#i'm still playtesting this build
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my simself streaming in her lil bonnet + my dad watching cnn. It feels a lil TOO realistic lol
#ty simkatu for the tv mod#its so realistic#HELP I LOVE IT#i'm still playtesting this build#sims 4#sims#ts4#showusyoursims#showusyourbuilds
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I'm still slowly building out Beacon Heights, Windflower Bay's downtown subhood. Here's Stressed Unstressed, a moody slam poetry cafe.
#ts2#sims 2#sims 2 gameplay#windflower bay#snapdragoned#builds & design#unfortunately i'm still playtesting it because it spits out errors#maybe one of the custom instruments? hm.
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last update for this house: it's finished!!
I will playtest it pretty soon and then ... well you'll just have to wait until my Witching Hour during Simblreen to grab this beauty!
#I'm finally happy with the roof - it was killing me a bit#i do need to add some small little details still (will do during playtesting)#it's such a gorgeous build and fits so well into Brindleton Bay#Hexenhaus by moonwoodhollow
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the three monkeys of bloom valley, a tiny space for locals to enjoy the outdoors
#p#ts2#sims 2#sav: bloom valley#i haven't playtested it yet lmfao#i finally decided to fill the 1x1 spaces i had in the map and for once in my life decided to build something myself#i still have a community garden + seed shop to make but that will be a diff time#mayhaps after i'm done assembling the uni hood (landgraab university) with lots stolen from here and there#(i say stolen as in i don't remember where i got all of them but wholeheartedly say are not mine)
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Recent things.. mostly just writing screenshots lol
#There's a water problem in the apartment so thats been taking most of my attention lol.. the way maintenance happens here is just#this big long vague wait with no clear communication. You just send in a request to the apartment building and then you might hear from the#any weekday from 8am - 4pm any time after that. Sometimes it's quick but sometimes its like days before you hear anything. So then#you just have to be operating under the assumption that at any time during working hours you might get a call or a knock at the door#Like if you were expecting company at any time for a week straight ghjhj.. ANYWAY.. I've been working on making a little discord#server thing for the game maybe for playtesters to communicate in initially i guess but then also after it's out or... something like that.#no idea how all of that works. but you hear about people doing it. or something... Still not entirely sold on the idea since I'm not really#a big user of discord format speaking (like little chats and stuff) but.. again idk.. seems like.. common.. for things...(< socially odd#hermit fumbling through trying to imitate what '''normal''' people do/enjoy/desire lol..). Since I think my biggest issue is I am very bad#at socializing and thus marketing since a lot of that is social. The type to just google ''what do people do about games once they've#made them'' and just go after whatever the top 10 things apparently are hjbjhbjh... But like I said. still unsure it will be utilized. it#all feels very awkward to me. then again most things do. But that's what the ''overall progress'' screenshot is from. the little channel#where I've been posting updates to myself lol. Also ''coding'' in that being used very lightly consdering it's ren'py and I'm only using#the very bare bones most basic functionality of it lol. Extremely intense highly daunting master level coding such as ''if x then y''. gbjh#slacked on writing a lot due to the evil maintenance and such things... and just general... appointments... events... aughhhhhh#I think it's Goose Time here or something because nearly every day I hear big V shaped rows of geese flying by like multiple#times a day and they're so pretty and neat to watch. They've really inspired me somehow. Today it was rainy and gray skied and high winds#and cold (some of my favorite most beautiful weather) and I went out to check the mail and like 6 or 7 rows of geese fluttered#by in the air. I felt like that meme image of that guy that looks kind of weird (william dafoe??) and its like black and white and#he's looking up at something almost teary eyed wide eyed in awe.. The goose... those are my goose.. the universe sent those gooses just#for me and the high speed winds blowing my coat open and chilling my face... a tender platonic kiss from the world is often delivered#by way of chilly weather and bird formations.. peace and love on planet earth truly..#OH and of course.. boy with boy!!!! shout out to those little mcdonalds toy animal plushies from like 2006 or something. I found the#gray cat one and was like.. hrmm.. I have one of those as well (a real life gray cat). surely they're friends now.
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Violet Core Approaches
So. My close friend and collaborator Sarah Carapace has been working on Violet Core - a ttrpg about dykey mecha pilots in space - for the past few years, and that work is approaching its fruition. It's about to get kickstarted pretty soon, and I got a preview copy of the game ahead of that. So, preview/review I shall.
Disclaimers: I'm close friends with Sarah, was involved in some of the early playtests, and might end up doing a stretch goal for the game. So, I am of course wildly biased in Sarah's favour. Still, even if I wasn't, I figure this'd be my jam.
TL,DR: This game is really really good, back the kickstarter. For more details, read on.
The Basics:
Violet Core is set in the Nemesis System, an alternate scifi version of the solar system. The game follows the lives of spacers cut off from their home planet, Cerulea, as they face an oncoming disaster as escalating waves of comet-storms hit the system and everything starts to come apart.
Our characters are mech pilots for one of three factions of spacers - The Reach, The Homebound, and The Cosmic Embrace - each with their own perspective on what to do about the looming disaster. It's generally agreed that they need to escape, but where to and how is a source of conflict.
All three factions and their approaches have their merits. Although the Reach are positioned as more heirarchical and organised than the other two, all three are clearly scrappy tenacious punk-ish survivors who've been rejected and exiled to space by the dickhead bourgoisie of their home planet, Cerulea.
Luckily, you get to pilot X-10s, giant personalised mechs powered by a mysterious psycho-active (psychic?) crysteline core. This lets you get up to all the various activities you just pictured when I said that.
Tonally, it's Sarah Carapace through-and-through. Everything is purple and blocky, with CRT monitors and snaking cables and spray-paint. Riot Grrl mashed up with retro scifi mashed up with cosmic weirdness.
On The Humble D4
The game uses the oddity of dice - the humble D4 - as its main dice, with D8s scattered in here and there. It's a choice I really like, giving the game a feel that's a little angular and off-centre. It's a simple choice, but it does a lot to set it apart. I can't sum this up better than Sarah does, so I'll just quote her:
d4s are the most cursed of all dice.
They are awkward to roll.
They are pointy and can/will stab you.
Femininity is pointy, painful and powerful and so are these odd little polyhedrons.
