Mediafire has seen to delete random downloads for no reason. As of right now, nothing I have is guaranteed to be available, and anything unavailable likely will not be re-uploaded, as I likely don't have it anymore.
I'm hoping to find a site other than mediafire. Mediafire will remove files if they get any sort of copyright complaint against them without attempting to verify those claims. For example, my Historical Society lot was recently removed from mediafire because a band did a sweeping search of all files containing "Historical Society" in the title and put claims against them! So my tiny little sims 3 lot file that maybe 70 people had downloaded was removed forever just because they wanted it to be. So I will not be using mediafire anymore as soon as I find a good alternative.
Friday, January 13, 2012
Smooth Motive Drop 1.29 PETS
This is a mod that makes the Hunger, Bladder, and Energy motives drop at a smooth, constant rate.
In the base game, motives change speed depending on how high or low they are. When Hunger is at -81 (the motives range from -100 to 100), the speed drops to a decay of less than 1 per hour. When hunger is above -61, it goes at a rate of 12 per hour. I changed this so that hunger drops at a smooth and constant rate. That way, when it's halfway empty, it is literally halfway empty. When it's close to empty, your sim is literally close to starving to death. The rate slows a tiny, tiny bit when a sim/pet is "Starving", but they will still actually be close to death a la The Sims 1 when that bar is way down in the red. So pay the hell attention.
The new rates are as follows:
Bladder- 30 Per Hour. Sims will go from full to empty bladder in 6.5 hours.
Bladder Toddler- 35 Per Hour. Toddlers will go from full to empty bladder in 5 hours and 40 minutes.
Bladder Baby- 35 Per Hour. Same as toddlers.
Bladder Elder- 40 Per Hour. Have fun tomb-raiding as an old person.
Bladder Horse- 35 Per Hour.
Bladder Cat- 20 Per Hour.
Bladder Big Dog- 30 Per Hour.
Bladder Little Dog- 40 Per Hour.
Hunger- 16 Per Hour. Sims will go from full to empty hunger in 12.5 hours. If a sim reaches significantly low hunger, they will starve SIGNIFICANTLY faster than in the base game. In the base game, mostly empty hunger still meant you had 24 hours to live. Now, mostly empty hunger means you've got a couple hours.
Hunger Toddler- 18 Per Hour. Toddlers will go from full to empty in 11 hours. Feed them breakfast and feed them before bed! No more feeding them once per day. The social worker is onto you.
Hunger Baby- 16.875 Per Hour. This is actually the default, but now it doesn't get slower the hungrier the baby gets. Babies may have to be fed during the middle of the night- like real babies.
Hunger Horse- 15 Per Hour.
Hunger Cat- 16 Per Hour.
Hunger Dog- 16 Per Hour.
Hunger Little Dog- 18 Per Hour.
Energy- 10 Per Hour. Sims will go from full to empty energy in 20 hours. This lets sims go to sleep at the same time each night without their schedule going out of whack, because they won't ever be fully tired before bedtime as long as they get a full or near full sleep.
Energy Baby- 20 Per Hour.
Energy Toddler- 8
Energy Horse- Unchanged. Sleepy horses are not good for riding.
Energy Cat- 20 Per hour! Cats are sleepy.
Energy Dog- Unchanged.
Energy Little Dog- 10 Per Hour.
This idea wasn't met with the best reception from people elsewhere, but screw them, I think it's a nice idea and I appreciate the idea that if my sim doesn't eat there are severe consequences, rather than a full two days they can go without me getting them any food. Some people might want it, so here you go!
This mod makes use of the MOTIVES xml. It will probably conflict with anything that edits WHEN moodlets show up. There are 4 total xmls dedicated to motives, but it will only conflict with those that edit this one in particular. It shouldn't conflict with any mods that make moodlets more or less extreme, and it works fine with Awesomemod.
