, without any consequences. I would say that maybe you wasted some time and effort, but no time or effort is truly wasted when you're learning something; rather it takes that time and effort to learn. But it's not painful, it's not shameful, it's not forbidden anymore. You can learn a lot of things at your own ease and convenience, without worrying about someone's opinion on what you're doing. You can also learn dumb things and never be criticized or called out on it, you can do absolutely ridiculous stuff that brings you joy and no harm is done.
I know feeling behind sucks, and it feels shameful and horrible, but the good news is that you can catch up very quickly, and not only that. If you really want to have a lot of survival skills under your belt, and you keep learning, you will soon know more than most people do. You can out-do any person out there if you have a passion for it. I had people who were telling me how to do basic stuff, surprised at me knowing more than they knew, just months later. It's a great feeling!
#survival skills#escaping abuse#abuse sabotage#lacking in survival skills#gaining survival skills#living out of abuse gains you skills automatically#learning survival skills
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It's the tutorial that no one asked for! And I blew my entire day on it, so you better appreciate it! :) No, seriously, this is as much for me as for anyone else. I don't do this process often, and when I do, I have to re-remember the steps, and sometimes I forget some of them and have to figure it out again. This will save future me from having to do that.
Even if you aren't me, if you're interested in being able to place diving lots in most any world you like and that has ocean, this will be relevant to your interests. Unfortunately, it is a sometimes fiddly process to get a working lot at the end, and I went into a lot of detail, so the tutorial is long, but please do follow it closely because if you skip a step or mess anything up, your lot will be wonky or it might not work at all, and I don't want to hear your whining. :)
Note that this is a tutorial for placing a new, empty diving lot, which is the first step in placing a downloaded diving lot or one that you yoinked from another world, but this tutorial doesn't cover how to get such lots working. This just shows you how to place an empty lot, which I'm assuming for this tutorial's purpose that you will then build/decorate yourself. Frankly, I've discovered that building your own is much easier than trying to ram square pegs into round holes, which is what placing downloaded dive lots often feels like, even if you know what you're doing. It can be as time-consuming, if not more time-consuming, to get a pre-made lot placed and working than it does to just build your own.
So, here we go.
Step 1: Pick Your Poison. Choose the world/save you'd like to plop a dive lot into, open it, and go into Edit Town. You can use any world you want, EA or custom, so long as it has accessible ocean in it. (More on that in Step 3.) I'm going to use Sunlit Tides, just because many people want to put dive lots in it yet can't always get them working.
Step 2: Cheats! You need some cheats, so open the cheat box by pressing Control+Shift+C and then enter these three:
testingcheatsenabled true buydebug on enablelotlocking on
Note that you need to enable testing cheats first because the other two aren't available otherwise.
Step 3: Placing the Lot. Go into World Editor and in the Lots submenu of it choose the lot size you want:
As far as I know, a dive lot can be any size you want from the minumum 10x10 to the maximum 64x64, any of the EA standard sizes or any custom size you might add using this mod. If you are bound and determined to try and place a downloaded/yoinked lot, then in my experience, it's best to make the new lot a little bigger than the lot you want to place, if possible, so that you have some wiggle room to get it to fit better. But, I'm assuming you're going to build your own here.
If you plan to do lots of terrain sculpting on your dive lot, bigger is better. That said, unless you're going to do something really elaborate, it doesn't have to be 64x64, the largest possible size, either. Smaller will mean that your prospective lot will fit in more places on the map. So, it's up to you. For this, I'm just going to place a 30x30 lot, because I'm not going to build/decorate it or anything.
Now, it needs to be said that not every world will be able to have diving lots. The world must have ocean, obviously, and that ocean must be routable or else sims won't be able to get to it. The ocean also has to be deep enough. Generally speaking, "deep enough" is if the water is dark blue. (Or green, or whatever color the lighting mod you use might make it.)