Also, There is no standardised style for d4s. When you roll them, the result is the number displayed upright, either on the top or bottom. It varies from die to die.
Which I think gives you a good sense of the tone of the whole game, y'know?
The game cares about dice as physical objects deeply. Players can use the emotional connections between their characters to donate bonus dice to another character's rolls: the game suggests that when you do, you should pass her your physical dice, and use the motion of how you do it (including potentially how your hand touches hers as you hand them over) as a way of expressing the connections between characters, which is a fucking genius bit of design.
Anyway. Who do you play as?
Some sort of dykey space-gal x-10 pilot. To define who you are, you pick three things: the faction you belong to, your pilot type, and the X-10 you pilot. I'll go over each in quick succession.
Your faction determines your political alliance and likely goals, and the culture you grew up in, and each faction has access to a different set of X-10s. You pick between:
The Reach: the most organised and strict faction, and the oldest. Strict, heirarchical, and high-tech. You play here if you want to have a good The Man to chafe against, or to be that The Man for somebody else. The Reach are working on engineering humanity to be able to survive the coming disaster and thrive in space, and building a vast engine - the Overlock - to enable this.
The Homebound: the most rough-and-ready faction. A large population of working-class gals, and with too few resources to go around. They're working on repairing a giant machine, The Sling, to transport their people to another star system and flee the coming disaster. Unfortunately, The Sling and The Overlock are both adaptations of the same machine...
The Cosmic Embrace: the weirdo faction. The smallest, most mystic, and overall hippy-est. Short on space, people, and resources, but not on idealism and enthusiasm. They're poking the weird shit of the setting, and getting results. A little culty. In the playtest I was in, I played Cosmic Embrace, obviously.
Notably, you can have PCs all be in the same faction, or be split between them. If split, there's lines of conflict, but also room for alliances and subterfuge. PCs can, and might well, switch faction in play.
As well as your faction, you pick your pilot type. There's three broad types of pilots you can be:
Genebuilt, artificially created super-pilots with custom genetics to make them good in space. Divided into two rough types; the Violet Kind (for if you were a successful project, and inhereted mysterious abilities) or the Rat Bitch (for if you... weren't, and mostly just inhereted emotional issues). There's some interesting space to play with the idea of nature vs nurture here, or with the pressure of expectation.
Baseliners, aka normal humans who haven't been genetically engineered or tinkered with. Again, divided into two types; the Shining Star (for if you're keeping up with the best through sheer talent and training) and the Baseline Breaker (for if you're a normal person getting by with determination and adaptability.
And then, lastly, the Returned. People who died - or nearly died - and were brought back. The character creation section only mentions one sort of Rebuilt - the Returned, who have been remade by the power of humans science - but hints that other sorts might exist. And indeed they do, tied to the mysteries of the setting.
I ended up playing a Rat Bitch, who'd seen her best buddy get horribly fucked up in a training exercise and gone awol. It was great fun.
Lastly, your X-10. Each faction has three models of X-10, divided by function: Warriors to be brutal front-line fighters, Rogues to be mobile scout-types, and Witches that do weird shit and fight at range. Out of these, each faction has its own version of each of these archetypes. Some X-10 models are pretty common and mass-produced (like the Ogress, the Reach's warrior-frame), and some are rare or even unique (like the Hag, the homebound's rare and experimental Witch type that can fuck with time and space).
Each X-10 has its own Violet Core, the psychoactive crystal that's at the heart of the mech and gives the game it's name. Thoughts from the violet core filter through to the pilot, and visa versa. If you pilot a Hag for long, you'll start thinking Haggish thoughts, and your own emotions will start to seep into the core. It can get real strange real fast.
Each type of X-10 feels and plays extremely differently, in a way I personally found made your choice of frame a reflection of your pilot's personality. My pilot ended up in a Mermaid - the Cosmic Embrace's version of a Witch frame - that had the ability to shift space around it (her?), and 'swim' out of the normal world into sub-space. Which brings me to...
The Spaces & The Mysteries
As well as the material, mundane world - what Violet Core terms 'top-space' - there are two other spaces that exist.
Sub-space is a serene, empty (is it?) realm that lies below top-space. You can dive into sub-space in the right X-10s, and explore. Time and space are wierd and fluid here. If you dive deeply, you find... things. If you dive too deep, you might not come back the same, or at all. There are mysteries down there. Remember I mentioned there are other types of Returned you might become? Yeah. Remember those Violet Cores that power your X-10s? They're made from something called 'the fingers' found deep down in sub-space. Who's fingers? You see where I'm going with this.
There's also The Violet Realm. This is the psycho-sphere, the realm of dreams and emotions and mystical experiences. The violet core of your X-10 links you to the Violet Realm. You can meditate to experience it, to commune with what's within...
This is a setting with mysteries. There are things to explore, forces and powers beneath the surface. I won't elaborate. Partly because I don't want to spoil the discovery for you, and partly because I don't want to read it all and spoil myself before I can play this again. What I will say is that the bits I did read ahead on give you a lot to explore, and are explained in a way that make how they tie into the wider setting and plot. It's all coming together into something impressive.
Personally, as a player of rpgs (larp and ttrpg) I really enjoy settings which present you with mysteries and mysticism, which let you explore the underlying nature of this universe in ways that are at times rational and at times intuitive or mystical. It's an itch few other ttrpgs have scratched for me. Lacuna and Orpheus were, until now, games that achieved what I wanted; now I get to add a third game to the list in Violet Core.
In case it wasn't clear, this is high praise. This is extremely high praise.
Mechanics
I'm going to assume you're already sold. If you aren't, let me make a statement:
I'm mad I didn't think of these game mechanics.
The core engine is pools of d4s, in a way I believe is drawn from forged in the dark. However, unlike FitD, I really like how VC handles its rolls. Particularly - as I mentioned above - the way players can pull on the connections between PCs to offer each other dice, and the way this affects the game.
The core is pretty simple but has nuance. There are PbtA-style moves - things like Negotiate, or Hurt, or Shield - that trigger when you do a particular thing. You roll, and get a codified result based on the result. When you roll, you get a number of dice depending on how you're going about it. In person, you use your talents; things like Making Out and Using Your Head. In your X-10, you use the X-10's talents, things like Synchronising and Drawing Near. An example: You're piloting a Mermaid, and you see your friend (piloting an Ogress) is about to be struck by spiraling comet shards. To save her, you dive across to pull her out of top-space and into sub-space with you, dipping out of the material world to avoid the hazard. Since pulling somebody into Sub-space with your X-10 is Draw Near, you roll as many d4s as your Draw Near pool, and count how many hits you get. Since you're trying to protect somebody, you take that result and look at the Shield move to see what happens.