In the base game, motives change speed depending on how high or low they are. When Hunger is at -81 (the motives range from -100 to 100), the speed drops to a decay of less than 1 per hour. When hunger is above -61, it goes at a rate of 12 per hour. I changed this so that hunger drops at a smooth and constant rate. That way, when it's halfway empty, it is literally halfway empty. When it's close to empty, your sim is literally close to starving to death. The rate slows a tiny, tiny bit when a sim/pet is "Starving", but they will still actually be close to death a la The Sims 1 when that bar is way down in the red. So pay the hell attention.
The new rates are as follows:
Bladder- 30 Per Hour. Sims will go from full to empty bladder in 6.5 hours.
Bladder Toddler- 35 Per Hour. Toddlers will go from full to empty bladder in 5 hours and 40 minutes.
Bladder Baby- 35 Per Hour. Same as toddlers.
Bladder Elder- 40 Per Hour. Have fun tomb-raiding as an old person.
Bladder Horse- 35 Per Hour.
Bladder Cat- 20 Per Hour.
Bladder Big Dog- 30 Per Hour.
Bladder Little Dog- 40 Per Hour.
Hunger- 16 Per Hour. Sims will go from full to empty hunger in 12.5 hours. If a sim reaches significantly low hunger, they will starve SIGNIFICANTLY faster than in the base game. In the base game, mostly empty hunger still meant you had 24 hours to live. Now, mostly empty hunger means you've got a couple hours.
Hunger Toddler- 18 Per Hour. Toddlers will go from full to empty in 11 hours. Feed them breakfast and feed them before bed! No more feeding them once per day. The social worker is onto you.
Hunger Baby- 16.875 Per Hour. This is actually the default, but now it doesn't get slower the hungrier the baby gets. Babies may have to be fed during the middle of the night- like real babies.
Hunger Horse- 15 Per Hour.
Hunger Cat- 16 Per Hour.
Hunger Dog- 16 Per Hour.
Hunger Little Dog- 18 Per Hour.
Energy- 10 Per Hour. Sims will go from full to empty energy in 20 hours. This lets sims go to sleep at the same time each night without their schedule going out of whack, because they won't ever be fully tired before bedtime as long as they get a full or near full sleep.
Energy Baby- 20 Per Hour.
Energy Toddler- 8
Energy Horse- Unchanged. Sleepy horses are not good for riding.
Energy Cat- 20 Per hour! Cats are sleepy.
Energy Dog- Unchanged.
Energy Little Dog- 10 Per Hour.
This idea wasn't met with the best reception from people elsewhere, but screw them, I think it's a nice idea and I appreciate the idea that if my sim doesn't eat there are severe consequences, rather than a full two days they can go without me getting them any food. Some people might want it, so here you go!
This mod makes use of the MOTIVES xml. It will probably conflict with anything that edits WHEN moodlets show up. There are 4 total xmls dedicated to motives, but it will only conflict with those that edit this one in particular. It shouldn't conflict with any mods that make moodlets more or less extreme, and it works fine with Awesomemod.
Monday, November 7, 2011
Champs Les Pets Park
This is an updated version of the small park in the center of town in Champs Les Sims, for use with Twallan's Traveller mod or for Champs Les Sims base world. It adds various dog and cat equipment so your pets can anjoy the park too! It also makes the park significantly less hideous.
Requires World Adventures and Pets.
Requires World Adventures and Pets.
(Sorry to use 4shared, mediafire is not cooperating! All other downloads are still hosted on mediafire, though.)
Wednesday, November 2, 2011
Less Filling Food
This mod makes pretty much all food less filling. The MAXIMUM amount of Hunger any sim can get from any food is now 150 as opposed to 200.
Before, the best food around would be able to bring a sim back from being one point away from death all the way to completely full. Now, if a sim is 1 point from death (1), they will only be able to go up to 151, or about 3/4 of the way through their motive bar. This is because sims should be eating more often than only when htey are about to starve. Makes it easier to have meals throughout the day rather than just one big one at breakfast and a snack later.
It also makes each meal a little less filling in general. Snacks now can't give any more than 30 points of hunger. You can no longer eat a snack and fill more than half your hunger! Juice is now also much less filling. It also makes Simbots gain pretty much no hunger from any food (except scrap).
