No second chances.
Be ware that the interaction is still autonomous and highly pushed, but can be cancelled.
She'll also be slower to die when hungry.
Requested.
Ah, it seems like there is a bug with the cowplant death, Grim Riper resets or the cowplant gets stuck (reset her to unstuck the interaction) I'm not sure why, but I'm not surprised.
Ok I wanted these done before the patch, my laptop is slow to update so give me time when the patch drops.
ALTERNATIVE DOWNLOAD: DRIVE
2021-11-27 00:36:44 +0000 UTC
View Post
In their usual fashion and with their usual method, not less (usual arguments and usual offences thrown without a logic too)...

I just want Tumblr mob to know that:
1) I'm not reading any of that, not going out of my way for it, I have far more interesting readings to do
2) I do not retaliate
3) If you're content to address real world social issue, without actually moving to do something about it, and are just happy that your egocentrism is satisfied by being able to represent yourself in the game (less than 10% of US citizen play the game, and of this 10% not everyone cares about representation) while the rest of the world (the vast majority) suffers first hand the consequences of those problems, in my opinion you're the selfish dipshit not me, especially because the potential to do something is right there:
Let's take the Indian Fashion pack
Made to show cultural openness in the game
5€, the price of the pack, are about 400 Indian rupee, enough to buy this on Amazon:

And maybe something more in real life.
If Maxis devolved even just the 5% of the money they get by selling that pack to the development of the country, and the support of people still living in poverty to show their actual support to those cultures, instead of cashing and being happy, those money would maybe not change the life, but make things better for someone while you'd still get the inclusiveness stuff you care so much about, and guess what, a lot of people like me who aren't particularly happy to buy a kit for 4 clothes would also be more willing to spend money knowing that those money are being used to actually do something. Since Maxis belongs to a corporation, it's not a CC creator who can be justified for charging 5€ for the same pack (they're, after all, individuals who, apart from creating content, also have a life, a house, and a job or university to think about)
You potentially have the power to ask for it since Maxis is listening to you, instead you waste time writing a pile of bullshit on Tumblr and attacking someone who's not even giving a shit about your opinion.
___
Edit to add this one because this one... is a masterpiece:

What we can see above is the classical insult toolkit people in the Sims community so much like to use and I saw used against poor people from within the community who dared going against the flock one time too many, so here is a deep analysis:
What we can see here are terms like racist and transphobic used without a precise purpose, they get thrown at people as regular insults just because these, in these people's opinion, are the worst you can go... since the comment above shows a deep ignorance about the actual meaning of those terms, here is a glossary of what they really mean:

Example of racist comments:


Examples of transphobia:

So, if you get attacked with these kind of insinuations and you know you're not, there is no need to reply much less apologise.
By the way:

It's almost universally known that I was born as SHE but I go by HE, now not that I really care, but guess who'd qualify for the label of transphobic here:

so much for caring about pronouns.
___

First of all, congratulations to anonymous for picking that up, second, after shouting accusations and insinuations without a basis toward anyone doesn't agree with you people, there is hardly something to be bothered about when I do the same, a wild leap in logic is by far more justifiable that just shouting insinuations without a basis.
So when I do it is a problem, but when you do it is completely ok...
2021-11-24 18:00:29 +0000 UTC
View Post
I'm seriously thinking about stopping playing the sims completely. With all the pseudo-social bullshit going on about it (I mean complaining about representation, complaining about gender issues, complaining about other million of things that have no place in game and maxis moving to address these issues, wasting time working on useless and pointless features such as updating premades and the pronouns patch) the game isn't only not fun any more, but also not worth investing money on any more.
I'll keep updating mods, by updating the game on my laptop but I can't assure new mods will come out any time soon because I'm currently disgusted by the game to even try and play it (I plan on stopping the updates and keeping it only to complete Crossing, something I want to finish writing and that, sadly, relies on the game).
Now I want to give the community who likes to fight for social justice and pat themselves on the back for their great achievements a little reality check:
The total of the Sims 4 players amount to 35 million. This number may seem huge but...
The total of US citizens is 333 million, Sims 4 players are 10.49% of US citizen, spread across the world.
If we look at the total population of the world, that's 7.9 billion, of which the Sims 4 players are the 0.44%.
Fighting for social justice isn't helping anyone, nor is making a huge amount of people aware of some problems, especially because that 0.44% is probably already aware of those problems to begin with.
You're not changing shit for anyone. At all.
In case some of these warriors are actually up to invest their energies into something really meaningful instead of putting themselves on high ground for fighting pixel social justice, here are a series of real issues worth giving a look:
2021-11-24 02:42:31 +0000 UTC
View Post
I did this mod to celebrate my cat getting better but I don't have much time to test it in game, so I'm releasing a testing version. It's rather simple.
I don't know how many of you know that the objects Doctor Playset from Parenthood triggers an happy buff on joining the Doctor or Veterinary career if the child has played enough with it... I didn't. I found out from this video

