
UPDATED 03/09
Adds 3 new drinks Vampires can order and make at the bar.
Glass of Exquisite Blood: The best option, fills the thirst more than the other ones.
Blood Cocktail: Middle option.
DINE OUT optional file includes:
Glass of Blood (Dine Out): More or less like the Plasma Jane.
Keep reading for more!

A new interaction will be available for vampires only, under the make drink / order drink menĂ¹:

If you have Vintage Glamour, I added the option to pour blood at the globe bar, too... vampires can pour blood or a platter of blood:


The interactions are available for all vampires without restrictions of skills.
(Let me know if Security Setting on More Objects is now preventing interactions to show, I don't have time to test it right now)
2024-09-03 09:34:00 +0000 UTC
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I made a small video to show what this can do. It's a fairly simple mod, I just unlocked Maxis animations that are locked behind tests. This is a writing/film making/modding tool not a gameplay mod. Interactions aren't tested almost at all for max flexibility so children could stretch. Interactions only play the animations, they run inside their own system, they'll not mix with in game ones, they'll never appear on the front page, they cause no relationship change (only the freeze ray gives a buff to the Sim, because the freezing effect won't work otherwise), they're not autonomous and until you select one when you're inside the chatting system of the mod, Sims will be stuck in the chatting loop.
I'm still working on unlocking more stuff.
Updated:
Added more interactions, including Lovestruck romance ones
Added Create and Carry and Pick Up Everything - this last one is a debug option because it appears on a lot of objects, so to have it show up you need to shift click on the object you want to pick up. VIDEO SHOWING HOW TO USE Create and Carry and Pick Up interactions
Usage:

Interactions are classified as the animations are classified not as the interaction containing such animations are in game.

You can choose between the failure and success outcome of the animation when possible

Cheats:

Shift click on your Sim to enable the cheats. The two with the red X are debug only because they're advanced usage, they'll cause errors and are only for taking screenshots. You need to have the debug cheats unlocked with MCCC or another mod to access them. If you cannot deal with LEs don't unlock them.
Enable Notifications is self explanatory, it will tell you the animation content of the interaction.
Make Target Invisible (unlocked for everyone)

Simply makes the other Sim involved in the interaction invisible for the duration of the animation so you can take a screenshot of a Sim playing such animation alone
Make Actor Invisible (unlocked for everyone)

Same as before, but it makes the Sim initiating the interaction invisible, so you can take a nice screen of terrified Bob Pancakes

Make Objects Invisible (debug only)


This is advanced but versatile, makes everything your Sim interacts with invisible. to get a screen like the one above you need to build a setting like this one:

When the Sim starts climbing, the rock climbing wall will become invisible. The tree is with no footprint from the debug otherwise you get a routing error and the Sim will not use the object you want to turn invisible. This one will cause an error if you select "go here" on the terrain as the terrain cannot fade.
Make Sim Invisible (debug only)


This one's just for the fun, turns your Sim invisible when they interact with something.
2024-07-30 13:12:00 +0000 UTC
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This mod requires The Core Library and (likely) Cats&Dogs
Please follow the instructions, making this mod work was a pain in the arse.
This mod allows you to send two sims for a Jog or Walk together. There is a new Piemenu.
Step 1 - Ask the other Sim to follow you


Select the correct option for the interaction you want to run next (the mod includes a go for a walk interaction, but the Sim following system should work also on other mods doing the same). If you select the wrong one, the other sim will not be put in the correct outfit and will not have the correct skill gain. The request can be refused if the sim has one need in yellow or relationship is not high enough. The other sim will be put in formation.
Step 2 - Click on the leading Sim, select the interaction you want to run (Jog or Walk)

They'll then go Jogging/Walking together.
Step 3 - Once done, click on the following sim and select Stop Following

The other sim will be free again.
Works with children:

You can bring them Walking and Jogging.
They'll run a bit faster than normal to keep up with the adults, though.
Lazy, indoorsy, sedentary, sims who dislike fitness and loners will now require higher relationship in order to be convinced to move their arses and follow you in a jog, walk, or hiking, they'll also be outraged by you asking it in the first place. Snob sims will also require a higher relationship to join you hiking in GF. On a positive note, they'll now also get progresses for the energetic and outdoorsy lifestyles while following you into these activities.
2024-07-27 19:05:00 +0000 UTC
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I suppose Maxis is done breaking shit in the desperate attempt to fix this shitty game so let's start rolling out updates. I'll link to GDrive directly when possible:
Security Settings On More Objects
Not all of them required updating, sort the folder by last modified. (Re-Up Bath and Appliances to add new objects from the EP)
Autonomy Mods
New post for these coming shortly.
Ages Behaviour Tweaks
Additional PH Arguments only
Customizable Standing Idle
Features Disabler (NEW)
Added a package I had sitting around to remove some stupid shit like the constant harassing by notifications and discovery quests.
Assign NPC Roles (Private Filters)
Minor Annoyances
Not all of them required updating, sort the folder by last modified.
Grab Beer and Wine from Fridge
Black Magic
Read Normal Books With Magic
Expanded RoM (Including optional file to stop random generation of Sages)
Vampire Magic
Vampires Can Kill
Assign NPC Roles (Public)
BG Tweaks (Ongoing Updates)
EPs Tweaks (Ongoing Updates)
Less Auto Bikes: I updated this one a while ago to remove the two different versions, now NPCs will put the bike in their inventories, played Sims will not.
GPs Tweaks (Ongoing Updates)
Careers Rework (Career Files Only)
Autonomy Toggle
Mooncasters
Careers Rework (Financial System - Minor Update)
Go for a Jog Together
Not patch update, fixed an LE that has been plaguing this mod for a while, also changed the injector.
2024-07-23 22:20:52 +0000 UTC
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No changes required to mods for the May 28 patch,
it was a rather small patch on the tuning side. I took the opportunity to upload something I had sitting around on my PC for a while: when installing the Career Rework on an existing save, sims already employed weren't getting the weekly payment. I uploaded an addon that fixes this issue.
2024-05-28 23:06:23 +0000 UTC
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Let's ramp up the difficulty. Next, I want to work on Johnny Zest's relationship with the Landgraab. According to his description, he should
Let's ramp up the difficulty. Next, I want to work on Johnny Zest's relationship with the Landgraab. According to his description, he should be related to the Landgraab family; this isn't true in gameplay. So, as a first thing, I'll save him and the Landgraab family into my package.

As we saw in the first part of this tutorial, in order to add instructions to Maxis module, I need to reference the premade sim template ID, the problem with these four Sims (and all the Sims from the basegame, and all the custom Sims) is that the template doesn't exist...
This means that if I want to fix the relationships for Sims from the basegame, I need to give them the templates myself.
As we know, all Sims from Get Together onward have this file associated, so I can look into one of these existing families to get an idea of how to do the same for the Landgraab and Johnny
Household templates can also be extracted by going under tools > Game File Cruiser
Newer households also have a premade_household_template_ID
This is used to fix the relationships inside the family itself
As you can see, this file too references the premadeSimTemplate, so let's see what we can do with this tuning
Add fixups (unlock things at the start of the game like millstones, skills, spells etc)

Example: this will set the piano skill to level 5 for the Sims when you load it into a lot or add it to the household
This can also be done by saving the Sim with the Skill already on that level.
Enroll them in university:

Unlock perks:

Set Ranks:

Set the Sim creation Info (but these will change nothing)
Set the Skills (but these will change nothing, I'll tell you later why)
Add traits (these too will need to be also added in the household template file)
Set career level (this is another info that is saved in the household file, use the fixups to set this)
Assign them to a clan (I haven't tested this one)
Assign them to a club

Change their occult form (only for occults that have a second form, as far as I can tell, that's generated at the start of the save and won't be saved in the makeovers, at least for vampires. So in order to change it you need to change the Siminfo in the template)


Make them pregnant (I haven't tested it)

Lastly, set the aspiration (but this is saved in the household file)

Now, going back to the things that will not work if only changed in the template, some info are saved in the household template resource:


It is therefore faster to change them in game in the makeover stage and save the Sim with these changes already applied (to change the name, the faster way is to edit the strings)
But basically, editing these files can bring your headcanon to life.
Now let's make a basic template for Johnny, Malcom, Nancy and Geoffrey:
This is the ones I made for my game and it's the most basic form to not leave them empty. None of this will do anything in game because the game will use the info saved in the household template resource anyway, but I didn't want to make them empty:
SimInfo can be extracted by going under Content Manager > My Library in S4Studio
Right click on the Sim to export the file and import it into your package.
What is referenced in the template is the instance ID:
Lets say I want to take the template I made for Johnny and make him famous:
Enrol him in university:
Now, once I'm done with the template, I need to put it into the household template resource:
Once I have my custom templates set up and associated to the Sims, I can use them exactly the same way as Maxis ones:
And this is true for entirely new Sims I made and added to the game:


Bonus:
If you want to change how much money a family has at the start of a save:
This is an hexed value
Lastly a warning: if you want to add custom Sims to the world, do it after fixing all their templates, Sims 4 studio wont save a package that contains the Region Description used to add premades
2024-05-07 11:30:46 +0000 UTC
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This is a moderately advanced tutorial. Our ultimate goal for this tutorial is to create a custom Sim, add it to the game as a premade and a
This is a moderately advanced tutorial.
Our ultimate goal for this tutorial is to create a custom Sim, add it to the game as a premade and add a relationship between them and an existing premade.
We'll start by familiarising with the base concepts.
To begin with, create a new save to export Sims with the household tool
I'll export into a package the Vatore and Count Straud for this first stage.
Add all of the Sims you want to work on into the same package. If you want to do makeovers, do them before you begin working on the templates.
Open the package you saved in S4Studio to find the Household Templates
The things we're interested into are the premade_household_template_id
And under sim > edit item
premade_sim_template_id
Only premades from Get Together and up have a PremadeSimTemplate
Sims from Base Game and custom Sims will not have this file associated at all, so we will need to make one for them and we'll learn how in the next tutorial. For now take note of where these IDs are in the household templates and grab the number you see next to the premade_sim_template_id
Search this file under tools > export tuning and add it to your package

Do the same for Lilith and Caleb
These files you just exported contain some information for the generation of the Sim at the beginning of a savegame like traits, skill and, depending on the occult, rank and powers/spells unlocked
We'll look at this files in the next tutorial when we'll make one from scratch. For this tutorial we will only need the IDs of the templates.
To fix the relationships we need to work on a Maxis module called world.premade_sim_relationships (ID 419601810556282288) and we will need to make an override because it's currently impossible to use the Core Library to inject into it.
If you scroll through this module, you'll notice that it has a sequence of actions and template IDs that direct the game on what relationships to add to two Sims who exist in the game but do not live in the same home.
We will, as you might expect, add our own instructions to this file.
A warning regarding this module: if you mess up and add a relationship with a Sim whose template does not exist in game, the game will fail to load any households and return you to the world selection screen. The same thing happens if you make a mistake in your loots.
We'll start by adding a negative relationship between the Vatores and Count Straud. To do this we can reference Maxis loot actions:

So let's add our relationships at the very bottom of the module:
VIDEO
Relationship Bits
To fix up the relationship in accordance with Maxis "canon", I also want to make Lilith and Vlad offspring/master. To do this I need to add a relationship bit between them with an action.
Some actions you can find in the Maxis module already do this, especially for the newer premades:

There are two kind of relationship bits: bidirectional and unidirectional. Brother/Sister happens to be bidirectional, so we only need to add it to one Sim for the other to get it too:

Other relbits are unidirectional, which means that I need to add different relationship bits between the actor and the target and the target and the actor. Sentiments, for example, are unidirectional. So are Uncle/Aunt > Nephew/Niece, Grandfather/Grandmother > Grandson/Granddaughter etc. Vampire Master> Offspring is also Unidirectional.
This is important because the tuning of our actions will be different depending on the directionality of the relationship bit. Bidirectional relbits will work if you set up the tuning of the action the way I'll teach you in this tutorial, but unidirectional ones will not work correctly if you write the tuning the way it's shown in the Maxis premade setup above.
In the world.premade_sim_relationships:
sim_a = ACTOR
sim_b = TARGET
Setting up unidirectional relbits will likely require you a lot of testing to get it right.
Since an action to make Sims vampire Master/Offspring doesn't exist in game, I will need to make a new one.
If I also want to fix the friendship/romance, I'll need to do it in this custom action.
VIDEO
That's all for the first part. It's a bit more complicated than doing the same with a mod at the beginning of the game, but the advantage is that you only need to do it once and the relationships will always be there at the beginning of the game as long as you keep your mod inside the folder.
Next we will apply what we learnt in this tutorial to make a custom template for the Landgraab and Johnny Zest.
2024-05-06 11:10:29 +0000 UTC
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Before I spend time on this, I want to know if anyone is interested.
People have different ideas about premades, so I'm not going to share this project with anyone.
Basically, I can teach you how to fix the relationships between different households and between custom households added with the Household Tool and existing Sims. Maxis only started fixing these relationships after Get Together.
With this method, the relationships would be there each time you start a new save. With the same method is possible to add degrees and occult ranks to premades.
2024-04-22 08:55:52 +0000 UTC
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Added Translations:
Magic Read Normal Books
Black Magic
Vampires Can Kill
Vampires Age Progression *
Magic for Vampires *
Magic for Werewolves *
Expanded Realm of Magic *
(*) Mods on Curseforge are waiting for approval.
ALL MODS ARE CLEAR FOR APRIL 16 PATCH
2024-04-14 10:11:21 +0000 UTC
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This is the last addon, and I'm posting it separately because the main post for the mod is too cluttered already.
These careers require at least the Main file for the Careers Rework mod
BANKING SYSTEM - DOWNLOAD
Main Mod Post HERE
UPDATES: Life&Death Patch (1.110.265.1030)
Only this one today, it required some testing.
These are the two careers I made to use them as a concept for the edits I did to Maxis careers, cleaned up and ready for public release.
They're not regular careers!
These careers have a weekly (not daily) salary, experience requirement and are integrated by default with JOB FINDING and CUSTOM DEGREES
Careers Included so far:
Primary School Teacher
Repairman
I'll do more since the lack of normal blue collar careers in game pisses me off and I can only use custom stuff if it's identical to what's in game already.
Now I have a personal project to finish and I'll probably make a tutorial for the household tool on how to create premade sims template and add relationship between existing premades and custom premades or between maxis premades. I also need to play the game (sadly) to check some stuff so I'll not be working on any big project but you can expect updates or new mods as I play and get frustrated/bored/angry with the game.
2024-04-03 20:45:28 +0000 UTC
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I only showed some of the stuff I already worked on.
The audio is offset because it's what I listen to while working, I edited the video but I wanted to keep the music in.
Edits to careers will be optional as they require a lot of overrides. The banking system is standalone.
2024-03-16 16:32:49 +0000 UTC
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These are broad criteria that will apply to my mods when a patch is released.
I'm writing this to give you an idea of what to look for and what mods can be kept in game without issue when the game is updated.
On another note, I'm working on something, but it's too early to give you a sneak peek; it's a big project, so I'll be silent for awhile.
All mods listed here are checked for the last patch (Crystal Creation) at the time of writing.
-> Safe to Use: Mods with no or minor overrides of files that are rarely updated by Maxis. These mods can be used when a patch is published because they will not affect the vanilla game. Some features of the mod may stop working or they may need updating to add new features but this is limited to the mods themselves.
-> Likely to Require Updating: Mods with overrides to files Maxis updates constantly and that can impact vanilla game if not updated.
Mod Issue Report Form: to be used if I cannot be found on Discord.
Discord Support Channel: more immediate than the form above.