Made with and for patch 1.26, edits the EatHeldFood xml.
Before, the best food around would be able to bring a sim back from being one point away from death all the way to completely full. Now, if a sim is 1 point from death (1), they will only be able to go up to 151, or about 3/4 of the way through their motive bar. This is because sims should be eating more often than only when htey are about to starve. Makes it easier to have meals throughout the day rather than just one big one at breakfast and a snack later.
It also makes each meal a little less filling in general. Snacks now can't give any more than 30 points of hunger. You can no longer eat a snack and fill more than half your hunger! Juice is now also much less filling. It also makes Simbots gain pretty much no hunger from any food (except scrap).
Made with and for patch 1.26, edits the EatHeldFood xml.
Monday, October 31, 2011
Paradise Revisited (Playable Paradise with prebuilt lots and Pets compatibility!)
Remember Paradise? It was a world I made. A small tropical island. But it didn't have anything on it.
Now that we have a couple EPs and our sims can survive pretty well without jobs, I've built it into someplace worth living in. It now features a public garden, lookout, graveyard, two houses (one occupied), a playground, and a beach hangout/study area. There are a few empty lots for you to do as you wish.
Horses, Deer, and Raccoons will spawn. I placed quite a few small pet spawners too. Cats can find small pets via hunting. The wild animals (horses for sure, not sure about others) don't disappear to an NPC pool- they hang around on the island 24/7. :)
















POSSIBLE ISSUE: Paradise initially had an issue where sims spawned at a random spot, ran away from it, and disappeared. These were NPCs being spawned by the world. They...may not ever stop doing this. They aren't an intrusion, though.
You can not use any service requiring a road. You cannot order pizza, adopt a pet, have a maid, etc. If you want to get a pet, you must either make it in CAS, hope for a neighbor to spawn an adoption, adopt a stray, or spawn one with debug commands.
You need the World Adventures version of Paradise to play. Also requires Grant's OMSP. This save game requires World Adventures, Ambitions, Generations, and Pets. Place the files from the .zip in Documents/ElectronicArts/TheSims3/Saves.
Now that we have a couple EPs and our sims can survive pretty well without jobs, I've built it into someplace worth living in. It now features a public garden, lookout, graveyard, two houses (one occupied), a playground, and a beach hangout/study area. There are a few empty lots for you to do as you wish.
Horses, Deer, and Raccoons will spawn. I placed quite a few small pet spawners too. Cats can find small pets via hunting. The wild animals (horses for sure, not sure about others) don't disappear to an NPC pool- they hang around on the island 24/7. :)
















POSSIBLE ISSUE: Paradise initially had an issue where sims spawned at a random spot, ran away from it, and disappeared. These were NPCs being spawned by the world. They...may not ever stop doing this. They aren't an intrusion, though.
You can not use any service requiring a road. You cannot order pizza, adopt a pet, have a maid, etc. If you want to get a pet, you must either make it in CAS, hope for a neighbor to spawn an adoption, adopt a stray, or spawn one with debug commands.
You need the World Adventures version of Paradise to play. Also requires Grant's OMSP. This save game requires World Adventures, Ambitions, Generations, and Pets. Place the files from the .zip in Documents/ElectronicArts/TheSims3/Saves.
Sunday, October 30, 2011
NPCs more likely to ask YOU to move in with THEM (1.26)
This is an update of a looooong ago mod that made AI sims askyou to move in more often. Some people don't even know this is possible. If your sim has a high relationship, a friend might ask them to move into their house. But the default chance of this is only 1%, and only 2% if the relationship is romantic. I've bumped it up to 50% and 100%. Don't worry, they'll only ask once every 3 days.
Friday, October 28, 2011
More or Less Wild Animals (A hundred flavors- Testing)
More Strays- Also makes strays stay on the lot longer (at least 2 hours, at most 4) and show up more often (At least one every 48 hours). DOES NOT INCREASE THE NUMBER OF STRAYS IN THE WORLD. This is a compatibility package for the following packages so that they actually do something. You NEED THIS. Maximum 5 is default. What this does is determines how many strays the game world can create at max, REGARDLESS of how many possible strays there are of any given type.
