Reposting W All The Families Done…fuckin Pleasantview

Reposting W All The Families Done…fuckin Pleasantview
Reposting W All The Families Done…fuckin Pleasantview
Reposting W All The Families Done…fuckin Pleasantview
Reposting W All The Families Done…fuckin Pleasantview
Reposting W All The Families Done…fuckin Pleasantview
Reposting W All The Families Done…fuckin Pleasantview

reposting w all the families done…fuckin pleasantview

More Posts from Yvonnestarr and Others

2 months ago
It's The Tutorial That No One Asked For! And I Blew My Entire Day On It, So You Better Appreciate It!

It's the tutorial that no one asked for! And I blew my entire day on it, so you better appreciate it! :) No, seriously, this is as much for me as for anyone else. I don't do this process often, and when I do, I have to re-remember the steps, and sometimes I forget some of them and have to figure it out again. This will save future me from having to do that.

Even if you aren't me, if you're interested in being able to place diving lots in most any world you like and that has ocean, this will be relevant to your interests. Unfortunately, it is a sometimes fiddly process to get a working lot at the end, and I went into a lot of detail, so the tutorial is long, but please do follow it closely because if you skip a step or mess anything up, your lot will be wonky or it might not work at all, and I don't want to hear your whining. :)

Note that this is a tutorial for placing a new, empty diving lot, which is the first step in placing a downloaded diving lot or one that you yoinked from another world, but this tutorial doesn't cover how to get such lots working. This just shows you how to place an empty lot, which I'm assuming for this tutorial's purpose that you will then build/decorate yourself. Frankly, I've discovered that building your own is much easier than trying to ram square pegs into round holes, which is what placing downloaded dive lots often feels like, even if you know what you're doing. It can be as time-consuming, if not more time-consuming, to get a pre-made lot placed and working than it does to just build your own.

So, here we go.

Step 1: Pick Your Poison. Choose the world/save you'd like to plop a dive lot into, open it, and go into Edit Town. You can use any world you want, EA or custom, so long as it has accessible ocean in it. (More on that in Step 3.) I'm going to use Sunlit Tides, just because many people want to put dive lots in it yet can't always get them working.

Step 2: Cheats! You need some cheats, so open the cheat box by pressing Control+Shift+C and then enter these three:

testingcheatsenabled true buydebug on enablelotlocking on

Note that you need to enable testing cheats first because the other two aren't available otherwise.

Step 3: Placing the Lot. Go into World Editor and in the Lots submenu of it choose the lot size you want:

It's The Tutorial That No One Asked For! And I Blew My Entire Day On It, So You Better Appreciate It!

As far as I know, a dive lot can be any size you want from the minumum 10x10 to the maximum 64x64, any of the EA standard sizes or any custom size you might add using this mod. If you are bound and determined to try and place a downloaded/yoinked lot, then in my experience, it's best to make the new lot a little bigger than the lot you want to place, if possible, so that you have some wiggle room to get it to fit better. But, I'm assuming you're going to build your own here.

If you plan to do lots of terrain sculpting on your dive lot, bigger is better. That said, unless you're going to do something really elaborate, it doesn't have to be 64x64, the largest possible size, either. Smaller will mean that your prospective lot will fit in more places on the map. So, it's up to you. For this, I'm just going to place a 30x30 lot, because I'm not going to build/decorate it or anything.

Now, it needs to be said that not every world will be able to have diving lots. The world must have ocean, obviously, and that ocean must be routable or else sims won't be able to get to it. The ocean also has to be deep enough. Generally speaking, "deep enough" is if the water is dark blue. (Or green, or whatever color the lighting mod you use might make it.)

For instance, in Sunlit Tides here, it's pretty obvious where the deeper water is:

It's The Tutorial That No One Asked For! And I Blew My Entire Day On It, So You Better Appreciate It!

But you know what? I'm going to place a dive lot in some of the shallower water, anyway, because I/you actually can, within reason. And if you're interested in doing this in Sunlit Tides, I'll warn you that the deep spot in the pic above has a very uneven bottom. It's really not a good place to put a dive lot. And I'm not sure what the deep water on the outskirts of the map is like, but the good news is that much of the deeper and flat-bottomed shallows, as I've noted, work well.

So: With your chosen lot size selected, move your cursor around in the ocean where it seems to you that the water is "deep enough" until you come to a spot you like and where the lot grid is green. If the grid is never green, then the ocean likely isn't routable at all and you won't be able to place diving lots in that world. I have never run into that, myself, but I also haven't done this all that often, so it's certainly possible. Anyway, I'm picking here:

It's The Tutorial That No One Asked For! And I Blew My Entire Day On It, So You Better Appreciate It!

My advice would be to not make your lot too far off-shore even if you can do so, or else it will take sims a long time to get to it. Especially merfolk, because they always swim out to dive lots rather than take a water taxi, and they swim much more slowly than a water taxi moves. Once you find your spot, go ahead and place the lot. Doing so will create a square island, not a sunken lot. That's fine. We'll fix it in a moment.

Step 4: Change the Lot Type. Click the lot's icon and change the lot type to community and then choose "Diving Area" as the subtype:

It's The Tutorial That No One Asked For! And I Blew My Entire Day On It, So You Better Appreciate It!

