Sadly it disappeared from the comments but I still got the e-mail so:
My reply is this:
Be my guest honey, that's not the reason I'm blocking you people... my mods are free anyway. Now, I'd even start adding stuff that pisses you people off into otherwise neutral mods just to have fun with it since you seem to care so much about retaining access that you want to pirate them and share them, but I won't because that'd get pushed onto other users too.
This is a blatant admission that controlling access to my mods gives me power and irritates you others which fills me with joy.
And I think you underestimate how "disgusting" I am, as I said in a previous post, I'm not a Christian, I don't share your "universal brotherhood, all people are equal and worthy of love" cultural mindset, on which you based your previous judgement of me. What I am is honest about it. You mentioned genocide and other fun stuff in your other comment to root your judgement, well the concept that "genocide is wrong" is also rooted on the idea that there is something inherently valuable about human life, which isn't self evident nor universal. Actually, it's far more common to think that only the members of your chosen group are valuable and whoever threatens their safety can be eliminated without second thought. But if you adopt this mindset, you don't get to demand from the out-group to join your cause and share your concern for the group you subjectively deem worthy of special attention, because that worth is not objective any more. So pick a lane: objective morality or subjective morality, you can't have both.
In brief, be consistent:
You dislike me so much that it's intolerable: take the door and forget I exist.
You want to use my mod regardless of the fact that you dislike me: take the mods and shut the fuck up.
Come here and push your ideological bullshit in absence of a shared value system, you're engaging in tribal warfare: you'll get blocked on sight because using my mods isn't your divine right.
2025-10-08 22:35:33 +0000 UTC
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Since I’ve decided not to follow EA in their mission to make The Sims 4 even more unplayable than it already is, here’s something people have been asking me for a while. I’ve had it in my own Mods folder for months, but never shared because it will almost certainly break every patch — it edits the CAS Client tuning to change the default sexual orientation from what Maxis has set.
UPDATES:
05/10/2025
Updated for Adventure Awaits. I also noticed the options were resetting to the default (no romantic attraction and both sexes sexual attraction) upon entering live mode, so I applied a fix for that (requires the core library), the mod will fixup the settings in accordance with your chosen option only once, and only for the Sims who have the default settings, the first time they're instanced by the game. It will not touch the Sims you have set manually or the Sims that have been set by EA, if you want to edit those you'll have to do it manually.
The problem:
Whenever you create a new Sim — or the game generates one — their sexual orientation is, for some reason, set to:
This affects all newly created Sims, random townies, and all premade Sims prior to the patch that added this system. I find this setting pointless and irritating, because it often makes romances impossible (unlike the old “everyone’s bi” setup) and it messes with game dynamics in ways you won’t notice until it’s in your way.
I'm not about wasting time changing pixels "sexual orientation" as if "sexuality" mattered to bloody code, so I always forget the option even exists in cas.
The solution:
I made a tuning override to roll back the defaults to something more playable. You get three flavours, all interchangeable:
Default to opposite sex — All Sims will be created attracted to the opposite sex by default (unless you change it manually).
Default to same sex — All Sims will be created attracted to the same sex by default.
Default to both sexes — My preferred option, which restores the old “everyone’s bi” behaviour and removes the problem entirely.
So every ideologue, left and right of the spectrum, can get equally pissed at me giving people the freedom to set up the game they paid for to their liking instead of the group-think approved one. Only pick one, they conflict with each other.
I’ll also include instructions for editing the tuning yourself in case EA breaks this (again). Be warned: it’s fiddly and annoying to do manually.
Also, since this will conflict with other mods that remove accessories from newly generated Sims, this file applies the accessories removal too, and I'll include the same edit for pets and horses. This only means Sims in cas will not be generated with random accessories.
This is not for beginners. We're dealing with these files: client cas tuning for Human Sims and for Human-werewolf Sims. They're basically identical and each has an associated SimData file.
They determine a number of things like the chance of a Sim created in cas to be wearing makeup or accessories upon creation and which sexuality options, gender options etc. is assigned by default.
I suggest you use notepad++ with double window to edit the tuning and SimData file together because they must match.
The tuning side is pretty much plain english and rather easy to understand:
In the screenshot above the setting means that the trait "attracted to males" is given by default to male Sims, not given to female Sims, who get the unselected option instead. The trait "attracted to females" is given to female Sims, not given to male Sims, who get the unselected option instead.
The SimData file is a lot harder to navigate, but the options are the same:
1 means true, 0 means false. You can identify the trait given by the ID even if the SimData file lacks comments. The SimData file is the mirror image of the tuning so if an option is set to true in the tuning it must be 1 in the SimData file. To find the correct section I suggest using the hex of the string:
Search for the same hex in the SimData file and you'll have found the mirror section:
Set the option to mirror whatever you set in the tuning for the edit to be applied correctly.
2025-10-05 13:16:00 +0000 UTC
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I just cleaned up my page of the old Tweaks posts, they will all be collected here from now on. I'm adding them back little by little to che
I just cleaned up my page of the old Tweaks posts, they will all be collected here from now on. I'm adding them back little by little to check them, so for now I'm only going to post the ones that have been tested.
UPDATES:

Faster Autonomy and Less Idles [ VIDEO ]: Makes autonomy faster by reducing the likelihood of them choosing to run an idle instead of a target interaction. Makes them less likely to stand by without running an interaction for long times. Basically autonomy in The Sims 4 is slow not because of the lag but because Maxis made it this way on purpose, likely to give players the time to catch sims before they do something stupid and to give them time to stop interactions before the relationship goes downhill. This mod makes the game far more challenging and unpredictable so you've been warned, this is especially true if you use the tropes from Growing Together and Lovestruck.
Gameplay Socials (*) : I think I never posted this before. These are a couple of social interactions with gameplay effect that I think are missing in vanilla game.
"Discuss Hurt Feelings" with sims that have a negative sentiment towards another sim. The interaction is under "Friendly" -> "Deep Thoughts" and, if successful, reduces the duration of said negative sentiments by a small amount.
"Leave me Alone!" is a mean interaction (under "Mean", no subcategory) that once ran on a sim, makes them leave the other sim alone for 6h (only works if you have autonomy on, the other sim will not pick the active sim for conversations). I made this one when For Rent came out, Maxis changed something and sims now socialise way more to the point of being annoying especially when another sim is doing something else like cooking.
"Request Alone Time" is the nice version of the interaction above, under "Friendly", same effect but it won't make your sim lose relationship point with the other sim if successful (the interaction fails if the sims don't know each other enough, it will still have the gameplay effect but the other sim will see the request as rude). Children will never take well this request.
Effect of both these interactions can be stopped earlier by running "Announce Being Open to Chat" under "Friendly".
No House Fires : prevents fires in residential and rental lots.
No Motives Distress Autonomy : Stop sims from autonomously solve motives when they get to red.
No WooHoo Dance : removes the silly dance sims do when the request to woohoo is accepted.
Replace Burnt Hood (*) : the stove hoods don't have the option to replace them when they catch fire and are by far the most likely to burn when there is a fire. This adds the option to replace them without having to enter Build and Buy.
Selective Auto Chat [^] : prevents unknown NPCs from randomly joining conversations while your sims are out and about. Only NPCs yor sims already know can join a conversation.
Watch Tutorials on Sim.TV (*) - Autonomy Add-on : Adds a new category on the computers under "Research" to have Sims watch a bunch of tutorials to increase most of the skills in game. Autonomy Add-on makes the interactions autonomous.
Sleepwear Outside [NEW] : Back from the grave, allows Sims to go out of their house wearing sleepwear

EXPANSION PACKS
Classes Cost More : Increases the cost of classes.
Change Outfit for Classes : Sims will change into a weather based outfit before leaving for classes
Higher Scholarships : Increases the money you get when applying for scholarships.
Less Auto Bike : Increases the distance at which Sims will autonomously choose to use the bike when it’s in their inventory. Additionally, prevents controlled Sims from placing the bike in their inventory, although NPC Sims will still do so.
Longer Terms : Makes University terms longer (2 weeks). Don't install this mid-game, once installed in a save it cannot be removed while sims are enrolled.
Choose Bike Helmet (*) : allows for setting a specific helmet for the bike.
Change Outfit When Inside (*) : Sims autonomously change out of cold weather when inside a building, and change to cold and hot weather when outside in cold or hot climate. There are other mods doing this but they didn't work the way I wanted. This one is not extremely aggressive to allow for going in and out of a building without the Sims changing instantly (it takes about 30 minutes in a building for the autonomy to kick in), also the controlled Sim is not affected.
Random Umbrella for NPCs : Does what it says. There are other mods doing this but they didn't work the way I wanted.
Sync all Radiators from Thermostat (*) : I love the radiators from For Rent but I'm not going to go one by one to sync them with the thermostat so I added the function to sync them all at once:
Also inconsistencies piss me off: with the heater from Snowy Escape, cats have a nice little interaction where they seek heating from the thing. The interaction also works on Vampires' radiator but these ones aren't tagged properly for it to work. NOTICE: this flags the objects as CC because it overrides the object catalogue to add in the tag.
Alien Abduction Chance from the Small Telescope (*) : I shouldn't have asked my wife to give the game another chance cause now she has too many requests. This is another one of her requests: reintroducing the chance of alien abduction from the small telescope because there is none. This mod adds the same chance the big telescope has to trigger the abduction on the same interaction (Search for Truth, lev7+ logic skill) that maxis left out, Sims 2 syle. It's not boosted. No overrides, just a buff. Here is a picture because testing was hilarious.