It's a simple core that's then built on with more detail, giving it a lot of room for nuance and expression.
Further, there's a neat little system for tracking the emotional connections between PCs and how they escalate over time. As they escalate, you pick statements to describe how you feel, pinning down the nature of the relationship, that will get deeper and more intense the further in you get. And the further in you get, the more potent it is when you hand another player your dice to assist her PC.
In play its such a neat, deep, evocative system that it made me really mad I didn't think of it myself. It's basically perfect.
Sorties, in which our cosmic purple space robots punch each other
Up front. Although your in giant space-mechs with giant space-weapons, combat isn't meant to be lethal and horrid. It's intense, and gritty, and emotional raw, but in the way that a bloody-knuckled fist-fight is, not in the way that a shootout is.
Fights aren't war. They're personal.
There's a lot of dancing metaphors in how the fights are described. You might be sparring or actually seriously going after each other, but either way, a fight is an interplay between two characters at their most intense. That thing where a fight scene serves the same purpose as a musical number? Yeah, that.
So. Each fight between X-10s is a Sortie. A sortie is divided into a series of steps, and at each step you pick an option for how you're fighting;
Lead, to be agressive
Sway, to be fluid and fucky
Follow, to be evasive
Sway hits follow, Follow hits lead, Lead hits sway. Its a rock-paper-scissors cycle. (If you get two Leads, both hit, and if you get two follows or sways, both miss.)
When you hit, you can trigger one of the moves as a result. It can get ugly and painful. It could concievably get vulnerable and emotional.
Critically, you have a limited pool of lead/sway/follow actions (depending on your X-10), that get used up as you use them in steps. IE: if you're piloting a Witch, you can use Sway twice and Lead & Follow once. So, you can count what you're opponent's used up, and predict their moves based on what they've got left. In really long sorties, once you've only got one option left to you, it resets.
A sortie is a sort of dance as you maneuver for the advantageous position, use that to fuck with your oponent, and get your fists bruised.
Damage to your X-10 can bleed through to you. Contact between two X-10s can bleed through to their pilots. Things can get strange, particularly when there's Witch X-10s involved.
I'm gonna quote the book again here:
Not all pilots fight to win. Some pilots fight to hurt.
The Gay Bits
As you might have realised by now, it's a really fucking sapphic game. Not as a focus, but in the way where all our PCs are assumed to be some sort of dykey queer type because that's just the kinda tone we're going for.
To misquote Sarah's fellow aussie: "This is my book motherfucker, they'll walk be lesbians if I tell them to".
Pulling It All Together
Tonally, it's a fucking slam dunk. The world bleeds with a very specific atmosphere, a sort of dykey grungey weirdness that draws on old late-80s to early-90s mecha anime, and Heaven Will Be Mine, and weird scifi.
The writing has a really strong voice. Sarah doesn't write like a typical clinical dispassionate ttrpg text, she writes like Sarah. There's little witicisms, emotional bits, slang. It reads like somebody passionately explaining how to play in person.
There's a lot of snippets of in-character text - chat logs, reports, records, recordings - that give you a sense of the sort of people in this world.
The art is all fucking gorgeous. Mostly Sarah art, with some guest spots.
It is extremely purple, so purple its even in the name.
In conclusion:
Listen I am wildly biased because I've been friends with Sarah for yonks, but even if I wasn't I'd be incredibly enthusiastic about this game because:
a) it seems to have been carefully fine-tuned to hit my tastes.
b) it's really fucking good. Really fucking good.
It's an idiosyncratic personal work that also has a huge cosmic scope to it. It fucks around with the medium of dice-based ttrpgs in interesting ways. It's gorgeously written. It's got a setting that makes me want to dive in and explore it.
You should go back the kickstarter when it goes live, and tell your friends about it, and I am not kidding. If this game isn't a wild success there is something wrong with indie ttrpgs. The kickstarter is here, I believe it's due to go live in a couple of days.
If any bloggers are interested in getting a preview copy of their own, hit me up and I can hit up Sarah and we can sort things out.
#ttrpg#rpgs#rpg review#rpg kickstarter#queer ttrpg#mecha ttrpg#scifi ttrpg#dyke stuff#my friend is incredibly talented and you should give her money
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Update: I decided to make it a fancy spa & gym!!!
I had never built a spa or a gym before: I figured I'm already out of my comfort zone with a premade shell, might as well dive into a new lot type while I'm at it!! The floorplan was a bitch but I finally cracked it tonight and I'm so so so obsessed with this build I cannot wait to share it!!! 🥳
Needed an idle activity to do while I watched some TV, so I decided to try out the shell challenge the sims team shared on discord! (If you're like me and don't want to join the server you can find the shell on the gallery by searching user agentshawnee.)
Here's the tweet about it:
Source
Anyone else tackling this as well? I'm making mine into either a rec center or a spa & gym with a nice pool.
#I pretty much just have landscaping left and then I'll playtest!!! 🥰#my goal was to use the huge ass rock climbing machine from fitness stuff and I did!!! I've never used it before but it fit in#this build so seamlessly!! I'm obsessed I think my bougie sims will use this spa a lot!!#It's big but it still feels so intimate and clean and cozy!#okay I'm done I just can't believe how much fun I had with this shell challenge#might have to do more shells off the gallery in the future! It was like a fun little puzzle#personal#self rb
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still much to do, but I like to playtest as I build & i'm so happy with how alive this lot feels :) so I thought i'd share a few screenshots
#ts4#the sims 4#ts4 save file wip#no cc#no cc build wip#ts4 vanilla#ts4 vanilla build wip#playtesting#willow creek#willow creek cafe#simblr#pocketfullofsimshine
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Introducing Inkwarren: A dark fantasy TTRPG of woodland adventures!
Hi all! I'm Matt, and I am an Atlanta-based indie ttrpg designer currently developing Inkwarren, a dark woodland fantasy TTRPG of swashbuckling tactics and storybook intrigue. Today, I'm going to talk to you about what Inkwarren is, what inspired it, and the design goals I have for the game. Inkwarren is already in preliminary playtests, and I hope to have public playtests sometime in the near future.