Note that this option will only show if you've enabled lot locking. So if you didn't enter that cheat up in Step 2 or if you entered it incorrectly, rectify that situation now so that you can set the lot type.

Step 5: Sinking the Lot Enter the lot and flatten it with this tool in build mode:

It's The Tutorial That No One Asked For! And I Blew My Entire Day On It, So You Better Appreciate It!
It's The Tutorial That No One Asked For! And I Blew My Entire Day On It, So You Better Appreciate It!

This will submerge the lot so that it's level with the sea floor rather than being an island. You can now move the camera down under the water and have a look at your potential diving area, like so:

It's The Tutorial That No One Asked For! And I Blew My Entire Day On It, So You Better Appreciate It!

In particular, check the edges of the lot to see if there are any huge drop-offs or other great differences between the level of your lot and the surrounding terrain. Whether or not this will happen is world-dependent. Some worlds have very uneven/jagged underwater areas, which is what will make you end up with drop-offs, while others, like Sunlit Tides here, are (mostly) pretty flat.

You can see in the above pic that this lot is a little sunken along two of its sides. That's fine; that small amount of difference can easily be smoothed out with the terrain sculpting tools. If there are steep drop-offs or upward slopes, you can sculpt the lot to try to blend it with its surroundings, but be advised that 1) Interactable objects like dive caves can't be placed on uneven terrain and still be usable and 2) If you end up really deep down, the camera goes wonky and it's frustrating-to-impossible to build or play the lot. So, if you've got a huge drop-off and/or a steep upward slope on one or more of the edges of your lot, I'd recommend just trying a different spot. But, it's up to you. If you feel you can work with the uneven edges in some way, have at it. You are braver than me.

Step 6: Save that MFer. Once you have a lot you're satisfied with, this is a good time to save. So, go back to Edit Town and do that.

I recommend saving often during this entire process because, I don't know about your game, but sometimes mine will "hang" or even crash when moving between Edit Town and Build/Buy, especially if I do it a lot. And with this process, you will be doing it a lot, not to mention exiting out to the main menu and then going back into the save a few times. Since getting a dive lot placed can be a fiddly business, it sucks to lose a lot of progress to a hang/crash. So, in my opinion, you can't save too often, but in this tute I'll only prompt you to do it when you must.

Step 7: Exit Stage Right Remember long ago in the last step how I said you'll be exiting to the main menu a few times? Yeah, the first time is now. You do this because, for whatever reason, the game doesn't register changes made to the "structure" of dive lots without exiting and re-entering the save. So do that. Once it's reloaded go back into Edit Town and then back into the new diving lot. Because now it's time to place a dive buoy.

Step 8: Deploy Buoy The dive buoy is located in the debug items, so if you haven't turned on access to that yet, do so now. Then, go into the buy menu, sort it "by function," not the default "by room," and you should see this question mark here:

It's The Tutorial That No One Asked For! And I Blew My Entire Day On It, So You Better Appreciate It!

Click that, and then I recommend that you go to the filters on the right-hand side of the menu and choose just Island Paradise objects. Because you'll be going into the "Misc. Objects" tab and, especially if you have all EPs/SPs, there's a crap-ton of objects in there to sort through. So, filter, then choose the "Misc. Objects" tab, and you'll see this much-more-manageable selection:

It's The Tutorial That No One Asked For! And I Blew My Entire Day On It, So You Better Appreciate It!

Choose the dive buoy, as indicated, and place it anywhere on your dive lot. It doesn't matter where because (spoiler alert) this one's going to be deleted, anyway.

Step 9: Ogle That Shapely Buoy Once your buoy is placed, move your camera down to the ocean surface and have a closer look at it. Like so:

It's The Tutorial That No One Asked For! And I Blew My Entire Day On It, So You Better Appreciate It!

See how the ball part of it is just sitting on the surface of the ocean? That's bad. If you were to leave it like that, you'd have sims (and sharks, if you place a surface shark spawner) swimming/snorkeling in the air, if the lot would work at all. But don't panic! We can fix it. We just need to shift the entire lot down a l'il bit, so let's do it!

Step 10: Copy the Lot to the Library Go back out to Edit Town. Check to make sure that your lot designation is still "Diving Area." (Because during this process, it will sometimes change.) Then, save the lot to your library. The game will give you a warning about cancelling all sim interactions or something. That's fine. Just put a copy of the lot in the library. The thumbnail in the community lot catalog will look like a blue square.

Why are you doing this, you ask? Because now you're going to bulldoze the original. Why? Because we need to move the entire lot down a little bit, and you can only do that by placing a fresh copy of the lot. And you may need to do this several times until you get it at the right depth, so having a copy of the lot in your library is necessary. You can delete it out of the library once you've got your dive lot in the right place, if you want.

Step 11: I'm a Steamroller, Baby Once you've got a copy of the lot safely in your library, bulldoze the original lot you placed. Once bulldozed, the game will change the lot designation back to "No Visitors Allowed," so you'll need to change it back to "Diving Area."

Step 12: Go Down on That Lot To move the lot down when it's placed, you need this cheat activated:

setimportedterrainoffset -0.1

The value at the end can be whatever you want, as many decimal places as you want. A positive number will move the lot up, and a negative number will move it down. (You can use a larger negative number to make deeper a lot that's too shallow, and it can also be helpful if you're intending to try to place a downloaded diving lot on this lot so that it might better match the depth of the water in whatever world it came out of, but this won't always have the effect you want. For one, your lot will be down in a hole.) For the purposes of this tute, all I need to do is move the lot down a teeny bit so that the dive buoy on the lot is sitting IN and not ON the surface of the water. Hence, the -0.1 value.