No Reactions To Less Famous Sims : Old small tweak I've been asked to update. Stops celebrity Sims from getting excited about Sims that are less famous than they are.
Celebrity Tweaks (*) : This goes to replace "Dancing is not Performing", because that mod wasn't mine and it required too many overrides while offering too little control. This new mod gives you full control over when you want the celebrity to be performing by adding a toggle "Perform for Crowd" (it can be used on NPC celebrities too), the Sim will shine while the option to perform is enabled. The option doesn't persist, it will be set back to off on changing area (including entering CAS). It also adds their own pie menu to celebrities and moves some hard to find interactions (fame shine, walk style toggle, disguise) into such pie menu, and adds an interaction to wear the disguise directly from the Sim without using a mirror.
GAME PACKS
No Magic Sages Outfits : requested. This is already included in Expanded Realm of Magic, don't use it together with that mod.
Remove Post Casting Animation : Removes the confident/smug animation spellcasters run after casting spells.
Don't Turn NPCs into Spellcaster not needed anymore, the filter disappeared from the files.
STUFF PACKS
No Hamster Costume for Rodent Ghosts (My First Pet) : I hate the fucking obsession with these stupid costumes.
Customisable Dust (Bust the Dust) (*): remade of a series of old mods to remove dust bunnies, the audio on dust state change and the dust piles. This time, you get to set it in game
because I change my mind too often. By default:
You can choose your preferred settings from the front door.
Mop The Dust (Bust the Dust) (*) : Allows for getting rid of the dust with a mop or broom instead of the vacuum.
2025-10-04 13:07:00 +0000 UTC
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This is a private mod, provided as-is, and I won’t be making modifications to it. I use this mod personally when writing, and it functions e
This is a private mod, provided as-is, and I won’t be making modifications to it. I use this mod personally when writing, and it functions exactly as I need it to. If your needs differ, there are plenty of other options available.
THIS MOD REQUIRES THE CORE LIBRARY
UPDATES:
03/10/2025
DOWNLOAD (G-Drive) [^] Main file
Some people have asked where this mod went: I decided to retire it from public release after realising, during an update a few months back, that I was making too many personalised tweaks that wouldn’t suit everyone’s gameplay. However, I’ve made it available to members only for those still interested in using it.
I created this mod because I don’t enjoy navigating through countless menus to configure the game, so I wanted something simple and plug-and-play for managing walkbys. This collection of mods handles most tasks automatically, though it does offer some customisation.
The core functionality keeps Sims within their designated region. Sims with a home will only appear as walkbys or venue visitors in the world where they live. Celebrities will only appear in celebrity roles and if the Celebrity Hangout Zone Modifier is applied to the lot.
Homeless Sims serve as flexible options to fill roles and jobs, appearing in various locations unless restricted. You can even assign homeless Sims to a specific world using the mailbox:
Once assigned to a world, that Sim will only appear in that world much like a resident with few exceptions (roles like the maid, firefighter, repairman etc can pick Sims you have restricted if no one else is available).
This mod doesn't stop the random generation of townies. If you have a mod that stops it like my private filters, though, you need to have a fair amount of homeless Sims for the roles to be filled.
Another function of the basic mod is to restrict certain Sims as walkby entirely:
If, for example, you have a Sim you want to stop from appearing around because it won't fit their story, you can use "Disallow as Walkby" to keep them from spawning.
NOTICE: if you stop the random generation of townies, the only region that isn't entirely handled by the mod is Selvadorada. Assign some Sims as Natives or the barman may not show up:
Modular Files:
[^] High School : affects high school students in the active career, only pick one file
More restrictions - the students will be not in world sims or residents in Copperdale (with chances of Moonwood Mill residents to be selected as students)
Less restrictions - all the regions are allowed to send students, some regions are more likely to be selected
[^] Occult Worlds : affects walkbies and venue visitors in Glimmerbrook, Moonwood Mill and Forgotten Hollow, only pick one file
More Restrictions : gated communities, only the relative occult types can spawn in the region
Less Restrictions : relative occult type has priority but other Sims too can visit the region
Additional Functionalities
None of these files is required for the mod to work.
Regional Service Sims: a soft filter to restrict service Sims to a region once one of the resident trait is assigned to them. Won't prevent the game from automatically filling the roles with jolly Sims (not resident anywhere) or from generating Sims for the role.
Camping Forest : Some edits to the Camping walkby directors, reduces the number of Sims that spawn as walkby in that region (by default there are more walkby there than in San Myshuno!). Ensures that venue visitors are dressed appropriately for the region if you build a community lot there.
After Life : I was pissed that the so called "Afterlife" is just another neighbour where regular Sims walk around. This file turns the zone into a proper ghost town where (mostly, I left the macabre tourist) ghosts walk around. Doesn't edit the nightclub, for that one, keep scrolling.
Also adds ghost pets:
High School Years : Removes the situation outfits for the teachers and the chess/game team because they're hideous. Increases the number of students that can spawn for classes from 6 to 24.
Walkby Control [^] : Adds a cheat to stop the walkby situations in the zone. Doesn't affect venue visitors only off lot walkby. Useful for taking screenshots. Shit+Click on the terrain.
Walkby Directors : Edits to the walkby directors (they control what Sims appear off lot). Adds strays and police patrols to most neighbourhoods.
Zones:
Bars : bar built in Forgotten Hollow will behave like those in other occult worlds, the barman and the visitors will be vampires
Family Friendly : makes families with children, toddlers and infants spawn at parks, recreation centres, beaches and pools if playground equipment for toddlers is present on lot.
Dating : makes the venue dates only happen if the lot trait "romantic hangout" (added by the main file) is on the lot. Bars require the bars package otherwise dates will still work like in vanilla game. This file also deals with the Nightclub in Ravenwood making it ghost exclusive.
Strangerville : Strangerville is pretty much a dead town once you complete the story, there are very few walkbies. This fixes the issue by adding the same situations as the other towns. Unlike my old mod to achieve the same (it can still be used btw, just not alongside this file), this module won't make the story unplayable but won't set the story act to 4 (last act) either, because it messes up the ability to play the pack. You can use my cheats to instantly set the act to 4
2025-10-03 17:53:00 +0000 UTC
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A couple of mods to remove some ideological stuff that's being pushed from the top.
Requested. These files hide the inclusivity stuff like binders etc. I'm not sure I got the objects to hide correctly cause I hadn't even noticed this stuff in CAS.
STBL ONLY
Already shared in the patch updates post, this rolls back these changes introduced with the Lovestruck Patch.
STBL ONLY
Changes the slightly communist string:
To: Anti-Conformist Canine
Premades Pronouns Remover -> [UPDATED 03/10/2025]
Templates are back working, added Outdoor Retreat 2.0 Aka Adventure Awaits
I made this while waiting for the EP to come out, because I was bored and got pissed in the meantime. Maxis fully embraced the pronouns idiocy in the last EPs, this mod removes the pronouns they're giving to the premades:
Notice: this mod requires starting a new save.
Don't use this mod if you intend doing makeovers with the household tool, because it uses the same files the tool uses. If you do a makeovers package, you'll need to remove the pronouns yourself by following this tutorial
STBL only, ENG only
Not really political until not long ago, I was fine with keeping the holidays names simified as long as Maxis equally kept every other real world thing out of the game, but then they dropped the habit of not including real world stuff in the game to make it as neutral as possible in the name of DEI, for example:
Not to mention all the other cultural inclusivity stuff that's been added to the game in time.
So now I'm not fine anymore with the subtle erasure of traditional western, especially American, traditions:
Winter Fest renamed to > Christmas
Harvestfest renamed to > Thanksgiving
Love Day renamed to > Valentine's Day
Father Winter renamed to > Santa Claus
2025-10-03 09:35:00 +0000 UTC
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Nothing fancy just maxis security lock applied to more objects, I started because I wanted to lock the guitars, I ended up adding the security settings to a bunch of objects.
UPDATES:
03/10/2025
Languages:
MAIN FILE
Always required for the mod to work!
OBJECT FILES (Pick&Choose)
These files can prevent interactions injected by other mods from appearing in game. If said interactions don't appear on some specific object, try removing the file dealing with such object as a first thing!

