This is a no-drift camera, which allows you to pitch to a very low level, with the added bonus of making the camera focus like The Sims 2.
In Sims 3, the camera focuses on a sim's feet. If you right click their portrait to center them on the screen, they're actually taking up the top half, sometimes not even showing their head- because the camera is centered on their feet.
With this mod, the camera centers on their torso, just above the belly button- just like in Sims 2. Remember zooming in all the way and seeing their torso? If you zoom in all the way in Sims 3, you get a nice view of the floor. Not anymore.
Here is where the camera would center by default. Note that the center of the image is the bottom of the sim- under the chair.
Here's where it centers with this mod.
Here is full zoom on a standing sim before...
And here is after.
Showing posts with label Mods. Show all posts
Showing posts with label Mods. Show all posts
Wednesday, June 6, 2012
Wednesday, March 7, 2012
Smooth Motive Drop 1.31/Showtime
The old Smooth motive Drop will completely make your game unplayable, so replace it with this.
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 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.
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.
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.
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.
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.
Sunday, May 29, 2011
Tougher Bills Mod (Updated for Generations)
This is a mod that makes billing much harder. Now updated for Generations!
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.
Thursday, March 24, 2011
Smooth Motive Drop
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 new rates are as follows:
Bladder- 25 Per Hour. Sims will go from full to empty bladder in 8 hours.
Bladder Toddler- 30 Per Hour. Toddlers will go from full to empty bladder in 6 hours and 36 minutes.
Bladder Baby- 30 Per Hour. Same as toddlers.
Bladder Elder- 35 Per Hour. Elders have to pee every 5 hours and 40-some minutes. Have fun tomb-raiding as an old person.
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.
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.
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.
Thanks to Twallan for helping me find and figure out how to change the decay rates!
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 new rates are as follows:
Bladder- 25 Per Hour. Sims will go from full to empty bladder in 8 hours.
Bladder Toddler- 30 Per Hour. Toddlers will go from full to empty bladder in 6 hours and 36 minutes.
Bladder Baby- 30 Per Hour. Same as toddlers.
Bladder Elder- 35 Per Hour. Elders have to pee every 5 hours and 40-some minutes. Have fun tomb-raiding as an old person.
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.
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.
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.
Thanks to Twallan for helping me find and figure out how to change the decay rates!
Wednesday, December 15, 2010
Tree Pricing Overhaul
Chinese Bamboo is some of the most sought after bamboo in the world, according to the in-game description. And yet it costs 200 simoleons? No. Now it costs 2,000.
This mod is intended for those of us who can never find anything to spend money on or work towards being able to afford. Those of us who play the game and get bored when we have too much money!
Tree prices are all overhauled to be anywhere from 5x to 10x their original price. I seriously doubt getting fully grown bamboo straight from china would cost the same as a boom box!
This *will* affect the price of lots! If you use this mod and make lots for upload, keep in mind that the price as it appears in your game is not the price it will be in someone elses game if they don't have this mod. Similarly, house prices will not be the same in your game WITH this mod as reported by builders who don't have this mod. Remove the mod before uploading houses so you can see their "actual" price, or remove it before buying houses so you don't have to pay for the trees, if you so choose.
This is a default replacement for the price of all trees.
I did not change the following trees:
Charred Tree
Scorched Tree
Creepy Tree
Special Notes:
Very Tall Fir Tree: Default price of "Tall Fir Tree" is 210, and I made that 2100. But the default price of the Very Tall tree is only 200. I made it 2500 to stay consistent with the fir tree pricing.
Oak Moss Tree: The description for this one explicitly states that they are very common and thus a deal (despite being one of the more expensive trees to begin with, at 450 simoleons). Despite the description of the surplus, I made this one 5x its original price.
Oak trees: These are 10x their normal price because they are huge. Oak is also quite valuable. This makes them quite expensive. One of them mentions a drop in sales and thus yet another surplus- I ignored this, as well. The game seemed to ignore it with the pricing anyway.
WA Palm Trees: The ginormous WA palm tree comes in at a staggering 3900 simoleons with a 10x price. I think this price is justified since it is not only enormous but also usually foreign.
Spruce Trees: Spruce Trees are 10x their original price simply because they're a very commonly purchased tree, and the whole point of this mod is to give you something to spend money on.
There are four packages: Base, World Adventures, Ambitions, and Late Night. Use whichever you want, as long as you have the EP!
This mod is intended for those of us who can never find anything to spend money on or work towards being able to afford. Those of us who play the game and get bored when we have too much money!
