With Expanded Realm of Magic, you get a plethora of mods that were previously only available as stand-alone, along with some brand new, unique custom spells.
This mod requires the Core Library and Injection Tools. The mod also requires the Spellbook Injector for the new spells to appear in the spellbook.
UPDATES:
July 2025 patch
There is an issue with the game complaining about the missing object resources from vampire magic and mooncasters, which was not a problem before the patch. I'm currently busy getting back on track with other mods, I'll get to fixing this LE, in the meantime I posted a quick fix, consisting of the object resources from the other two mods, HERE
Keep reading for details an optional add-ons.
Play As The Sage
Expanded RoM includes a mod previously known as Play As The Sage, updated an reworked for the occasion. Basically, it makes the Magic Sage roles playable:

With this new release, it's possible to Play As The Sage as a gigs based career similar to Star Wars quests system (doesn't conflict with other careers, so the Sim can still have another job), it's also possible to make money by playing in the Sage role. The first time you enter the Realm as a Sage, you'll be given a tutorial mission to showcase the basics:

Subsequently, Sages can offer assistance to intermediate and novice spellcasters in the Magic Realm to get more quests:




A new NPC will be added to the Magic Realm, the Sages Assistant:

(The appearance of this NPC may alter from one save to the next since it's generated at random from among six premades I created for the role.)
Aside from keeping the Magic Realm in order (putting away books and discarding Cauldrons content when the NPCs are done experimenting) the Assistant can give Sages a Daily Task:

Daily Task can be requested once per day.
Improved Autonomy
Autonomy for NPC Sages is also expanded, they'll be able to experiment with cauldrons, have duels with each other and give lessons autonomously:


Attending a Sage's Lecture can unlock spells in the relative school for played Sims.

Custom Spells and Expanded Spells:




Mischief:
Astral Mimcry: allows a Sim to shapeshift into another Sim or into a cat. There are some limitations with this spell, since it technically creates a new Sim, the shapeshfter cannot be controlled since that'd require adding them to the household and breaking the illusion of shapeshifting.
Dustify: turns the target Sim into a dust bunny, dustifies a lot (sets dust level max). Requires Bust the Dust
Sandman's Embrace: creates a mist that makes Sims drop asleep when they enter the area effect.
Mischief Art: adds a number of area effect spells. Requires the Mischief perk unlocked.
Untamed:
Tremorcall: elemental earth spell missing from vanilla. Creates an earthquake.
Whirlwind: elemental wind spell missing from vanilla, traps Sims into a wind vortex.

Requires Jungle Adventure.
Untamed Art: Adds a number of area effect spells. Requires the Untamed perk unlocked.
Practical:
Empathorize: forces Sims to be nice (no mean interactions allowed under this spell's effect)
Enchantio: this is more of a visual spell, creates various magic effects that make Sims happy. Requires Seasons.
Practical Art: adds a number of area effect spells. Requires the Practical perk unlocked.
Expanded Spells:
Expands a number of vanilla game spells. These mods had overrides before that have now been removed.


Untamed Magic is Untamed:
Makes the untamed spells deadly. Currently can only be unlocked with cheats for regular witches (because I have plans) and are unlocked only for the Sage of Untamed Magic without cheats.

I changed the way this mod works, previously it was an override of maxis untamed spells, now it doesn't override vanilla spalls anymore (that are still safe) instead it unlocks a more powerful, deadly version of the untamed spells as the witch ranks up.
Unlocking the Custom Spells:
A new NPC is added to the Realm, the Mysterious Traveller you'll find around the marketplace:

She sells the tomes for my custom spells.


Some tomes are only available to purchase once you make friends with her!
Bring friendship above 35 to unlock tomes for rank 4 spells
Bring friendship above 65 to unlock tomes for rank 5 spells
Vampire potions tomes are only available for purchase when you meet the vampire lore level required to brew the potion.
Vampire Cauldron Potions:

Turns the vampire drinks like the vampire cure and sunlight reversal into cauldron potions, plus adds a potion of blood to fill vampire thirst. Vanilla drinks will still be available to make at the bar.
Cheats:

Not all the cheats in the screenshot above are available to the end user (unless the debug cheats are unlocked in MCCC)
Sages headline VFX can be turned on and off with a cheat.
Vendors Ghost appearance can be turned on and off with a cheat
Sims can challenge Sages for the Sage role like in the old Play As The Sage, can be turned off with a cheat
All the tomes for custom spells can be created in the Sim inventory with a cheat
Sages can leave the role with a cheat
Sims can be assigned as Sages with a cheat
Optional Files:
These files are not required if you use my private filters from Assign NPC roles.
Stop Random Sages Generation: Sages will not be replaced by random NPCs, if no Sim is assigned to the Sage role, the Sage will not show up in the Realm. If you install this file you'll need to manually pick Sims for the roles.
Magic Vendors Are Spellcasters: forces the Vendors in the Magic Realm to be spellcasters. You'll need to have enough homeless spellcasters without a career for the roles to be filled.
Mods made obsolete by this one:
The mods above need to be removed for this one to work correctly!
2025-07-05 12:59:00 +0000 UTC
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This is an update of an old small tweak I had, "propose costs money", that tweak will now be unsupported . With this mod, you can buy wedding rings. I didn't change Maxis' interaction, so even if you don't have one, you can still propose.
This mod requires the Core Library
UPDATES:
July 2025 Patch
Please read carefully the description!
Languages:
Wedding rings can be bought from phone, PC and in Tartosa from the clothing shop shell.


There are 5 wedding rings:

They show like this in game because the game generated thumbnail for the object was horrible. Rings go from cheap to luxury.

The ring cannot be dragged out of the inventory, you need to use the interactions:

Personalising the Ring:
You can give the ring a name and a description.

Proposing with the Ring:
Once your Sim has a ring in their inventory, Maxis interaction will be replaced by a custom one. Post Lovestruck the interaction is moved in the Relationships menu.

You'll need to pick the ring you want to use for the proposal:

After proposing the ring will be moved in the other Sim's inventory and will be wearable:


Wearing a gifted wedding ring gives gameplay effects (it slows down the relationship decay with the partner, the more expensive the ring the more powerful s the effect). The ring will also show on your Sim.
Already Married or Engaged Sims:
If your Sims are already married or engaged, they'll have the option to gift the wedding ring.