Appliances : adds Security Settings to coffee machines, tea maker, pizza oven, waffle maker, ice cream Machine, popcorn maker
Bath : adds Security Settings to bathtubs and showers
Bookcases : adds Security Settings to bookcases
Easels : adds Security Settings to easels and sketchpads
Games : adds Security Settings to games (chess, darts etc...) and arcade machine
Instruments : adds Security Settings to music instruments
Music : adds Security Settings to stereos and DJ booth
Outdoor : adds Security Settings to outdoor objects (slippy slide, water balloon, swings etc)
Toys : adds Security Settings to children toys (doll house, stuffed animals, toy boxes etc...)
TV : adds Security Settings to televisions
Workout : adds Security Settings to workout equipment
Yoga : adds Security Settings to yoga and wellness equipment
Rocking Chair : adds security lock to the rocking chair, only for the reminiscence, play, rock and rock autonomously interactions
Other Random Objects : adds Security Settings to other objects that don't fit elsewhere (globe bar, cauldron, bubble blower etc...)
2025-10-03 09:27:00 +0000 UTC
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There are so many features I want to remove, and they all come at me while I'm testing something. This mod does just that, removes features.
The main file is required for some of the modules to work.
UPDATES:
Basegame
Disable Fears (Main file required): removes fears as soon as they get added to Sims, Maxis and modded fears alike. These can be used independently as they don't require each other.
Sexual Orientation:
Disable Tests : unlocks the romantic interactions from the tooltip added by the Sexual Preferences patch.
Make Everyone Bisexual : if you change it in CAS it'll change it back to bisexual effectively disabling the feature and bringing the game back to a pre-patch state.
Remove Interactions : removes the two interactions "Ask About Romantic Interest" and "Ask About Woohoo Preference".
Romantic Boundaries are Non-Negotiable : The recently added feature allowing Sims to change their romantic boundaries through conversation introduces a problematic dynamic: it frames personal boundaries, especially regarding romantic and physical preferences, as negotiable and subject to persuasion. This undermines the idea that such boundaries are intrinsic, not something to be overridden through social or romantic leverage.
Worse, the game ties the success of these persuasion attempts to the strength of the existing romantic relationship. This implies that once enough romantic progress has been made, a Sim is more likely to compromise on boundaries they previously held. I find this logic not only flawed but discomforting, as it blurs the distinction between consent and emotional pressure.
This mod removes the “Ask to Change Romantic Boundaries” interactions entirely. It restores boundaries to what they should be: fixed unless changed deliberately by the player, not subject to in-game persuasion mechanics.
Disable Environment Buffs [NEW] : removes all moodlets coming from decoration and environment.
Discover University
Eco Lifestyle
Growing Together
High School Years
Body Hair Growth : No, thanks. I know you can go in every singe category in CAS and disable growth one by one but I got sick of doing that very fast and nuked the feature. Body hair growth will still show enabled in CAS but no growth can happen as long as you have this file.
Puberty Changes Socials : hides the "support body/facial hair/acne" (?!?) "joke about body/facial hair/acne" etc... cause they couldn't come up with anything better related to puberty than this lame shite and some stupid moodlet.
Life And Death
No Forced Bucket List : I tried to like it, but I don't. I don't like that it unlock bonuses overtime without doing nothing to engage with the feature, I don't like that it adds goals on its own. You can still play with the feature if you decide to, the mod only stops the goals auto unlock and the progression without active engagement.
No Nude Moon-bathing : my suspicion that there is some fetishist in the devs team, who's also a furry, increases with every EP.
Remove Spectres : destroys these floating condoms from the world on loading the zone.
It takes two minutes for the mod to work so when you load the zone, the floating condoms will be there but will disappear after two minutes. You probably don't want to nuke them if you intend following Maxis quests with the new NPCs, they seem to have some interactions regarding that and the family festival.
Lovestruck
Remove NPCs Date Situations : I had 10...10 fucking couples in the park while testing another thing. Needless to say I quit the game and nuked this shit. I'll probably come up with a different way to tune it down while preserving the situation without having to edit all the freaking walkby directors where they injected it. For now I'm in the "get this BS out of my game" phase.
Relationship Satisfaction Toggle [NEW] : Another feature I don't like: the relationship satisfaction from Lovestruck. I didn't disable it altogether, I just disabled the automatic tracking. You can manually enable or disable tracking the relationship satisfaction for a couple from the "change relationship" menu (the romance must already exist between the two sims for the interaction to appear).
Snowy Escape
No Auto Unlock Lifestyles : another feature I tried very hard to like, but I don't. This prevents lifestyles from being unlocked through gameplay, because it always unlocks the same anyway. It leaves the cheats and the computer interaction.
Lifestyles Unlock Cheat : moves the cheats from the cheat menu to the regular one to quickly add and remove lifestyles to Sims, twin mod of the one above to take full control of the feature.
No Forced Slow Experience [Moved From Minor Annoyances post] : disables the forced "Slow Experience" feature. The feature can be enabled for a Sim from an interaction.
Multi Packs
Nuke Useless Notifications & Discovery Quests [^] : disables the annoying discovery quests you get at the beginning of a new save. Disables Some annoying notifications: San Myshuno Festivals: you get notifications only in San Myshuno. Mt. Komorebi Festivals: you get notifications only in Mt. Komorebi. Ravenwood Festivals: you get notifications only in Ravenwood. Nuked completely: HSY Thrift store notifications, earbuds notification, Social Media post reminders ("A lot of Social Bunny-worthy things happened to {0.SimFirstName}..." that bs).
Preferences and Relationships/Family Dynamics Popups : I've been playing the game a bit in the evening lately and I've been trying the family and relationships dynamics. Like nearly everything they've been adding to the game over the past 3 years, I don't like them. The good news is that they can be ignored entirely, the bad one is that the game won't allow you to because it keeps giving pop-up asking to set a relationship/family dynamics each time Sims interact, much like the preferences. Aside from this, between the relationships pop-ups, the family pop-ups, the career chance cards, the preferences pop-ups, the parenthood pop-ups etc, the game is a goddamn pop-ups simulator at this point. This file disables the relationship/family dynamics and preferences pop-ups. It does not disable the features, they can still be set in CAS.
2025-10-02 13:27:00 +0000 UTC
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I feel like I need a post for this 'cause this stuff keeps coming up.
Maxis keeps piling up shit and hardly going back to keep new things consistent with older packs, they just add a couple of things to give the impression of cross pack compatibility.
Recent example: I was testing mods and a holiday came up, with the Ghosts tradition... so I wondered what beautiful cross pack compatibility they had added with the Life and Death pack... the answer was NONE.
Skeptical Sims shouldn't care about this tradition, Macabre Sims should. But they just added the Macabre trait to the spooky tradition and that was the extent of the cross compatibility. This was the same for nearly everything came after Seasons with few exceptions. For example, Mermaids don't have any particular feelings towards the "water fun" tradition...
UPDATES:
Consistency for :
Holiday Traditions
Added some traits from packs after Season that should have a particular feeling about a tradition like: Skeptical Sims will not care for Father Winter or the Flower Bunny, Generous Sims will love giving gifts, Macabre Sims will not care about Festive Spirit, Party Animals will love party spirit... and so on.
Missing Scholarships (Higher Scholarships Version) [^]
Maxis has finally stopped adding scholarships for the new worlds (Tomarag, Ciudad Enamorada, and Ravenwood). They kept it consistent up until EP14, so it took longer than I expected for this inconsistency to appear. This mod adds the missing resident scholarships. Moved from the Tweaks post but it's the same mod.
2025-09-29 13:37:00 +0000 UTC
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This mod requires the Core Library
Adds changing into towel after a bath or shower on residential lots, similar to what happens in Spas and Gyms in vanilla game.
[Uses Vanilla Functions, problems that happen with the towel and the towel outfit aren't caused by this mod.]
UPDATES:
29/09/2025: Patch Update
2025-09-29 13:30:00 +0000 UTC
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This mod requires the Core Library
UPDATES:
29/09/2025 Patch Update
Languages:
Mages, including Vampire Mages and Mooncasters from my other mods, can now read all books with magic.
Skill books require distinct files to function properly; these files are overrides of skill book object tunings and are not required for the mod to function with all other books.
Click on the links to download from G-Drive:
MAIN FILE
You only need one version for the skill books:
MERGED FILE
With all the Skill Books form all the pack released so far.
SEPARATED FILES
For the Skill Books, only install the packs you own.
2025-09-29 13:27:00 +0000 UTC
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Making this mod was a wild ride, largely because the careers in game are a mess.
Please read the description carefully, especially if you're interested in the Careers Rework.
UPDATES:
28/09/2025 Patch (Careers addons and some optional files)
Banking System
(This part of the mod can be used as standalone and acts as a main file for everything else)
The banking system is rather straightforward and similar to many other systems. Sims can open a bank account from their phones under the Home category.
The bank offers the usual services you might expect:
Sims can manage their savings from the phone app:
The bank account is specific for that Sim and isn't shared with the rest of the household.
Here's a breakdown of the more obscure options:
Open Account For... : Allows Sims to open a bank account for the minors under their care. Caregivers can open accounts for care-dependent Sims as young as infants and manage them until the child reaches the age of a teen. When an adolescent Sim checks their account for the first time, their caregivers lose access to it, and the teen is free to handle their money autonomously. (See the linked video)
Designate Beneficiary : If a Sim dies, the mod will attempt to transfer the money from their account to the household founds. If the Sim has a specified beneficiary, this step is bypassed, and the beneficiary will have access to the deceased sim's account to withdraw the funds. However, accessing the money might require summoning the ghost.
Send Money To... : Allows Sims to transfer money from their account to the account of a friend. (See the linked video)
Loans:
Requesting a loan isn't as simple as clicking on the button and obtaining the money; there is a hidden score that determines if your Sim is eligible for a loan. Getting a small loan is easier than getting a big one. Once you apply for a loan, you need to wait a couple of days to get the reply. The money is deposited in Sim's bank account.
Repayments are automated in accordance with the terms of the loan. If you miss a payment, you will receive a notification and have the option to pay the fee manually. The bank automatically deducts the loan amount from the Sim's bank account, never from the household funds. If your Sim fails to return the loan, the bank will deduct what it can from the household money and change the score to a negative figure, making securing another loan nearly impossible for that Sim.
Retirement Plans
This is a unique savings account designed for Sims that work as freelancers or in the acting profession. I created this because I discovered while creating the mod that Sims in such jobs cannot retire (Maxis blacklisted them) and have no backup plan for when they become elders. Sims in regular careers can also open a savings account if they wish.
The retirement plan has a much higher interests rate than a regular account, but it's frozen until the Sim becomes an elder.
Banking System DOWNLOAD (GDrive)
Careers Rework
These are edits to Maxis careers to change the way they work:
Experience is gained from going to work. Having a relevant degree and relevant skills makes the experience go up faster.
Adds a degree requirement to get a promotion to some careers.
Adds 4 new minor skills (Street Arts, Hacking, Storytelling, Swimming) to get rid of the Logic Skill that is overused by Maxis.
Makes the salary weekly:
Sims can check their salary details from the phone:
Does NOT cover freelance careers and the actor career. Only works for Maxis career.
These files override ALL THE CAREER LEVELS and ALL THE ASPIRATION TUNINGS therefore they conflict with any mod doing the same (not compatible with mods that overhaul the careers already).
Sims will still get money daily when they overmax past Lv10 (unless you also install my private "No Work from Home" file).
DOWNLOAD:
Separated Files (pick and choose if you don't have all the packs)
Cheats
There are a number of cheats accessible with shit+click on the Sim while testingcheats on is enabled, allowing to make the experience increase faster and to disable the career chance cards (the random popups while the Sim is at work, requires optional file below)
Optional Files
Career Fixup
When installing the career rework, the statistic that makes the weekly payment possible isn't applied to sims that already had a career before installing the mod. This addon's purpose is fixing that issue.
STBL Overrides
I made this because I was annoyed by two things: 1. the Astronaut Career, am I supposed to believe that a Sim goes off on a space mission and is back home for dinner?! 2. the Painter/Critic career track duplicated in City Living by the Critic career. I changed this track to Street Artist.
This file only overrides the String Tables to change name and description of the careers.
Career Chance Cards
"Disable chance cards" cheat.
School Chance Cards
Applies the "disable chance cards" cheat to the schools too.
Family Leave
Makes family leave last 12 weeks (you can go back to work at any moment by selecting the option on the phone)
There are other optional files that are pretty much private because I don't think anyone else besides me is interested:
No Work From Home: changes the careers that have the "work from home" option into regular careers
No Objects Rewards: remove the spamming of object rewards in the household inventory when a Sim is promoted
No Career Jumps: removes the level benefits from the university degrees that let you skip ahead in a career.
2025-09-28 11:46:00 +0000 UTC
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UPDATES:
DOWNLOAD Thirst
DOWNLOAD Hands Hygiene
DOWNLOAD Oral Hygiene
Optional Files:
Removes the grab drink interaction from bathroom sinks and the brush teeth interaction from kitchen sinks. Works both with "don't wash dishes where you angry poop" and maxis room designation.
Download Interactions Blocker
Adds cheats to fill and disable hidden motives decay to the mailbox (in the same place as maxis cheats with the same function) and fill hidden needs to sims.
Download Cheats
Removes the moodlets from visible thirst making the drinkable bottle a stand-alone object, this requires the main Visible Thirst file.
Download Exclude Visible Thirst Gameplay
Hidden needs that exist in vanilla game but are invisible, thirst and hands hygiene affect autonomy, oral hygiene does nothing at all. These mods make those needs visible and add some gameplay.
Hands Hygiene
Hands Hygiene goes down with basically every interaction in game, so I made it go down slower. A moodlet will tell you when it's time for your Sims to wash their hands, not much more to say about this one.
Thirst
Sims will suffer the consequences of going too long without drinking, they'll start feeling dazed and will collapse if you ignore the need. The mod comes with a refillable water bottle you can buy in build mode under appliances - misc (the object requires growing together), it comes in 9 colours:
The bottle can be carried around and refilled at any sink:
Oral Hygiene