For instance, in Sunlit Tides here, it's pretty obvious where the deeper water is:
But you know what? I'm going to place a dive lot in some of the shallower water, anyway, because I/you actually can, within reason. And if you're interested in doing this in Sunlit Tides, I'll warn you that the deep spot in the pic above has a very uneven bottom. It's really not a good place to put a dive lot. And I'm not sure what the deep water on the outskirts of the map is like, but the good news is that much of the deeper and flat-bottomed shallows, as I've noted, work well.
So: With your chosen lot size selected, move your cursor around in the ocean where it seems to you that the water is "deep enough" until you come to a spot you like and where the lot grid is green. If the grid is never green, then the ocean likely isn't routable at all and you won't be able to place diving lots in that world. I have never run into that, myself, but I also haven't done this all that often, so it's certainly possible. Anyway, I'm picking here:
My advice would be to not make your lot too far off-shore even if you can do so, or else it will take sims a long time to get to it. Especially merfolk, because they always swim out to dive lots rather than take a water taxi, and they swim much more slowly than a water taxi moves. Once you find your spot, go ahead and place the lot. Doing so will create a square island, not a sunken lot. That's fine. We'll fix it in a moment.
Step 4: Change the Lot Type. Click the lot's icon and change the lot type to community and then choose "Diving Area" as the subtype:
Note that this option will only show if you've enabled lot locking. So if you didn't enter that cheat up in Step 2 or if you entered it incorrectly, rectify that situation now so that you can set the lot type.
Step 5: Sinking the Lot Enter the lot and flatten it with this tool in build mode:
This will submerge the lot so that it's level with the sea floor rather than being an island. You can now move the camera down under the water and have a look at your potential diving area, like so:
In particular, check the edges of the lot to see if there are any huge drop-offs or other great differences between the level of your lot and the surrounding terrain. Whether or not this will happen is world-dependent. Some worlds have very uneven/jagged underwater areas, which is what will make you end up with drop-offs, while others, like Sunlit Tides here, are (mostly) pretty flat.
You can see in the above pic that this lot is a little sunken along two of its sides. That's fine; that small amount of difference can easily be smoothed out with the terrain sculpting tools. If there are steep drop-offs or upward slopes, you can sculpt the lot to try to blend it with its surroundings, but be advised that 1) Interactable objects like dive caves can't be placed on uneven terrain and still be usable and 2) If you end up really deep down, the camera goes wonky and it's frustrating-to-impossible to build or play the lot. So, if you've got a huge drop-off and/or a steep upward slope on one or more of the edges of your lot, I'd recommend just trying a different spot. But, it's up to you. If you feel you can work with the uneven edges in some way, have at it. You are braver than me.
Step 6: Save that MFer. Once you have a lot you're satisfied with, this is a good time to save. So, go back to Edit Town and do that.
I recommend saving often during this entire process because, I don't know about your game, but sometimes mine will "hang" or even crash when moving between Edit Town and Build/Buy, especially if I do it a lot. And with this process, you will be doing it a lot, not to mention exiting out to the main menu and then going back into the save a few times. Since getting a dive lot placed can be a fiddly business, it sucks to lose a lot of progress to a hang/crash. So, in my opinion, you can't save too often, but in this tute I'll only prompt you to do it when you must.
Step 7: Exit Stage Right Remember long ago in the last step how I said you'll be exiting to the main menu a few times? Yeah, the first time is now. You do this because, for whatever reason, the game doesn't register changes made to the "structure" of dive lots without exiting and re-entering the save. So do that. Once it's reloaded go back into Edit Town and then back into the new diving lot. Because now it's time to place a dive buoy.
Step 8: Deploy Buoy The dive buoy is located in the debug items, so if you haven't turned on access to that yet, do so now. Then, go into the buy menu, sort it "by function," not the default "by room," and you should see this question mark here:
Click that, and then I recommend that you go to the filters on the right-hand side of the menu and choose just Island Paradise objects. Because you'll be going into the "Misc. Objects" tab and, especially if you have all EPs/SPs, there's a crap-ton of objects in there to sort through. So, filter, then choose the "Misc. Objects" tab, and you'll see this much-more-manageable selection:
Choose the dive buoy, as indicated, and place it anywhere on your dive lot. It doesn't matter where because (spoiler alert) this one's going to be deleted, anyway.