I liked the idea. I love when Maxis adds these small details, and I liked it so much I wanted it to work with more toys and more careers so I did this mod that extends the same concept to:
Painter (trigger: Activity Table)
Scientist (trigger: Science Table)
Entertainer (trigger: Violin, Piano, Comedy Movie)
Athlete (trigger: Monkey Bars)
Secret Agent (trigger: Movie Diamonds are for Sims)
Writer (trigger: Writing on Journal or writing the Doll-house book)
Astronaut (trigger: Space Ship Jungle Gym)
Let me know how it goes if you decide to test this mod.
2021-11-06 05:24:48 +0000 UTC
View Post
Since it cannot be avoided any more, it's time to say out loud what's going on. My cat of 15 years has been living with Chronic Kidneys Disease since he was 3, he got to the normal cats lifespan now and started feeling worse in the past few months. Now it's the time the veterinary said we need to get ready, so I'll keep not being active much in modding for a bit more, after 15 years a part of me is dying with him, I want to enjoy the time we've left and I need to accept his death and my own. I might still be writing and building if that helps me taking my mind off and process my feelings, but I just don't have the mind to do mods right now.
2021-11-02 07:11:33 +0000 UTC
View Post
I don't have mods ready for Halloween but I have 3 lots:
1. The Magic Realm



First time I rebuilt this lot, I hated every second of it, this time I hated every second of it, and it took me 2 days... so it was a lot of pain but maxis built is hideous and makes no sense. This time I wanted to give it a more Magic School feel, while keeping Maxis original idea
2. Straud Mansion

I love the idea of this house but the layout made no sense




Same as above, rebuilt while keeping Maxis original idea... it's furnished but there is room for improvements
3. Wolfsbane Manor
I could never change this house too much, so I rebuilt it the closer I could to the original



Furnished with room for improvements.
Everything is CC Free.
You can also get the lots on the gallery, my ID is Trykmi
Some lots require Batuu but only for some plants (the only good thing about that pack)
2021-10-31 07:11:35 +0000 UTC
View Post
This mod allows Witches, Vampires, Mooncasters, and Ghosts to place cursed objects at will; just click on the terrain. The cursed objects are Maxis ones because I wanted all the functionalities of the case, so they give the same reactions, effects, and buffs as the ones that spawn on haunted houses by default.
2021-10-27 04:16:24 +0000 UTC
View Post
Since I'm not working on any serious mod at the moment, nor I'm playing the game, I figured out I can post some tutorial since it's been a while.
I have some interactions exported in Sims 4 Studio, I picked them randomly for no particular reason, and we're going to break down the tuning for them.
Remember that the goal of my tutorial is not walking you through a mod creation step by step, but giving you the tools to read the tuning and make the game do what you want. Once you know what you're looking at, understanding what you need to edit to alter the sims behaviour will be easier.
This tutorial is not meant to guide you into making a specific mod, but helping you to identify what you want to change to achieve a specific result.
So, the interaction I have here is the watch magic duel one. Now I actually picked this one because it has a constraint:

It also has a staging content, and mixer interactions attached to it. I wrote about these thing in a previous tutorial but we're going to look at them again here.
The constraint is the very first thing we find:

You can read it quite easily since it's English, what does this do? This is used by the animation in this interaction to determine the position a sim must have in order to run the animation properly. In this one, we can see that the sim must assume a position around the object of the interaction (in this case, the other two sims running the magic duel interaction, which is the one calling this interaction we're looking at) inside a circle with a radius of 5, they must be facing the sims, and they must be on line of sight, able to see what's going on.
You can find the constraint in a number of interactions and altering this setting can cause all sort of funny issues, from sims running the animation away from the object (try to clone a mailbox interaction, and try to run it, you'll see the sims running the post mail animation away from the mailbox, and the cause it the constraint not specified in the cloned interaction) to the interaction not running at all, depending on what interaction we're talking about.
This setting sometimes don't work even on maxis interaction, we all have had the hug bug:

and the cause of this is the constraint (and the social group, posture in general work in a very weird way in game, but it's what allows more flexibility in running animation than in the Sims 3 and 2), it often happens with cloned interactions or custom social interaction if the constraint is not specified, so if you made an interaction and the animation is weird in game, altering or adding a constraint is worth a try. Usually, but not always, this can be fixed by adding a constraint referencing the animation played in the interaction, this way:

this is a cloned mailbox interaction where the animation was playing away from the mailbox as I mentioned above, and telling the game to put the sim in a position compatible with the mailbox_mailLetter animation was enough to fix the issue.
Next, in this interaction we have:

these are two pretty standard setting you can find in almost all the interaction.
n="_saveable" t="enabled"
This can be either enabled or disabled, and you usually don't need to touch it. Can the interaction be saved or not? Meaning, if I close the game while this interaction is running, will it resume on loading the game again or will it be cancelled? Obviously, when set to enabled the interaction is saveable, if you quit the game and load again, the sims who were running this interaction will resume it, otherwise, the interaction will be cancelled.
n="attention_cost"
this is usually set to 0.5, 1 or 0, there are interaction where this is set to 0.25, this setting is used by multitasking to determine how much the sims are focused on this interaction running and if they're allowed to run some other interaction along with it, like eating and watching TV. Usually, there is no need to change this setting either, but this is another setting that can cause weirdness so in case your sims are drinking while running the vacuum animations, setting this closer to 0 is worth a try.

n="basic_content" t="flexible_length"
Is what actually happens while this interaction is running. I covered the various kind of basic contents in another tutorial, they can be one_shot, flexible_length etc, but it's always what happens inside this interaction. Flexible length means that this interaction can go on until something that stops it happens, this something is:
1. You, the player, cancelling the interaction from the queue
2. The conditions in the n="conditional_actions", a setting inside the basic_content itself, and that's the next thing we'll be looking at:

Let's read this setting and see what it tells us. The conditional action is buff_based, the buff it's based on is buff_Suppress_Emotion_Idle, the participant is the target sim, so NOT the sim running this interaction, but the one running the magic duel one in this case, the timing of this condition is NOT_HAS_BUFF, what happens as a consequence of meeting this condition is EXIT_NATURALLY.
Let's translate this setting in something more compressible: when the sims the sim running the si_MagicDuel_Watch interaction is looking at stop having the buff_Suppress_Emotion_Idle, the si_MagicDuel_Watch should stop naturally. So the other sims stop the magic duel, and the sim watching the magic duel stop looking at them as a consequence. Unless this happens or you cancel it, this interaction can go on forever.
Next we have another setting inside the basic_content

n="content" t="staging_content"
Oh, this is an interaction that runs other interactions inside it in no particular order, so the interaction running is this one, but the ones you see in game are actually the ones referenced in the affordance_links of this one, that are mixers! We'll see later what we can do with this information.

Net up we have the
n="basic_liabilities"
These are other conditions of this interaction, in this case a timeout, so that once this interaction runs, it must wait two minutes before running again.

These are some settings we can ignore, as you'll very likely never will need to edit anything else than the display name, which is self explanatory. Sometimes you will also need to edit the n="interaction_category_tags but this is mostly for autonomy and other things related to buffs (some buffs use these tags to determine if a sim is allowed to autonomously run an interaction, and this is better addressed in another tutorial. There are some things that also use these tags to give specific buffs to sim so in some cases you might want to edit the category tags to work inside some custom or maxis logic)

Next important thing here is the outcome, this is what happens as a result of this interaction, this interaction here runs two animations randomly after stopping, that are two social responses one excited and one horrified. As you see nothing determines which one is ran in here, we'll see later what we could do with this.