Tree prices are all overhauled to be anywhere from 5x to 10x their original price. I seriously doubt getting fully grown bamboo straight from china would cost the same as a boom box!
This *will* affect the price of lots! If you use this mod and make lots for upload, keep in mind that the price as it appears in your game is not the price it will be in someone elses game if they don't have this mod. Similarly, house prices will not be the same in your game WITH this mod as reported by builders who don't have this mod. Remove the mod before uploading houses so you can see their "actual" price, or remove it before buying houses so you don't have to pay for the trees, if you so choose.
This is a default replacement for the price of all trees.
I did not change the following trees:
Charred Tree
Scorched Tree
Creepy Tree
Special Notes:
Very Tall Fir Tree: Default price of "Tall Fir Tree" is 210, and I made that 2100. But the default price of the Very Tall tree is only 200. I made it 2500 to stay consistent with the fir tree pricing.
Oak Moss Tree: The description for this one explicitly states that they are very common and thus a deal (despite being one of the more expensive trees to begin with, at 450 simoleons). Despite the description of the surplus, I made this one 5x its original price.
Oak trees: These are 10x their normal price because they are huge. Oak is also quite valuable. This makes them quite expensive. One of them mentions a drop in sales and thus yet another surplus- I ignored this, as well. The game seemed to ignore it with the pricing anyway.
WA Palm Trees: The ginormous WA palm tree comes in at a staggering 3900 simoleons with a 10x price. I think this price is justified since it is not only enormous but also usually foreign.
Spruce Trees: Spruce Trees are 10x their original price simply because they're a very commonly purchased tree, and the whole point of this mod is to give you something to spend money on.
There are four packages: Base, World Adventures, Ambitions, and Late Night. Use whichever you want, as long as you have the EP!
Wednesday, November 17, 2010
Hard Mode Pack
This is a pack of mods that makes the game harder and more game-like. I've released each of these before, but these ones are newer, updated, and slightly tweaked from before.
The pack includes:
--Burglars now try to steal 25% of the household value, instead of 5%, and the limit of value they can steal was raised from 20,000 to 200,000. This means that if your sim has a household value of 10,000, the burglar will try to steal 2,500 simoleons worth of stuff- which can be pretty devastating. If the house value is 200,000, the burglar will try to steal 50,000 simoleons worth of stuff. Since the limit is 200,000, the burglar will only try to steal under 25% of the household value once the house is worth over 800,000 dollars- since 25% of any value past that is over 200,000 dollars. The main idea of this part is to just make the burglary a more devastating experience for the sims who fall victim.
--Max items a burglar can steal is now 50, instead of 10. I am not sure if the burglar will actually try to steal 50 items if that is how many he needs to reach their attempted quota of 25% (say, if you filled a house with cheap knick-knacks, I don't know if the burglar would indeed take up to 50 of them before he would leave), but that is how this should work. Mostly I am just raising the limit so that the burglar will definitely keep stealing until they reach their quota, if they don't get caught. They will probably not have to steal 50 items to reach their quota.
--Chance of a burglar once EVERYONE IN THE HOUSE IS ASLEEP is now 5% instead of 2.5%.
-- Maximum amount of time AFTER EVERYONE GOES TO SLEEP that a burglar will show up is 6, instead of 4. The time the burglar comes is randomized between 0 and 6, meaning after everyone goes to bed a burglar could show up in 5 minutes or 5 hours, it's random.
--Minimum days between burglaries is now 10 instead of 4, to compensate for the higher chance of a burglar.
--Relationship drop with a burglar is now -150 instead of -20.
--For every 10,000 simoleons added to the household worth, the chance of a burglar increases by 1%. That means that when your household value is over 100,000, burglars will be a constant threat- at least once every 10 days. Your home is VERY attractive to burglars.
--A relationship of 50 with a burglar means they won't rob your house. It used to be 75. So if you happen to meet both burglars in the NPC pool at any given time and befriend them, you will never ever be robbed.
--With this mod, If your sim was, say, level 1 in the Business career, they'd bring in 810 simoleons in a week. For a 20,000 dollar home, their bills would be 1,000 simoleons a week. Woops! Can't afford the bills, sucks for you. A sim at level 1 business career could only 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. (Keep in mind this is with base game values- the food part of this mod pack will make it even harder!)
--Basically, you might have to do math to survive. Nooo! In the base game, as long as a sim has a job, they can afford the bills. This is no longer true. You have to live within your means. You cannot have too high of household value until you get a few promotions. Even two sims at level 1 of the business career would struggle with a typical 20,000 dollar home. You have to save money now instead of spending it as soon as you get it.