Step 9: Ogle That Shapely Buoy Once your buoy is placed, move your camera down to the ocean surface and have a closer look at it. Like so:
See how the ball part of it is just sitting on the surface of the ocean? That's bad. If you were to leave it like that, you'd have sims (and sharks, if you place a surface shark spawner) swimming/snorkeling in the air, if the lot would work at all. But don't panic! We can fix it. We just need to shift the entire lot down a l'il bit, so let's do it!
Step 10: Copy the Lot to the Library Go back out to Edit Town. Check to make sure that your lot designation is still "Diving Area." (Because during this process, it will sometimes change.) Then, save the lot to your library. The game will give you a warning about cancelling all sim interactions or something. That's fine. Just put a copy of the lot in the library. The thumbnail in the community lot catalog will look like a blue square.
Why are you doing this, you ask? Because now you're going to bulldoze the original. Why? Because we need to move the entire lot down a little bit, and you can only do that by placing a fresh copy of the lot. And you may need to do this several times until you get it at the right depth, so having a copy of the lot in your library is necessary. You can delete it out of the library once you've got your dive lot in the right place, if you want.
Step 11: I'm a Steamroller, Baby Once you've got a copy of the lot safely in your library, bulldoze the original lot you placed. Once bulldozed, the game will change the lot designation back to "No Visitors Allowed," so you'll need to change it back to "Diving Area."
Step 12: Go Down on That Lot To move the lot down when it's placed, you need this cheat activated:
setimportedterrainoffset -0.1
The value at the end can be whatever you want, as many decimal places as you want. A positive number will move the lot up, and a negative number will move it down. (You can use a larger negative number to make deeper a lot that's too shallow, and it can also be helpful if you're intending to try to place a downloaded diving lot on this lot so that it might better match the depth of the water in whatever world it came out of, but this won't always have the effect you want. For one, your lot will be down in a hole.) For the purposes of this tute, all I need to do is move the lot down a teeny bit so that the dive buoy on the lot is sitting IN and not ON the surface of the water. Hence, the -0.1 value.
(Now, I should mention that other tutes I've seen will have you just lower the terrain right under the buoy to sink it a little bit rather than doing this bulldoze-and-replace-with-a-whole-lowered-lot thing I do. This method can work, but I don't like it for various reasons that I won't go into for brevity's sake. I'm just telling you what I do, which has worked every time I've placed a dive lot, including shallow-water ones like this one.)
Step 13: Re-Placing the Lot Go into your library and place your saved lot back where it was. DO NOT ROTATE IT or else things will get screwed up. (Namely, your lot will become an island again and resinking it won't really work.) Just click "Accept." And then check its lot designation and change it to "Diving Area" again, if necessary, which it probably will be because stupid game.
Step 14: Ogle that Shapely Buoy 2, Electric Boogaloo Now, enter build mode and move the camera down to the ocean surface again to check the dive buoy. Ideally, it will now be sitting IN, not ON, the water, like so:
If it's still sitting on the surface, the lot needs to be deeper and therefore moved down farther, so go back to Edit Town, bulldoze the lot again, change the value of the imported terrain offset cheat to a larger negative number (Perhaps -0.5) and try again. Be aware that, as I said, once you get to larger numbers (as in greater than -5 or so) you start ending up with your diving lot down in a hole, which may or may not be workable.
Now, there is a marker on the buoy, the little black rectangle I outlined in the pic above. If the ball part of the buoy is at least partly in the water but that marker is still above the water, as in the above pic, the lot will still work, but there will be a "hop" (and sometimes a pause) when a water taxi or a swimming merperson crosses the boundary of the lot. The higher the marker is above the water line, the larger that "hop" will be. (Because, if you haven't figured it out yet, the dive buoy is what tells the game where sims can swim, vertically, on a dive lot.)