What is Inkwarren?
In Inkwarren, players take on the role of woodlanders- animal wanderers of the massive Woodland, who use magick, wits, and weapons to take down foes supernatural and mundane. Your woodlanders' wandering band may be a band of mercenary adventurers, a band of high-spirited rebels, or even a band of scoundrels and ne'er-do-wells just looking for their next score.
One player takes on the role of the Voice in the Dark, a guiding force behind the story that presents challenges, describes consequences, and narrates the actions of the woodlander's foes.
Inkwarren aims to merge modern-style deep narrative rules with exciting, flashy, swashbuckling battles that emphasizes teamwork, movement, and positioning. Character creation is a deep and choice-driven process, that fully contextualizes a woodlander within the world and sets them on a path to a truly memorable story.
Inspirations
Mechanically, Inkwarren borrows from and is inspired by games like Dungeons and Dragons 4th Edition, Modiphius's Dishonored, ICON, Blades in the Dark, and City of Mist, mixing design trends of modern tactical fantasy games with deep narrative based trends found in other systems. Inkwarren's combat also shares inspiration with the Hades series of games, aiming to emulate the fast-paced action where movement and positioning are just as important as the attacks you use.
Narratively, Inkwarren is inspired by The Secret of NIMH, Dishonored, Redwall, Root, and Hollow Knight. When designing Inkwarren's eponymous setting, I want to evoke the gravitas and melancholy somberness of Hallownest from Hollow Knight, with magic as eldritch and strange as the Outsider's gifts in Dishonored. With this, Inkwarren is still a game about hope, and aims to capture the optimism-despite-adversity and little-heroes-against-great-foes vibes of stories like Redwall or The Secret of NIMH. I have to credit Root for originally giving me the idea to shift my game concept to one where the PCs are little woodland creatures.
Choice, Sacrifice, and Hope
Inkwarren's core mechanic emphasizes choice, intent, and narrative weight. The base 2d10 roll is modified by the woodlander's own Virtues (core strengths like Brawn, Nimbleness, or Insight), combined with a Style to define how they're using that Virtue (such as performing an action Cunningly, Quickly, or Sneakily). Difficulty is measured by Risk and Effect, that assign narrative weight to the severity of consequences a woodlander faces, and how effective they will be if they Prevail.
When woodlanders just don't roll high enough, they don't simply fail- they Falter. Faltering grants Hope, a resource that can be used to Persevere and succeed despite consequences on future challenges. With Hope, failure is never the end- it simply closes one door, and opens another.
Swashbuckling Battles
Inkwarren's Battle system emphasizes movement, positioning, and teamwork. Woodlanders interact with the battlefield through exploits, combat disciplines that have a variety of different effects to use on the field. Exploits have an at-will root effect that can be used as a woodlander's bread and butter, but more powerful effects are always within reach. By using root effects, meeting battle objectives (such as defeating enemies or reaching escape points), and continuing the fight (by ending rounds), woodlanders build Momentum, a shared resource pool by the entire band that can be used to power a woodlander's most powerful abilities. Woodlanders can spend Momentum to use an exploit's powerful bloom effect, or power a duo effect that they can use to combine their abilities with those of another ally. Momentum doesn't deplete until the Battle is over-- use it for quick bursts, or build up to unleash more powerful attacks against your foes!
Other rulesets like charging attacks, staggering mechanics for bosses, climbing on top of larger foes, environments, high ground, and ally turns (that don't clog up combat) also add gravitas, pace, and exciting tactical decisions to make Inkwarren's Battles so engaging.
Sweeping Narrative
Inkwarren's narrative mechanics work to ensure that solving problems outside of Battle carry just as much weight as Battle itself. Inkwarren's narrative ruleset includes:
The Doubt system allows woodlanders to call upon the Voice in the Dark for aid, but at a cost: as the woodlanders build Doubt, the Voice can spend it to increase the danger of the surroundings, unlock new abilities for foes, or act as a mastermind behind the antagonistic forces of the narrative.
Narrative abilities called flourishes that woodlanders can use to interact with the world.
A special character-based tour de force that a woodlander may use to do something truly legendary, although infrequently.
Rest Activities woodlanders may use to Cook Meals, Spar, Entertain, or Pray to give themselves bonuses and restorations for use later.
Wounds to carry over how trials in-combat affect a woodlander after the Battle ends.
Rules for Tongues that establish a woodlander's knowledge of a language with several levels of fluency.
Ties, which are narrative bonds with NPCs woodlanders may use to increase their effect against them, or burn them to ask for a favor.
And So Much More!
Deep character customization for woodlanders, including a Coat mechanic that allows you to play as any little animal your heart desires, unique and evocative traditions like the ghostly historian Folklorist or the passionate Warrior-Poet, rules for mysterious and magical artifacts called esoterica, an in-depth crafting system, and more!
If you've gotten this far, thanks for reading! I'm so excited about this game, and I hope to share more with everyone soon!
Tìoraidh!
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Daggerheart Character Build thoughts!
I am actually out at work and haven't checked the version that's since come out, but I did participate in the character build beta, and the NDA is officially lifted, so here's my thoughts from that! It's definitely limited since I just made a L1 character and didn't go through gameplay, though I surmise about some aspects of gameplay.
Overall, it clearly seems to be made by people who love a lot of things about D&D 5e but wanted both more flexibility and more simplicity, which is difficult. I think they succeed.
To that end, it takes away some of the crunchier aspects (precise positioning, exact amounts of gold) and I think for some people that will be a problem, and that's valid, but ultimately this game wants to both allow for interesting mechanics in and out of combat while also not being terribly math/map/resource management heavy. It is a hard line to walk; most systems either go hard crunch or go entirely gooey.
The dice mechanic (2d12, Hope and Fear system) is fantastic; look it up but I think it handles mixed successes more gracefully and interestingly than a lot of games.
The playtest was not super clear on armor and evasion choices (or indeed what evasion means; it seems to be sort of initiative but sort of dex save, or maybe more like the Pathfinder/old school D&D varying ACs by scenario?). It was much, MUCH clearer than D&D on weapon choices (part of why I play casters? Weapon rules in D&D are annoying and poorly explained and many people rightfully ignore them) so I'm hoping this becomes clear when there's a full guide rather than just the character creation info.