We can ignore also the
n="scoring_priority"
n="subaction_selection_weight"
n="target_type" (a notice about this, it's always better to use as a basis an interaction that is the closest you can get to what you're trying to achieve when making a custom one, but in case you modified it and the interaction suddenly stop running, changing this setting to something else like ACTOR can make the interaction run again, because it could be that you modified it in a way that the target type is different that the one of the base interaction you used. Looking at the target type of other interactions similar to the one you're making can help)
n="test_disallow_while_running" t="enabled"
This means that the sim cannot run this interaction while already running it, so they don't queue the same interaction over and over again. It's a self test, so the sim test themselves if they're currently inside this interaction and avoid running it again.
n="test_globals"
I said it many times, the test global is the most important part of the interaction if it's not doing what you want it to do, and the first thing you need to check.
Now let's see what we could do with what we know so far.
MOD ONE:
I want to change this interaction so that it cannot be run by children.
This is an easy one, what you want is the Test Global, and specifically the age test here:

delete the CHILD age:

And children will not be able to run this interaction any more.
MOD TWO:
I'm annoyed by the social response of the interaction being random, I want everyone to be excited by the magic duel but the elders, they have to be horrified.

You want to change the outcome of the interaction. We here already have two outcomes, but as we saw they're random. What we want to do is add a test to these outcomes so that they happen with the conditions we want. This is a bit more complicated to do than removing something from the global test but not impossible.
So we'll change the fallback_outcomes into potential_outcomes with a test:

This way, everyone will react excited but elders.
We could also test the fallback_outcomes already in maxis tuning with the same kind of test, so this is not the only way to go about it.
MOD THREE:
I think this interaction is too long and I want it to last less.
This interaction is based on the duration of the interaction calling it, the Magic Duel, so changing this changes the behaviour but it can be done. What you want to edit is the conditional_actions so it's not based on the targetSim buff any more, but, let's say, time:


Changing this to time_based so the interaction stops after 5 minutes regardless if the magic duel is still running or not.
MOD FOUR:
I don't want the sims assisting a Magic Duel to be scared
What you want to change are the mixers:

As you see we have 4 of them. And this is another mod that can be done in multiple ways:
You can open the mixer_MagicDuel_Watch_Scared interaction and edit the global_test of it so that only the sims of the age you want react scared to the duel or you can:

Remove the mixer from inside this interaction completely so it doesn't run any more inside the the list.
MOD FIVE:
You know what? I'm annoyed by sims watching the duels and I want to get rid of it completely.
This is another mod you can do in multiple ways, one of them is editing the global test of this interaction we have here so that no one can run this interaction (one way to do this would be making a custom trait no one has, and that cannot be given to anyone and whitelist it in the test of this interaction so that only sim is with that trait can run it, but since no one has the trait, no one will be able to) or, and this is what we'll do now, we need to find out where this interaction is coming from. You can find this out easily by exporting the xml with The XML Extractor
Once you have all the xml in one folder:

Grab the ID number of the thing you're trying to find

And run a windows search inside the folder to bring up all the xml referencing this number

from here you sometimes you need to use logic, because as you can see it found some things that are obviously unrelated to magic duels but reference this number, but that's because there is a fish whose definition is the same number as the ID of this interaction. Obviously what we want here are the magic duels interactions, broadcaster and loot:

Specifically the loot (which is called from the broadcaster, which is called by the magic duel interactions) is what we want to change. And to get rid of the reaction completely, this should be enough:

2021-10-13 14:27:19 +0000 UTC
View Post
Lower Salary
Now your Sims can go to work wearing the new -I'm sure- hideous outfits added by the new patch!
Stronger Negative Buffs
Pyjamas Outside are Ok
Walkby Overhaul
Dancing Not Performing
Includes the ones for the previous patch I skipped because I was writing.
2021-09-22 09:13:27 +0000 UTC
View Post
But I'm still not ready to fight against Wix Editor so the episodes are being dropped HERE for now, episodes from 70 to 77 are new, I'll not post further notices about updates but I'm adding one every day right now.
Season One is HERE
BlodfireMage is writing a Spin Off HERE needless to say that the two series will cross paths.
2021-09-17 02:49:28 +0000 UTC
View Post
Since I had a couple of people sending messages or leaving comments and being demanding about replies because "I don't have discord and they had to pay to ask for help" or even asking a refund, Patrons are not charged upfront on my page, pledging, leaving a comment, and deleting the pledge before the end of the month will not make people spend money