(Now, I should mention that other tutes I've seen will have you just lower the terrain right under the buoy to sink it a little bit rather than doing this bulldoze-and-replace-with-a-whole-lowered-lot thing I do. This method can work, but I don't like it for various reasons that I won't go into for brevity's sake. I'm just telling you what I do, which has worked every time I've placed a dive lot, including shallow-water ones like this one.)

Step 13: Re-Placing the Lot Go into your library and place your saved lot back where it was. DO NOT ROTATE IT or else things will get screwed up. (Namely, your lot will become an island again and resinking it won't really work.) Just click "Accept." And then check its lot designation and change it to "Diving Area" again, if necessary, which it probably will be because stupid game.

Step 14: Ogle that Shapely Buoy 2, Electric Boogaloo Now, enter build mode and move the camera down to the ocean surface again to check the dive buoy. Ideally, it will now be sitting IN, not ON, the water, like so:

It's The Tutorial That No One Asked For! And I Blew My Entire Day On It, So You Better Appreciate It!

If it's still sitting on the surface, the lot needs to be deeper and therefore moved down farther, so go back to Edit Town, bulldoze the lot again, change the value of the imported terrain offset cheat to a larger negative number (Perhaps -0.5) and try again. Be aware that, as I said, once you get to larger numbers (as in greater than -5 or so) you start ending up with your diving lot down in a hole, which may or may not be workable.

Now, there is a marker on the buoy, the little black rectangle I outlined in the pic above. If the ball part of the buoy is at least partly in the water but that marker is still above the water, as in the above pic, the lot will still work, but there will be a "hop" (and sometimes a pause) when a water taxi or a swimming merperson crosses the boundary of the lot. The higher the marker is above the water line, the larger that "hop" will be. (Because, if you haven't figured it out yet, the dive buoy is what tells the game where sims can swim, vertically, on a dive lot.)

If such a hop doesn't bother you, you can leave the buoy as-is. If you're a perfectionist like me, you go back to Edit Town, bulldoze the lot, and change the value of the terrain offset cheat to try again. Do this as often and with as many decimal places as your level of perfectionism demands. :) I'm not that fussy, so I usually just move the lot down in increments of 0.1 until the marker is at or below the water line but the ball of the buoy is not completely underwater because you don't want the ball completely underwater, either. At least some of it needs to be above water. So, fiddle as much or as little as you feel you need to.

(For reference/scale, the gap between the marker and the water line in the above pic would probably be fixed by an offset of about -0.15 instead of -0.1. But it would also be fine as-is unless a little hop at the lot boundary will bother you.)

Step 15: Bye-Bye Buoy! Once you have the lot so that the buoy is where you want it, DELETE THE BUOY. I repeat: DELETE THE BUOY. Yes, DELETE THE BUOY. For whatever reason, dive lots drawn from your library that contain buoys won't work. I don't know why. They just don't. You need to place a fresh buoy. (I'm pretty sure this is why lots of people can't get downloaded dive lots or lots that they pulled from other worlds to work. Sometimes the answer is simply to delete the buoy, if the lot came with one, and place a fresh one.)

Step 16: Exit Stage Left Once you have DELETED THE BUOY and only once you have DELETED THE BUOY, go back to Edit Town, check to make sure the lot is still designated as a diving area (and change it back if necessary) and save. Why? Because now you need to exit to the main menu and reload the save again. So do that.

Step 17: Fresh Meat Buoy! Once the save is reloaded, go back into Edit Town, and check to make sure the dive lot is still designated as one. Redesignate, if necessary. Then, go into build/buy and place a fresh buoy, just as you did before. This one will be staying permanently, so place it where you actually want it to be. (Which really doesn't matter; aside from defining the vertical space of the diving lot, it just designates where your sim "enters" the lot.) If you want the lot to generate sharks on the surface, you can also place surface shark spawners now, too, as few or as many as you want, and because you have properly adjusted the height of the lot, the spawned sharks will not be swimming in the air. The spawners are also in debug mode, under the fish spawners. (There is also a spawner for underwater sharks. Do not put that one on the surface. Make sure you only put surface shark spawners on the surface.)

Step 18: Set the Lot's Skill Level You set the required skill level for the diving lot by going to buy mode (if you left it), making sure the hand tool is active, and then holding down control and shift while clicking on the dive buoy. Choose the option "Set Required Diving Level…" from the menu that comes up:

It's The Tutorial That No One Asked For! And I Blew My Entire Day On It, So You Better Appreciate It!

…and then from the resulting options under that choose a NON-ZERO number. For some bizarro reason, buoys default to level zero when placed, and a diving lot set to skill level zero is inaccessible even if a sim has level 10 scuba skill. (Good move, EA! Why is zero even an option if it doesn't work??) So, pick whatever skill level you'd like, so long as it ISN'T ZERO. (I suspect that this is another reason why people can't get downloaded dive lots that they place in a world to work.) Once you have the skill level set, go back to Edit Town and save.