I'm still adding mods to this list, so don't take this post as a list of mods that are safe to use with the most recent patch!
Likely to Require Updating Mods:
Security Settings on More Objects
The mod overrides object files. Some options added by new patches on certain objects may be missing.
Assign NPC Roles (Private Filters)
The mod overrides a lot of filters, may impact NPCs spawning as walkby, for roles or as visitors.
Magic Read Normal Books (Skillbooks)
The mod overrides the object tuning for the skill books. New skill books may need to be added.
Alchemy Ingredients Rework
The mod overrides recipes and Maxis adds stuff to those every now and then.
Careers Rework
The career files override all the career levels and will very likely require updating when a patch comes out. The financial system file has no overrides and is safe to use.
Always Towel After Shower
The mod overrides various interactions and needs to be checked for new patches
Disabled Features - Notifications
Mod contains overrides.
Romance Lock
Overrides the romance relationship gain loots and will need checking after patches.
Safe to Use Mods:
Autonomy Toggle
Ages Behaviour Tweaks
Visible Needs
Rabbithole Veterinary
Assign NPC Roles (Public)
Custom Degrees
Disabled Features (All but the notifications nuker)
Realm Of Magic:
Expanded Realm Of Magic
Very few overrides of files Maxis rarely touches.
Magic Read Normal Books (Main)
Mooncasters
Vampire Magic
Black Magic
Alchemy Ingredients Rework
Has overrides but it's safe to use as Maxis rarely touches these files.
Vampires:
Vampires Age Progression
Vampires Can Kill
Vanilla Plus:
Vanilla plus mods don't generally have overrides!
Expanded Gym
Purchase Engagement Rings
Quick Outfits
More Interesting Phone Calls
More Weather Moods
Auto Hire NPCs
Tea Brewing On Stoves
Serve Drinks On Tables
Grab Fruit From Fruit Bowl
Job Finding
Choose Infant Rug
2024-03-13 06:33:53 +0000 UTC
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First of all...
THIS MOD REQUIRES THE CORE LIBRARY as usual
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.
Languages:
Russian Translation by Urayxor
Portoguese Translation by Nymphetamine
German Translation by Uranium Fever
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.
2024-03-01 20:52:42 +0000 UTC
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Not patch update yet, updates for the upcoming stuff pack will be released after the pack is released.
Meanwhile:
All updated for upcoming Black Magic and for general fixes.
Patch:
Assign NPC Roles (Public), private filters -> Updated
Serving food on tables isn't working because of this bug, drinks are working just fine.
Read Normal Books With Magic NEW 05/03
Expanded Gym (Update on Curseforge) NEW 05/03
I got rid of the main file and made it standalone because I want to get rid of multi-parts mods
Expanded RoM (Update on Curseforge) NEW 05/03
Magic for Vampires (Update on Curseforge) NEW 05/03
Magic for Werewolves (Update on Curseforge) NEW 05/03
Fixes:
Black Magic NEW 05/03
2024-02-28 13:14:19 +0000 UTC
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Removing or adding pronouns from/to premades with the Premade Household Tool
Locked because, considering the climate, I don't want this option to be taken away, but I also know that there are people out there who'd like to know how to get rid or of or add pronouns to premade sims that stick across saves without having to go around editing them each time.
Video tutorial, click on the link.
2024-02-27 12:48:10 +0000 UTC
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Blood Magic + Necromancy
It's almost done, give me about a week to finish adding stuff and test everything.
2024-02-24 14:24:34 +0000 UTC
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Just a small preview of what I'm working on because I've been silent for a while and I'll be silent for a bit more. I've been taking apart, polishing and updating RoM mods and collecting them into Play As The Sage (that will be renamed into Expanded RoM in the next release, and will include other smaller mods for RoM I had as stand-alone, along with new spells and new features)
This will take me a bit more because I just started the quests side (the intro is shown in the video).
https://clipchamp.com/watch/rzKuiwefIPQ
2023-11-27 04:35:55 +0000 UTC
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I figured this out while testing and updating Assign NPC roles, initially I wanted to make a package of pre-made service Sims that could be consistent across saves and shared, but while working on it I figured out that sharing the method gives people more freedom and the ability to also use CC in their pre-made Sims.
This tutorial will show you how to create a pre-made custom household that will be generated at the start of the game for all the new saves and how to make them service Sims to never have a save with a random maid or without a maid entirely. The system doesn't work for roles such as the mixologist in an unmodded game, as that role doesn't have a hidden trait.
This tutorial is better shown in picture, but I'll add a video too later.
EASY - Creating a custom pre-made household
To start creating a custom pre-made household, the first thing we need is a save game, either one you already have or a temporary one just to populate the world with your custom Sims:

Let's say I want to turn this family into a pre-made household:

Place them in world, save, and quit the game.
Open the PREMADE HOUSEHOLDS TOOL

On the first tab, select BROWSE and find the save where your household of choice is:

Save them to a package.

Move to the Lots/Townies tab:

Open the package you just saved, it will import the household:

Select a REGION from the drop down menu:

In this window you can either add your household into a lot or not in world, I'll show you both.
Add Into a Lot:
To move into a lot, select an empty lot and click MOVE IN

Select your household and click OK

Save the package or save a new package, put the package in your mod folder and start the game, your custom household is now a pre-made!
Add as Townies:

In the townies side, select ADD

Select your household, click ok, save the package and drop it into the mod folder. Start a new game to find your new pre-mades.
MID ADVANCED- Creating a custom pre-made service Sim

Pick a Sim in a single household for this, possibly a YA or Adult, some filters have age restrictions and service roles prefer Sims in a single household.
Follow the same steps to create a custom household, pick the Sim from the save and save them into a package, DON'T ADD THEM INTO THE WORLD YET!
Open the package with the Sim you just saved:

Find the household template with the name of the Sim
Scroll the data tab until you see sim

Click on EDIT ITEMS

In the new window, scroll down until you find TRAIT TRACKER

Click on EDIT ITEMS

You'll see this list of numbers, these are the traits on the Sim by tuning ID, we need to add in here an hidden trait that is used in game to identify and reserve service Sims. We'll make this one the pizza delivery guy.
The trait for the pizza delivery is trait_isPizzaDelivery

We need to copy the instance of this trait
In the trait_tracker of the Sim click ADD

Paste in the value the ID you copied


Save everything and save the package
You can now import the package into the household tool, add the Sim to Townies and save it.

The Sim will be created with the hidden trait to work as a service Sim.
2023-11-06 06:45:51 +0000 UTC
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General Mods Updates.
Dates are in European Standard
To speed up things for myself and you, I'll link directly to the Drive folder. Sort files for last modified:

The direct link to the Patreon Post is in the folder if you need to read descriptions for updates or new files:

Vanilla Plus Mods
Grab Fruit from Fruit Bowl (added ability to refill and add fruit from the inventory)
Other Mods
Make sure to visit the main post for this one if updating from an older version!
12/11
(Link to the post)
Mods Updated for the 05/12 Patch:
13/12
Updated under request, disables fires on residential and rental lots. This is a temporary mod, I have another idea on how to make a mod like this one work with more flexibility so I'll replace it in the future.
2023-11-01 01:49:16 +0000 UTC
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I hit the point where there are some mods that require a bit more of attention than just updating for the patch, so I'll be reworking them instead of updating them.
One of these mods is Job Finding, that I liked on paper but turned out a huge pain in the arse in gameplay, also... I have a better idea of how to make it work without causing the problems the old mod had.
It will take a few days.
I'm still at an early stage but... it's going to be based on the Sims 3 system (you'll just get a fixed number of job opportunities each day)...