The character creation questions by class were fantastic and in general, and this is a theme, this feels like it guides people towards collaboration. FWIW I feel like D&D has that information, but the way it's presented is very much as flavor text rather than a thing you should be doing. Daggerheart makes this a much more core part of creation. The Experience mechanic is particularly clear: you better be working with your GM and really thinking about background, rather than slapping it on as a mechanic.
The other side of character creation questions is that it really encourages engagement with the class, which is something I've talked about. I think either subversion for the sake of subversion, or picking a class for the mechanics and aesthetic but not the fundamental concept, will be much harder to justify in Daggerheart, and I think that's a good thing because when people do that, their characters tend to be weaker.
The downtime is designed for you to write hurt/comfort fanfic about and this is a compliment. There are a number of mechanics that reward RP, particularly one of the healing mechanics under the Splendor track. I feel like a weakness of D&D is that when you try to reward RP it's really nebulous because there's not actually a ton of space to put that - you can give inspiration, but, for example, the empathy domain Matt homebrewed actually feels kind of off because it's based on such fuzzy concepts amid mechanics that are usually more rigid. Daggerheart comes off as much cleaner yet still RP-focused, and I'm excited to see it in action.
A judgement of Candela and I suppose Daggerheart might be that it's designed for actual play. I've mentioned before that I know people who are super into the crunch and combat and numbers of TTRPGs and are less story-oriented, and again, that's valid, but actual play is just storytelling using a ttrpg and so yes, a game that encourages RP while also having mechanics to support that and influence it is an extremely good goal. I am not an actual player, but I do like D&D games with a good plot and not just Go Kill Monsters, and I want to play this. (I also have some real salty thoughts about how if you modify an existing game for AP purposes that's staggering genius apparently, but if you make your own game how dare you but that's another post).
And now, the classes/subclasses. I am going to sort of use D&D language to describe them because that's a point of reference most people reading this will understand, but they are not one-to-one. A couple notes: everyone can use weapons and armor. HP is not totally clear to me but it seems to be threshold based - everyone has the same HP to start but people have different thresholds and armor, so the tank classes have the same amount of HP but are much harder to actually do damage to.
All classes are built on a combination of a subclass and two domains. There are 9 classes and 9 domains. This technically means that if you wanted to fuck around and homebrew you could make up to 36 classes (27 additional) by just grabbing two domains that weren't otherwise combined, which is fun to consider for the potential. Anyway I cover the classes and briefly describe domains within them. You can take any domain card within your domain, regardless of subclass.
There are six stats. Presence, Instinct, Knowledge, and Strength map roughly to Charisma, Wisdom, Intelligence, and Strength. Dex is split into Agility and Finesse; Agility covers gross motor skills (jumping, most ranged weapons, "maneuvering") and Finesse finer ones (lockpicking and tinkering, though also it does cover hiding). The really big wins are first, no CON score, so you don't need to sink stat points into something that grants no skills but keeps you alive. The second one is that the "hybrid" classes spellcast from their physical stat. This is fucking fantastic. The thing about ranger or paladin or the spellcasting subclasses of rogue and fighter in D&D is that if you don't roll pretty well you're locked into the core stats and CON and nothing else. (This also doesn't have rolling for stats: you assign +2 to one stat, presumably your main, and then distribute two +1s, two 0s, and one -1.)
Your HP, Evasion, and Thresholds are set by class, and there's a core ability; the rest is all from the cards you take for subclass and domain.
Leveling up is very much based on taking more domain cards (abilities) but has a certain degree of flexibility. It's by chunks: in leveling up anywhere levels 2-4, you can, for example, increase your proficiency by +1 once, so if you wanted to do that at level 2 but your fellow player wanted to wait until level 4 and take something else at level 2 instead, they could. It allows for more min-maxing, but also everyone has the same level up rules and differs only in the abilities on the cards, which is very cool.
Bard: Grace (enchantment spells) and Codex (learned spellcaster stuff; the spells available are definitely arcane in vibes) based, Presence is your main stat. The two subclasses map roughly to lore-style stuff and eloquence. Core class ability is sort of like inspiration but not entirely. It's a bard; I like bards a lot, and this is very similar vibes-wise to your D&D bards. If you like D&D bards you will like this.
Druid: Sage (nature spells) and Arcana (raw magical power spellcaster stuff), Instinct is your spellcasting/main stat. The two subclasses are elemental but frankly cooler than circle of the moon, and a more healing/tranquility of nature focused one. I really think Marisha probably gave feedback on this one, because the elemental version is really strong. You do get beastform; it is quite similar to a D&D druid under a different system, as the bard, but the beastform options are, frankly, better and easier to understand.
Guardian: Valor (melee tank/damager) and Blade (damage). Strength based for the most part (Valor mechanics assume strength) though you could go for like, +2 Agility +1 Strength to start. This is barbarian but like. 20 times better. It is, fundamentally, a tank class, and it is very good at it, with one even more tank-focused subclass and one that is more about retaliatory damage. You do have a damage-halving ability once per day, but really guardian's questions are incredible. I think Travis and Ashley likely gave feedback. Also rage doesn't render you incapable of concentration as that doesn't seem to be a thing, so multiclassing seems way more possible (you are, I think, only allowed to do one multiclass, and not until you reach level 5 minimum, which I am in favor of). Yes, you can be a Bardian.
Ranger: This is what I built! It is based on Sage and Bone (movement around the field/dodging stuff) and it is Agility-based, including for spellcasting, which is a MASSIVE help (as is, again, the fact that CON isn't a thing.) The subclasses are basically being really good at navigation, or animal companion. Most importantly to me you can be a ranger with a longsword and you are not penalized; Bone works with either ranged weapons or melee.
Rogue: Midnight (stealth/disguise/assassination spells and skills) and Grace-based. Yes, rogue is by default a spellcaster, which does help a LOT with the vibes for me. One subclass is basically about having lots of connections (as a spy or criminal might) and the other is about magical slinking about. Hiding/sneak attack are also streamlined. I will admit I'm still more interested in…almost everything else, but I think it evened out a lot of rogue weaknesses.