Step 19: Test And now you're pretty much done. All that's left is to test the thing to make sure the lot works before you bother with building/decorating it. So, return to the game and send a victim to your new, empty lot and see if they successfully arrive (with or without a "hop" at the lot boundary) and successfully get themselves underwater. (My advice, for testing purposes, is to just give the sim you pick enough diving skill to use the lot. This can be done with NRAAS Master Controller.) Don't bother with doing anything further with the lot until you make sure it works.

Here is evidence that my lot, though shallow, works:

It's The Tutorial That No One Asked For! And I Blew My Entire Day On It, So You Better Appreciate It!

If your lot doesn't work, then something went wrong somewhere. Most likely, you missed a step or did a step wrong. I know there are a lot of words here, but they're all necessary to (more or less) guarantee a working lot in the end. So, try again. It's possible that you will have to pick a different location and start over, but I've been able to get a lot working wherever I've placed one, so long as it was in deep-enough routable ocean.

Step 20: PROFIT! Assuming that your lot works, "all" that's left is to build it! :D I'm not going to go into detail about that. It's all up to you. You can sculpt the terrain, paint it with whatever terrain paints you want, place objects, whatever. If you're in shallower water, any objects you place that are tall enough to stick out of the water will just be chopped off at the water line; you won't be able to see the rest above water. The corals and stuff are in debug mode under "Underwater Objects," but if you don't want the tropical look, so long as you have moveobjects turned on, you can place (almost) any object you want down there, aside from things like walls and fences and other build items that can't be drawn underwater. Rocks, plants, trees, columns, and anything from the buy and debug catalogs are all good. If such an object has a function, sims won't be able to use them, though. They'll just become deco. (So, no underwater basketweaving sculpting. Sorry.) So, go to town. Have fun. For this tute, I'll just mention a couple objects and their settings and we'll finally be done.

Miscellaneous Objects:

First, treasure chests. Like the dive buoy, they're located in the "Misc. Objects" of debug mode. There are two versions, one for land and one for water. Obviously, on a diving lot, you want the water one if you want any at all. If you do want to use them on your lot, place down as many as you want, and then set the diving skill level necessary to open each one and designate the treasure each one will hold. You do both by holding down control and shift while in buy mode with the hand tool active and clicking on a chest, just like setting the skill level of the lot on the buoy. This brings up this menu:

It's The Tutorial That No One Asked For! And I Blew My Entire Day On It, So You Better Appreciate It!

The "Assign Treasure" option gives you eight different treasures for the chest. You simply pick the one you want. The "Set Required Skill Level" option allows you to assign the diving skill necessary to open the selected chest. You can choose any number you like from 0 to 10. (Yes, zero is OK for this purpose, even though no one with zero skill can scuba dive, so…Yay EA.)

Then there's the dive caves. I think they are in the "Underwater Objects" section of the debug catalog; I'm not sure because a mod I use moves them to the regular rock section. Anyway, there are two styles, which you're probably familiar with, but they both function the same way. If you have more than one of them in the world, even if they're all on the same lot, your sims can travel between them, much like a subway. Unfortunately, I can't show you how to set this up because that mod I use to move the caves to the rock section also makes them recolorable, but it breaks setting up this functionality and I don't feel like hunting the mod down and taking it out. But it's pretty easy. You Control-Shift-Click on each one, give them a name, and then you can connect them by using the names you give them. Again, it works much like subways. It's pretty self-explanatory.

Finally, there's the fog emitter. If you're unfamiliar with this object, it's a base game object located in the "Misc. Objects" section of the debug catalog. The thumbnail in the catalog looks like this:

It's The Tutorial That No One Asked For! And I Blew My Entire Day On It, So You Better Appreciate It!

And it looks like this when it's placed:

It's The Tutorial That No One Asked For! And I Blew My Entire Day On It, So You Better Appreciate It!

They can be used on any lot, they disappear in live mode, and they can generate not just fog but many, many different effects. Literally thousands of different effects. You place the emitter where you want, and then control-shift-click on it and choose "Set Visual Effect" from the resulting menu:

It's The Tutorial That No One Asked For! And I Blew My Entire Day On It, So You Better Appreciate It!

When you click on it, you get this:

It's The Tutorial That No One Asked For! And I Blew My Entire Day On It, So You Better Appreciate It!

In that window, you type/paste the code for the effect you want. Of course, you will need to know the code for the effect you want. For your convenience, I've uploaded my list of effect codes, which is complete and includes the codes from all EPs, here. It's just a text file, and the codes are in alphabetical order. Since the list is all-EPs, some of them may not work if you don't have the EP the effect comes from, but if that's the case, then any such code you enter simply won't do anything.

The most relevant effects for a diving lot all start with "ep10," but there are others you could possibly use, too. Some of the names of the codes are more helpful than others in terms of knowing what it will do. Generally, you need to experiment. But, you can add schools of fish, single (but non-catchable) fish of all kinds (if you want catchable fish to spawn, you need to use the spawners, not the fog emitter), sharks (non-interactable), light rays, bubbles, glows, fog, all sorts of things, if you're patient enough to go through the list, look for interesting possibilities, and try them out to see if they will work for you. There are whole tutorials dedicated to the object, if you look for them. There's also a mod that makes them shiftable, which can be very useful, here.