--By default, the markup on food is 50%. If you don't own the ingredients required, the food costs 50% more from the fridge. This mod changes that to 500%.
--By default, waffles would cost a sim (who didn't have an egg in his inventory) 15 simoleons. With this mod, they will cost him 50. With an egg, they'll be free (Not counting how the sim had to pay for the egg, of course.)
--Overall, this means that food is SIGNIFICANTLY more expensive if you don't do regular grocery shopping, and regular grocery shopping will save you a ton of money. Finally there's a reason to get groceries! As long as you keep track of what ingredients food requires, you'll save lots of money.
-More Expensive Burglar Alarm (Optional)
--Well, each package is optional, but what I mean is this isn't a default replacement. It is an alternate burglar alarm which costs a whopping 20,000 simoleons to install. No more advanced burglary systems in tiny poor shacks built in the middle of a swamp and owned by an old lady who makes money writing crappy romance novels.
Combined, these 4 mods make the game much harder. You need to plan more. You need to make sure you live within your means. You have to buy groceries. A burglar alarm is pretty much a necessity but it is also an investment. Not paying the bills can cripple your sims' livelihoods.
Enjoy. :D
If you come across any bugs, please tell me!
The pack includes:
-Devastating Burglaries
Simply put, this mod makes burglars much more devastating. They steal more and are more likely to spawn. Read on for more details. --Burglars now try to steal 25% of the household value, instead of 5%, and the limit of value they can steal was raised from 20,000 to 200,000. This means that if your sim has a household value of 10,000, the burglar will try to steal 2,500 simoleons worth of stuff- which can be pretty devastating. If the house value is 200,000, the burglar will try to steal 50,000 simoleons worth of stuff. Since the limit is 200,000, the burglar will only try to steal under 25% of the household value once the house is worth over 800,000 dollars- since 25% of any value past that is over 200,000 dollars. The main idea of this part is to just make the burglary a more devastating experience for the sims who fall victim.
--Max items a burglar can steal is now 50, instead of 10. I am not sure if the burglar will actually try to steal 50 items if that is how many he needs to reach their attempted quota of 25% (say, if you filled a house with cheap knick-knacks, I don't know if the burglar would indeed take up to 50 of them before he would leave), but that is how this should work. Mostly I am just raising the limit so that the burglar will definitely keep stealing until they reach their quota, if they don't get caught. They will probably not have to steal 50 items to reach their quota.
--Chance of a burglar once EVERYONE IN THE HOUSE IS ASLEEP is now 5% instead of 2.5%.
-- Maximum amount of time AFTER EVERYONE GOES TO SLEEP that a burglar will show up is 6, instead of 4. The time the burglar comes is randomized between 0 and 6, meaning after everyone goes to bed a burglar could show up in 5 minutes or 5 hours, it's random.
--Minimum days between burglaries is now 10 instead of 4, to compensate for the higher chance of a burglar.
--Relationship drop with a burglar is now -150 instead of -20.
--For every 10,000 simoleons added to the household worth, the chance of a burglar increases by 1%. That means that when your household value is over 100,000, burglars will be a constant threat- at least once every 10 days. Your home is VERY attractive to burglars.
--A relationship of 50 with a burglar means they won't rob your house. It used to be 75. So if you happen to meet both burglars in the NPC pool at any given time and befriend them, you will never ever be robbed.
-Higher Taxes
In a nutshell, this part of the pack makes bills more expensive. They still come twice a week, but you are now billed for 5% of the household value (2.5% with each new bill), instead of only 1.3%. Please read the other bullets to learn just what this means.--With this mod, If your sim was, say, level 1 in the Business career, they'd bring in 810 simoleons in a week. For a 20,000 dollar home, their bills would be 1,000 simoleons a week. Woops! Can't afford the bills, sucks for you. A sim at level 1 business career could only 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. (Keep in mind this is with base game values- the food part of this mod pack will make it even harder!)
--Basically, you might have to do math to survive. Nooo! In the base game, as long as a sim has a job, they can afford the bills. This is no longer true. You have to live within your means. You cannot have too high of household value until you get a few promotions. Even two sims at level 1 of the business career would struggle with a typical 20,000 dollar home. You have to save money now instead of spending it as soon as you get it.
-Expensive Food (Ingredient Purchase Incentive)
Basically, this mod makes food purchased straight from the fridge (without owning the ingredients) more expensive.--By default, the markup on food is 50%. If you don't own the ingredients required, the food costs 50% more from the fridge. This mod changes that to 500%.