This need is only added the first time your Sim brushes their teeth!
Until then, the mod does nothing. Once the need is added the Sims can suffer the consequences of going to long without brushing their teeth. if you ignore the need for to long they can get caries and will need to visit a dentist (from the phone, no excessive micromanaging involved)
Cheats:
There are cheats to lock the motives decay in a separate package. "Under Cheat Sim Info", where all the other needs go.
2025-09-27 10:54:00 +0000 UTC
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LANGUAGES:
UPDATES:
Repost to rewrite the description, only the books in this mod needed an update, but I wanted to rewrite the STBL, make it easier to install, and finally complete it. Old translations will not work with this new version!
This mod simply adds more degrees to choose from, they work like Maxis, but currently don't give a career bonus, despite the claim to the contrary.
Keep reading for the download links!
Degrees Added:
Humanities (distinguished in Britechester)
Archaeology, Folklore & Mythology, Music Arts, Philosophy, Digital Media, Education, Photography, Painting Arts, Social Justice, Legal Studies (NEW), Fashion & Styling (NEW), Interior Design (NEW)
Scientific(distinguished in Foxbury)
Chemistry, Health and Fitness Science, Veterinary Medicine, Medical Science, Environmental Science, Criminology, Mathematics (NEW), Astrophysics (NEW), Marine Biology (NEW), Games Development (NEW), Botany & Plant Science (NEW), Nutrition & Dietetics (NEW), Animal Behaviour (NEW)
Downloads:
Main File (Required)
Tuning File (Required)
There are two versions, one with Maxis vanilla cost (240) one with my edited cost for the courses (2400), only install one!
Other relevant mods:
Maxis Courses Cost More
Higher Maxis Scholarships (to compensate)
Every course has its own book and presentation:
Because they solely deal with transmitting information to the main University Career on what skills to improve, what presentation to give and what diploma to create, once you join a course, you're inside the Maxis system rather than the mod one.
This means that grades, lessons not taking place, exams not happening or any other issue with the career itself, don't depend on this mod.
2025-09-27 10:48:00 +0000 UTC
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These are a series of small mods I do as I play and find inconsistencies/things that can be improved/things that needs fixing. I'll probably move some older mods into this series as I rework them.
UPDATES:
Updated files are marked with [ ^ ]
Click on the link to download from Google Drive:
Discipline Playing in Rubbish and Puddles (+ mud puddles and dust piles)
This is an inconsistency in Parenthood, you cannot discipline children for playing in rubbish and only some of those interactions affect manners, changed so all of them do, added the discipline template to the interactions, and altered the autonomy so that only children do it autonomously.
Sunbathe Everywhere Without Towel
Requires Lot51 Core Library
Because Werewolves added a moon bathe interaction (that does nothing) and the animation was perfect to turn it into a sunbathe one I could use in Granite Falls without having to bring a towel or lounge chair.
More Interesting Phone Calls [^]
Because they're boring and useless. I used to have a mod by Scumbumbo to make phone calls last longer and give more relationship, but is now outdated with all the stuff that's been added in patches. Phone calls can last longer and give more relationship, they can also make you lose relationship points, the result of the phone call depends on: relationship (if two sims already have a crappy relationship ringing them can only make it worse), mood (calling someone when angry or stressed is probably not a good idea), and sentiments (calling someone who's hurt by your sim can also result in a negative call).
Phone Calls Autonomy [^] (Requires Lot51 Core Library and the file above) Lost&Found, the interactions to have Sims perform phone calls to friends autonomously exist in game but aren't used. This is a fixed and blocked for NPCs version of those Maxis interactions. Allows played Sims to perform phone calls to friends autonomously.
Auto Hire NPCs in Community Lots
Rolled back to use injection tools. The tool has been updated by Andirz.
Because I'm a lazy fuck. I did this mod while investigating on something else. The one I was using before required to add a lot trait for the vendors to be hired, it was too much work to manage. This mod simply hires NPCs in community lots if the required objects are present: currently it hires up to 4 stall vendors, 1 barista, 1 barman, 1 DJ (only in some lots), 1 busker in parks, pools, beaches, wedding venues, libraries, museums, gyms, bars, lounges, clubs and karaoke where the required objects are present (market stalls, performance spaces, bars etc). In lots that already require a barman, a second one is only hired if you add a second bar. They do shifts just like the open street vendors (most open at 9am and close at 8pm, DJ starts at 6pm)
More Weather Mods
Requires Lot51 Core Library
Formerly a Season Mod, adds emotion effects to the weather events in game. Sims can get bored or sad when raining or energized when sunny. Rebalanced to be more in line with vanilla game and less annoying, this mod now only adds the moods without removing anything from the game (before it was stopping the weather events and the run inside during storms too).
All Toys For Purchase
Requires Lot51 Core Library
Adds all the missing toys to the purchase picker from the computer and from the toybox.
Family Sized Meal
Requires Lot51 Core Library
Lost and found, formerly in its own post, adds the interaction to the fridge to make a 4 portion meal without having to scroll the "cook" picker. These interactions exist in the game files but aren't used.
2025-09-27 10:36:00 +0000 UTC
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A small mod that overrides the magic potions recipes to change the ingredients used to brew to something more witchy and challenging to find. It also changes the ingredients you can purchase or find from duels/experimenting to the new ones.
UPDATES:
27/09/2025 Patch Update
Ingredients changed as follows:
Forced Friendship: Moth Luna - 2x Toxic Chamomile - Charming Mushroom
Prompt Resurrection: 2x Jewel Beetle - 2x Pomegranade - Death Flower
Plentiful Needs: 5x Valerian Roots - 2x Morel - 5x Elderberry - 3x Apple
Masterful Insults: Fire ant - 10x Madnip - Morel Toxic - Spicy Mushroom
Immortality: 2x Death Flower - 3x Pomegranade - Forbidden Fruit - 10x Plasma Fruit - 3x Ancient Bone Dust
Rejuvenation: Forbidden Fruit - 2x Morel Toxic - 10x Chrysanthemus
Transcendent Charmer: Mantis - 10xSnowdrop - Lovely Mushroom
Good Fortune: 2x Firefly Rainbow - Rainbow Fish - 2x Mysterious Mushroom
Magical Aura: Firefly Rainbow - Fireleaf Toxic - 2x Nightly Mushroom
Emotional Stability: Soot Spirit - 2x Huckleberry Toxic - 2x Chamomile
Alluring Aura: Heart Frog - 2x Lovely Mushroom - 2x Elderberry Toxic
Nausea: 2x Morel Toxic - 4x Chamomile Toxic - 5 x Wolfsbane - 2x Mosquito Seed
Curse Cleansing: 2x Snowdrop - Morel Toxic - 2x Elderberry Toxic - 5x Garlic
Perk Purging: Jezebel Butterfly - 6x Mandrakes
Nimble Mind: 5x Valerian Roots - Verdant Mushroom
2025-09-27 10:26:00 +0000 UTC
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Many people asked me about this mod, so here we are. This is a new version, integrated with Maxis new romantic system.
Short description: This mod locks the romance progression behind an interaction; Sims can flirt but will not build a romance unless the player initiates it.
UPDATES:
27/09/2025 Patch Update
Video Demostration
Long Description:
Before the Sims have 10 points in the romance bar, they can't really move forward in their relationship. Sims that already have a lot of romance, like premades or your own Sims, will not be impacted. To start a relationship, all new Sims will have to do the following:
If the romance between two Sims who are already together drops below 10 points, the development will be locked again. They will have to restart their relationship in order to keep it alive:
Interactions can fail, and other Sims can start a relationship autonomously with a played Sim (autonomy is tied to the enamoured sentiment).
2025-09-27 10:23:00 +0000 UTC
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This mod replaces my old "Gender Neutral Standing Idle" that was posted here In the Sims 4 males and females have a different looping animat
This mod requires the Core Library
UPDATES:
27/09/2025
Languages:
In the Sims 4 males and females have a different looping animation for the passive standing:
It's much more noticeable in game than in screenshots, especially if you want a masculine female or a feminine male, they keep standing with the standard animation unless you change gender in CAS.
This mod allows you to change the standing animation of a Sim (Teen to Adult, Elders are a different question, see below) by clicking on the Sim and selecting "Change Standing Animation":
Sitting:
Changing the standing idle will also change the sitting idle, it will probably not work in every situation:
Elders
Elders don't have a gendered standing animation but they have that annoying idle where they look around that you can now turn off:
You can also turn off elders specific walk:
2025-09-27 10:20:00 +0000 UTC
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This is another mod that had disappeared, because I wasn't happy with how it worked and I've been messing with it for a while.
Some features of this mod require the Core Library
UPDATES:
27/09/2025 patch update
This mod mainly alters the autonomy for the social interactions. It also makes romantic interactions much more likely to fail if a Sim flirts with another Sim that is already in a relationship.
Friendly Interactions and Funny:
Not many changes on this front, Sims will be less likely to "ask about day" or tell a joke to a Sim that just offended them. If the conversation hits the offensive stage, then it'll go downhill from there without user intervention.
Mean Interactions:
This mostly affects mean and evil Sims. There isn't much difference in the way these two traits engage with other Sims... they use mean interactions indiscriminately and are nearly impossible to befriend. This makes them stop being mean to friends. Evil Sims need a much higher relationship with another Sim before stop being douchebags.
Mischief Interactions:
Limits the autonomy 'cause there is no point in making a goofball or mean Sim if everyone is mischievous all the time.
Romantic Interactions:
This is where the mod is more hardcore. Sims in game flirt all the time. Besides being annoying as hell it also makes gameplay boring. This is especially true with the relationship satisfaction system in Lovestruck, and I'm about to go on a rant to explain why:
The developers seem to think that if only the nasty players engaged with the game, then they'd realise their genius. And they keep trying to force us with bribes (the events) or scripted situations (the scenarios).
The problem with the game is not that player don't engage, it's that gameplay features are implemented poorly and this is a prime example:
In theory, the relationship satisfaction system is a good idea and should be engaging, but in practice it falls flat because for it to be engaging it has to present a challenge. There is no point in having the feature if all Sims do is flirting autonomously and filling that satisfaction stat by themselves: the game plays itself without strategy, challenge, or user intervention... so enter:
SIMS WILL NOT FLIRT AUTONOMOUSLY UNLESS FLIRTY
This way you have to be strategical in your game play, or couples will grow unsatisfied, and you'll have to actually move that mouse and make them interact enough to get flirty, or use the many ways in game (like aura effects from the objects) to make them flirt and keep up the relationship.
Other things this mod does:
Gets rid of the "cute wave" animation of the flirt interaction and uses the much better teen flirt animation instead, 'cause I find the "cute wave" creepy.
Limits some regional introductions to their region.
Mistletoe kiss only appears during the winter holidays
As I said above, Sims that are in a relationship will be much more likely to reject advances.
At the moment, this mod also removes the autonomy for the Talk About Marriage interaction because I'm investigating it, I don't think that one's supposed to appear for already married Sims (or played Sims at all since it seems to be a poorly tuned NPC interaction)
2025-09-27 10:17:00 +0000 UTC
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A collection of mods to stop some things in game that annoy the shit out of me.
Most of these mods require the Core Library to work.
UPDATES:
26/09/2025: Patch Update
Click on the links to download.
Collapsed Sims Animation Replacer: requires Realm of Magic. Changes the collapsed animation in the pass out interactions with a more serious one from RoM. The RoM animation doesn't work on children, that will still use the old one.
No Forced Slow Experience MOVED : formerly in tweaks. Disables the forced "Slow Experience" feature from Snowy Escape. The feature can be enabled for a Sim from an interaction.
No Run [^] : makes Sims walk instead of running everywhere, also unlocks the Jog interaction. The feature can be enabled on a Sim from an interaction.
No Preroll: preroll autonomy is that autonomy that triggers for Sims on are left on lot when you travel and go back home, or upon loading the game. Also included in Autonomy Toggle.
No Greetings: disables the mandatory greetings before starting to talk when Sims haven't seen the other Sim for a while that was introduced with Get Together patch.
No Gardening: soft, overrides-free attempt to stop autonomy for gardening, it's not fully reliable but it's conflicts free.
No Likes And Dislike Chance Cards: disables the gameplay element of likes and dislikes, basically the pop-ups asking you if your Sim likes or dislikes what they're doing.
React to Collapsed Sims [^] : Sims will react to passed out Sims instead of ignoring them. Added also reactions for pets.
Slower Fish Freshness Decay: makes fish stay fresh longer.
Wave Goodbye: range to wave goodbye when NPCs leave the lot reduced and now requires friendly relationship.
Disabled Lifestyle Idles: disables the 25 idles animations from lifestyles.
No Reaction to Messy Environment: disables or tweaks the reaction Sims play when in a messy environment, for example when there is rubbish or something broken nearby. There are 3 versions of this one inside the zip, you only need one even though they don't conflict. You can choose to disable the reaction for all Sims, only Sims with some traits, or have only Sims with specific traits react to the mess. More info inside the text file in the zip.
Tense From Bills [^] : Sims with unpaid bills will have a chance to get tense.
Coffee Redux: reworks coffee buffs that in vanilla last too long and do to little.
Vanilla: buffs last 6h and only affect autonomy making sims less likely to sleep or nap.
Modded: buffs only last 1h but reduce or lock the energy decay (depending on coffee quality) in addition to the vanilla autonomy modification.
Disliked Things Are Boring: zip file with 5 versions. Pick and choose or install the merged file. This mod changes the stressed mood Sims get when doing things they dislike into a bored one.
Venues Requirements: makes some mandatory requirements in the Park, Library and Bar venues, optional (chess tables and TV). This mod will flag your lots as modded, keep it in mind if you share on the gallery.
Expansion Packs
[DU] No random roommates stuff: stops roommates from performing some annoying behaviour:
Decor: no random decorating rooms
Food [^] : no random bringing home food
Mess: no random spawning garbage piles
[IL or EbN] Stop ageing - give immortality to Mermaids and Fairies: doesn't require both packs, you can mix and match with the options. The main file contains all the tuning necessary for the options to work but you need the optional files for them to show up. Optional files only contain an empty tuning to check if they're installed and they'll never need updating. Mix and match as you please.
Stop Ageing [ Mermaids - Fairies ] : similar to vampire, these occults will not age past teen stage. They can still die unless you add the other file on top.
Immortality [ Mermaids - Fairies ] : proper immortality. These occults will not die. This will not stop ageing unless you add the other option on top.
MAIN FILE [^] always required regardless of the configuration you pick.
Game Packs
2025-09-26 20:32:00 +0000 UTC
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A series of mods that tweak Sims autonomous behaviour without removing autonomy altogether, or in some cases enable autonomous actions.
Some packages have overrides. Some packages require the Core Library (*)
UPDATES:
26/09/2025 (sort by last updated on GDrive) [^]