One final suggestion: If you go through this process in a world that you know or even just suspect that you'll want to use again and you'll want the dive lot(s) you made in that future save, for the love of pie keep a copy of this save file somewhere. That way you won't have to go through all this crap again. Because even if you save a copy of your finished lot, unless you manage to place the empty initial lot in the new save in the exact spot you placed it when you built the lot, it's not likely to be quite right. So beware.

And with that, I think we're done here. If anyone has any questions, or if you decide to try to make your own diving lot and have questions along the way, feel free to hit me up and I'll do my best to help. Just keep in mind that I'm not an expert by any means.

1 year ago
CRYSTAL KAY CANDY (2003)
CRYSTAL KAY CANDY (2003)
CRYSTAL KAY CANDY (2003)

CRYSTAL KAY CANDY (2003)

1 year ago

MonocoDoll's Vile Ventures

MonocoDoll's Vile Ventures

It's been so long since I released a mod. For the last 10 months I have been working on my MonocoDoll's Vile Ventures Mod Project. Glad to say I finally have a first version that is available to the public. You can locate the mod in either Simblr.CC or LoversLab.

Mod Description Why: Everything MonocoDoll's Vile Ventures offers, aims to provide players with the ability to roleplay lucrative, shady, and consequential criminal activities.

How: The way MonocoDoll's Vile Ventures provides players with the ability to roleplay lucrative, shady, and consequential criminal activies is by first providing sims the ability to become Street Drug Dealers, Craft Drugs, Smuggle Drugs, Launder Dirty Money, Acquire Rackets, and consume Illegal Substances.

What: MonocoDoll's Vile Ventures is a mod project which will continously add more criminal activity that focuses on making money.

Disclaimer Before installing MonocoDoll's Vile Ventures into your game, please download and read the MonocoDoll's Vile Ventures Installation Guide. This guide will state what DLC and Third Party Mods you will need to receive full functionality of the mod.

Additionally, because the mod does add custom traits and custom skills. It is recommended to make a backup save if you are planning on using an already existing playthrough. That way if you decide to uninstall the mod, you will still have a version of your playthrough before you had installed the mod.

Overview Drug Consumption Focus

- 19 Consumable Drugs

- Drug Consumption Animation For All Drugs

- Drug Effects

- Drug Addiction

- Drug Withdrawal System

- Fatal and non fatal Overdoses

- Rehab

- Drug Consumption Reactions

- Doctor Visits

- Hidden Rolling Skill

- Drug Research Computer Interactions

Drug Dealing Focus

- Drug Dealing Skill

- 16 Sellable Drugs

- 9 Growable Drug Plants

- 12 Craftable Drugs

- 2 Drug Production Rackets

- Money Laundering Racket

- Smuggling Racket

- Heat System

- Jailing System

- Police Raid System

Misc

- 74 Custom Objects

- 112 New Moodlets

MonocoDoll's Vile Ventures Mod Guide The MonocoDoll's Vile Ventures Mod will have downloadable PDF mod guides. Please read the guides before asking questions.

MonocoDoll's Vile Ventures (Installation Guide)

-Will go over DLC and Third Party Mods Needed

MonocoDoll's Vile Ventures (Drug Tunable Guide)

- Will go over how to make tunable edits and explain the current tunables

MonocoDoll's Vile Ventures (Consumable Drug Consumption Guide)

- Obtaining Drugs W/Out Drug Dealing Skill

- Methods To Consume Drugs

- Effects Of Drugs

- Addiction

- Withdrawals

- Overdoses

- Quitting Addiction

- Steroid Mechanics

MonocoDoll's Vile Ventures (Drug Dealing Guide)