Family Heirlooms:
Parents and grandparents can pass down their wedding rings to the youngster.


This will change the ring into a family heirloom:

A family heirloom can both be worn and used to propose.
Special Rings:
There are 6 hidden rings that cannot be purchased, they can only be found through gameplay. 5 of them are associated with occults and give a special bonus to those Sims:

The 6th is a surprise.
I won't give you spoilers on how to find them, but from the cheat menu you can get up to 3 hints (shift click on your Sim with testingcheats on):

2025-07-05 10:06:00 +0000 UTC
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Wolfgang's photo is kind of a tradition for this mod.
This mod requires the Core Library. Please read carefully the description!
UPDATES:
July 2025 Patch
Added a cheat to remove the Sanguine Bond.
I removed the filter injector to block cattle and servants from appearing in situation for now, I'll release it later as a separate shared file.
Download (G-Drive)
MAIN FILE (Always Required)
STBL (Only pick one): PLASMA - BLOOD: you need at least one of these two. If you prefer vanilla definition of blood as plasma, pick the "Plasma" version. If you want a more realistic definition of blood as blood, pick the "Blood" version
OPTIONAL FILES: These files are optional and not needed for the mod to work, some can also technically be used without the main mod. Since this one will now be my main Vampire mod, I'll add more optional files in the future.
If updating from an old version of the mod, follow these instructions, as the mod has been completely reworked:
Remove the old mod and load the game.
Make a clean save without the mod inside your mods folder
Quit the game, instal the new version
Load back your save, if you had Sims as Cattle in your old save, you'll have to turn those Sims into Cattle again.
Notice: if you experience the dancing bug (Sims starting to dance instead of running the drink animation) install this mod by Lot51. This is a well known bug with some cloned interactions.
Languages:
Spanish Translation by CarmillaLaVampire HERE
Italian Translation by Shoni (Blood &Main Only)
Russian Translation by Urayxor
Portuguese Translation by Nymphetamine
German Translation by Uranium Fever (Blood &Main Only)
Dutch Translation by Gothique Simmer
French Translation by Angelus75
Note for translator: most strings are in the main file. The 25 string containing the word "plasma" (or blood) are in the two separated packages.
FEATURES
Deadly Drink:
The basic feature of the mod is allowing Vampires to kill Sims with a bite.
First change of the new version: the mod doesn't override Maxis interactions anymore, the deadly interactions are all in their own category to avoid conflicts with other mods:

Interactions from this category are always deadly! Low level vampires might need to weaken the victim before attempting to kill them with a drink.
There is now a custom death:


With a custom ghost:

Some Sims react if they catch your Vampire killing another Sim:
Non Occult Sims, Aliens and Mermaids: might attack to slay a vampire who killed another Sim if they have the brave, adventurous, hot headed or good trait and relationship is below 60.
Werewolves: Maxis seem to have made them very people oriented so they always attack a Vampire who killed a Sim unless they have a very high relationship with them (above 80) or have the evil trait (Greg is excluded).
Witches: they attack with fire magic if they have the brave, adventurous, hot headed or good trait or are the Sage of Untamed Magic, they have more tolerance to it relationship wise (above 30 they'll not attack).
Other Sims will react with panic and run away both to deadly drinks and to regular Maxis drink.
Fear of Vampire:
Witnessing a Vampire drink or getting attacked by a Vampire can trigger the Fear of Vampires:


It pissed me off that there is a generic "Fear of the Dark" but no specific Fear of Vampires (or other occults) so I made one. It can only be solved by slaying a Vampire.
Cattle:
Vampires can turn Sims into Cattle to keep them around and drink from them when they need it, like in the old version of the mod. All vampires can tun Sims into Cattle during the New Moon. The "Manipulate Life Spirit" perk unlocks the ability to turn Sims into Cattle always.
Cattle have two custom motives and no social motive, they cannot socialise unless allowed to by their Masters. They also have a custom autonomy.

Plasma (or Blood, depending on the STBL you choose to instal) is what a Vampire consumes when drinking from a Cattle instead of energy like it happens for regular Sims. A Cattle doesn't die from critically low Plasma level, they just pass out, and there is no "recently bitten" limitation for drinking from them, but a critically low Plasma level starts consuming their Life Force. Plasma level goes back to normal if the Cattle is left alone, it goes up faster if the Cattle is well kept (hunger and energy high).
Life Force is what keeps the Cattle alive, pretty much like in the old version, this motive cannot be normally restored, once it's over, the Cattle will die. A Vampire can restore a Cattle's life force by feeding them their plasma, but doing so will block the ability to drink from that Cattle for a while. Vampires can also directly drain Cattle Life Force to restore Vampire Energy;


You can check on the Cattle's motives from the Manage Cattle menu:

Life Force also gets drained during a specific event that can only happen at night: the Cattle can get attacked by shadows as their defences are down and they're between life and death. A Vampire with resistance to sun can use the "Protect from Shadows" power on them at night to prevent this.


Cattle Levels:
There are 5 Cattle levels, they come with different emotions and autonomy.

Cattle doesn't have the full range of emotions a regular Sim has, they cannot have positive emotions and normally, they're either scared, sad or dazed depending on their level. Level 1 and 2 Cattle are scared, 3 and 4 are sad and 5 are dazed. Their level affects how likely they are to refuse following an order and how good they are at bringing in other victims.

Their appearance also changes on high levels.
The level goes up as you order them around, drink from them or use some powers on them. At level 5 Cattle can be turned into Servants.
Cattle Management:
You can give orders to Cattle:
You can either be nice or severe, how you decide to behave with them influences how fast they level up (and nope, I don't reward you for being nice). Aside from the regular stuff like cleaning up and repair stuff, you can also order them to go out and bring back other Sims:

This will send them to a rabbit hole and they'll come back with fresh victims:

What you do with the Sims they bring back is up to you! low level Cattle is better at bringing back victims as they're still more human!
Cattle can defy your orders.