Bar : Limits the "bar make drink" autonomous behaviour. Stops visitors from using the object.
Chess [^] : Limits the "play chess" autonomous behaviour. Stops visitors from using the object.
Clean Up Toys : Limits autonomy to neat Sims and stops visitors from running the interactions.
Coffee/Tea : Tunes down autonomous behaviour. Stops visitors from using the object.
Dance : Tunes down autonomous behaviour.
Drink : Tunes down autonomous behaviour. Sims can only autonomously grab drinks from the kitchen sink if set.
Food : Tunes down autonomous behaviour. Stops visitors from grabbing snacks or cooking.
Grill : Tunes down autonomous behaviour. Stops visitors from grabbing snacks or cooking. Also limits the clean grill behaviour.
Instruments [^] : Tunes down autonomous behaviour. Stops visitors from using the objects.
PC/Videogames [^] : Tunes down autonomous behaviour.
Phone/Tablet [^] : Limits the autonomous behaviour. Stops visitors from using the tablet.
Reading : Tunes down autonomous behaviour.
Stereo : No turning on stereos while a Sim is sleeping.
Talk to Plants [^] : Tunes down autonomous behaviour.
TV [^] : Limits the autonomous behaviour. Stops visitors from using the object.
View Art : There are a lot of "view" interactions in game and they're all autonomous. This mod blocks most of them and limits the "view art" and "view sculpture" autonomy to museums and art centres.
Wash Hands [^] : Tunes down autonomous behaviour.
Watch Performance [^] : I'm sure you noticed too that the moment a Sim grabs an instrument all the Sims around rush to watch the performance even if they're just practising. This mod limits the behaviour.