Seraph: Splendor (healing/divine magic) and Valor. This is your Paladin equivalent. It is strength-based for casting, again making hybrid classes way less stressful. Questions for this area also incredible; you do have something not unlike a lay on hands pool as well. Your subclasses are being able to fly and do extra damage; or being able to make your melee weapon do ranged attacks and also some extra healing stuff, the latter of which is my favorite. Yasha vibes from this, honestly. Single downside is this is the only class where they recommend you dump Knowledge. I will not, and I never will. Now that I don't have to make sure CON is high? I am for REAL never giving myself less than a +1 Knowledge in this game.
Sorcerer: Arcana (raw nature of magic/elemental vibes) and Midnight based. Yes, sorcerers and rogues now share a vibe, for your convenient….less enthused feelings. Instinct-based, which intrigues me, and the core features are in fact really good. The two subclasses are either one that focuses on metamagic abilities, or one that is elemental based. I would play this for a long-running game, though it's not my favorite, and I can't say that for D&D sorcerer (except divine soul).
Warrior: Blade and Bone, and the recommended build is Agility but you could do a strength build. Fighter! One subclass is about doing damage and one is about the hope/fear mechanics core to the game that I have NOT talked much about. I will admit, the hybrid martials and Guardian are more interesting to me but you do have good battle knowledge.
Wizard: Codex and Splendor. Wizards can heal in this system; farewell, I will be doing nothing else (jk). Knowledge-based, and you can either go hardcore expertise in knowledge, or be a battle wizard.
Other scattered thoughts: healing is not as big a deal here; there is no pure cleric class! There is also no monk, warlock, or artificer. There is not a way to do monk as a weaponless class really though you might be able to flavor the glowing rings as a monk weapon and play a warrior. Wizard, meanwhile, with the right experiences and high finesse, would allow for some artificer flavor. Cleric and Warlock are the two tough ones and I will admit those are tricky; I feel like you'd have to multiclass (which you cannot do until level 5) between perhaps seraph and a caster class and you're still going to come off very paladin.
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Lancer Tactics devlog
I'm gonna try out posting my ~monthly devlog roundup here as well. These suckers are glorified changelogs with anecdotes and gifs galore. Let me know if this is something you like seeing show up on your dash?
Map Editor
Got units able to be placed/deleted/moved in the mission editor
Can paint/remove command zones in the editor
Can paint minecraft-like terrain blocks in the editor
Can paint/rotate multi-tile props in the editor
Can edit unit character sheets and portrait via the editor
3D maps
Did a bunch of art tests with 3D mech models, provided by GeneralChaos, which we ended up deciding not to go with to keep things simple.
To avoid the can of worms that is animation, we'd have to lean into a static "tabletop minatures" aesthetic which we decided is not a style we want to be stuck with. By sticking with 2D sprites, we avoid falling into a sort of uncanny valley; it's easier to get away with not animating a 2D sprite than it is for a 3D model.
We also experimented with 3D terrain. We decided to make a rule that the visual style for a piece of terrain should match its mechanical effect: obstructing terrain that you can't move through, such as rocks or buildings, will be in 3D, while non-obstructing terrain like trees will stick with 2D sprites.
Hooking up the 3D camera to follow events like movement and attacks did a LOT for making it starting to feel like it's cohering into an Actual Game™
Implemented cover! And an attack preview! Cover works by aiming a ray from the target to the originator (technically to and from each voxel of each, respectively, to handle size 2s shooting above size 1 cover) and tracking all the terrain blocks it hits (how we'll handle non-terrain hard cover TBD). I think I have it working according to Perijove's cover rules manual, but I'm sure there'll be edge cases to work out. This is a case where things are significantly simplified by working in squares instead of hexes; hexes have a lot more possible weird angles you have to deal with.
Re-added what I'm stubbornly calling Combat Popcorn; little bits of text that pop out when you use abilities and attacks.
UI & game screens
Added ability for the engine to show UI that's anchored to the game world via a little word bubble line but also stay on screen as the camera moves around.
Got word bubbles working; you can now write dialogue in the mission editor, hit playtest, and see it work in a mission! (it does actually translate correctly now; this gif is just from a bug I thought was funny)
Got ability effects mostly behaving appropriately again, including muzzle flashes. The easiest way to handle them ended up being NOT billboarding them so they always face the camera (like all other 2D sprites in the game); instead, I put them on a plane parallel with the ground and just spin them around the unit to point at wherever their target is.
Did some work ironing out our tooltip system. The standard in CRPGs these days is this kind of nested labyrinth of tooltops that you see in Baldur's Gate 3:
I Did Not Want to try and figure out how to wrangle that much UI, so we're instead opting to cap the nested tooltips at the second layer. You can lock a general tooltip for e.g. an action and then mouseover various items within that tooltip to get glossary definitions...
...and then instead of having those glossary tips be lockable/mouse-overable themselves, I collect all related terms to that glossary definition and let you tab through them.
Added skin overlay functionality to the portrait maker, enabling textures like scars, tattoos, stubble, and vitiligo to be applied to just the skin and not extend off into space.
Midway through writing this update, Carpenter sent me this gif of the randomization button working! There's a still a bunch of skintones/assets missing and a few are a bit janky, but it was exciting to start seeing the range of these lil freaks (affectionate) that this editor can create.
Mourning cloak license!
This is the one I'm probably most excited about: I did a bit of a content dive and implemented a basic character sheet + all Mourning Cloak traits and equipment. They don't have fancy graphics yet, but the weapons and systems can be added via the character sheet and used in-game.
It took a little under a day, including adding soon-to-be common mechanisms like bonus damage. This is great news in that it means the engine we've been building for so long in the abstract seems to do a great job in handling comprehensive actual game content, and that it looks like we've set ourselves up for success when it comes time to buckle down on churning that out.
I'm sure other licenses will come with unique difficulties (I fear the day it comes time to do the Mule Harness // Goblin CP) but I'm feeling good about it!
Vertical slice?
Taking a step back, the pressing question on my mind has been "when will we have a playable early access build?"
I was originally hoping for Feb/March, but what we've internally been referring to as the "3D cataclysm" has pushed everything back by at least three months, so the target for the first alpha build is now in May. So, ah, thanks for your patience! Seeing things come together, I've become more and more convinced that moving to 3D was the right call.