If such a hop doesn't bother you, you can leave the buoy as-is. If you're a perfectionist like me, you go back to Edit Town, bulldoze the lot, and change the value of the terrain offset cheat to try again. Do this as often and with as many decimal places as your level of perfectionism demands. :) I'm not that fussy, so I usually just move the lot down in increments of 0.1 until the marker is at or below the water line but the ball of the buoy is not completely underwater because you don't want the ball completely underwater, either. At least some of it needs to be above water. So, fiddle as much or as little as you feel you need to.
(For reference/scale, the gap between the marker and the water line in the above pic would probably be fixed by an offset of about -0.15 instead of -0.1. But it would also be fine as-is unless a little hop at the lot boundary will bother you.)
Step 15: Bye-Bye Buoy! Once you have the lot so that the buoy is where you want it, DELETE THE BUOY. I repeat: DELETE THE BUOY. Yes, DELETE THE BUOY. For whatever reason, dive lots drawn from your library that contain buoys won't work. I don't know why. They just don't. You need to place a fresh buoy. (I'm pretty sure this is why lots of people can't get downloaded dive lots or lots that they pulled from other worlds to work. Sometimes the answer is simply to delete the buoy, if the lot came with one, and place a fresh one.)
Step 16: Exit Stage Left Once you have DELETED THE BUOY and only once you have DELETED THE BUOY, go back to Edit Town, check to make sure the lot is still designated as a diving area (and change it back if necessary) and save. Why? Because now you need to exit to the main menu and reload the save again. So do that.
Step 17: Fresh Meat Buoy! Once the save is reloaded, go back into Edit Town, and check to make sure the dive lot is still designated as one. Redesignate, if necessary. Then, go into build/buy and place a fresh buoy, just as you did before. This one will be staying permanently, so place it where you actually want it to be. (Which really doesn't matter; aside from defining the vertical space of the diving lot, it just designates where your sim "enters" the lot.) If you want the lot to generate sharks on the surface, you can also place surface shark spawners now, too, as few or as many as you want, and because you have properly adjusted the height of the lot, the spawned sharks will not be swimming in the air. The spawners are also in debug mode, under the fish spawners. (There is also a spawner for underwater sharks. Do not put that one on the surface. Make sure you only put surface shark spawners on the surface.)
Step 18: Set the Lot's Skill Level You set the required skill level for the diving lot by going to buy mode (if you left it), making sure the hand tool is active, and then holding down control and shift while clicking on the dive buoy. Choose the option "Set Required Diving Level…" from the menu that comes up:
…and then from the resulting options under that choose a NON-ZERO number. For some bizarro reason, buoys default to level zero when placed, and a diving lot set to skill level zero is inaccessible even if a sim has level 10 scuba skill. (Good move, EA! Why is zero even an option if it doesn't work??) So, pick whatever skill level you'd like, so long as it ISN'T ZERO. (I suspect that this is another reason why people can't get downloaded dive lots that they place in a world to work.) Once you have the skill level set, go back to Edit Town and save.
Step 19: Test And now you're pretty much done. All that's left is to test the thing to make sure the lot works before you bother with building/decorating it. So, return to the game and send a victim to your new, empty lot and see if they successfully arrive (with or without a "hop" at the lot boundary) and successfully get themselves underwater. (My advice, for testing purposes, is to just give the sim you pick enough diving skill to use the lot. This can be done with NRAAS Master Controller.) Don't bother with doing anything further with the lot until you make sure it works.
Here is evidence that my lot, though shallow, works:
If your lot doesn't work, then something went wrong somewhere. Most likely, you missed a step or did a step wrong. I know there are a lot of words here, but they're all necessary to (more or less) guarantee a working lot in the end. So, try again. It's possible that you will have to pick a different location and start over, but I've been able to get a lot working wherever I've placed one, so long as it was in deep-enough routable ocean.