Get To Work
City Living
Discover University
Seasons
Seasons Play Interactions : Limits autonomy for some seasons interactions like playing on the swing to children and teens only (autonomy only)
Weather : this one isn't strictly autonomy, it decreases the chances to be hit by lightning by discouraging outside interactions.
Cottage Living
Watch Animals : Stops Sims from obsessing over the bird house from cottage living and especially from running the autonomy when it's raining or at night.
Cross Stitching : Tunes down autonomous behaviour.
Horse Ranch
Lovestruck
Watch Sky/Starry Sky : Tunes down autonomous behaviour. This interaction is very aggressive and disrupts gameplay when you have a couple and a lovechair on the lot, they get obsessed with watching the sky. Also, the NPC interaction had no time limit so Sims don't stop even if their needs are very low. The mod stops NPCs from picking sims on roles (like bartender) or the selected sim for this autonomy. It also blocks the autonomy unless sims are flirty.

Campfire [^] : Limits the light campfire autonomy to Granite Falls.
Cooler (Merged with BG food and drink): Tunes down autonomous behaviour.
Gross Interactions (Parenthood) [^] : Limits autonomy to Bad Manners Sims or Slob Sims (if they didn't get the Good Manners trait)
Make a Mess [^] : stop kids from making a mess in community lots
Yoga : Tunes down autonomous behaviour. Stops visitors from using the objects.
Plasma Packs : adds a restriction to only drink plasma packs autonomously when the vampire actually needs it so they don't consume them all in 5 minutes.
Ice Cream : Limits the autonomous behaviour. Stops visitors from using the object.
TV Workout : Enables autonomous TV workout.
Knitting : Limits the autonomous behaviour.
Rocking Chair : Tunes down autonomous behaviour.
Globe Bar : Tunes down autonomous behaviour.
2025-09-26 16:41:00 +0000 UTC
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Outdoor Retreat 2.0 aka Adventure Awaits Updates
The DEIvelopers of this game are really out of ideas for new packs, uh?
2025-09-26 15:37:14 +0000 UTC
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Another thing that was sitting in my mod folder waiting to be posted.
This mod requires the Core Library.
UPDATES:
20/07/2025 I had the main file updated for a while cause the zone modifiers from cottage living cheats were showing in the UI and weren't supposed to, but I forgot to post it. I also managed to stop the events from starting altogether, but the file needs to be installed before the BS starts, so I'll release that one once the next idiocy drops.
This mod add various cheats to the game across different packs (you don't need to have all the packs for the mod to work)
These are cheats, they require you to SHIFT+Click on the sim to appear.
BASEGAME
Under Romance Cheats:
Chat Sexual Orientation : This allows you to change a sim's sexual orientation on the fly without entering CAS, including NPCs.
Cheat Romantic Boundaries : This allows you to change a sim's romantic boundaries on the fly without entering CAS, including NPCs
HIGH SCHOOL YEARS
Under Maxis' Pie Menu (Pack Cheats):
OCCULT CHEATS
Under Maxis' Pie Menu (Spellcaster/Werewolves cheats. I made a custom category for Vampires):
Reset powers and ranks : same effect as the perk reset potion/drink. For vampires you can remove powers and weaknesses separately, this is useful to remove weaknesses from existing vampires if you have a mod that disables weaknesses.
No Vampire Weaknesses : removes auto unlock of vampire weaknesses, to be used with the cheat above. There are many mods like this one around and will work as well with the cheat, so if you have another one that does the same, you don't need this.
STRANGERVILLE
Under Maxis' Pie Menu (Pack Cheats. I made a custom category for Strangerville):
COTTAGE LIVING (Horse Ranch)
Under Pack Cheats -> EP 11 Cottage Living (Under EP 14 Horse Ranch if Cottage Living is not installed)
Cheat Animals Lifespan
This one's a bit complicated because I wanted something customizable on the spot instead of a global solution. Animals age is a mess to predict, if you're curious there is a pop-up in the mod that gives you the maths and helps you to guess how much you're slowing ageing down.
The cheat can be run individually on the animals or on all the animals on lot by shift+click on a Sim.
From the animal it will only change the decay rate for that animal, from the Sim it will affect all the animals present on the lot (but not the ones you'll get from that point on). The Sim must be inside the boundaries of the lot for the interactions to appear.
The interaction that appears outside of the "Cheat Animals Lifespan" menu on the animals is empty, it only tells you what option is active on that animal.
FOR RENT
On the objects directly
Added two interactions to restore power/water functionality to the water heater and fuse box when the utilities are shut down by another event (like NAPs, the Landgraab call, or the unpaid bills) that don't automatically come back on: this bug here.
I've been sick of Maxis' bugs for a while now and I'm not up to spend hours trying to fix their shit, so I'm just cheating my way around at this point. Interactions only appear when the bug is triggered and utilities are back on.
OTHER
Complete Live Event Quests
UPDATES: September Bullshit event (I could not test the cheat on the cracked game, the event didn't trigger... let me know if you get problems)
UNLOCKED REWARDS
I had already made a mod to unlock all the rewards (only shared on Discord) but now I'm also sick of this stupid UI
I can't wait 8 more days for it to fuck off. If you're like me and don't give a crap about Maxis events not even if they try to bribe you into engaging with the game THE WAY THEY WANT you to engage with rewards, and are just interested in the good old fashioned sandbox, this cheat is for you.
Instructions:
Put the mod in your mod folder, load the game, start a new save (it will take some time to run the cheat, don't do it in your main saves), go into live mode, shift click on your active Sim, look for this interaction:
Run it. The first set of quests will be complete. Wait one Sim minute then run the interaction again to complete the second set. Keep doing it until you cleared them all, waiting a minute between running the interactions.
Quit the game, remove the mod, done. All rewards will be unlocked, all the quests will be cleared and the UI will fuck the hell off. It's still a royal pain in the arse but way less than going around the game to complete this absolute shite.
2025-09-26 15:31:00 +0000 UTC
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I didn't know this influencer before his assassination so I'll spare universalist appeals to emotions and shared values that aren't here, because that would be hypocritical, since I'm not a Christian nor a Secular Humanist.
Speaking of values, I wanted to post a funny genealogy of some popular terms used by one side of the current debate to claim the moral high ground:
From a pagan or pre-Christian perspective (mine), racism doesn’t exist as a moral category because there is no universal axiom that all humans are equal.
In tribal or pagan logic:
Each group simply prioritises its own survival, its own gods, its own customs.
Strangers are outsiders; treating them differently is natural, not immoral.
Inequality between groups isn’t a violation of principle—it’s just fate (Moira), nature, or divine will.
The Christian revolution introduced the universalising claim: all souls equal before God. Once that axiom is in place, distinctions of race, sex, or class become potential moral contradictions. Racism as a concept only emerges after equality is established as a value.
Pagan worldview → no racism, only tribalism.
Christian worldview → racism becomes possible as a moral accusation because it violates universal equality.
Each term only exists if equality is already taken as a moral axiom. From a pagan/tribal frame, they collapse.
Racism
Christian frame: Racism is immoral because all humans are equal before God. Discriminating against someone on race violates universal worth.
Pagan frame: No such category. Preferring your own tribe is natural, outsiders have no guaranteed worth. It isn’t immoral to rank groups differently, only pragmatic.
Homophobia
Christian frame: After equality extends beyond tribes and into persons, sexuality becomes another field of worth. Condemning homosexuality is framed as denying equal worth of people regardless of orientation.
Pagan frame: No category of homophobia. Customs regulate sex for pragmatic reasons (fertility, inheritance, ritual purity). Same-sex acts may be ridiculed or tolerated, but not moralised as oppression.
Transphobia
Christian frame: With equality extended further into identity, rejecting someone’s self-declared gender is cast as hatred against their equal worth as a human being. Speech itself can become “violence” because it denies dignity.
Pagan frame: No transphobia. Gender roles are fate (Moira). If someone deviates, it may be tolerated as eccentric or punished as disorder, but it’s not parsed as denying equal worth, only breaking custom.
Bigotry
Christian frame: Bigotry is condemned as the refusal to extend equal worth universally. To be “closed-minded” is to fall short of the universal call to love one’s neighbour.
Pagan frame: No concept of bigotry. Favouritism toward kin and hostility to outsiders is expected. Open-mindedness is a pragmatic tool for trade or alliance, not a moral duty.
Therefore: if someone celebrated the death of Charlie Kirk because he was "racist, homophobic, transphobic, bigot" they're claiming the high ground with borrowed Christian values.
Calling him racist, homophobic, or bigot only makes sense if you believe in equal worth of all humans: a Christian inheritance. If you celebrate his death you deny that same worth, slipping back into pagan logic.
You’re preaching Christian values while acting like pagans.
If you're that person, you know your way to the door. I don't want you around.
_
It's pointless that you leave pissed comments or send me private messages because you're displeased about this post, you have no leverage. Money is no leverage. Morality is no leverage. Shared "categories" are no leverage. Inventing fantastical "we" to smuggle individual judgement as group authority is no leverage. You'll be instantly blocked. We share nothing, you are strangers, you get no right to speak, no right to appeal, no right to complain. This is PAGAN LAW. Take the door or I'll show you where it is.
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I don't know what part of "you have no appeal" is so hard to comprehend for you others so I'll put it the way my father would put it: the problem with you people is that you've been taught that debate is endless and that boundaries can always be crossed if pushed in the correct way, that salvation is always possible. It is not. Debate isn't endless. This is where it ends. The signal that was given by killing Charlie Kirk then parading around in celebrations for ancient cultures or in some outside the West would be clear and brutal: that's a declaration of war. If you were not against your so hated Christians, the retaliation would not be peaceful.
2025-09-15 17:50:51 +0000 UTC
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If you’ve modded Skyrim, you’ll know Mod Organizer is the cleanest way to keep a game stable: it creates virtual mod folders (profiles) instead of dumping everything into the game’s main mod directory, then reroutes the game to load from those profiles.