--By default, waffles would cost a sim (who didn't have an egg in his inventory) 15 simoleons. With this mod, they will cost him 50. With an egg, they'll be free (Not counting how the sim had to pay for the egg, of course.)
--Overall, this means that food is SIGNIFICANTLY more expensive if you don't do regular grocery shopping, and regular grocery shopping will save you a ton of money. Finally there's a reason to get groceries! As long as you keep track of what ingredients food requires, you'll save lots of money.
-More Expensive Burglar Alarm (Optional)
--Well, each package is optional, but what I mean is this isn't a default replacement. It is an alternate burglar alarm which costs a whopping 20,000 simoleons to install. No more advanced burglary systems in tiny poor shacks built in the middle of a swamp and owned by an old lady who makes money writing crappy romance novels.
Combined, these 4 mods make the game much harder. You need to plan more. You need to make sure you live within your means. You have to buy groceries. A burglar alarm is pretty much a necessity but it is also an investment. Not paying the bills can cripple your sims' livelihoods.
Enjoy. :D
If you come across any bugs, please tell me!
Wednesday, September 8, 2010
Fast Lane Stuff load screen Replacement
This is a simple replacement. If FAST LANE STUFF is installed, and no newer expansions/packs are installed, it will replace the load screen with the Base Game load screen.
If you want to replace it with any other pack's load screen, see this tutorial.
It's a really quick and easy process, but it's obnoxious for me to have to do it for every possible combination of installations.
ONLY USE if Fast Lane Stuff is the most recently released expansion/pack you have installed.
If you want to replace it with any other pack's load screen, see this tutorial.
It's a really quick and easy process, but it's obnoxious for me to have to do it for every possible combination of installations.
ONLY USE if Fast Lane Stuff is the most recently released expansion/pack you have installed.
Friday, July 16, 2010
Better Vacation Pricing and Emigration Mod
Vacation Pricing by default has a set price for each age and a price for each day of travel.
I wanted a travel mod that lets you stay for a LONG time (for living in vacation homes), but also that lets you just go for visits. But if I just changed the durations, pricing would be screwed (It would cost 150,000 dollars to "move" to France for 500 days).
So I changed all 3.
Travel Durations: 3, 5, 8, 10, 500
Cost Of Traveling Per Age: 750, 1500, 3000, 3000, 1500 (3x original values)
Cost Of Traveling Per Day: 10, 5, 7 (originals are 300, 100, 200)
This way travel is still expensive (tickets and hotels), but traveling to LIVE (for 500 days) is reasonable. It's a nice middle ground.
1 Adult to France for 5 days would be 3500. 1 Adult to France for 500 days would be 8,000.
1 Adult and 1 teen to France for 5 days would be 6000. 1 Adult and 1 teen to France for 500 days would be 9,500.
(These prices assume the Per Day price is for the whole group, not individuals. I forgot to check that.)
So the "Traveling Per Day" price can be taken as more of a "luggage shipping and ameneties" price, and when going for 500 days, it creates the artificial cost of rent and necessary documents for "moving" to another country. Sound reasonable?
I wanted a travel mod that lets you stay for a LONG time (for living in vacation homes), but also that lets you just go for visits. But if I just changed the durations, pricing would be screwed (It would cost 150,000 dollars to "move" to France for 500 days).
So I changed all 3.
Travel Durations: 3, 5, 8, 10, 500
Cost Of Traveling Per Age: 750, 1500, 3000, 3000, 1500 (3x original values)
Cost Of Traveling Per Day: 10, 5, 7 (originals are 300, 100, 200)
This way travel is still expensive (tickets and hotels), but traveling to LIVE (for 500 days) is reasonable. It's a nice middle ground.
1 Adult to France for 5 days would be 3500. 1 Adult to France for 500 days would be 8,000.
1 Adult and 1 teen to France for 5 days would be 6000. 1 Adult and 1 teen to France for 500 days would be 9,500.
(These prices assume the Per Day price is for the whole group, not individuals. I forgot to check that.)
So the "Traveling Per Day" price can be taken as more of a "luggage shipping and ameneties" price, and when going for 500 days, it creates the artificial cost of rent and necessary documents for "moving" to another country. Sound reasonable?
Thursday, July 15, 2010
More Stuff In Consignment Store
This mod makes 50 objects, at the most, show up for sale in the consignment store. Default is 25.
It modifies the Consignment Register XML, which means that it will conflict with any mods that change multipliers for consignment values (based on age, skill, etc).