And it's going to be more versatile, since it doesn't block the careers but only the interaction and that can be unlocked on the fly:


2023-08-06 20:10:27 +0000 UTC
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In occasion of this patch, that seems rather chill so far, I'll be also: posting some updates unrelated to the patch that I've been postponing, change most mods injector to the Core Library, fix the old posts to use the new formatting, changing the file names so you'll instantly know if a mod contains Maxis Overrides.
This will be the reference post for all the updates. I'll notify Patrons once a day.
Minor Annoyances Mods
All mods reposted are updated and have been switched to the Core Library. Some are missing because they're in another folder on my PC, I'll add them back when I'll find them.
Cancel Culture
Mod switched to use the core library, also updated the STBL
Autonomous Break Up and Divorce
Mod switched to use the core library
Autonomous Go Steady and Propose
Mod switched to use the core library
20/07
Fixed the following posts and updated the mods:
Cottage Living - Tweaks & Fixes
Get Famous - Tweaks & Fixes
21/07
Fixed the following posts and updated the mods:
RoM - Tweaks & Fixes
22/07
Vampires Can Kill
If you're a Patron you already got the notification of this update this morning, I'm adding it here for people who're not Patrons and check this post to keep track of the updates.
Block Access to The Magic Realm
Changed injector, fixed the post, removed unnecessary overrides, and made some fixes to bring it in line with more recent mods.
2023-07-19 13:40:08 +0000 UTC
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I'm dealing with stuff in the real world in these days, it'll be over by the end of the week, and I have the rest of the tutorial videos ready to be shared.
I'm making this post to share some small news:
1) After all these years on Patreon, I figured out that you can read Patrons exit surveys! Assuming they're reliable, it appears that:
- Lots of people only pledge to leave a comment or message me.
- Lots of people are deleting pledges due to financial changes, and I totally get this.
So I made some modifications to the tiers:
A while back Patreon blocked comments from non-patrons, while before the change everyone could leave a comment. Now they gave us the opportunity to give a 7 days free trial, and that's the closest thing to how it was before.
Each tier now has a link to my discord server in case you only need to pledge to contact me, but in case you cannot come to discord or don't want to for some reason, the lowest tier has the 7 days free trial enabled, from my understanding, during this 7 days window you'll not be charged even if you pledge and gives time to delete the pledge before getting charged.
2) If you read my comics:
Crossing has been in hold since February more or less. The reason for this is that I'm still trying to put some order here on Patreon, on the way I share stuff, and in my mods folder. Crossing has also been more or less homeless since I left webtoon, I tried managing a site on my own, but that's too much work and takes up time I rather spend making mods or writing, so I switched to share only on Drive, that has another series of disadvantages.
The good news here is that I found a new home to post my comics!
My comics are now shared on Global Comix

I'm still in the process of uploading everything there, but I'll resume Crossing on July (the same month I started writing it) on this new platform.
BloodfireMage's Comics (Crossing Spin-off) are also on the same site:

Hers are also on Webtoon.
I'll also see to fix the site I was using to share the comics now that I finally found a new platform to share them.
2023-06-16 03:29:39 +0000 UTC
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No mod needed updating for the last small Grunge Revival patch!
2023-06-02 19:04:12 +0000 UTC
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This is a testing version not ready for gameplay so if you decide to try it out, do it in a new save specifically created to test this.
The new version requires Lot51 core library, be sure to have May 10 update.
I have yet to play test the mod, I only tested it as I added features so far, but most of the gameplay I wanted to put in is done, now I'm working on small details.
I completely remade the Cattle system, watch this video to see some of the features, a better one will come with the mod release.
Basically: Cattle's life force doesn't get drained so fast any more, Cattle now has two custom motives, life force and plasma, only when the plasma is low the life force gets drained and plasma level goes up on its own if you leave the Cattle alone, even faster if the Cattle eats and sleeps properly. There are 5 levels of Cattle, the level goes up when: you drink from them, order them to do things, or use some powers on them. Cattle has a custom autonomy, they're mostly scared and cry on low levels, they're dazed and out of their minds on high levels. At level 5 you can turn them into Servants.
You cannot turn a Sim into a Cattle if their household has only an adult and more than one Sim, you cannot turn a Sim whose household is composed by a YA and all children, because the Cattle is automatically added to the household if homed, or added as a roommate if not in world: this is to prevent breaking the game, the game doesn't like households with only minors or homed Sims as roommates
You cannot turn other occults included mermaids, this is to avoid conflicts with mods that add custom motives to mermaids and aliens, they have reactions if you try to turn them, tho, so you're welcome to try.
I also added reactions to vampire drinks and the fear of vampires.