The Sims 4 doesn’t have anything that sophisticated. EA’s official advice when your game misbehaves is basically: “Move your entire Sims 4 folder in Documents somewhere else!” – which works, but is clumsy and unnecessary. We can apply the same profile logic manually.
How The Sims 4 Reads Game Data
The Sims 4 only loads the folder in your Documents directory if it has the exact name The Sims 4. If it doesn’t, the game ignores it and generates a new one — complete with its own Mods, Saves, and Tray folders.

This means you can maintain two (or more) completely independent setups — different mods, saves, and builds — just by renaming folders. Change the name back to “The Sims 4” when you want to use that profile, and rename the others to something else so they’re ignored.
Note: This isn’t 100% foolproof. The last time I did this, I still managed to break something. But if you’re careful, it’s a quick and simple way to isolate mod setups without reinstalling the game.
Setting Things Up
Method 1 – Quick New Profile (Clean Start)
Watch the video for the simplest and cleanest way to generate a fresh Mods and Saves profile. This method uses nothing more than strategic folder renaming:
Go to your Documents → Electronic Arts.
Rename your current The Sims 4 folder to something else (e.g., The Sims 4 – Main or The Sims 4 – ModsOn).
Launch the game. It will create a brand-new The Sims 4 folder with empty Mods, Saves, and Tray.
You now have two profiles. Rename whichever one you want to use back to The Sims 4 before launching the game.
Method 2 – Duplicate & Edit (Clone Your Setup)
If you want your new profile to start with your current mods, settings, and saves already in place:
Duplicate your existing The Sims 4 folder.
Rename the duplicate (e.g., The Sims 4 – BuildOnly).
Open the duplicate and delete whatever you don’t want in that profile — for example:
Rename it to The Sims 4 when you want to use it.
Repeat as many times as needed to keep different setups separate — e.g., “Main Playthrough,” “Mod Testing,” “CC-Free,” etc.
Automating Profile Switching with a BAT File
If you don’t want to manually rename folders every time, you can use a simple Windows batch (.bat) file to swap profile names instantly.
Example Setup
Let’s say you have two profiles in Documents → Electronic Arts:
The Sims 4 – Main
The Sims 4 – BuildOnly
Example BAT Script
Create a new text file and paste the following:
@echo off
REM Switch from BuildOnly to Main
ren "C:\Users\<YOURNAME>\Documents\Electronic Arts\The Sims 4" "The Sims 4 – BuildOnly"
ren "C:\Users\<YOURNAME>\Documents\Electronic Arts\The Sims 4 – Main" "The Sims 4"
pause
Instructions:
Replace <YOURNAME> with your actual Windows username.
Save the file as something like SwitchToMain.bat (make sure “Save as type” is set to All Files, not .txt).
Create another BAT file to swap back the other way.
The first ren command changes your current active folder’s name to its stored profile name. The second ren changes the desired profile to The Sims 4, making it active.
You can create as many BAT files as you want for different profiles — just duplicate the commands and adjust the folder names accordingly. Double-click the BAT file to swap instantly without touching the folders manually.
If you're completely new to this sort of things, AI can create a .bat file for you to switch profiles safely in two seconds, if given instructions:

2025-08-10 11:13:44 +0000 UTC
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EA recently announced they won’t be making The Sims 5 because “that would be unfair to the players.” Translation: there’s no reason to risk a new game when the current one can be milked indefinitely.
This led me and the actual owner of our copy of The Sims 4 to rethink things. For her, the game became too bloated and complicated after Cottage Living. She hasn’t actually played since then, buying new packs only to keep a “complete collection” at first, and lately just because I use them for work. But with the collection now endless and the game overwhelming, there’s no reason for her to keep purchasing packs she won’t use.
The big problem is that as long as they keep adding content, the situation cannot improve. The game is already a mess of half-baked and poorly integrated features that need proper reworking — like the fear system, which is interesting in theory but a mess in practice. It could be improved by making fear gain incremental, for example: three degrees that escalate depending on how many times the fear triggers, with the first degree lasting a week and the last becoming a lifelong trauma. I was waiting for EA to finally move on so I could get serious about these kinds of fixes, but their constant push for patches and content doesn’t give enough time to work on anything. If they’re not going to stop, I’ll stop it myself so I can finally put into practice the ideas my wife and I have been building for a while.
I’m not interested in new content either. I only use the game for writing and modding, so we’ve decided to freeze her installation of the game at its current state (Enchanted by Nature), turn off updates and deliveries, and give her a stable version she can actually play — while I fix the things she dislikes without being interrupted by patches.
The only complication is the modding side. I’m only involved in that for the income, so I’ve set up a second installation of the game that I will keep patched to extract tunings and keep mods updated for players who want the latest version.
My main focus, however, will be on fixing and refining content up to Enchanted by Nature and not beyond.
2025-08-09 14:25:56 +0000 UTC
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This mod requires LOT51 Core Library
UPDATES:
04/08/2025
Private Filters: fixed the vet not showing up when visiting the clinic.
Languages:
Dutch Translation by Gothique Simmer
This mod lets you assign NPCs only jobs to existing Sims.
From this version on, it will NOT stop random townies anymore.
The filters have been removed and made private, too many people were having problems with them, and I have my preferences regarding the random townies, my filters are tuned for the way I play, therefore I don't want to edit them in a different way.
If you still want my filters they're here (UP 04/08/2025), but I'll not give support for them because I don't want to see a random Sim EVER, I don't care if the roles aren't filled.
SUGGESTIONS
Don't load the Sims you intend to use as townies into a lot, that'd make them played and no matter how many times you try, they'd not take the roles.
Assign Sims to role immediately when you start a save, before the game generates its own (or gives other roles to the ones you have in world if you use a mod to stop the randoms). There is an option to remove Sims from roles on the mailbox, but won't work for all roles.
If a service Sim doesn't show up or the wrong Sim shows up, wait 24 in game hours before hiring them. The game will not use Sims that are instanced (present on the lot)
VIDEO DEMONSTRATION
Sorry for the bad quality but it was huge otherwise.
(This is made with my private filters, I can't guarantee the result in combination with other mods)
Cheats have been reintroduced, you can also assign roles by shit-clicking on a Sim.
2025-08-04 13:22:00 +0000 UTC
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AKA: the new version of Assign NPC Roles.
"Expanded Lore" doesn’t mean I'm adding new lore to the game—instead, it’s a tool that gives you full control over the existing lore and NPC roles in your game. It's designed to streamline the setup process for new saves, especially if you prefer to micromanage your world.
The mod is now public, thanks for the patience
THIS MOD REQUIRES THE CORE LIBRARY
List of features so far:
Assign Packs specific Sims roles (RoM Sages, Henford Villager roles, Strangerville roles) up to High School Years.
Assign Active Careers coworkers
Manage NPC Occult type, university degree, reputation and fame for multiple Sims at once.
Assign Service and Venue roles.
Assign Potential Employees for owned businesses
Manage university students, organisation members, and roommates.
Retrieve tombstones for deceased NPC Sims and release ghosts.
Select roles (e.g. Sim of Honour, Flower Pal.) for the custom wedding events in My Wedding Stories.
SimPicker to quit Sims from jobs, retire elders, drop out high school/university
SimPicker to add/remove ailments
SimPicker to remove preferences from Sims
Option to stop random ailments and preferences assignment with ability to select individual exceptions to the rules from picker.
Relationships management.
Likes and Dislikes management.
I originally started working on this as a way to bribe my wife into buying the new pack—her main hesitation with starting a new save was the time it takes to set things up the way she likes, adding occult types, degrees, and similar traits to each family one by one. The goal was to create a lightweight management tool for batch-assigning characteristics to Sims. While building in features she requested, I realised the same system would work well for assigning NPC roles. Since some of her requested features overlapped with that mod, I decided to merge the two into a single tool.

All the interactions of the mod are in the cheats menu to avoid cluttering the UI. to bring them up:
Shift + Click on the terrain.
You can do this everywhere on the fly, so it's not tied to the mailbox like the old Assign NPC Roles.
UPDATES:
20/08/2025

What this Mod Allows You to Do:
Similar to Assign NPC Roles, this tool lets you assign Sims to specific NPC roles, including active career positions, service roles, and venue jobs.


This doesn't require much explanation, results are going to vary depending on your mods configuration. I tested everything without other mods and my filter edits.