- Assigning Drug Dealer NPC

- Getting Permission to Deal Drugs

- How To Get Inventory

- How To Gain Clients

- Sales & Transactions

- Smuggling Drugs

- Methods Of Making Dirty Simoleans Usable

- Inheritance

- Jailing System

- Heat Level System

- Tips For Effective Drug Dealing From Twinsimming

Polycounts Drug Items

-White Widow Baggy - 294

- Purple Haze Baggy - 294

- Skunk Baggy - 294

- OG Kush Baggy - 294

- AK47 Baggy - 294

- Amnesia Baggy - 294

- Shroom Baggy - 294

- LSD Sheet - 14

- MDMA Baggy - 294

- MDMA Pill Bottle - 412

- Adderall Pill Bottle - 412

- Xanax Pill Bottle - 412

- PainKillers Pill Bottle - 412

- Cocaine Baggy - 294

- Meth Baggy - 294

- Heroin Baggy - 294

- Lean - 108

- Testosterone Enanthate - 476

- Trenbolone - 476

- Estrogen Blockers - 476

- Cold Medicine - 764

Drug Animatio Prop Items

- Bong - 830

- Vaporizer - 412

- Blunt - 192

- White Widow Joint - 176

- Purple Haze Joint - 176

- Skunk Joint - 176

- OG Kush Joint - 176

- AK47 Joint - 176

- Amnesia Joint - 176

- LSD Blotter - 12

- Shroom - 362

- MDMA Pill - 124

- Xanax Pill - 124

- Adderall Pill - 124

- PainKiller Pill - 124

- Rolled Simolean - 80

- Pizzo Pipe - 592

- Syringe - 916

- Lean - 108

- Cold Medicine - 764

Drug Ingredient Items

- Empty Baggy - 294

- Empty Jar - 446

- Jar With White Widow - 634

- Jar With Purple Haze - 634

- Jar With Skunk - 634

- Jar With OG Kush - 634

- Jar With AK47 - 634

- Jar With Amnesia - 634

- RAW Rolling Paper - 14

- Swisher Sweets - 22

- Baking Soda - 36

- Powdered Milk - 36

- Empty Bowl - 182

- Coke Bowl - 206

- Brick Press Container - 148

- Brick Press Container With Cocaine Powder - 150

- Hydrogen Peroxide - 318

- Sodium Benzoate - 210

- Toluene - 706

- Empty Bin Tray - 38

- Meth Tray - 38

- Empty Meth Bin - 70

- Meth Bin - 70

- Empty Pill Bottle - 412

- Sprite - 1752

- Jolly Ranchers - 94

- Styrofoam Cup - 96

Custom Seeds

- White Widow Bud - 82

- Purple Haze Bud - 82

- Skunk Bud - 82

- OG Kush Bud - 82

- AK47 Bud - 82

- Amnesia Bud - 82

- Shroom - 362

- Coca Leaf - 68

- Opium - 960

Custom Plants

- White Widow Cannabis Plant - 280

- Purple Haze Cannabis Plant - 280

- Skunk Cannabis Plant - 280

- OG Kush Cannabis Plant - 280

- AK47 Cannabis Plant - 280

- Amnesia Cannabis Plant - 280

- Shroom Plant Mycelium - 68

- Shroom Plant Sprout - 730

- Shroom Plant Growing - 730

- Shroom Plant Mature - 1094

- Shroom Plant Dead - 260

- Coca Plant - 1258

- Opium Plant Sprout- 210

- Opium Plant Growing - 28

- Opium Plant Mature - 974

Misc

- Dirty Simoleans - 22

- Meth Package - 182

- Cocaine Brick - 514

- Racket Package - 14

- Lighter - 191

- Stay Safe Test Kit - 30

- Baby Laxatives - 14

Tuning Please Download the MonocoDoll's Vile Ventures (Drug Tunable Guide). As this will give instructions on how to make a tunable edit and explain each current tunable.

Conflicts Since this is a Script mod, there should not be any conflicts. However, it is recommended not to have The DrugLord mod by brando130 installed with this mod. As it seems to make your sim unclickable if your sim were to receive any moodlet which would temporarily replace a sims trait. This can happen with any of my custom moodlets that changes traits temporarily or any of the non modded moodlets which temporarily change traits.

Inspiration Basemental Drugs Mod For The Sims 4 MonocoDoll's Vile Ventures was very much inspired by Basemental's Drug Mod. It should be noted, that I actually never played Basemental Drugs, but I loved reading their great guides. And would have most likely enjoyed it had I decided to continue playing TS4 after I moved to PC gaming.

Credits Third Party Apps Used

-VS 2019

-s3pe

-PhotoShop 2022

-MilkShape

-Blender 2.79

-Blender 2.67b

-ILSpy

-Script Mod Template Creator by Battery

Third Party Mods Used

-Arsil's Custom Trait Manager

-Battery's C# Script utility

-douglasveiga CCLoader

-MonocoDoll's Arms Dealing Mod

MonocoDoll's Vile Ventures Mod Script

-MonocoDoll

Provided Assistance With Functions For The Script - Battery

-Gamefreak130

-zoeoe

-Twinsimming

-Lyralei

Custom Objects included With MonocoDoll's Vile Ventures Mod

-MonocoDoll

Provided Assistance With Learning To Create Custom Plants and Ingredients

-Bietjie

Custom Drug Consumption Animations From MonocoDoll's Ventures Mod

-MonocoDoll

Provided Assistance With Learning How To Create Object Animations

-TheSweetSimmer

-olomaya

Title Cover Art For MonocoDoll's Vile Ventures Mod

-TODNOK

Beta Testing

-Twinsimming

-MonocoDoll

For more information, the MonocoDoll's Vile Ventures mod is available on Simblr.CC or LoversLab

MonocoDoll's Vile Ventures - The Sims 3 - LoversLab

Simblr.cc - MonocoDoll's Vile Ventures

1 year ago
The Girls With A Passion For Fashion! 😇🐱👑🐰
The Girls With A Passion For Fashion! 😇🐱👑🐰

The girls with a passion for fashion! 😇🐱👑🐰

6 months ago

Average Polycount of EA Items in TS3: A Reference Sheet

I initially started this list as a personal “cheat sheet” that I could reference to ensure the custom content I'm downloading is appropriate for gameplay when it comes to polycount (and because I intend(ed) to learn how to make my own cc). I decided to share in case others find it useful.

I’m not a Maxis Match purist or anything like that, but purging high-poly CAS items from my cc folder eliminated in-game stuttering for me entirely. For some reason, this is rarely mentioned in discussions about gameplay optimization. Polycount does matter.

There’s a lot of absolutely gorgeous but incredibly high-poly cc out there that is simply not gameplay friendly for the average player. As we see an influx of first-time or rusty players migrating over from TS4, I think it’s important people are aware of this (both players and creators alike).

This might be a nonissue for those whose focus is on CAS and pretty screenshots, or maybe for those who have beastly gaming pcs/graphics cards etc.

