#ts3:question
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Okay, so question time.
V1 is the slacks I’ve already shown and I’m pretty happy with them. Now I’m making a more fitted version.
QUESTION: I definitely want the cuffs on V1. The pants I’m using as a ref has them. I don’t know if I should keep them on the fitted pair? It’s not biggie to remove them, I’m just being lazy and reusing textures.
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Hey... Do people find it annoying when there are weird lighting/shadow glitches on clothing while in CAS?
If you have multiple parts of a mesh share the same location on the uv-map it ends up doing this... and I can “fix” it in this case... but do I need to bother? So long as it is all okay in live mode?
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Typical me... mired in indecision over... well silly things.
This is the current project as you’ve seen posted.
Pink is the original dress (Knock em’ Out), but I added maternity morph and age conversions.
Yellow is simply the leggings removed.
Purple is the dress turned into a top.
Good So Far. Maybe make the socks and cowl into accessories, maybe not. And I have 1 or 2 other variants of the purple top - just different waist-down.
Wherein lies my mental block... is that I actually have more planned than even that. MOST of the others will be significantly different though.
Do I make one MEGA set of everything planned? Do I split into sets? And where do I split off the sets? Just the 2 dresses together and all the top variations together? The ones that are “true-ish” to the original (as those shown) as one set and all the significantly different version as another?
ARGH I hate classifying / taxonomy... I’m the worst at it.
(And yes... I have posted these in the way, way, way back because this is actually a very old WIP. But the meshes were an absolute mess because I didn’t know what I was doing. I’m basically starting over from scratch.)
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I ran across a tutorial that said that you have to enable 'Valid for Random' if you enable 'Valid for Maternity' but it was a really old tutorial (predating Meshtoolkit).
Does anyone know if this is true?
I am guessing what it really means is that if you want the outfit to be randomly assigned as a maternity outfit then you have to do this. Presumably, if not valid for random you can always just change into it, right? Like any other outfit?
ANSWERED
Consensus seems to align with my suspicions - that this requirement is not valid. You can have maternity enabled and not random. It just means it won’t automatically used.
(Note to self: stop looking at really old tutorials...)
ALSO - Bonus fact:
You must have atleast ONE non-maternity enabled outfit or top/pants in game or teen females don’t age up properly. I know this because I personally ran into this glitch and I believe @oneeuromutt (?) maybe also noted this was a ‘thing’.
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Okay smart people - I have a question.
I know there are mods like ‘Any game starter” that lets you turn off EPs, so you could theoretically run “base game only”.
Lets say you have seasons installed, but you run any game starter (or similar) with just the base game.
Are there any situations where you are still benefiting from something that only got installed by virtue of having seasons installed?
The specific scenario I have is this. The only gloves I know of that have meshes are those that came from seasons. But those gloves do not let me create morphs (at least TSRW won’t let me load a mesh with morphs in it).
So I cloned a pair of base game shoes which behave similarly to those gloves, and I just changed the category to ‘gloves’. The gloves show up and behave exactly like seasons gloves do but mine morph.
BUT... what I don’t know is if they require seasons or not. So of course, I’m going to test them with one of those “any game starter” mods as you do... But is there any situation where installing an EP (and patching) alters the game so that even if you do this, you still get benefit from the EP (like it or the patch updated something in the base game that someone with seasons wouldn’t have)?
Does that make sense?
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Radom curiosity is nagging at me...
Why do some pose makers offer both a poselist and a non-pose list enabled versions? What’s the rationale? Adding a poselist doesn’t prevent people still using the codes (I mean I do it with my own most of the time...) Is there something I missing?
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Okay... so about the trench coat. To match the show, I needed the channels to be the dress, the coat itself, the buttons and the buckle, because the buckle is metal. BUT... I’ve seen people on their trench coats make the buttons and buckle match and use the forth channel for the belt... Which makes sense for patterns I suppose.
I’m guessing... I should do 2 presets? The “canon” version and then one where the buttons/buckle match and the belts (sleeve, epaulettes and belt) are separate channels?
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Also... is there some weird reason elder females can’t get fit? Or stated another way - the fit slider in game does not appear to work for elder females AND every elder female outfit I have looked at thus far has the same mesh for both fit and base.
Thats... disappointing.