#lancer tactics#made with godot#godot 4#indie game dev#game dev#lancer rpg#tactics rpg#indie dev#godot engine
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West 70th
Row of Gilded Age Upper West Side New York Brownstones.
When I started this build in late 2022, I ofc had no idea there would be a pack specifically dedicated to apartments coming out a year later. At most I planned for people to use mods, but I had also never used any such mods myself. All this to say, I'm honestly not sure how well this build plays as a rental! It is almost completely un-playtested and still largely unfurnished, and is only being released from the vault early in honor of finally getting rental residentials to exist.
But since the exterior facades and interior floorplans are done, its still an excellent shell for you to fill out! Only the first unit is (partially) furnished as an example for which rooms are which. In terms of build and furnishing, this is the wealthy decades player's dream, a Gilded Age townhome worthy of Upstairs, Downstairs.
Lot Features:
30x30 lot
3 four-story townhouse units
Fire escapes with roof access
Family and service stairs for each unit
Front and Back entrance for each unit
Large kitchens with separate scullery and pantry
Servant's dining hall, Housekeeper's quarters, and staff dormitory
Three story stair hall with glass skylight and picture gallery
Parlor, Library, and Dining room enfilade
Butler's pantry
Master bedrooms have private sitting room, ensuite bathroom
Children's room on third floor has private playroom, ensuite bath
Disclaimers
Un-fully-furnished
NOT Playtested
CC list on Patreon:
Download Here
#west 70th#ts4 build#ts4 historical#the sims 4 for rent#ts4 1900s#ts4 cc#ts4 1890s#sims 4 apartment#reticulated builds#reticulating splines#ts4 architecture
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Mod Organizing & Load Order Shenanigans
Published: 5-1-2024 | Updated: N/A MOD ORGANIZING During the [first] "pandemic summer," I started reorganizing my game folders. I also started a "conflict management" list, containing all the known conflict info from download pages, new conflicts I discover while playtesting, etc. It's 44 pages long at the moment....a testament to my unapologetic mod addiction. I encourage all simmers to keep a list like this. It’s very reassuring (and handy!) to be able to look up known conflicts or keep track of mods which have been merged (duplicate files can break your game FAST!). **I won’t be able to share mine at this time but most of my info comes from the same pages where I download CC/mods - shout out to the creators who take the time to include this info.
MY LOAD ORDER(S) I number my folders and use mostly lower case filenames to force the load order I want – these were the most important changes I made re: how I maintain a heavily-modded-but-still -very-functional game. With few exceptions, this has been much more effective than keeping track of the number of z's and cases. It also means I don't need to rename downloaded files - I just put them in the right folder. When I played exclusively on mac, I learned that numbering the store cc folders was the ONLY way I could get all the content to work. I never figured out why but I imagine it was because the mac series doesn't include expansions required for some of this content.
DETAILS (the codes) I put that grad school debt...I mean...those grad school research skills to good use and made up my own codes. Here they are... 0= files needed in every save aka my "essentials." These include repair files, shader/UI files, CEPs, global probes (like scriptorium, money globals, inteen checker, inventory checker, etc).
1= mods that do NOT need a load order, some OFB-themed sets I want to keep separate from other CC - like the #co2bellabrand or upcoming #co2cdkseries stuff.
2= mods that require a hard load order. As @episims writes HERE, this only works for mods with non-game-breaking conflicts between them. Only the last mod in the sequence will retain ALL its intended functions. The code for this section goes like this: [number]-[what the mod deals with in-game; i make sure to consider alphabetical order]-[load order number] -name of the mod(s)
I have several global mods that need to load as close to LAST as possible. These folders all start with "2-z-[load order #]-." The "2" tells me they need to load in a certain order and the "-z" makes them load after all the other #2 folders.
See Object Freedom 1.02 (@fwaysims, 2023) and Shiftable Everything (@lamare-sims, 2022) both load at #78? I don't have them BOTH in game at the same time, but giving them the same number ensures that the right load order stays no matter which one i'm paying with. 3 = build mode and neighborhood deco/defaults
4= buy mode
"ts1," "ts3," and similar labels = content that was converted for Sims 2.
5=CAS/bodyshop
OTHER DETAILS I also label folders with certain "type codes" - these tell me things like whether they add permanent data to my saves (custom memories, careers, foods, etc. do this) or whether they are maxis-match. Here are some examples:
-BIN = mod files which go in the program folders -DEF = default replacement -MEM = this content includes custom memory data -MM = maxis-match or an add-on for default game furniture -ADD = content that is not maxis-match -NPC = this content includes or changes one or more NPCs -FIX or -EDIT = this is a fixed or uniquely edited version of a pre-existing mod -BETA and -TEST = this mod is unfinished and/or a test version Remember, conflicts do not always mean something has to be removed from your game, nor are all conflicts unresolvable. No matter what kind of method(s) you use to organize your game – it’s just important to try/have at least one in the cut.
CREDITS Thanks: Episims, PleasantSims, and all simmers who include load order/conflict notes. Sources: Beyno (Korn via BBFonts), EA/Maxis, Forcing the Load Order of Mods (whoward/Pick’N’MixSims, 2021 via sims2tutorials), Image(s) (Alexander, 2016), Offuturistic Infographic (Freepik).
...Oh and yes...I AM in fact an INTJ/Capricorn.
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Honeydew Houses (unfurnished)
Time has left its marks, but Honeydew Houses are still are charming place to live. These old Britechester townhouses come with six apartments on five floors for you to furnish to your liking, as well as an (already decorated) laundry room on the groundfloor.
There are two apartments with two bedrooms, the others only have one. The one on the top floor also comes with a balcony. The kitchen and bathroom of every apartment already have some very basic furniture, but it's mostly meant as a placeholder, you don't have to stick to the suggested floorplan, do whatever you want with this.
If you share your version on the gallery, please credit me (#LaTalpaVolante) so I can see your creations! :)
Eight Bedrooms - Six Bathrooms
Lot Type: Residential
Lot: Honeydew Fields, 20x15, Gibbs Hill, Britechester
Lot Traits: -
Price: § 99,568
Packs: CottageLiving | DiscoverUniversity | Cityliving | GetTogether | GetToWork | Vampires | LaundryDay | BasementTreasures
(**the most important ones for the exterior are DiscoverUniversity and then also CottageLiving and GetTogether. The others I used mostly for the placeholder furnishing I did and decorations (and the laundry room). Vampires and BasementTreasures were mostly used for the stains and cracks in the walls for example**)
noCC
MoveObjectsOn cheat required
Playtested
Available on the Sims 4 gallery!
