#Ts3mod
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✨ New Street Survival Mod for The Sims 3! 🌧️🗑️🏄♂️
Ready to challenge your Sims like never before? This mod will transform how your Sims live (or survive) on the streets, with new possibilities when they dumpster diving, rain baths, and even ocean dips to maintain hygiene.
👉 Curious to know more? Read more HERE and Download HERE
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Government Benefits & Services Mod Update (12/10/2023) 1.5V
Just wanted to give an update on some changes and additions made to my Government Benefits & Services Mod. The following additions are down below...
-Changed how Child Support payments work:
instead of a flat price. It is now a percentage of what the non custodial parent has in their household funds. So for example, if the non custodial parent has 500,000 Simoleans in their household funds. Then by default they will provide 1% of their household funds to the custodial parent per child. Meaning if the Custodial parent has two children with the non custodial parent. Their child support payment will be 5,000 per child. You can change the percentage amount in the Tunable XML. But, if you are playing as the non custodial parent I would keep it between 1%-5% as it can be brutal. Especially if you have many unsupported children.
-Can Determine Amount of items received from Food Bank:
In the Tunable XML, you can decide how many items your sim will receive from the Food Bank. By default it is 10.
-Can determine the amount of Simoleans gained from selling Food Stamp Coupons.
In the Tunable XML, you can decide on the sale price of these Food Stamp Coupons. By default minimum is 100 and maximum is 300.
-Added the ability to adjust the residential Lot value qualification.
In the Tunable XML, you can decide how much a sims residential Lot value can be before they are no longer considered a Low Household Lot. By default, it is 30,000. So any sim with a lower residential lot value of 30,000 would qualify.
If there are any other requests for the mod. Such as adding in additional Tunables or some changes. Please let me know. The additional Tunables were added due to individuals requesting these in the past. I mainly came back to this project because I wanted to adjust how Child Support payments work so I may increase the difficulty of my game if I was playing as a non custodial parent.
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No autonomous gaming
Grandpas who know nothing about computers play games was funny but got old fast.
This mod changes ITUN files for computer and console gaming interaction to be not autonomous anymore.
The Mod conflicts with all mods that changes either console or computer gaming ITUN files.
enjoy!
All Ituns changed:
PlayComputerGames_Computer
PlayComputerGames_ComputerCheap
PlayComputerGames_HoloComputer
PlayVideoGameSystemOnTV_TVCheap
PlayVideoGameSystemOnTV_TVModerate
PlayVideoGameSystemOnTV_TVExpensive
PlayVideoGameSystemOnTV_TVModerateFlatscreen
PlayVideoGameSystemOnTV_TVWall
PlayVideoGameSystemOnTV_TVHolographic
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Mod The Sims - Ask to join: Bubble blowing
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When playing The Sims 3 on the console, the thing I remember most is the hover effect on objects and sims (green lines around sims/objects, I even found a white one!, it looks more like a TS4) . I think it's very beautiful (because it looks like TS4 😆). I hope someone will make me a MOD like this for The Sims 3 PC Version.
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My SOCIAL CONSEQUENCES mod is now publicly available! Good luck trying out the full range of events and situations this mod can provide, and take care of your Sims' health and well-being.
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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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Government Benefits & Services Mod Patch Update (12/15/2023)1.8V
A patch update to fix some minor errors in my code.
-Custodial parent should now receive the correct amount of Child Support.
I was previously testing my method with the Non Custodial parents, so I never realized that the Custodial parent was receiving the incorrect amount of child support. I simply forgot to add parenthesis to the equation for which the equation was being used to calculate the funds that the custodial parent would receive. Correct Method: (NonCustodialFamilyFunds + NonCustodialHomeLotValue) * kPercentOfWealthGivenPerChild(0.01) . Incorrect Method: NonCustodialFamilyFunds + NonCustodialHomeLotValue * kPercentOfWealthGivenPerChild(0.01). The Custodial Parent should now receive the correct amount of child support.
-Newly Placed Computers Should now receive the Apply/Opt out of interactions.
Previously, newly placed computers were not receiving the Apply/Opt out of interactions. I had the code written to add them to newly placed computers, but they were never utilized because I never had them load in. My bad...
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List ☁️
Hello guys, I guess this is it. The big project I was mentioning a few times, is ready to be revealed.
I hereby present to you: TS3 Buy-Build Defaults Database!
...a database made with Google Spreadsheets that aims to list every buy and build items in TS3 and Expansion/Stuff Packs (excluding Katy Perry --I don't have it T_T), with their corresponding default replacements if there is any. Alternatively this can also be used as reference for object names and which pack they come from and they do also come with thumbnail photos to visualize each object as how they are in the catalog.
I would also like to announce the corresponding tumblr page for this database, @ts3bbdb to serve as contact should there be questions, feedback, or to send download links for defaults via ask/message. Of course you may also contact me for similar purposes..
As of this moment, the database is still in a work in progress (you see Katy Perry pack is still missing hihihi) but rest assured this will be continually worked on and help for sure will be very welcome!
Forever for TS3, aisquared. With love..
P.S. Shoutout to @bioniczombie for making @4t3bbdatabase, which heavily inspired this database to be created.
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Idle reducer and/or phone idle killer
These are two little mods that change the tuning of the idles in the game.
Idle reducer The Idle reducer halves the chance of an Idle animation happening. Good for people who likes the Idles, but think they are to much sometimes.
The reducer changes the IdleManager XML and conflicts with other mods that changes the exact XML.
Smartphone idle killer The phone idles are one of the many Idles EA disabled by default by one of the updates for some reason. The Gameplaycore mod from Simler90 brings all these Idles back (And ofcourse the phone idle too).