Low level Cattle is more likely to say no to a direct order. When they reject an order, you cannot order them again for a while. It also unlocks the ability to punish them:


This is another power that makes them level up. A punished Cattle will not defy orders again for a while.
Cattle doesn't age as long as they're Cattle.
Servants:
Level 5 Cattle can be turned into Servant


Servants behave very much like a butler, they do stuff around the house autonomously, you can still order them to do specific things, they never fail at bringing other victims. They're undead, so there is no turning back from the Servant status, they can only be destroyed. (You can turn a Sim back from Servant only with my debug cheats). They don't have needs and they don't socialise:

They also don't age and give a skill bonus to vampires when they're around.
Turning Sims into Cattle:
In order to avoid the problems the old mod had, there are some restrictions and tests:
If the Sim has a house: they'll be automatically added to your family when you turn them. Sims whose household has more than one Sim but no other Young Adults, Adults or Elders cannot be turned:
For example is you try to turn a Sim whose household only has one YA and all pets, the interaction will fail

If the Sim doesn't have a house: they'll become roommates to prevent them from running away. If you have too many roommates one will leave. I didn't add tests to check how many roommates you have because there are mods that increase the cap. Same restrictions as before applies to households with more than one Sim and less than two adults.
Other occults cannot be turned into Cattle to avoid conflicts with motive bars, but you're welcome to try turning them!
When you turn a Sim into a Cattle, the Cattle automatically belongs to all the Vampires in the household. Some specific interactions can only be used by the original Master, but all the Vampires in the household can drink from them.
Freeing a Cattle:
Cattle can be freed by: another Vampire, a Werewolf bite, or the Rite of Ascension from a witch. The Masters will react to another Sim freeing their Cattle.
When you free a Cattle: if the Cattle had been added as a roommate, they're removed and they'll run away. If the Cattle had been added to the household, they'll be removed and they'll run away, it this case they'll become hidden households, you can get those sims back by inviting them into another household or unhiding them with MCCC. If the Cattle has a good relationship with the household, they'll stay either as roommates or as members.
NPCs and Autonomy:
(This is something I plan expanding when I'll have more time, right now I want to finish the other projects I put in hold to work on this mod)
You can enable autonomy on vampires on an individual sim basis in my cheats menu by shift-clicking on a Vampire:

There are also 3 NPC roles you can assign from Vlad's statue in the centre of Forgotten Hollow:

They follow Maxis premades set up for Forgotten Hollow and the purpose is giving more lore to the Vampire GP to bring it in line with RoM and Werewolves.
The NPCs roles come with custom autonomy:
Good Vampire (Caleb): will autonomously free every Cattle, will react if they see another Vampire turning a Sim into a Cattle. Cannot turn Sims into Cattle, cannot kill other Sims


Neutral Vampire (Lilith): will autonomously restore Cattle's life force. Will attack a Vampire who turns a Sim into a Cattle in front of them. Can kill other Sims but cannot turn them into Cattle. Sides with the Good Vampire NPC.
Grand Master Vampire (Vlad): the most interesting one (autonomy only enabled in Forgotten Hollow), the Grand Master vampire can and will autonomously turn Sims into Vampires or Cattle. So if you, for example, set Vlad for the role and visit him at his mansion, it could happen that he'll turn a Sim in your household into a Cattle and steal them from your family (the active Sim cannot be a target for this autonomy).
You can give these roles to played Sims and assign more than one vampire for the role, but you only need one for each. It's also a completely optional feature.
2025-07-04 10:18:00 +0000 UTC
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This is the first one of a series I mean to do to expand upon the community venues offered by the game. Vanilla Plus are mods meant to blend seamlessly with Vanilla game without standing out as modded content. There is no overcomplicated micromanaging.
Maxis oldest community lots are boring and mostly useless, they haven't touched or improved them much from the launch of the game and this is where I step in.
This mod requires the Core Library and Injection Tools.
DOWNLOAD (Curseforge)
UPDATES:
July 2025 Patch
FEATURES
In Brief: This mod makes the Gym more interesting by preventing entry until you pay to use the equipment and introducing a Gym Membership system and a Gym receptionist to the venue. Add a computer and the Front Desk from Get To Work to the Gym, and the receptionist will utilise them; Get To Work is not required for the mod to work because the role does not require the front desk.



The use of the Gym is blocked until you pay:
This means that you cannot workout or even use the showers or lockers until you purchase a Day Pass or a Membership

Receptionist added to the Gym venues:
A Receptionist will now be present along with the Gym Trainer when you visit the lot. You can purchase Memberships and Day Pass from them, ask about the different packages and manage your existing membership

There are 4 options to unlock the Gym:
Day pass: only unlocks the equipment as long as you stay on the lot, if you leave and go back, you’ll have to pay again.
Silver membership: 7 days access to the Gym
Gold Membership: 14 days access to the Gym
Platinum Membership: 28 days access to the Gym
The price changes depending on…
Bracing Breezes lot trait changes the type of Gym:
Adding the lot trait makes the Gym a Premium Gym:

A membership purchased on a lot with the Bracing Breezes trait will be valid in all the Gyms, while a membership purchased in a lot without the trait is only valid in lots without the trait. You can upgrade the membership by talking to the Receptionist.
New App on the phone:
Memberships can be purchased and managed with the phone too, this is a backup plan in case the receptionist doesn’t show up.