But it goes further, allowing you to assign, for example, occult types to multiple Sims at once:


[ Not all occults are included yet because I'm going pack by pack]


[By the way Akira is not in the Goth's household, I summoned him with MCCC]

The same thing can be done to give degrees to multiple Sims at once (including the custom degrees from my other mod):


Other things you can manage in this preview are celebrity level and reputation of townies:

Venue and Potential Employees Roles
If you decide to use the venue and employees roles function, this pop-up will warn you of the implications:

Long story short: it's not possible to have both fine-tuned, persistent venue role assignments and automatic role management at the same time, due to how the game repurposes Sims. With this file installed, you'll need to assign roles like mixologist or stall vendor manually—but the game will respect your choices. That solves the main issue with the old mod, where manual assignments could be overwritten by the game's auto-fill system.
I’m keeping this module separate for players who want full control over NPC roles in their world.
This file allows you to assign roles such as mixologists, restaurant chefs, waiters, and more.

Optional Files:
In the Optional File folder you'll find a bunch of files to decide how you want the game to behave regarding random preferences to NPCs, random ailments, ailments from pixies and balance, and ailments from contagion and to enable the other interaction shown in the screenshot above:

These let you select the default behaviour you want (example mine above is: ailment from pixies default on, ailments at random default off, ailments from contagion default on, random preferences default off) and toggle the behaviour for specific sims in game:

Detailed Read-Me available HERE
2025-07-27 20:53:00 +0000 UTC
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Because I hate the pickers.
This mod requires the Core Library
DOWNLOAD (Curseforge)
UPDATES:
18/07/2025: Fixed an issue with some objects like the fish bowl.
Languages:
Dutch Translation by Gothique Simmer
Russian Translation by VitaVP
Chinese Translation by Licer
A Sims 2/3 style way to quickly change a Sim's outfit. Doesn't override vanilla one.

Interactions are present on the Sim. A couple of interactions are present on dressers and mirrors to quickly change into sleepwear and everyday.
Some interactions are added to the locker to quickly change into athletic and swim. Interactions are also on coat racks from basegame and a couple of other packs to switch from coldweather/hotweather/everyday (only available during Cold, Freezing, Hot and Burning weather).
Interactions to remove the shoes and wear slippers are also present on various objects.



Other Features:
Autonomous switch to everyday outfit: for household not selected Sims when autonomy is on (can be disabled on a Sim from the cheats menu)
Special outfits: wear special outfits like aprons, bathrobe or gardening suit.
Always wear an apron while cooking: makes Sims use an apron while cooking, they take it off once they stop. Requires either Home Chef Hustle/Perfect Patio or Cool Kitchen/Perfect Patio, the mod checks if you have the pack, so if you don't the interaction will not be there.
2025-07-18 20:02:00 +0000 UTC
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I'm back, less patient for politics than before, and I'll now catch up on what I missed during my break. If you’re wondering why I disappear
I'm back, less patient for politics than before, and I'll now catch up on what I missed during my break.
If you’re wondering why I disappeared: long story short, I don’t buy the new EPs myself, the game isn't mine, so I was missing the files for the Business expansion, and I couldn't do much without those.
Security Settings on More Objects sort by last updated.
Autonomy Tweaks sort by last updated.
To celebrate my resolution below, the Fragility Flags Remover has been updated to include the Business and Hobbies Pack.
Assign NPC Roles Filters added the B&H filters, except the potential employers for the Small Business because I haven't tested the pack yet.
Minor Annoyances Mods sort by last updated.
Various Tweaks link to the post.
Always Wear a Towel After Shower and Bath
Customizable Standing Idle
Rabbithole Veterinary
Potions Ingredients Overhaul
I'M NOT GOING TO MAKE A NEW POST FOR JULY PATCH, NEW UPDATES BELOW
Since I'm testing mods by adding them one at time and playing them, here are those I cleared so far, no updates needed:
Autonomy Toggle, Romance Lock, Ages Behaviour Tweaks, Security Lock on More Objects, Go For Jog&Walk Together, Customisable Standing Idle, Visible Needs, Grab Beer and Wine from fridge, Custom Degrees
Custom Cheats unlocked the new rewards for the event and updated the cheat to complete the quests.
Career Rework Chance Cards cheats only (for now): Work - School
Expanded Gym (I managed to finish updating at least this one, this patch broke a lot of stuff)
Vampires Can Kill
Purchase Engagement Rings
Expanded Realm of Magic
Black Magic (Under review on curseforge, you can get it from drive in its own post for now) this took ages to fix, sorry about it. Everything should be back working now, if it gives other problems, let me know.
Walkby Overhaul I've been working on this one for nearly two weeks.
Assign NPC Roles - Private Filters
By the way, removing the pronouns seems to not be working anymore, whatever you do to the templates now stops premades from being generated.
Always Wear a Towel After Shower
Autonomous Socials
By the way, I heard the lovely people at Wired decided to stop by on behalf of the Woke Inquisition, searching for the mark of their mortal enemy—the Arch-Demon Bigotry, of whom ChatGPT was kind enough to provide a drawing.

I haven’t kept up much with what's going on in the Sims Community, but I did see signs of yet another round of witch hunting making its rounds. So, in case they feel like dropping by again, here’s a heads-up:
I might just start using postmodernism against them. Terms like "bigot" have no inherent meaning: none. They’re empty containers until someone pours meaning into them, and the meaning is always projected, always contextual, and always strategic.
These are instruments of power, and that power depends on consensus.
Withdraw consensus, and their entire demonology collapses. Transphobia, racism, inclusivity, diversity, all of it, turns into what it actually is: morally loaded jargon, meaningless without the crowd to chant along.
From now on, all these purity campaigns will get is unapologetic mockery for blabbering about meaningless stuff. I’ve simply decided to withdraw consensus altogether.
2025-07-15 07:56:00 +0000 UTC
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This mod requires the Core Library
This mod also requires Journey to Batuu (sorry about this, but that pack has some amazing animations), Jungle Adventure and Paranormal. Other packs (Vampires and For Rent) are pretty much optional.
UPDATES:
July 2025 Patch
Fixed Reaperscall spell not working
Fixed tests in the rites interactions
Rites can now be performed during the new moon, not only at night
New Moon also increases Necromantic Skill
Added a fix (in a separate file) to a maxis testset that is preventing this mod and some Maxis interactions from working
I still plan adding more stuff with the Life&Death pack but for now fixing the mod took long enough.
Languages:
Russian Translation by Urayxor
Portoguese Translation by Nymphetamin
German Translation by Uranium Fever
French Translation by Angelus75
This mod allows you to explore the darkest and most horrific aspects of magic: blood magic and necromancy.

It's as Maxis match as it gets, though, more one Addams Family's side.
I'm not going to go into too much information about the gameplay because I want people to find it in-game; I designed it to be easy to explore. There is a new aspiration - Mastery of the Dark Arts - in the knowledge category in CAS that functions as a tutorial (similar to the ones in vanilla game).
Things you probably would like to know:
Becoming a blood mage changes the Charge into Blood: instead of building charge, blood mages consume blood to cast spells. Blood recharges slowly every 24h (more on this later).
Blood Mages never fail casting a spell (with few exceptions).
Although is listed as a level one spell, Reaper's Call is a level 4 spell and one of the few blood mages can fail to cast (the failure doesn't involve death but Grimmy will "slap" your Sim).
The Grim Reaper used by the mod for this spell is a clone that will be marked for deletion as soon as the spell ends, and not the real Grim Reaper.
Reapers Call is the only spell in the mod regular mages can use and the only one that will appear in the Spellbook. Everything else in is forbidden magic.
This is not a path for altruistic Sims; every necromantic ritual is performed for selfish purposes and at the expense of others. Despite this, it is possible to pursue this route without sacrificing other Sims to the Grim Reaper by self-sacrificing and unearthing corpses of Sims who have died for other reasons (ritual options will be limited).
There are 9 necromantic rituals and 8 necromantic potions to unlock
Unlocked by default is the ability to cast curses on other mages.
Rituals include fame, money, love, youth, power, summoning spirits, resurrection and immortality (including for pets). There is also a ritual to unleash the Mold plague on a lot, but this is unlocked along a with potion. The higher the relationship with the killed Sim the better is the result of the ritual, the best results are if you kill and sell the soul of your Sim's loved one.
Potions include levitation, terror, misfortune, real poison (5 minutes and the Sim who drinks it dies), Mold (5 minutes it kills a Sim with the Mold death), transformation and Lichdom (which allows you to perform sacrifices yourself instead of summoning the Grim Reaper).

One potion and one ritual can be used to restore blood mages blood level.
Note about the potion of transformation and associated spell: this is a more powerful version of the morphiate spell, it turns a Sim into an object permanently until a Spellcaster turns them back (with the standard morphiate unlocked).
This is basically a death interaction, but I put safeguarding to prevent the transformed Sim from being culled by the game, you cannot sell or delete the created objects with the Sim stored, but it can be carried in the inventory, and while transformed the Sim will not age or die, still a death interaction will empty that Sim's entire inventory. The associated spell can fail (the potion is the safest option).

Black Magic + Expanded RoM:
Unlocks a few options for Spellcasters, like the ability to mind control Sims to propose, break up and divorce (blood mages only), the ability to feed Sims to the Cowplant (blood mages only), and the ability to necrocall a pile of bones as mind controlled ghost or skeleton (everyone with the necrocall spell unlocked).
Black Magic + Vampire Magic:
Vampires are blood mages by default, while Spellcasters have to make a sacrifice and a pact with the Grim Reaper to become blood mages, vampire mages have all the options unlocked.
Black Magic + Vampires Can Kill:
Blood mages can have a Sanguine Pact with vampires. Having a Sanguine Pact with a vampire and being around them is the only way to have the blood level go up at a fast rate.
Lots of cheats are included as usual.
2025-07-09 10:00:00 +0000 UTC
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