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Question - Store Default Replacements #2
Okay, so I know how to extract a store item into a package without decrapping it in preparation for making a Default Replacement for it. (Thanks @buckleysims )
But now my next question - the item I want to make a DR for does not already have a pregnancy morph at all. If I were to want to replace any other morph, I know how to do that. But if I want to add a morph that isn’t already there (i.e. it doesn’t exist in the original) - how do I tell it to use my new pregnancy morph that I want to add? (And yes I know I would have to add 3 - 1 for each LOD). I am sure that there is somewhere in there that I have to edit to give it the resource instance of the new morph... I just don’t know where.
ALSO - take note that the store dress, Completely Classic Women’s Suit has a messed up fit morph. And by ‘messed up’ I mean the legs and bottom of the skirt are deformed. I used it as a reference to make morphs for my own project because I needed a knee-length skirt (there aren’t that many) and my own project went wackadoodle-oo (technical term) and I thought I had done something horribly wrong. But I traced it back to the root cause, which was that this skirt just has a messed up fit morph.
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Any actual Archer fans paying attention to my shenanigans lately? I need assistance... You may have noticed I made Malory’s iconic dress? I titled it “Raining Pink Slips”.... I’m working on her trench coat now... and I’m drawing blanks on a proper title. Any thoughts? Something relating to the show or spies.... ??? “International Affairs” maybe? “Dial M for Mother”?
Ignore the mess that is the texturing.. I haven’t actually done the multiplier yet. That’s the basic mesh anyway. Yes, I know there are a few trench coats already in the game, but none of them were close enough. Mostly all of them either had pants OR were above the knee...or had a cravat or the collar wasn’t right... So I pieced together from 2 or 3 of them plus her dress at the bottom....
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Can someone please tell me how to go about making a default replacement for a STORE item?
The only way I can crack open the store item is to decrap it, but that renumbers it internally as I understand it. So if I use a decrapped item as the basis for the default replacement, then the DR won't replace the original item (which is what I personally have).
How does one do this? I have been told it is possible, but not actually how.
If I extract the original .sims3pack into a package, I cannot open the package with either s3pe or s3oc. I am given an error.
ANSWERED! Thank you to @buckleysims!
Run it through compressorizer with the setting to “normal” and not “decrap”.
Extract it as a package.
(Not sure if it has to be that order, but that is the order I did and it worked for me...)
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Anyone know of a slider that flattens the top of the head a bit?
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ERGH. I have poked at setting since I’ve gotten this new computer and I do NOT know how to get rid of this nasty pixilation. Is it just an issue with bau’s backdrop OR what do I need to do??!?!?! I get similar distortions on anything ‘shiny’ like from the ‘plastic/rubber’ category of materials in CAS. I mean I had the same problem with the old computer, but I thought maybe with newer better graphics card... I’d have newer better graphics... I’m vexed.
And I gotta say I love how Pia came out. She’s like my favorite lady sim now (and I’ve never been a great fan of my lady sims in general).
And I’ve remade several of the poses (and added to the set.. there are 27 now.) several times because I didn’t like how they came out in game. Crunchy shoulders make me sad. I’m mostly happy with them, just a few little details to polish (derpy expressions or toes clipping the floor and the like). FINALLY happy with the wardrobe. SKIRTS ARE THE BANE OF A POSEMAKER’S EXISTANCE!!! Not going to lie. Alas, nothing to be done about it other than make less flamboyant poses - like that is going to happen. HA.
Mental note to self - gotta redo headshots since a lot of sims have been done over now...
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Random, probably dumb question... Are there rats in the base game? I don’t mean the small pets added later. I ask because there is a pose in the base game files a_reactToRats_brave_x and I’m just wondering what in the game would trigger this reaction... I don’t remember any rats???
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I’ve run into a lot of CC that has multiple STBL sets in them though it is only one object. All the strings have the same IDs in both set.... Can I delete one of the sets? How do I know which set is actually the one being used?
To be clear - I know there will be multiple STBL resources within a package, one for each language. But the whole collection is a ‘set’, so if you open up the package with s3se or easy STBL manager, you will see that the package has multiple SETS. Its the sets I’m asking about here. It makes sense if there are multiple objects in the package there might potentially be multiple sets, but in this case there is not. Just the one object.
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