It modifies the Consignment Register XML, which means that it will conflict with any mods that change multipliers for consignment values (based on age, skill, etc).
Miner Can Dig Up Lots of New Furniture: Beta Mod, Testers/Helpers needed
So. The miner has a chance of finding a piece of furniture blocking its way. But the furniture you can find is extremely limited.
So what I did was I went and added over 100 new items to the list of things it can find. What this means is that mining sims can now find a few of the cars, at least one bed, chair, loveseat, sofa, counter, sink (though there's 2 or 3 or 4 for these), a bunch of statues, a bunch of decorations, EVERY single rug, and one single plant, the dead tree.
So now you won't always find that stupid table lamp or stereo.
But I don't know how the game will react. I tested initially by making it so only a few cars could be found and it worked fine. The car names loaded, their thumbnails loaded, and they were properly placed into the family inventory. But I don't know if all of these objects will work! So I need people to test and report if they get any crashes while mining. Though that really should not happen, but I'm not taking chances and saying it absolutely isn't possible. :P
At the moment I have found one "Failure Object" which can be sold by clicking "Sell All", but does not cause the game to crash or anything. I will try and find out which object that could be. As long as I don't come across crashes and objects do load properly, I will be satisfied (obviously I'll try to remove the failure objects, but the main goal right now is to ensure it is a safe thing to alter and that it works.). I don't know what would cause a failure object, perhaps I have added an object that does not exist or put in a name improperly. It's pretty "lucky" that of all the possible objects, the third one I find is a broken one. :p
I have found the creepy tree and a Used Car so far with no issue.
Requires WORLD ADVENTURES and AMBITIONS. Lots of the findable objects are egyptian since they also happen to look old. There are a few asian and french things as well, and nectar objects.
So what I did was I went and added over 100 new items to the list of things it can find. What this means is that mining sims can now find a few of the cars, at least one bed, chair, loveseat, sofa, counter, sink (though there's 2 or 3 or 4 for these), a bunch of statues, a bunch of decorations, EVERY single rug, and one single plant, the dead tree.
So now you won't always find that stupid table lamp or stereo.
But I don't know how the game will react. I tested initially by making it so only a few cars could be found and it worked fine. The car names loaded, their thumbnails loaded, and they were properly placed into the family inventory. But I don't know if all of these objects will work! So I need people to test and report if they get any crashes while mining. Though that really should not happen, but I'm not taking chances and saying it absolutely isn't possible. :P
At the moment I have found one "Failure Object" which can be sold by clicking "Sell All", but does not cause the game to crash or anything. I will try and find out which object that could be. As long as I don't come across crashes and objects do load properly, I will be satisfied (obviously I'll try to remove the failure objects, but the main goal right now is to ensure it is a safe thing to alter and that it works.). I don't know what would cause a failure object, perhaps I have added an object that does not exist or put in a name improperly. It's pretty "lucky" that of all the possible objects, the third one I find is a broken one. :p
I have found the creepy tree and a Used Car so far with no issue.
Requires WORLD ADVENTURES and AMBITIONS. Lots of the findable objects are egyptian since they also happen to look old. There are a few asian and french things as well, and nectar objects.
Tuesday, June 1, 2010
Base Game Loading Screen for Ambitions
Put this package in your mods folder and you'll get the base game loading screen when running ambitions. ONLY USE if your latest installed expansion is ambitions! They changed the Logo for ambitions- it is now centered based on the test (The Sims 3) instead of the plumbob, and the plumbob is OFF CENTER! Really frustrating.
Want a different load screen for a different expansion? Check the post below for a tutorial on how to make one!
Tuesday, May 25, 2010
Farther Zooming Out in Live Mode
This mod allows you to zoom out farther in live mode, without being limited to a set distance or map view distance.
You can now zoom all the way to map view distance without the map view marker popping up. Once you reach map view distance, the marker shows up. Map View is now a bit higher, too.
Note that if you move the camera angle down (to see the horizon) while zoomed out really far, stuff in the distance disappears like in Create-A-World. This is normal. If you want to take far-out pictures at extreme angles, use the free camera.
This edits the Camera XML and is probably not compatible with most camera mods.
You can now zoom all the way to map view distance without the map view marker popping up. Once you reach map view distance, the marker shows up. Map View is now a bit higher, too.
Note that if you move the camera angle down (to see the horizon) while zoomed out really far, stuff in the distance disappears like in Create-A-World. This is normal. If you want to take far-out pictures at extreme angles, use the free camera.
This edits the Camera XML and is probably not compatible with most camera mods.
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