If you find things that aren't working, please leave a comment below.
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The mod isn't done yet so some features like NPCs aren't there, but you can already assign 3 NPCs if you click on Vlad's statue in Forgotten Hollow and they have a custom autonomy.
2023-05-29 05:14:04 +0000 UTC
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That's one of my oldest mods and also one of my most popular. Since it's giving issues to many people and I wanted to remove the overrides anyway, I put other projects in hold to focus on this one, I'm reworking it from scratch so if you're here to download THAT one just wait, it'll not take long.
2023-05-17 10:33:28 +0000 UTC
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The dress is by Marigold, I'm pretty sure. I don't remember the rest.
Music by Siouxsie and the Banshees
Edited Version
LoveGame - Lady Gaga
Applause - Lady Gaga
Dancing animations are by CONCEPTDESIGN97
2023-05-14 20:19:48 +0000 UTC
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Using new, easier tools and videos!
I was going nuts with all the animations in game so I decided to take a break and write this thing, this new series will be hosted on Drive and will be linked in full in this post so it's easier to find. We'll be using new tools that have been created since my last tutorials and see things in game with videos.
- How to move around in Sims 4 Studio if you never ever used it and can't even start making a mod.
Making of a Reward trait, no steps skipped, for total beginners. Tools used in order:
This is the last "change name, ID, bloody SimData" boring one, I promise... we're going to turn this buff into what you'll see at the end of the video next. In this you'll see how to make a simple moodlet and how to make a simple loot action to give it to Sims. Bonus: you're going to see the loot_on_trait_add options of the traits. Next we'll make interactions and some other fun things.
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05 - Making of a Full Mod (Videos)
I went a bit overboard with this one and recorded the full making of a mod. Starting from simple, a skill, we'll be covering a bunch of things like using traits and buffs in a full mod, interactions, adding interactions to existing objects, and even a situation. This will be long, I already have some 3h recorded and still haven't completed the mod.
Don't start directly from this one, watch the basics first if you don't know how to move around the tuning, this one is only going to confuse you.
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How to Fix "Sims start Dancing when Running a Custom Interaction"
If you ever encounter this problem, this is one way to fix it. I still have to cut the next video of my tutorial series, so this is for people who're already venturing into making SocialSuperInteractions. It works for other problematic postures too, not only dancing.
How to get the AI to generate Icons for your mods
Finding Maxis Match images to add to mods is a pain in the arse, or at least was before the AI image generators! Now it's a matter of few clicks! This is a tip for content creators that want to keep their work as Maxis Match as possible!
2023-05-09 06:16:10 +0000 UTC
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Something for Storytelling, and potentially a resource for Modding



Empty Social Interactions that only run the paired animations without affecting relationship or anything else.

With the option to activate a notification that tell you the name of the animation that's being played.
Why? Because if you ever did your own social interaction you know that there are a lot of animations:

some are so rarely used or exclusive to NPCs and careers so it's hard to figure out what to use in the interaction you're making. This mod will allow you to see how they play in game and tell you the name of the animation.
But it's mostly for Storytelling, a lot of the rarely used or locked animations have a lot of potential:
2023-05-07 19:57:00 +0000 UTC
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2023-05-02 03:09:45 +0000 UTC
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Since I'm... "playing" the game and testing mods in game, I have updates I'm posting around in addition to the last patch updates:
22/04 -
Always Wear a Towel After Shower and Bath
Quick Outfits
I've also updated lately -
Walkby Overhaul Rework
Assign NPC Jobs
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23/04 -
Added serve food from inventory:

Pick up single serving of cooked food for the option to appear.
You can use this mod by Brazenlotus to pick up all the serving at once
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26/04
Lower Salary re-updated since the patch
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27/04
MBTI Personalities
I've been messing around quite a bit with this one in these days. Added some social interactions (they're not autonomous and they're all in the "personality" sub category) and integrated more with the game. Also fixed the relbits.
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30/04
Security Settings on More Objects
Fixes
2023-04-22 14:14:58 +0000 UTC
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