Maximum 15 DOWNLOAD THIS
Stray Modifiers:
No wild Horses (Unicorns still spawn)
No wild Horses (No Unicorns)
No Deer
No Raccoons
No Cats
No Dogs
More Deer
More Raccoons
Only Raccoons
Only Deer
Only Horses (and Unicorns)
Only Dogs
Only Cats
Only Unicorns
Only download ONE of the above! They all change the same file so they are not compatible with each other. If you would like any other combination, they are very easy to edit. Open them in S3PE and find where it says:
EP5_Min
EP5_Max
EP5_Max_MinSpec
And simply change the numbers for whatever type of animal you want. You can change how many are available for adoption or breeding ("Stallion") as well. I am not entirely sure what EP5Max_MinSpec does, so just make it the same number as EP5Max.
Maximum 15 DOWNLOAD THIS
Stray Modifiers:
No wild Horses (Unicorns still spawn)
No wild Horses (No Unicorns)
No Deer
No Raccoons
No Cats
No Dogs
More Deer
More Raccoons
Only Raccoons
Only Deer
Only Horses (and Unicorns)
Only Dogs
Only Cats
Only Unicorns
Only download ONE of the above! They all change the same file so they are not compatible with each other. If you would like any other combination, they are very easy to edit. Open them in S3PE and find where it says:
EP5_Min
EP5_Max
EP5_Max_MinSpec
And simply change the numbers for whatever type of animal you want. You can change how many are available for adoption or breeding ("Stallion") as well. I am not entirely sure what EP5Max_MinSpec does, so just make it the same number as EP5Max.
Thursday, October 27, 2011
More Expensive Pet Food
This multiplies the cost of pet food by 5 or 10, to 50 or 100 simoleons. It does not change how much food the bowl fills with.
Sunday, October 23, 2011
Thursday, October 20, 2011
Autonomous Pet Woohoo and Less Chance For Pet Pregnancy (Testers Wanted)
So hey, autonomous pet woohooing. Seems reasonable.
Default pregnancy rate for dogs and cats: 60%.
New pregnancy rate: 2%.
Mods are separate just in case you want to have hundreds of puppies without trying.
Default pregnancy rate for dogs and cats: 60%.
New pregnancy rate: 2%.
Mods are separate just in case you want to have hundreds of puppies without trying.
Less Chance to Startle Deer
This mod halves the chance a sim will startle a deer. Pretty simple.
This file also changes the Wildlife Friend skill or whatever it is. By default someone with this skill (I honestly don't know what it is, might be hidden?) gets the chance of startling dropped by 20. Since this mod drops the chance of startling a deer at mid-range distance to 25, I have dropped this to 5. Once the skill is maxed, it normally drops the chance by 100- meaning the sim can get right up to the animal no problem. This mod will drop that to 50. This is because the chance to startle a deer when you're very close is now 47, so there's no need for it to be that high. It also means that you won't get an enormous jump in your sims' ability to approach animals just by getting one skill point.
Not entirely sure how all that works, but the gist of it is that this will make it harder to startle deer, no matter what.
This file also changes the Wildlife Friend skill or whatever it is. By default someone with this skill (I honestly don't know what it is, might be hidden?) gets the chance of startling dropped by 20. Since this mod drops the chance of startling a deer at mid-range distance to 25, I have dropped this to 5. Once the skill is maxed, it normally drops the chance by 100- meaning the sim can get right up to the animal no problem. This mod will drop that to 50. This is because the chance to startle a deer when you're very close is now 47, so there's no need for it to be that high. It also means that you won't get an enormous jump in your sims' ability to approach animals just by getting one skill point.
Not entirely sure how all that works, but the gist of it is that this will make it harder to startle deer, no matter what.
Tougher Bills (updated for Pets)
This is a mod that makes billing much harder. Now updated for Pets!