Extending a Membership:
Before a membership expires, an option will show up on the receptionist or the phone to extend it for another 7, 14 or 28 days.
You can also set up an automatic renewal system that extends the membership without your intervention if your Sim has enough money.
Bonus and Easter Eggs
New options are added for members of the Gym to the trainer too:
You can ask them for personalised advice and they’ll give you a bonus to lose weight or build muscles.
Easter egg for Celebrity Sims: there are two hidden ways to get into the Gym for free.
2025-07-03 21:45:00 +0000 UTC
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I warned you I was going to use postmodernism against you people. You can’t have it both ways. If gender is a social construct, if morality is subjective, if identity is performative, then so is oppression. And more importantly, so is the value judgment attached to it.
People throw the word “oppression” around like it’s a moral axiom. As if labelling something “oppressive” is sufficient to prove that it must be eradicated. But here’s the issue:
The idea that oppression is inherently bad is not a fact: it’s a social preference. A constructed value.
All values are socially constructed. What one group sees as oppression, another sees as hierarchy enforcement, boundary maintenance, or even adaptive pressure. Whether it’s good or bad depends entirely on the ideological framework you're using: and there are many.
There Is No Empirical Test for “Oppression”
You can’t measure oppression. You can only assert it through self-report: "I feel oppressed." That feeling becomes political currency, especially when tied to identity narratives. But just like any religion, feelings aren't facts.
There’s no objective standard for what qualifies. Disagreement? Exclusion? Hierarchy? All these can be called "oppression" if it serves the narrative. And that’s exactly the point: it’s rhetorical, not empirical.
Moral Constructs Can Be Rewritten
If moral values are constructed, then they can be deconstructed. The association between “oppression” and “evil” was manufactured. It is not binding. It is not universal. It is not sacred.
If a group decides that “oppression” is necessary for preserving coherence, maintaining standards, or weeding out degeneracy, that is just as valid a construct as your emotional offence. If you’re going to defend subjectivity, you don’t get to demand objectivity when it suits you.
The Real Function of the Term
Calling something “oppression” is a social control mechanism. It’s not about harm. It’s about silencing, shaming, and asserting dominance in discourse. It's a purity test for tribal conformity.
It’s not that they care what you did. It’s that you refused to obey their constructed rules.
This is why you can’t debate these people. You're not in a discussion: you're in a moral performance. And their entire stage is built on the assumption that “oppression = bad” is a universal law. It’s not. It's just branding.
They say gender is a social construct. That man and woman are just artificial binaries—and therefore open to rejection, fluidity, and self-definition.
Fine. Let’s apply that standard consistently.
Good and evil are also social constructs. They’re not objective truths. They’re artificial binaries developed to enforce group cohesion, punish dissent, and elevate certain behaviours over others depending on cultural context.
So if someone can reject male and female because the categories are “limiting,” then someone else can just as validly reject good and evil as coercive tools of social control.
Good and evil exist on a spectrum. Morality is fluid. I’m morally non-binary.
Your “harm” is my strategy. Your “oppression” is my order. Your “compassion” is my vulnerability.
If you’re going to deconstruct foundational categories, then don’t get mad when others dismantle the ones you still cling to. You can’t have sacred binaries and pretend to be postmodern.
Either it’s all up for negotiation, or none of it is.
If self-determination applies to sex, where “you are what you say you are” regardless of biology or how others perceive you, then the same standard must apply to behaviour.
If you say you’re a woman, then you're a woman, even if everyone sees a man.
So if I say I'm not oppressive, then I'm not, even if others perceive me that way.
Their perception doesn’t matter.
Their feelings don’t define reality.
My lived experience is absolute truth.
I identify as “not oppressive.”
End of discussion.
If identity is self-declared and untouchable, then so is moral identity.
Otherwise, you're just picking which categories are fluid and which are sacred, based on your preferences, not logic.
You can’t build a worldview on subjectivity and then draw hard lines around behaviour. Either we all get to define ourselves... or no one does.
2025-06-13 05:11:14 +0000 UTC
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This mod requires the Core Library
I don't like to leave the lot each time a pet gets sick, so I turned the veterinary into a rabbithole.
Click on the pet to bring them to the veterinary, Sims and pet will disappear and come back with the pet treated, no more wasting 6 hours at a useless clinic.

Some options are only available when the pet is sick.
Bonus: grooming service for dogs, cleans them up.
2025-06-08 20:12:00 +0000 UTC
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[ EDIT 23/07/2025 ]
Since certain people in the Sims community clearly dislike me yet can’t seem to disengage, occasionally resurfacing just to offer irrelevant opinions, I’m going to simplify things for everyone. From now on, all posts will be locked behind a free membership tier as the first step in cutting ties.
Any user who shows up solely to leave ideological comments, moral accusations, or demand that I change my positions will be blocked—instantly, regardless of how much they’ve pledged. It’s a matter of logic: you have two choices.
Use the mods and say nothing.
Don’t use the mods and say nothing.
Anything outside this binary—complaints, tantrums, virtue signalling, or accusations of bigotry—has no logical place here. I’m not seeking approval, I don’t belong to your moral order, and I have no interest in your universalist values.
If you have complaints, my mods aren’t for you.
I will apply this rule with binary logic—no room for nuance, emotional appeals, or moralistic rhetoric. Terms like “homophobia” or “transphobia” used as tools of narrative coercion will result in an immediate block, no discussion. I have zero tolerance for manipulative framing.
I operate on tribal logic: I care only about those I choose to include.
This space is not a democracy. These are the new terms.