But for players whose focus is on actual gameplay, high-poly cc can be detrimental.

With that said, below the cut you can find a list of average polycounts for some EA clothing/objects to use as a reference.

My method

I recorded the polycount of 10 items from each category below so that I could get a decent representation from each one to calculate the average. Since there is a wide range in some of the categories, I’ve opted to also include the minimum, median, and maximum for a clearer picture.

This list is not exhaustive; I feel like after a while, you kind of get the point. Also, this has been sitting on my computer for ages, and I don’t know if/when I will continue collecting data for it, so I figured I would just share what I have for now.

CAS

Tops:

Average polycount: 3538.4

Minimum polycount: 2868

Median polycount: 3443

Maximum polycount: 4872

Outfits:

Average polycount: 4281.8

Minimum polycount: 3865

Median polycount: 4205.5

Maximum polycount: 4932

Bottoms:

Average polycount: 1094.2

Minimum polycount: 770

Median polycount: 1016

Maximum polycount: 1768

Hair:

Average polycount: 4343.2

Minimum polycount: 2298

Median polycount: 4691

Maximum polycount: 6840

Shoes:

Average polycount: 621.6

Minimum polycount: 456

Median polycount: 594

Maximum polycount: 968

Accessories

Average polycount: 520.8

Minimum polycount: 118

Median polycount: 433

Maximum polycount: 1098

Objects

Dining Chairs

Average polycount: 806.3

Minimum polycount: 362

Median polycount: 799

Maximum polycount: 1054

Sofas and Loveseats

Average polycount: 1699.4

Minimum polycount: 958

Median polycount: 1414

Maximum polycount: 2920

Livingroom Chairs

Average polycount: 791.0

Minimum polycount: 290

Median polycount: 920

Maximum polycount: 1006

Beds

Average polycount: 3529.4

Minimum polycount: 1974

Median polycount: 3316

Maximum polycount: 5668

Plants

Average polycount: 746.3

Minimum polycount: 104

Median polycount: 801

Maximum polycount: 1998

Sculptures

Average polycount: 1659.3

Min polycount: 440

Median polycount: 1417.5

Max polycount: 5263

Misc

Average polycount: 914.4

Min polycount: 380

Median polycount: 988

Max polycount: 1926

Curtains

Average polycount: 762.4

Min polycount: 262

Median polycount: 802

Max polycount: 1438

Wall Art

Average polycount: 524.1

Min polycount: 62

Median polycount: 171

Max polycount: 2403

Dining Tables

Average polycount: 754.8

Min polycount: 468

Median polycount: 685

Max: 1262

(To be continued, maybe? If anyone wants to help me add more categories, feel free to get in touch, happy to credit you for any data you send over).

Further reading from people who are way smarter than me:

Polygon counts and Sims CC by @simlicious, plus their tutorial on how to check polycounts using TSRW, and their post about polycount vs vertices!

Let’s Talk Polygons by @mispoodle1, plus their tutorial on how to use S3pe to check polycounts.

A warning about high polycount custom content - for downloaders and creators by @tommeraas-cc (this post is for TS4 but still relevant for TS3 as well).

Maybe no one cares about cc polycounts anymore, but I sure do. 😅

Happy simming! I'm on a bit of a break from TS3 right now but I always come back. 🖤

1 year ago
[cw]SexyOutfit

[cw]SexyOutfit

THE SIMS 3

Original mesh by me.

Compatible with any body type.

if you want to post my cc on other sites, please include source.

Do not convert to other games without my permission.

THE SIMS 4

Original mesh by me.

If you want to post my cc on other sites, please include source.

Сompatible with HQ mod.

DL (FREE ACCESS 02/08/2023)

Buy Me Coffee

My tumblr with edit screenshots @chamomilewine

@katsujiiccfinds @pis3update @kpccfinds @ts3ccmp @cas-ccfinds @ispys3cc @gifappels-stuff @coffeeccfindsts3

1 year ago
Favorite Female Hairs ♡ 01. Amelia / 02. Anne / 03. Anti / 04. Autumn Breeze / 05. Ayelle / 06. Break
Favorite Female Hairs ♡ 01. Amelia / 02. Anne / 03. Anti / 04. Autumn Breeze / 05. Ayelle / 06. Break
Favorite Female Hairs ♡ 01. Amelia / 02. Anne / 03. Anti / 04. Autumn Breeze / 05. Ayelle / 06. Break
Favorite Female Hairs ♡ 01. Amelia / 02. Anne / 03. Anti / 04. Autumn Breeze / 05. Ayelle / 06. Break
Favorite Female Hairs ♡ 01. Amelia / 02. Anne / 03. Anti / 04. Autumn Breeze / 05. Ayelle / 06. Break
Favorite Female Hairs ♡ 01. Amelia / 02. Anne / 03. Anti / 04. Autumn Breeze / 05. Ayelle / 06. Break
Favorite Female Hairs ♡ 01. Amelia / 02. Anne / 03. Anti / 04. Autumn Breeze / 05. Ayelle / 06. Break
Favorite Female Hairs ♡ 01. Amelia / 02. Anne / 03. Anti / 04. Autumn Breeze / 05. Ayelle / 06. Break