The default billing rate is .013 the value of a sim's household. This means that if your house was worth exactly 20k, you would be billed 260 simoleons a week. This raises it to .05, meaning a home worth 20k would bring 1,000 simoleon bills each week.
That means that if your sim was, say, level 1 in the Business career, they'd bring in 810 simoleons in a week. Woops! Can't afford the bills, sucks for you. A sim at level 1 business career could afford a 16,000 dollar home, at 800 a week- but they wouldn't be able to afford food. This means a sim at level 1 business career must have a home of, say, 15k to live comfortably. That would cost 750 simoleons a week, allowing 60 for food.
A criminal sim at level 1 will bring in 510 a week, meaning they could live in a 9,000 simoleon house with minor discomfort.
Two sims working business and law enforcement at level 1 would bring in 2010 simoleons a week. They could easily live in a 20k home.
Level 1 jobs are no longer something sims can live on, especially if living on their own. You will NOT be able to afford a comfortable house until you work for it or get promoted. Part time jobs won't properly pay for a single sim's housing until they get to level 3.
With the base game a sim at level 3 of the culinary career, bringing in 1170 per week, could easily afford a 50k house (650 per week). Not so now- they'd need 2500 to do so- something they won't get until level SIX! (Unless they have a partner or roommate)
This means you will have POOR sims. This means you will NEED to advance in a job. This means writers, painters, etc will NEED a part time job. This makes disposable income MUCH harder to come by. It makes saving important- don't go and immediately spend as much money as you can when making a new sim, you damn well better do the math to make sure they can actually afford the house you're building for them! The more money you make, the more expensive your home can be, and the easier it is to sustain it. The more money-bringers you have the easier it is, as well.
The default billing rate is .013 the value of a sim's household. This means that if your house was worth exactly 20k, you would be billed 260 simoleons a week. This raises it to .05, meaning a home worth 20k would bring 1,000 simoleon bills each week.
That means that if your sim was, say, level 1 in the Business career, they'd bring in 810 simoleons in a week. Woops! Can't afford the bills, sucks for you. A sim at level 1 business career could afford a 16,000 dollar home, at 800 a week- but they wouldn't be able to afford food. This means a sim at level 1 business career must have a home of, say, 15k to live comfortably. That would cost 750 simoleons a week, allowing 60 for food.
A criminal sim at level 1 will bring in 510 a week, meaning they could live in a 9,000 simoleon house with minor discomfort.
Two sims working business and law enforcement at level 1 would bring in 2010 simoleons a week. They could easily live in a 20k home.
Level 1 jobs are no longer something sims can live on, especially if living on their own. You will NOT be able to afford a comfortable house until you work for it or get promoted. Part time jobs won't properly pay for a single sim's housing until they get to level 3.
With the base game a sim at level 3 of the culinary career, bringing in 1170 per week, could easily afford a 50k house (650 per week). Not so now- they'd need 2500 to do so- something they won't get until level SIX! (Unless they have a partner or roommate)
This means you will have POOR sims. This means you will NEED to advance in a job. This means writers, painters, etc will NEED a part time job. This makes disposable income MUCH harder to come by. It makes saving important- don't go and immediately spend as much money as you can when making a new sim, you damn well better do the math to make sure they can actually afford the house you're building for them! The more money you make, the more expensive your home can be, and the easier it is to sustain it. The more money-bringers you have the easier it is, as well.
Wednesday, October 19, 2011
Grandma's House Collection
A collection of items to decorate Grandma's house, including Grandpa's chair. Nobody else can sit in it!
I've discovered that if you save an object's specific recolor, that recolor is the one saved to the thumbnail in a collection. It also becomes auto-selected when the object is taken from the collection. So the objects are colored in the collection as you see them here, for quick and easy placement if you like the colors. :)
Remember- you CAN use collections that contain items you don't have. You just won't see those items in the list.
I've discovered that if you save an object's specific recolor, that recolor is the one saved to the thumbnail in a collection. It also becomes auto-selected when the object is taken from the collection. So the objects are colored in the collection as you see them here, for quick and easy placement if you like the colors. :)
Remember- you CAN use collections that contain items you don't have. You just won't see those items in the list.