Gallery ID: LaTalpaVolante
Floorplan and more information under the cut!
I know the staircase situation isn't super realistic, but I wanted to place the stairs as space-saving as possible because some of the apartments were already rather small, and I really wanted the one on the first floor to have two bedrooms, so...yeah...
Also for some reason I couldn't place any banisters on the stairs (except for the one on the groundfloor), so I had to close them of with walls, which really bugged me out, but I couldn't find another solution. I hope you don't mind too much...
I'm also planning to upload a furnished version of this build at some point, but who know when this is going to happen... lol
#sims 4#ts4#sims 4 build#ts4 build#apartment building#sims 4 apartment building#britechester#historically inspired#historically inspired build#unfurnished#unfurnished build#no cc#cc free#sims 4 cc free#ts4 cc free build#LaTalpaVolante#Honeydew Houses#20x15#sims 4 residential#residential lot
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howdy, pardners! usually when i finish a build i'm already bored of looking at it but this one? oh, this one i still really love.
the lot consists of a small cabin best for a single sim or a couple and two barns that can house up to 4 horses and god knows how many sheep and goats. it is thoroughly playtested but at this point i can't tell what's a building mishap and what's a bug. anyway...
big sky ranch in chestnut ridge NO CC residential 63,194 § 1 bed 1 bath
DOWNLOAD tray files: simfileshare | google drive gallery id: catwort
you can see more pictures of the ranch here & more info under the cut!
for this lot, you will need the following:
eps - get to work, get together, cats & dogs, seasonsget famous*, island living, discover university, eco lifestyle, cottage living, growing together, horse ranch;
gps - outdoor retreat, dine out, vampires*, parenthood, jungle adventure, strangerville, my wedding stories*, werewolves;
sps - cool kitchen*, laundry day;
kits - everyday clutter*, bathroom clutter*, greenhouse haven*, basement treasures*, book nook*, country kitchen*.
* i only used very few & easily replaceble items from these packs, so don't feel discouraged from downloading if you don't have them!
@vanillafinds @maxismatchccworld @public-ccfinds @sssvitlanz
#ts4 download#ts4 cc#ts4 build#ts4cc#ts4 residential#ts4 residential lot#ts4 horse ranch#ts4 vanilla#vanilla sims#ts4 nocc#no cc#cc free#download#build download#dl: big sky ranch
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Have you ever wanted to make the TF2 guys drown in a pool? Or perhaps... kiss? Well, now you can! Here's a list of my TF2 Sims 4 custom content. Playtested, all LODs, all base game compatible. If you come across any problems let me know, but I don't think you should.
I made 3 items for Scout: his cap with headset, shirt with rolled up sleeves (comes in RED and BLU), and a necklace with 2 dogtags.
For Sniper I converted his hat, made a pair of sunglasses with a yellow tint, and added his facial scars. The scars can be found in skin detail, freckles. Also for Sniper I took a vanilla hairstyle and drew on his funky hairline.
Shown with Makesims' Hand Wraps
Here are 3 vests I made by combining and changing some vanilla vests. The one on the left is intended for Heavy, as it has t-shirt sleeves. The two on the right can work for either Demo or Sniper, as both have sleeves rolled up to their elbows. Both contain swatches with and without Demo's long undershirt sleeves. All vests come in BLU and RED.
Also shown here, on Demo and Heavy, are a pair of pants I converted from Strangerville's army career. See, normally when Sims 4 pants tuck into boots, the lower sections of the pants just disappear. But with these, because they include the shoes, the pants puff up over the top of the boots. There are 5 swatches: brown/grey, RED, BLU, and RED/BLU with gradient.
On Heavy and Sniper are black fingerless gloves. There is a swatch with gloves on both hands and a swatch with one glove (for Sniper).
Shown with Pralinesims' eye patch. Also, for Demo I used a white left eye from my Bad Batch CC for when he takes it off.
For Soldier and Engie I made these hats from scratch. Soldier's has two swatches to match his RED and BLU outfits. Engie also gets a pair of goggles.
I made Spy's mask by editing the ninja mask from the Spooky stuff pack and Pyro's by recoloring the inaccurate scuba mask from Island Living. It's not exactly a gas mask, but I really did not feel like making one from scratch and I'm not satisfied with any gas mask CC that already exists.
Pyro's mask also has a version with cat ears. For pary time, of course. Their shirt, while not exactly like Pyro's in-game shirt, has a similar silhouette which is why I chose it. There are white, RED, and BLU versions with and without the balloonicorn graphic.
I also made Pyro's gloves. The second swatch adds a black covering on the neck so that Pyro can wear many shirts without showing skin.
Here are the outfits for the rest of the characters.
Medic has a recolor of the Get to Work lab coat, RED and BLU, with and without gloves.
Spy has a recolor of the base game pinstripe suit in RED and BLU.
For Pyro, in addition to the shirt, I made another pair of pants with gradient, but this time they can go with taller boots. The boots do not come with my CC.
Engie has a recolor of the handyman overalls, in RED and BLU. I also made the gunslinger as a glove. There are two versions, with and without the bulky wrist part, so that it can still work with long sleeves and not clip.
Miss Pauling's dress has 3 swatches with different shades of purple. Please ignore the shading issues in this post's cover image; it has since been fixed but that pic was so hard to get I'm not retaking it.
I have added a few build/buy options. The 2Fort roofs (shown in the 2Fort images earlier) are a recolor of roofs from Werewolves. I also added the gym and meeting room walls from Expiration Date.
Mercenary Career!! Branches for all classes, plus branches for the Administrator and Miss Pauling. Script mods must be turned on and the files for this cannot be more than 1 folder deep in your mods folder.
All items can be found here on Sims File Share.
Recommended: Serenity's 1960s CC and Simduction's Dixie Hair for Ma 💖
My build of 2Fort and my sims can be found on my gallery, username Dadverinee.
#aud.txt#tf2#team fortress 2#sniper#scout#pyro#engineer#demoman#soldier#spy#miss pauling#heavy#medic#my ts4 cc#the sims 4#sims 4 cc
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