I never and will never enable the option, so:
1. I cannot refund people who didn't spend shit to ask a question, and
2. I owe you nothing since the moment you become a Patron until the end of the month you actually didn't spend anything.
Thanks.
2021-09-07 17:02:56 +0000 UTC
View Post

Will be in the next update of Create Yarns from Wool so keep an eye for it
2021-08-19 09:17:28 +0000 UTC
View Post
Create yarns from wool and use them for knitting, a complete rework of how wool is handled in game:
By BloodFireMage
2021-08-18 19:26:30 +0000 UTC
View Post
Two other things I wanted in my game:
1- The ability to create OR campfire and GT - IL bonfire everywhere. Campfires can be put into the inventory (??) but to me that's bullshit... you can set up a campfire everywhere as long as there are logs around. Bonfires can only be bought from build mode and cannot be put in inventory, I use those a lot and I like them, so I made this... click on the terrain, pay 50 (campfire) or 150 (bonfire) and set one up everywhere as long as the sim is outside and on natural ground, once done click on the thing and select remove. They stay as long as you want.
- Notice: campfires play an animation when removed, bonfires don't because they were having the dance bug (also known as TV dancing bug or Vampires Saturday Night Fever bug, basically some interactions cause sims to start dancing for no apparent reason) so, after fighting against it for 2 hours I decided I didn't give so much of a fuck and made them just fade away. Be sure to have enough space for the objects or they'll be destroyed on placement but you pay the same.
Bonfires and campfires are different depending on the region. For example, a campfire in San Myshuno is always the metal one, while Sulani has its own bonfire.
2 - There were some items in game I wanted to have live drag, here they are:

added live drag and inventory component to all of them so they can be carried around.
UPDATED:
Also added live drag/inventory to this table

to match the chair.
2021-08-18 08:32:42 +0000 UTC
View Post
Requires Parenthood!
UPDATE:
Added "Pick up all servings".
Added autonomous drinking while eating if the drink is present on the table .
Added "Call to Meal" from the table.
I'm testing other mods right now but micromanaging was driving me crazy so I had to do this.
Languages:
French by Mollory
Update: renamed the mod to match other Vanilla Plus mods, added the nectar from Horse Ranch.
Removed the addons, it's all in the main mod now since I used a test to check if you have the required resources installed
A small mod that allows Sims to directly serve drinks on tables using Parenthood "Set the Table" system:

Included are almost all the drinks in game.
Can only serve one kind of drink for all the sitting spots at time, to serve different drinks you need to free the spot and serve again.
The Sim will always fill all the spots that have a chair, the situation checks for the chair slot to be filled. That's just how the interaction works.
Serve Food from the Inventory on Tables

You can serve single serving from the inventory on tables:

It works well on small tables, not so much on larger ones, the servings are sometimes not placed in correspondence of the chairs so you need to arrange them manually because I can't check the slotted chairs with this system.

If you serve drinks after placing the food, the drinks are now only served where the food is:


Use this mod by Brazenlotus to pick up all the serving at once
2021-08-17 21:56:14 +0000 UTC
View Post
This is something I really wanted and, after unsuccessfully looking if people more skilled than me in meshing and custom recipes had done it, I decided to give it a go, also because maxis gave us a very nice tea pot in the last pack.
I already had made Plasticbox Teapot compatible off the grid, but I wasn't satisfied and brewing tea on a stove top is the most common way of brewing it, I wanted to also spare the place on the counter that is always taken by that stupid brewing machine.
The mod allows you to brew all maxis tea on a stove, compatible off the grid and simple living. Most recipes only use sugar because I don't want to rely on custom ingredients:

You can brew 4 or 8 cups at once (brewing one makes no sense)

Every tea has a different pot:

The mod also adds the Tea Brewing Skill:

Initially you can only brew Pitch Black, as you progress with the skill more recipes become unlocked
A Very Stupid Mod is updated for this one, Irish sims skill up in tea brewing faster.
Enjoy.
___
Blacklisted Toddlers from grabbing tea, added some very basic tea ingredient, it's only 3: green tea powder, a generic tea powder and Yerba Mate because I don't want to make it too complicated/annoying. You can buy tea from:
- The grocery store if you have the simple living snacks package from the More Deliveries Mod
- The Camping store of the same mod if you don't have the package above
- The Computer and PC if you install the Buy Tea package added to this post, so nothing is forced
MORE DELIVERIES is updated to add the ingredients (only simple living and camping packages)
ADDED:
Support for LMS Sam Choose who you Call to Meal because I can't stand when things in my game don't interact with each other, it needs the original mod to work.
2021-08-16 11:54:36 +0000 UTC
View Post



Brew Tea on Stoves
I don't know why anyone did this before...
2021-08-16 04:58:29 +0000 UTC
View Post
Pyjamas Outside are Ok
I was annoyed by sims always changing into everyday to go outside 10 minutes in the garden, no one does it in real life, so I removed the forced outfit changing when in sleepwear.
No Annoying Mess Reaction
Stop sims from complaining about rubbish around and broken/burnt stuff, often after being the ones who caused the mess on purpose. This has become especially aggravating with Cottage Living since the chicken feed is seen as rubbish, so they scatter the feed around and complain about the mess right after... if I see that animation again I swear to god I'll explode.
Less Auto Bike
ADDED:
-- No Inventory version: also stop sims from putting the bike in inventory right after dismounting because I like them to leave it where it is. Careful that this also affects NPCs.
Also, Bloodfiremage reworked Parenthood tantrums, so that the sims assisting to it will be a bit more compassionate and less assholes. When a sim they have a friendly relationship with is having a meltdown they'll get sad, not tense or embarrassed and will autonomously run to console them and cheer them up:

2021-08-15 17:02:13 +0000 UTC
View Post
Needs Herbalism ingredients? Granite Falls is now shipping them! No insects though, they can't be shipped.

The potions require the Zero_OR_PurchaseHerbalismIngredients_Shared package from HERE to work, maxis didn't add the delivery bag compatibility to them, but I had clones already done so I just separated them from the other mod. You don't need the interactions file from there.
Also... you didn't think I forgot about Vampires right?

The Boutique Du Vampyre is now open! This is based on the real New Orleans Boutique Du Vampyre and it's obviously based in Willow Creek!

They sell oddities by day, among them Paranormal stuff like the sacred candles.
By night the shop changes, only vampires can call it:

Featuring custom vampire drinks!

HERE
MORE UPDATES:
NO RANDOMS
ASSIGN NPC JOBS
2021-08-14 12:45:05 +0000 UTC
View Post
You didn't think I forgot about Witches, right?

The Questionable Quacks Emporium and the other vendors in the Realm joined forces to bring to your door brooms, tomes, potions and familiars. This service has an objects package that is not overrides and is required for it to work.
Also...

Brindelton Bay is in business with the Pets Plus Delivery service, too!
https://www.patreon.com/posts/54816860
Assign NPCs Jobs is also updated for the two new services.
Apart from this, I did some general fixes here and there.
2021-08-13 12:56:32 +0000 UTC
View Post
I like the new delivery service, I wanted more Maxis food and stuff to buy though... The food one's selection was especially poor... San Myshuno restaurants weren't happy about it, so I started messing with the delivery service... then I was unhappy about the garden shop not having one... then... this mod became something bigger.
So, first thing: this mod will conflict with everything adds stuff to the delivery phone interaction:
phone_pickServiceToHire_Deliveries
This is the only tuning inside the MAIN package, so if the new services aren't there you have a conflict.
WHAT'S INSIDE:
Garden Shop Delivery: Agatha and Agnes finally set up a delivery service for their shop. The delivery has the same stuff of the shop and one of the two will come in person to deliver the order.
Bakery Delivery: They sell most of the baked goods available with GTW, the selection of things you can order is different every day.
Ice Cream Delivery: Cool Kitchen Gelato right at your door! Luigi's shop has most of the ice cream available with the pack (the thumbnails suck though)
Camping Essentials: they sell potions and herbalist ingredients along with some camping equipment, this service requires the Zero_OR_PurchaseHerbalismIngredients_Shared from HERE, if you don't want that mod don't install the Interactions package
Pets Plus: You can buy treats, pets food and toys. Sims who completed the Friend of Animals aspiration from pets have a free delivery and a discount.
Boutique Du Vampires: they sell oddities (if you don't have Strangerville and Paranormal they'll sell very little), Sacred Candles among other things, but they're pricey and the selection is random... this by day...
By night, the shop changes and sells also blood for vampires, only vampires can ring by night, they enjoy a discount on the prices and on the delivery.
Based on New Orleans Boutique Du Vampyre
Questionable Quacks Emporium: only available for witches, ships wands, brooms, familiars and tomes. Magic Sages have free delivery and discount, also this is the fastest delivery so far.
--> IMPORTANT
Deliveries come with their own custom delivery bag