The phone idle killer is here relevant for people who have Sim Simler90's Core mod or any other mod that reenables these disabled idle animations.
The idle killer changes the Idles XML and conflicts with other mods that changes the exact XML.
Enjoy
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Mod The Sims - (UPDATE: 18-APR-2016) Vending Machine Tweaks
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oml. the ts3 modders are watching the newest expansion packs and PLOTTINGGGG!!!! i cant lie im loving it LMAOO. growing together inspired mod for more meals & snacks along with preferences for todddlers :) grab it here
this makes me wonder if someone might expand on the TS3 horses when the upcoming EP comes out 🌚🐴✨
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Update
Tooth Fairy Mod by Twinsimming 🦷
Based on The Sims 4: Growing Together feature, this mod gives child-aged sims the chance to lose their teeth and get money from the Tooth Fairy in The Sims 3!
This is a script mod that can be placed in your Packages folder. It was built and tested on 1.69 but should work fine on 1.67.
Shout out to the anon that suggested/predicted this mod a few weeks ago 👀
Overview
Loose Teeth System
New Interactions
New Moodlets
Requirements
In order for the missing teeth to show up, please place the Moonskin93’s “Two teeth gone” package file included in the download in your Packages folder.
Loose Teeth System
Child-aged sims in your active household will have a random chance of getting the new custom Loose Tooth moodlet at 7:00am every day. By default this chance is set at 10%.
All humanoid occult children (vampires, werewolves, witches, fairies, genies, mermaids, and plant sims) also have the same chance of losing their teeth.
The Loose Tooth moodlet lasts for three days, but sims can use the new Wiggle Tooth or Pull Out Tooth interactions to get rid of the moodlet sooner. Wiggling a tooth has no negative consequences, but pulling out a tooth takes a -40 hit to a child sim’s mood. After the moodlet times out, child sims will automatically lose their tooth.
Once the tooth is out, child sims will gain the custom Toothloose moodlet (yes, this is a play on words :p) and have a custom face overlay applied to their teeth with the front two missing.
The next time the child sleeps, they will be visited by the Tooth Fairy and receive anywhere from 50 to 100 simoleons in exchange for their tooth, along with the custom The Tooth Fairy is Real! moodlet.
Child sims have a 5% chance of their loose tooth falling out after eating, going to school, attending after school activities (requires The Sims 3: Generations), sleeping, brushing their teeth, pillow fighting (requires The Sims 3: Generations), or playing. This value can also be tuned.
New Interactions
Both new interactions are found under the “Loose Tooth…” path in a sim’s pie menu. They are only visible when a child sim has the custom Loose Tooth moodlet.
- Wiggle Tooth (Child Only) - Available immediately, 10% chance of tooth coming out, failing the roll chance gives the custom Not Wiggly Enough moodlet, 6 hour cooldown
Certain traits can increase or decrease the chance of a sim wiggling their tooth out by 5%.
Increased Chance Traits - Lucky
Decreased Chance Traits - Unlucky
- Pull Out Tooth (Child Only) - Available after 1 day, child sims will always succeed in pulling out their tooth, sims get the custom negative Touchy Teeth moodlet
Brave, Daredevil, Rebellious, or Insane sims have the option to pull out their tooth immediately, and Coward sims can never pull out their tooth.
New Moodlets
Loose Tooth: Given when child sims get a loose tooth, lasts 3 days, -20 mood
Not Wiggly Enough: Given when the Wiggle Tooth interaction fails, lasts 6 hours, 0+/- mood
Touchy Teeth: Given after child sims pull out their tooth, lasts 12 hours, -40 mood
Toothloose: Given once a child sim’s tooth comes out (by wiggling, pulling, or waiting), lasts 3 days, +20 mood
The Tooth Fairy is Real!: Given after a child sim is visited by the Tooth Fairy, lasts 12 hours, +15 mood
Sims with the Diva, Hot-Headed, Grumpy, or Neurotic trait will take a larger hit to their mood when any of the above (negative) moodlets are active (extra -10).
Tuning
All of the tunable values can be found on the mod download page under the header “Tuning”.
Conflicts & Known Issues
- This is a new script mod so there shouldn’t be any conflicts.
- If a laundry basket/washer/dryer has been placed on the lot, a pile of clothing will spawn when a child sim loses a tooth.
Credits
EA/Maxis for The Sims 3 and The Sims 4, Moonskin93 for the custom teeth makeup, Visual Studio 2019, ILSpy, Blender, s3pe, Notepad+++, and Script Mod Template Creator.
Thank You
Thank you to gamefreak130, @zoeoe-sims, @greenplumbboblover, @monocodoll, @thesweetsimmer111, and @simsdeogloria!
If you like my work, please consider tipping me on Ko-fi.
Download @ ModTheSims
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Can we just talk about the amazing skill of @thesweetsimmer111???
Love your work <3
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The Sims 3 - Default Freckles FIX!
I have found a great fix for the default TS3 freckles and moles by Ketheira on MTS!
DOWNLOAD
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Update
Soooooooo........... The Lightning Mod had a problem in the file to make the lightning in the sky to show up.
But now it is fixed! Who downloaded may not had the chance to see the lightning in the sky, but now you will. I separated in 2 more required files: - Clouds Texture (Math Mod).zip - Lightning Texture (Math Mod).zip Now it will work! Just download your flavor again and these two files!
I'm sorry guys, but making mods is this, right? ahhaha
Mod The Sims - (UPDATE 18/07 + Fixed) Lightning Enhanced Mod (Lightning in the Sky and Strikes) Having some feedback? Leave a comment!
And yeah, i added clouds!
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