I’m writing this to clarify my stance, not to invite discussion. This is a boundary statement, not a plea for understanding. I do not see my
I’m writing this to clarify my stance, not to invite discussion. This is a boundary statement, not a plea for understanding.
I do not see myself as part of the “Sims community.” I am not interested in being liked, accepted, or included. The people in the "Sims community" are strangers. They have no more impact on my life than strangers I pass on the street. Their moral outrage is irrelevant. Their approval is unnecessary. This is a transaction, not a social contract.
I use The Sims as a platform for modding and writing: nothing more. I have no emotional attachment to the game. It isn’t even mine. I engage with it as a creative tool, and I share some of my output because it brings in money. That’s it. I create. People download, or don’t. I get paid, or not. The rest is noise.
What I do find insulting is the growing reliance on emotional appeals and ideological signalling in a game that is, objectively, technically poor. This is a high-cost product that delivers substandard value:
The moon texture is low resolution.
Features are frequently underdeveloped.
Longstanding bugs persist across updates.
The interface is bloated with disruptive pop-ups.
Rather than address any of this, Maxis has leaned into symbolic inclusion features, like pronoun options and identity prompts, as if gestures can compensate for a lack of competence. From my perspective, that’s not representation. That’s a deflection tactic.
People say, “If you don’t like it, don’t buy it.” I don’t, the one who owns the game does. I haven’t purchased recent expansions. I use what she owns. But let’s be honest: these ideological features are not released as optional content. They’re patched in after the fact, funded by everyone, and imposed on users who never asked for them. They didn’t pay for your ideology. They paid for a game engine. So I remove what I don’t want and share it. Not for political protest: simply because it degrades the product.
I am not participating in your moral performance. I’m not here to express values or take sides. I’ve already tried engaging ideologically in the past. I saw what that leads to: noise, bad-faith argument, and circular outrage. So now I work in silence. I strip what I find unnecessary, release what I want, and ignore the rest.
You are free to dislike my mods. You are free not to download them. You are free to be offended. What you are not entitled to is my compliance, my approval, or my participation in your narratives.
FAQ: “If all you care about is money, why won’t you make mods that align with our values to make more of it?”
Short answer:
Because I don’t like your community, and I have the right to choose my customer base.
Long answer:
It’s an ironic question coming from a space that routinely moralises about “grifting” when someone profits off values they don’t genuinely share. What you’re really asking is:
“Why won’t you fake alignment with us to extract our money?”
The answer remains the same: because I don’t like you. I’d rather earn less and avoid performative conformity than deal with:
People demanding I alter my content to match ideological preferences
Public outrage over language, tone, or opinions
Constant moral policing and fake acceptance
The cost outweighs the benefit. Stress, scrutiny, and self-censorship aren’t worth a higher income. I prefer a smaller, more compatible audience where I can work on my terms without theatrical apology tours.
Same reason I don’t lock my mods behind paywalls. That means what I do is voluntary. Donations are optional, not transactional. You pay what you want, if you want. That keeps expectations minimal and freedom maximal.
That’s the model. That’s the logic. Take it or leave it.
I NEVER belonged to the LGBT community, or to any community. Not politically, not socially, not ideologically. I’ve never aligned with activist movements, identity collectives, or mainstream society at large.
And for the record:
Stop including me in your “communities.”
I didn’t join anything, and I never asked to be categorised. I don’t need your boxes, your labels, or your solidarity. Calling me part of something I never agreed to is ideological annexation—a rhetorical land grab. I’m not a file in your cabinet. I’m not a demographic. I’m not your ally, your enemy, or your story.
Keep your frameworks. I don’t need them. I’m not here to be sorted.
I renounced voting and civil participation years ago. I don’t believe in governments, political narratives, or cultural consensus. I don’t ask for inclusion, recognition, or affiliation. I live by the code I was raised with in an old hippie commune: mind your own business, do your own thing, don’t impose your worldview on others.
I don’t want politics imposed on me: left wing, right wing, up wing, down wing—any wing. It doesn’t matter. It’s that simple.
I mod what I want, how I want, on my terms. I’m not trying to pivot to anything, I’ve never been “in” to begin with.
You're projecting political drama onto someone who has nothing to do with your system, your tribes, or your expectations. I simply opted out.
2025-06-08 07:59:07 +0000 UTC
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As I said, I've been writing again. The story I'm working on now is a new version of Crossing. The characters are the same, but they have di
As I said, I've been writing again. The story I'm working on now is a new version of Crossing. The characters are the same, but they have different lives and stories. There are several reasons I chose to start over. When I began the previous version, I didn't even have Realm of Magic and University. The previous version was supposed to end on episode 30, and BloodFireMage asked me to add her character, Raegan, to it, among other things.
The new version is designed to be more polished and has always been intended as a long story.
You can read this new version or alternate world on:
GDrive (In case something happens on Webtoon, all the episodes I wrote so far)
ANNOUNCEMENT 08/March/2025:
New episodes coming out from today after a small building hiatus.
2025-03-08 16:21:00 +0000 UTC
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25 February 2025
It'll take some time to update everything 'cause I'm busy in real life lately.
Assign NPC Roles Public / Private Filters
Security Setting on More Objects a bunch of them, sort by last updated.
2025-02-26 10:42:17 +0000 UTC
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Sorry for the absence, I got bored and disgusted with the game and dropped the save I was playing... again.
Anyway, here are the updates for the latest patch:
Unlocked reward events for the upcoming stupid event (attached to this post) + updated the quest cleaner cheat HERE
Patch Updates:
Career Rework
Assign NPC Jobs Private Filters
Security Settings on More Objects
That's all for the patch, it was pretty small.
Other Updates:
Walkby Overhaul
Vampires Can Kill
2025-01-16 14:30:00 +0000 UTC
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A while back, Maxis updated the moon in Granite Falls, Glimmerbrook and Forgotten Hollow to a much better texture:
They didn't bother to apply the same high quality texture to the rest of the worlds though, so every other world is left with that shitty, poorly made moon.
I accidentally found GF moon texture while looking for other things... I've been looking for it for months and finally... I applied it to all the worlds:


It looks weird when it's cloudy, but it's better than the horror we have.
2024-12-10 12:11:12 +0000 UTC
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(This is a completely new mod, I didn't even open the old version)
The mod has no overrides!
Please read carefully the description!
Languages:
German by SportySims
French by Kimikosoma
Chinese by Wanzi
Spanish by Stephen
UPDATES:
Added a bunch of interactions that will help with increasing the Employment Exploring skill! Details in the notes on Curseforge.
Find the template to add custom careers HERE
Video Tutorial HERE
Example package HERE
The goal of this mod is to make looking for a job more interesting and a little bit harder. This is now a Vanilla Plus mod, meaning that it adds on top of Maxis without replacing or changing what's there already, specifically this adds a system of Job Postings BEFORE you get into a career, without touching the existing careers in any way.
The mod hides and replaces the look for job interaction on the phone (that can be unlocked at any time in case of need):

Instead of opening the career selector, looking for a job will now bring up Job Postings:

It will also unlock a skill:

This skill affects how likely it is that certain jobs will show up when you look through the postings. It also affects how many posting you can browse, how well your Sim will do in job interviews and, to a smaller extent, how well their resume will look.


You can only browse up to 6 (on max skill) postings after which the interaction to look for a job will be locked for 24h:

You have two ways to get hired once you've found the job you want: "contact the employer" or "send the resume."
Contact the Employer
Your Sim will make a call and be offered a Job Interview. This is a direct and easy way to get hired.