Favorite Female Hairs ♡ 01. Amelia / 02. Anne / 03. Anti / 04. Autumn Breeze / 05. Ayelle / 06. Break Free / 07. Carly / 08. Carrousel 84 / 09. Cerise Lover / 10. Color of Wind / 11. Confetti (Dreads) / 12. Confetti / 13. Crazy Love / 14. Da Bomb / 15. Daydream / 16. Desirae / 17. Disco Heaven / 18. Divine / 19. Dolphin / 20. Double Bun / 21. Dream Girl / 22. Dream Glory / 23. Endorphine / 24. Eternity / 25. Ethereal / 26. Eva / 27. Everyday / 28. Exhale / 29. Firefly / 30. Foam Summer / 31. Focus / 32. Fontana Di Trevi / 33. Fragile / 34. Freaky / 35. Gypsy Twists / 36. Hair 93 / 37. Hair 107 / 38. Haley / 39. Half Buns & Half Curls / 40. Heaven / 41. Horizonte / 42. Janice / 43. Jenner / 44. Jennifer / 45. Kei / 46. Kiki / 47. King Kyle / 48. Kinky Curls / 49. Kira / 50. Kylie* / 51. Kylie* / 52. Labyrinth / 53. Ladder to Heaven / 54. Lannister / 55. Layla / 56. Lemonade / 57. Lisa / 58. Lorde / 59. Ludmilla / 60. Lush / 61. Lynn / 62. Malibu / 63. Marina / 64. Marion / 65. Mathilda / 66. Maya / 67. Melanie / 68. Melt Away / 69. Merida / 70. Mermaid Melody / 71. Mermaid / 72. Mhysa / 73. Millet / 74. Minaj Curls / 75. More than Honey / 76. Myra / 77. New Rules / 78. New Vegas / 79. Night Dancer / 80. Nightrunner / 81. Peaky Angels / 82. Persephone / 83. Queen / 84. Renaissance / 85. Revival / 86. Rogue / 87. Sakura / 88. Sandy / 89. Scarlett / 90. S-Club 10 / 91. S-Club 14 / 92. S-Club 16 / 93. Selena / 94. Silhouette (Chop) / 95. SkySims 29 / 96. SkySims 36 / 97. SkySims 48 / 98. SkySims 120 / 99. SkySims 195 / 100. SkySims 260 / 101. Solace / 102. Soundwave / 103. Starfall / 104. Stefanie / 105. Sunset Glow / 106. Swan / 107. Sweet Slumber / 108. System / 109. Te Amo / 110. Tell Me / 111. The Moment / 112. Thunder / 113. Tyra / 114. Vanilla / 115. Viola / 116. Wings OS0203 / 117. Wings 403 / 118. Wings OS0306 / 119. Zendaya *It have the same name but are different hairs.

2 years ago
In My Search For Small And Medium-sized Worlds To Play In, I Decided To Download Arkham By Martine. I

in my search for small and medium-sized worlds to play in, i decided to download Arkham by Martine. i liked how she kept the industrial/city feel even though it’s small. unfortunately most of the lots are empty. 

i’m really hoping to do something with it. i guess i will be spending a lot of time in build mode and edit town mode for it 💔

you can see martine’s original blog post here and the direct mediafire download link here. i believe @/anitmb has uploaded this world on her blog as well.

1 year ago
Denim Short Jacket By Gergana
Denim Short Jacket By Gergana
Denim Short Jacket By Gergana
Denim Short Jacket By Gergana
Denim Short Jacket By Gergana
Denim Short Jacket By Gergana
Denim Short Jacket By Gergana
Denim Short Jacket By Gergana
Denim Short Jacket By Gergana
Denim Short Jacket By Gergana

Denim Short Jacket by gergana

3 Recolorable Areas

Cant be used with every Accessory Top

Young Addult/Addult, Everyday, Formal, Outwear

3 Styles CAS and Launcher Tumbnail

Sims3Pack and package avidable

DOWNLOAD

I hope you like it :)

CREDITS:

Mesh by Icia23, Grey top by JS Sims3, Net top by vonFregeINC, Hairs by Simmerstore, Newseasims, Skysims, Pants by Shai - Sims3 Factory & Orange-Sim, Skirt by All About Style, Shoes by Pixicat, MA$ims3 & Raynes Factory, Necklaces and 3D Lashes by S-Club

Have fun and reblog when you like it ;) ♥

2 years ago
Hairdresser Mod Update

Hairdresser Mod Update

Hello everyone! Kinda dropped off the face of the internet the other day; to apologise, here’s an update of the hairdressing mod!

New features: 

Temporarily dye your sims’ hair for a tuneable length of time. Once your sims’ roots and eyebrows grow out, it’ll be time for a retouch! 

image

Hairdressers can now try and impress salon bystanders into being clients with new social interactions such as: ‘Impress with skill’, ‘Name drop famous clients’, etc. 

Sims with ‘Bad Hair Day’ buff can try and fix their hair in the mirror.

image

Fixed Features: 

Pets will no longer get the ‘Bad Hair Day’ buff. Going into CAS will no longer change sims’ age. Tooltip now visible on social interactions.

For more info, check the MTS or page or the documentation included in the download!

image

Download MTS: https://modthesims.info/d/671731

Download SimFileShare: http://simfileshare.net/folder/172828/ 

Thanks,

Phoebe!

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yvonnestarr - Yvonnestarr
Yvonnestarr

A place for random things I find interesting

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