In order to make the bag system work, I had to use the objects instead of the recipes to generate the shops. Problem was most of the objects had a simoleon price of 0, so they had no price in the shops either. To add a simoleon cost, I had to override the catalog tuning for every object. Overrides are NOT required for the mod to work and are separated, they will conflict with mods overriding the same files. If you want the food to have a price you need them, if you have another mod that modifies the price of the OBJECT (not the recipe) it will add a price the same and you'll not need these files. This is valid also for the next part:
MORE FOOD FROM ZOOMERS!
As I said before, I was really unhappy by the food delivery missing the cultural food from City Living, so I added most of it along with most of Snowy Escape food. This will conflict with everything modifies Zoomers food selection and is not required for the mod to work. What I wrote about the food's prices above is valid for this too, I had to override the catalog to add a simoleon price.
--> IMPORTANT
The Magic and Vampire Delivery Services have an Objects package, these are REQUIRED, they're not an override, otherwise the delivery will not work.
OPTIONS:
The MAIN file has two versions:
24 - 7 : Keeps Maxis default, deliveries are always available regardless of time and day
Working Hours : The deliveries aren't always available

Different services have different working times including Maxis ones. Working hours are as follow:
Pizza - every day, from 8 AM to 3 AM
Groceries - from 8 AM to 6 PM from Monday to Saturday.
Garden - from 8 AM to 5 PM from Monday to Friday.
Camping -from 8 AM to 7 PM from Monday to Saturday.
Bakery - from 8 AM to 7 PM from Monday to Saturday.
Pets Plus - from 8 AM to 7 PM from Monday to Saturday.
Food - every day, from 8 AM to 11 PM.
Ice Cream- from 8 AM to 6 PM.
Questionable Quacks Emporium - 24/7
Boutique Du Vampires - 24-7 but...
By day it's a normal oddities shop:

By night it's a vampire exclusive shop that sells blood:


NPC FILTERS
This is needed to pick the sims for the new delivery services (apart from the garden one, that uses Agatha and Agnes). There are two version, one is required:
Standard version keeps the random generation of the delivery NPC
No Random doesn't generate random NPCs, you can assign the Ice Cream and Bakery delivery sim with Assign Npcs Jobs
IMPORTANT: for the Vampire delivery you need to assign 2 deliverer, one needs to be a vampire.
SIMPLE LIVING SNACKS
This is an updated and improved version of the mod SimpleLiving Grab Some Snack I posted before so if you had that, remove it!
Adds the ability to grab snacks when the simple living lot traits is on, and the ingredients requirement for them:

Also adds some stuff and a couple of custom ingredients to the grocery shop and conflicts with mods doing the same:

I didn't touch Maxis recipes so the custom ingredients and the ingredients I added to the snacks only work for the Simple Living lot trait.
Thanks for reading the description, your reward is here. As usual people who didn't read the description will end up with a fake file.
UNIFORM FOR FOOD DELIVERY
This can also be used as a standalone and just adds a uniform to Zoomers delivery sim
___
THANKS TO:
BloodFireMage for helping and picking the name for the Ice Cream Service.
__
UPDATE:
14/08/22
Pre-Werewolves Patch Update
ALTERNATIVE DOWNLOAD: DRIVE
2021-08-12 10:32:02 +0000 UTC
View Post
Ok, the chicken will most likely run away and disappear before the sim comes back, but it's worth it the same
2021-08-08 09:10:59 +0000 UTC
View Post
Seaweed Recipes: fixes the recipes from Snowy Escape requiring the junk seaweed you find when fishing that cannot be collected or used as an ingredient, making the recipes impossible with the simple living lot trait. Replaces it with Spinach (best alternative for now, sorry)
This bug here
2021-08-07 04:08:06 +0000 UTC
View Post
I originally thought about making a spell to manipulate fertility options but then I remembered that mermaids have been associated with fertility since ancient times:

So I decided that this power must be an exclusive of former fertility gods.
This mod adds some mermaid powers into the game, all associated with fertility. On the gardening side, Mermaids will now have the power to water crops (Gift of the Lake) and make them grow instantly (Mystic Genesis, crops not in season may revert to planted if you leave the lot) since in Slavic Lore they're said to come out of the rivers to do just this: water crops and make them grow. They can also revive dead plants without gardening skills.

On the sims side, they can change the sims pregnancy options set in Cas, meaning that if the sim can get pregnant but not impregnate, they can make them the opposite at will. If a sim has neither as option, they can chose what to gift them with. Evil mermaids can also curse sims with infertility.
Sims who know the mermaid status as a mythical creature, can also ask to be gifted with fertility to change their options. A sim who asks and has neither as option will be left to the mermaid whims about the result, and given that they're not human, your sim gender will not matter much; they'll gift with the ability to get pregnant of get others pregnant at will.
Careful asking gift to evil and mean mermaids.
Also you pay life with life, asking for the gift costs the sim 10 days of their life.
A mermaid will not accept gifting your sim if their fertility powers are in cooldown.
ALTERNATIVE DOWNLOAD: DRIVE
2021-08-05 16:28:51 +0000 UTC
View Post
There aren't enough negative lot challenges in game, and I was meaning to do more for a while, especially now that we can add as many as we want. The first one is finally ready to come out from testing
Power Outages: Not quite Off The Grid, this challenge makes it so that the power has a chance to go out for about two hours at random times.
ALTERNATIVE DOWNLOAD: DRIVE
2021-08-05 00:09:56 +0000 UTC
View Post
This mod requires the XML INJECTOR, Utility - Death Interactions and Utility - Cauldron Potions Shared Tuning
This mod also requires Strangerville
I was asked to do this a long time ago. This adds a special apple in game witches and vampire witches can turn into a poisonous apple.

The special apple is called Delicious Apple and, as the name suggest, it's always delicious:

Eating the apple is pretty much the same as eating any other apple (with the exception that it's always pristine quality), but eating the apple poisoned by a witch is lethal. After the apple is poisoned, sims have the option, under mischief, to offer it to other sims. If the other sim accept, after 30 minutes the poison will take effect.

A sim poisoned by the apple can ask a witch for the antidote, they'll have to bring them the ingredients. The antidote also works for the potion of nausea here
If you let the time run out, the sim will die, there is no chance to overcome the poison.
The delicious apple can be found from apple trees by looking for it or bought from the phone if you have Purchase Herbalism Ingredients
Vampire Magic and Vampire Potions are updated to work with this mod (careful when updating vampire magic, I moved the link because people weren't reading the description)
All the mods linked in the post are updated for compatibility with this one.
KNOWN ISSUE:
The animation to poison the apple is not perfect

___
ALTERNATIVE DOWNLOAD: DRIVE
2021-07-30 03:20:01 +0000 UTC
View Post
This was formerly included into Cauldron Vampire Potions, I now separated it and repackaged it as a new mod for another upcoming mod.
UPDATED: Updated for Mooncasters release.
2021-07-30 02:11:57 +0000 UTC
View Post
RoM - Expanded Spells Collection
Expanded Florarlorial: fixes the spell not working on giant crops, adds a spell to increase the giant crop size (only rank 4+)
ALL - Various Fixes
Utilities Drain Power Off The Grind
Added the new fridge.
2021-07-29 15:52:01 +0000 UTC
View Post
A very Simple mod that just adds the possibility to purchase black and brown llama.
Pick only one of the following options for the llamas:
Standard
Works as in vanilla game.
No colour change
Llamas will not change their colour when you feed them threats like it happens in vanilla game.

These are animals brown and black by default, and will keep their colour.
2021-07-28 02:13:31 +0000 UTC
View Post