Missionaire Collection
The Mission item set in The Sims 3 is totally ridiculous. Tons of the objects do not say "Missionaire" in the name. Some say "Mission" instead of missionaire. Some have spanish-influenced names. Some don't. So finding all the items in regular play is downright impossible.
So hey, here's all the Mission items along with some Mission-like items and some walls and floors I felt went with them, all in one collection. The collection icon is that of a Spanish-ish cluster of buildings, like the ones in Pleasantview in Sims 2. :D
To install, place the file in Documents/ElectronicArts/TheSims3/Collections/User.
So hey, here's all the Mission items along with some Mission-like items and some walls and floors I felt went with them, all in one collection. The collection icon is that of a Spanish-ish cluster of buildings, like the ones in Pleasantview in Sims 2. :D
To install, place the file in Documents/ElectronicArts/TheSims3/Collections/User.
HOW TO: Share Collections
Step 1. Make a collection.
Step 2. Exit the game. (Do not make multiple collections to share at once- their files are not named and you may get confused when sharing them.)
Step 3. Go to MyDocuments/ElectronicArts/TheSims3/Collections/User
Step 4. Arrange the folder by Date Modified. Find the package file that matches the time you last added something to your collection. It should be the most recent file.
Step 5. Change the name! You can rename collection files. Give it a really good descriptive name so people know what they've got.
Step 6. Share it!
All it takes to share the collection is that one single file. Another player sticks it into their Collections/User folder and it appears in game! You can use objects from any expansion/stuff pack and even custom content- the objects simply won't appear in the collection if the other player does not have them.
Step 2. Exit the game. (Do not make multiple collections to share at once- their files are not named and you may get confused when sharing them.)
Step 3. Go to MyDocuments/ElectronicArts/TheSims3/Collections/User
Step 4. Arrange the folder by Date Modified. Find the package file that matches the time you last added something to your collection. It should be the most recent file.
Step 5. Change the name! You can rename collection files. Give it a really good descriptive name so people know what they've got.
Step 6. Share it!
All it takes to share the collection is that one single file. Another player sticks it into their Collections/User folder and it appears in game! You can use objects from any expansion/stuff pack and even custom content- the objects simply won't appear in the collection if the other player does not have them.
Pool Collection
If you add this to your ElectronicArts/TheSims3/Collections/User folder, you'll get a Pool collection, containing all sorts of pool-relevant objects. The collection does include things from each expansion/stuff pack, but it will work fine regardless of which expansions/stuff packs you have. It simply will not show objects you do not have.
Friday, August 5, 2011
Smooth Motive Drop (Forgiving version)
This is a new version of Smooth Motive Drop (1.24). In the old version, hunger, hygiene, and energy dropped at a constant rate instead of slowing down and speeding up based on how high/low they were.
This is the same thing, except when hunger reaches -81, it slows significantly to give you time to save your sim's life. With the original version, if you waited too long to start feeding your sim, they could easily die during cooking.
This is the same thing, except when hunger reaches -81, it slows significantly to give you time to save your sim's life. With the original version, if you waited too long to start feeding your sim, they could easily die during cooking.
Wednesday, August 3, 2011
Smooth Motive Drop updated for 1.24
This updates the Smooth Motive Drop mod to work with 1.24. All settings are the same. 1.24/generations added a special energy decay for toddlers. I did not alter it, so toddler energy will not drop smoothly. Toddlers are stupid.
Sunday, May 29, 2011
Old Pier Water Park
A replacement for Old Pier Beach which turns it into a water park of sorts. Sleeping bags, a tree house, a small pool overlooking a water feature slip and slide so parents can watch their kids, and a fountain to play in!
WARNING: THOSE SHARKS ARE CHAIRS. SIMS WILL SIT IN THEM. IT WILL LOOK INAPPROPRIATE. NOT INTENTIONAL. <_<
WARNING: THOSE SHARKS ARE CHAIRS. SIMS WILL SIT IN THEM. IT WILL LOOK INAPPROPRIATE. NOT INTENTIONAL. <_<
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