If you choose "go later," you'll have 12 hours to go. This choice is available on both the phone and your Sims:


The Sim will leave and you'll be presented with questions:

How well you answer these questions will decide what will happen to your Sim:

The notifications give you a clue on how well you're doing:

Low level Employment Exploring skill can hurt you in the interview, but if you have a high level, it can help you.
Once done, you'll have to wait a couple of days for the results, during this time you cannot look for another job:


If your Sim gets hired, you can choose to accept the job or not. Accepting the job will put you right into the career:


Sending a Resume

You can write a resume on the PC at level 3 of Employment Exploring skill.

If you send a resume, you can send more than one at once, which is a plus. The better your resume, the more likely you are to get hired. Once the message has been sent, the company will call back within 72 hours. How good your resume is will rest on how good you are at finding jobs, how good you are at writing, and how much experience you have.
Work Experience!

Maxis's jobs fall into seven main categories. They are more likely to hire you if you have a lot of experience in their area and a good education.

By levelling up the skill, you can gain the option to check your Sims experience on your phone:

Volunteering, part-time work, and freelancing all give you more experience as you move up the job ladder. Owning a business also gives you experience, which is something that school, even college, can't give you. So even if your Sims spend half their lives learning, they might not have enough experience to get a job! Teens, while excluded from the finding job system, can both level up the skill and get experience in a field with part-time jobs and after-school activities.
While University Students and adults in general have the option to attend Professional courses:

These are not compatible with having a job (you'll have to leave the job to attend a course), but are compatible with University Classes! The option to join a course is unlocked by levelling up the skill.
Levelling Up
The skill goes up each time you look for a job, to speed it up, there are books:

Debug Cheats
There are cheats for almost every aspect:
Testingcheats on and SHIFT+CLICK on a Sim

If you need Maxis career selection, you can unlock it with the cheats. Maxis career selection is also accessible from the Part-time jobs selection (click on the "work" or "all" category on top.)
2024-12-05 16:42:00 +0000 UTC
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I've yet to extract the files but going from the notes only a couple of things will need updating, meanwhile, attached to the post:
Unlocked December events rewards cause I'm not placing a fucking telly on my lots to run the "watch romance together" interaction to unlock some stuff, Maxis.
The file also stops the quests from being added altogether cause the UI bothers the living shit out of me, I'll see if I can get rid of this thing too:
I don't think this unlock sticks if you remove the mod though, in alternative I also updated the cheat to complete the quests without having to bother with the requirements.
UPDATED:
Premades Pronouns Remover
Complete Live Event Quests
That's all for the patch, no other updates are needed.
2024-12-03 18:58:00 +0000 UTC
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Optional: Move Interactions to Cheat Menu
Dutch Translation by Gothique Simmer
UPDATES: Visual Update. Options are hopefully clearer now.

Fixing this mod took a very long time because I had to play the game in order to test it, which was a major hassle in and of itself.
The mod does the same things it did before; it lets you fine-tune autonomy for a single Sim, turning off annoying behaviour or autonomy for that Sim only.
I changed the order of the groups and added tooltips to all of the interactions to make them easier to find.


There is a section in the motives autonomy called "Improve Autonomy." These choices will help Sims better satisfy their own needs.

MAJOR ADDITION
Requires Parenthood
I added the ability to set routines by clicking on the family board in Parenthood. The family board must be present on the lot for this choice to appear.

To begin, click on Enable Schedule. When the schedule is active, the following new options will appear:

Keep in mind that the cooking schedule will only show up if at least one Sim in the family has more than two cooking skill points.
Setting a schedule will make sure that the chosen Sim does the chosen task at the given time.
For instance, you can tell a Sim to cook at a certain time, and you can choose different times for breakfast, lunch, and dinner:



To guarantee that dinner is ready at the specified time, the Sim will begin the chosen action one hour before. This is true for all choices, not just the cooking schedule.
The same goes for the sleeping schedule: if needed, Sims will take care of their bladder and hygiene before bed, and at the given hour, the chosen Sim will be put to bed (the mod drains the Sim's energy to red ensure their autonomy).

In addition, the family board allows you to activate some Autonomy option for numerous Sims at once:

The optional "global files" let you turn on certain options for all of your Sims, like turning off emotional walks for all of them. You can then turn them on for just one Sim from the mod pie menu.
___
Also, I'm sorry I haven't been around lately; I was working on this one.
2024-12-02 15:56:00 +0000 UTC
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As the world economy gets worse, fewer and fewer people can afford to pay for monthly memberships. I want my mods to stay free, and I don't
As the world economy gets worse, fewer and fewer people can afford to pay for monthly memberships.
I want my mods to stay free, and I don't even like the idea of pre-release for game mods because donations should be optional. But because it takes a lot of time to make and maintain them, I set up a Ko-fi page a while ago for one-time donations.
If you like my mods, please think about donating. It helps keep them free and gives me more time to work on them.
2024-12-02 11:05:28 +0000 UTC
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This mod requires the Core Library
With this mod, you can ask family members who live in different homes to help with child care. The idea is to use grandparents, aunts, and uncles as free babysitters.
Maxis added a parental visit situation, but I don't like it because it works at random. You can ask for help straight from different kids' items and from infants, children, and toddlers with this mod's added interactions:

Grandparents and aunts/uncles have a specific interaction, but there is another one to call other relatives, such as the parents who do not reside on the same lot. Sims need to have a good relationship (+25) with the relative for them to show up on the picker.
Once "hired", the relative will help with children care for 6 hours:
2024-12-01 16:28:00 +0000 UTC
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Updated: Custom fruit bowl functionality can now be added to CC objects by shit+click on it and selecting "Set as Fruit Bowl"


A small mod requested by my wife who is currently playing the game and testing mods.
Adds gameplay functionalities to Maxis fruit bowls:

Fruit fill 10 points of hunger. They don't go in the inventory, the Sim directly eats them from the bowl (similar to the candy bowl).
Fruits the Sims pick depend on the season (except plantains and apples that are always available). Vampires will only pick Plasma Fruits.
The bowl can hold 8 fruits, after which it needs refilling, refilling the bowl costs money depending on how much fruit is left (each fruit costs 10 for a max of 80 simoleons when empty):