Step 20: PROFIT! Assuming that your lot works, "all" that's left is to build it! :D I'm not going to go into detail about that. It's all up to you. You can sculpt the terrain, paint it with whatever terrain paints you want, place objects, whatever. If you're in shallower water, any objects you place that are tall enough to stick out of the water will just be chopped off at the water line; you won't be able to see the rest above water. The corals and stuff are in debug mode under "Underwater Objects," but if you don't want the tropical look, so long as you have moveobjects turned on, you can place (almost) any object you want down there, aside from things like walls and fences and other build items that can't be drawn underwater. Rocks, plants, trees, columns, and anything from the buy and debug catalogs are all good. If such an object has a function, sims won't be able to use them, though. They'll just become deco. (So, no underwater basketweaving sculpting. Sorry.) So, go to town. Have fun. For this tute, I'll just mention a couple objects and their settings and we'll finally be done.
Miscellaneous Objects:
First, treasure chests. Like the dive buoy, they're located in the "Misc. Objects" of debug mode. There are two versions, one for land and one for water. Obviously, on a diving lot, you want the water one if you want any at all. If you do want to use them on your lot, place down as many as you want, and then set the diving skill level necessary to open each one and designate the treasure each one will hold. You do both by holding down control and shift while in buy mode with the hand tool active and clicking on a chest, just like setting the skill level of the lot on the buoy. This brings up this menu:
The "Assign Treasure" option gives you eight different treasures for the chest. You simply pick the one you want. The "Set Required Skill Level" option allows you to assign the diving skill necessary to open the selected chest. You can choose any number you like from 0 to 10. (Yes, zero is OK for this purpose, even though no one with zero skill can scuba dive, so…Yay EA.)
Then there's the dive caves. I think they are in the "Underwater Objects" section of the debug catalog; I'm not sure because a mod I use moves them to the regular rock section. Anyway, there are two styles, which you're probably familiar with, but they both function the same way. If you have more than one of them in the world, even if they're all on the same lot, your sims can travel between them, much like a subway. Unfortunately, I can't show you how to set this up because that mod I use to move the caves to the rock section also makes them recolorable, but it breaks setting up this functionality and I don't feel like hunting the mod down and taking it out. But it's pretty easy. You Control-Shift-Click on each one, give them a name, and then you can connect them by using the names you give them. Again, it works much like subways. It's pretty self-explanatory.
Finally, there's the fog emitter. If you're unfamiliar with this object, it's a base game object located in the "Misc. Objects" section of the debug catalog. The thumbnail in the catalog looks like this:
And it looks like this when it's placed:
They can be used on any lot, they disappear in live mode, and they can generate not just fog but many, many different effects. Literally thousands of different effects. You place the emitter where you want, and then control-shift-click on it and choose "Set Visual Effect" from the resulting menu:
When you click on it, you get this:
In that window, you type/paste the code for the effect you want. Of course, you will need to know the code for the effect you want. For your convenience, I've uploaded my list of effect codes, which is complete and includes the codes from all EPs, here. It's just a text file, and the codes are in alphabetical order. Since the list is all-EPs, some of them may not work if you don't have the EP the effect comes from, but if that's the case, then any such code you enter simply won't do anything.
The most relevant effects for a diving lot all start with "ep10," but there are others you could possibly use, too. Some of the names of the codes are more helpful than others in terms of knowing what it will do. Generally, you need to experiment. But, you can add schools of fish, single (but non-catchable) fish of all kinds (if you want catchable fish to spawn, you need to use the spawners, not the fog emitter), sharks (non-interactable), light rays, bubbles, glows, fog, all sorts of things, if you're patient enough to go through the list, look for interesting possibilities, and try them out to see if they will work for you. There are whole tutorials dedicated to the object, if you look for them. There's also a mod that makes them shiftable, which can be very useful, here.
One final suggestion: If you go through this process in a world that you know or even just suspect that you'll want to use again and you'll want the dive lot(s) you made in that future save, for the love of pie keep a copy of this save file somewhere. That way you won't have to go through all this crap again. Because even if you save a copy of your finished lot, unless you manage to place the empty initial lot in the new save in the exact spot you placed it when you built the lot, it's not likely to be quite right. So beware.
And with that, I think we're done here. If anyone has any questions, or if you decide to try to make your own diving lot and have questions along the way, feel free to hit me up and I'll do my best to help. Just keep in mind that I'm not an expert by any means.
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