The bowls come empty by default

ONLY COMPATIBLE WITH MAXIS FRUIT BOWLS!
If you want the options on a CC fruit bowl send me the CC package on Discord.
Might not be fully compatible with mods that add the inventory component to these objects.
Now I'll go back updating old mods. BTW I made a collection for Vanilla Plus mods because they're easier to navigate. I'll make collections for other mods too.
Easter egg spoiler ahead
If your Sims live in Strangerville, they can randomly eat an infected fruit from the bowl! If you don't like/want the chance, it can be disabled by shift clicking on the bowl with testingcheats on active

2024-11-29 15:32:00 +0000 UTC
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The other post is already too long so I'm making a new one for the new pack updates.
For pre EP patch updates go -> HERE
Pronouns Remover (for the new premades)
Vampires Can Kill - Curseforge
- Fixed Vampires running the ghost woohoo animation when trying to deadly drink if the Life&Death pack is installed.
Features Disablers
Updated Expanded RoM, Vampire Magic, Expanded Gyms and Auto Hire NPCs in Community Lots to roll them back to use the injection tool (updated by Andirz)
Assign NPC Roles - Private Filters : updated for Life and Death pack. The reaper career should work as normal, I didn't stop the random generation for the Sims to reap, they're hidden anyway.
Job Finding - Added the missing careers from the latest EPs
2024-11-10 23:15:00 +0000 UTC
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This is a bit complex so it deserves its own post.
I don't remember who asked for this, but I'm pretty sure I've read it in the comment someone lamenting the fact that elders stand and walk differently and seem already too old upon ageing up.
This update will allow you to toggle off the elder specific walk on an individual Sim basis (NPCs too) on top of allowing the toggling off the elder specific standing idle (already covered in this mod)
It does nothing unless you activate it, I didn't want to make an override so you can decide when your Sims are old enough to start using the specific walk and idles.
The walk might revert to the Maxis one for some interactions, the override in the buff for the walkstyle is low priority to still allow emotional walks and event specific walks (example: blizzards) to override it. The interactions overriding the buff are few enough to be ignored though.
2024-11-07 18:22:28 +0000 UTC
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(I've been meaning to rewrite this mod's description for a while and since there are some big changes, it's a good opportunity to do it now. Reposting it to rewrite it all by using the new post system)
UPDATES: Life&Death Patch (1.110.265.1030)
Languages:
Russian Translation by SER_KISYAN (Updated)
Chinese Translation by wenwenbalala
Polish Translation by nenusia
Brazilian Portuguese Translation by Colletts
Spanish Translation by Mr. Fralien
French Translation by Saufy
In Brief:
This mod adds the 16 personalities from the MBTI Theory into the Sims 4. They affect the gameplay but are mostly meant to sit in the background and integrate with personality traits to make sims more rounded. A lot of things work in the background.
Personalities can be assigned by taking the MBTI test from the PC or phone:

There are two tests, they give different results but both rely on your sims pre-existing personality traits. You can retake the test as many times you want if you want to get different results (you can also use my debug cheats to force a result or pick a specific one), the official test most likely will always give the same one though, we used the cognitive functions and associated them to Maxis traits to get the results so it's pretty consistent.

NPCs will also take the test and type themselves.
Taking the test will give you the MBTI typing skill:

This is a pretty easy to increase skill because it goes up with social interactions, the more your Sim interacts with other Sims the better they'll be at understanding other's personalities. It's so easy because it unlocks social interactions and among them the ability to type NPCs:

So you can type other Sims as you wish regardless of the result they got from the test.

"Attempt to Re-type" re-runs the test on other Sims while "Re-type" let's you pick a specific MBTI profile for them:

More details on how the MBTI profiles affect gameplay can be found HERE
2024-10-30 16:31:00 +0000 UTC
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UPDATES: Life&Death Patch (1.110.265.1030)
Languages:
Dutch Translation by Gothique Simmer
Allows grabbing Get Together, Dine Out and Horse Ranch drinks from the fridge and Outdoor Retreat cooler (OR addon has been merged into the main mod).
Sims can grab drinks autonomously!
Can be disabled from: Autonomy Toggle (no need to update it)
Doesn't require all the packs!
If you don't have one packs above, only the drinks from the packs you have will show in the picker.
Optional addon: renames the Root Beer Float to Guinness and edits its appearance.
2024-10-29 14:50:00 +0000 UTC
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UPDATES: Life&Death Patch (1.110.265.1030)
Requires Growing Together!
Why selecting an override when you can have all the overrides!
Simple mod that lets you select the preferred rug for the infant:


Infants start with the base game rug by default. The first time you select the rug, pick up the infant and put them down again for the change to apply.
Different infants can have different rugs.

2024-10-29 14:42:00 +0000 UTC
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UPDATES: Life&Death Patch (1.110.265.1030)
Remade because I didn't like the ingredient objects and the first version of this one was causing issues for some people, the pot has been redone from scratch.
Simple mod that allows brewing tea on stoves. I made this one with historical gameplay in mind and to avoid placing the tea brewer on every lot.
The mod comes with the Tea Brewing skill, recipes are unlocked as you skill up.

Unlike in the first version, the pot colour is now random but can be changed at level 2 skill:


Brewing tea on stoves when you have the required ingredients lot challenge uses ingredients you can purchase from the phone and the PC:

2024-10-29 14:29:00 +0000 UTC
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Previously: a mod with different versions known as "Reworked Vampire Reflection".
Updated to collect all the version into one and remove the overrides. Remove the old mod if you have it in your game.
The mod requires THE CORE LIBRARY
UPDATES: Life&Death Patch (1.110.265.1030)
Using this mod, you can change how vampires appear in your game's mirrors. By default, they never do. Under Vampire - Mirror Reflection, you may select how you want them to reflect on mirrors: only while they are not in dark form, only during the day, only in sunshine, or always.
The mod does nothing without the user explicit intervention.
Every choice has a tooltip, and there are no limits on perks or levels, so you can change how the vampire looks from the start.
As of late, I've been using The Sims again for something that doesn't make me angry: writing (some unpublished work), and I really needed to fix this mod. Other things are waiting to be posted when I have more time and desire to interact online.
2024-10-26 15:02:00 +0000 UTC
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The mod has no overrides!
When Werewolves first came out, I made a mod to disguise the furry form, and I've been asked to make an improved version where you can choose the colour of the outfits. Here it is.
UPDATES: Life&Death Patch (1.110.265.1030)
None of the things listed below are essential, but without them, nothing will happen when you select the option in game.
You need:
For the two versions based on her outfits to work.
Outdoor Retreat
For the bear
City Living
For the Racoon
Season
For the Gnome
My First Pet Stuff
For the Hamster
Aside from that, there is not much to say... this mod simply hides the horrible furry form. It's not hidden by default, you need to pick one option from the menu.


2024-10-26 14:23:00 +0000 UTC
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Hey guys! I had some real-life issues with my cat and couldn't devote as much time to modding as I would have liked; however, he is now doing better, so I'm back.
I'd had the concept for this mod for half a month; one of my greatest issues with Vampires in The Sims 4 has always been that you can play them without ever drinking from Sims, with no consequences. This mod aims to address this by causing vampires to age up (to max elder) if they do not receive adequate nutrition.
UPDATES: Life&Death Patch (1.110.265.1030)
Short Description:
Vampires will age if they do not drink from Sims for an extended period of time. They can try to age down (up to YA) once they receive adequate blood. Gives Vampires with the Manipulate Life Spirit perk complete control over ageing.

Long Description:
There are two age progression methods; the first time you load a family, you will be asked to choose one for each vampire.
The time-based age progression gives the vampire 7 days to obtain blood before ageing them up; however, this method cannot be used with alternative plasma supplies, forcing vampires to drink blood to maintain their youth.
The thirst-based advancement can be maintained using different plasma supplies, as the timer will not run out unless the vampire becomes thirsty. You will receive a message indicating how long you have until the ageing occurs (from the last notification, you have 24 hours or another trigger of the motive in yellow before ageing).


While the "Sanguinary satisfaction" moodlet is active, all vampires can try to age down; however, the interaction may fail if:
- The vampire hasn't drunk enough Sims to restore their youth.
- The vampire is low rank.
The Manipulate Life Spirit perk unlocks the power to age up, down and stop ageing.

2024-10-24 22:21:00 +0000 UTC
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UPDATES: Life&Death Patch (1.110.265.1030)
Vampire Magic
Description on Curseforge (and in-game)
Mod remade, delete all the old files and the old required file (magic enabler for other occults), the mod is now stand-alone and one file only.
If you installed the Custom Recipe's Ingredients, the recipes from this mod will automatically adapt. Expanded Realm of Magic updated for compatibility (all the custom spells/recipes and woodworking are enabled for vampires too).
The old mod's traits will be removed when you install this version, so if you have an ongoing save with that mod inside you'll have to give vampires magic again. In this version vampires are blood mages (more on this to come in the rework of Black Magic) and the spells unlock just like for Spellcasters.
Mooncasters
Description on Curseforge (and in-game)
Mod updated, delete all the old files and the old required file (magic enabler for other occults), the mod is now stand-alonetandalone and one file only.
If you installed the Custom Recipe's Ingredients, the recipes from this mod will automatically adapt. Expanded Realm of Magic updated for compatibility (all the custom spells/recipes and woodworking are enabled for werewolves too).
2024-10-24 21:50:00 +0000 UTC
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UPDATES: Life&Death Patch (1.110.265.1030)
Mod that slightly alters Sims behaviour to make them more realistic depending on age
When you exclude toddlers and infants, Sims all behave mostly the same. Young children play and clean up at the same rate as adults.
This mod attempts to fix this issue by making young Sims focus more on some things and less on others; the same is true for the other ages. This is a soft mod, made with buffs and very vanilla settings; it's not aggressive.
Languages
Dutch Translation by Gothique Simmer
Russian Translation by VitaVP
This is always required. It does nothing without the modules below!
This is the module that affects autonomy:
Reduces some obsessive behaviour on an age basis. Stuff like the use of a computer, phone, chess, workout, dancing, playing videogames, trolling the forum, mischief, gardening, and singing are tweaked to be globally less likely to happen but also less likely to happen for different ages.
For example, while the autonomy for mischief interactions, phone, computer, and dancing is kept fairly high for teens and children, as the sim grows older, the autonomy will be reduced, but at the same time, the autonomy for other things will be increased. Some autonomy is completely blocked for some ages, like when children shouldn't spend their time watching paintings.
This module also alters how strongly different ages are affected by different moods. In maxis, only teens have increased strength in all emotions. That's kept as it is, but I added the same for other ages:
Children will be relatively happier, more playful, more inspired, more energised, but also more bored.
Teens are left at Maxis.
Young adults will feel the anger, confidence, embarrassment, flirtiness, and sadness more than other ages.
Adults have increased strength for uncomfortable and stressed moods.
Elders have increased strength for uncomfortable, bored, and sad moods.
This adds no moods; it just means that when in that specific mood, there will be a bonus.
This aims to reduce the autonomous cleaning sims are obsessed with. It doesn't affect slobs or neat sims.
This too is tuned on an age basis, so children should not autonomously decide to clean; adults will be more likely to do it. Autonomy is not blocked for teens, but they shouldn't be very likely to do it. Autonomy is globally reduced anyway.
This globally reduces the autonomy for romantic interactions on an age basis. Teens will be more likely to flirt and mess around autonomously, but autonomy decreases slightly as the sim grows older. Doesn't affect romantic sims.
Adds decay rate to fat commodity.
Sims will gain and lose fat and muscles at a different rate depending on age.
This requires Parenthood and adds more variety to the arguments:

2024-10-23 11:16:00 +0000 UTC
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I'm waiting for a new SSD (that should arrive on Friday) so I might have to take some time to move the game into the new disk midway through updating.
Mods are fine, only minor updates required, everything should be safe to use.
Updated mods:
Black Magic
Vampires Can Kill (Main file only)
Assign NPC Roles (Private Filters)
Expanded RoM (Curseforge)
2024-09-18 18:31:04 +0000 UTC
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