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#cpu children
veiledpurple · 8 months
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Hey guys. I'm warning you now: this is what happens when Wii U Barb procreates with Matt (Wii). You get babies with abnormally large eyes that appear to be on some sort of illegal drugs.
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asktheskrunklies · 9 months
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Hey Aiden are you part god? I heard your dad is one
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"...divorce should really be a last resort. honestly."
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The single funniest moment in the whole game (to me)
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mookymilksims · 9 days
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ULTIMATE Realistic Populated World Roleplay Mods | The Sims 3 | Guide and Tutorial
What's up everyone! Welcome back to my channel, I am super excited to give you guys this tutorial, I've been wanting to make it for awhile! I'm going to offer some alternative and lighter weight techniques on how you can populate your sims 3 world with a small combination of mods and households. I'm also going to show you how to tweak your ini files and how to actually create the lots in your world to simulate the best experience. Let's jump straight into the video because I am so excited to show you!
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Ini Tweaks:
So the first thing you want to do is open your graphics rules ini file in your bin folder. You won't have to scroll or search , the cpu settings will be there as soon as you open the notepad file, change all of those numbers to 4. What this does is massively improves how the sims 3 engine allocates resources in your game. This alone will start sending more sims to more community lots naturally, without any mods. However, we are going to add some extra mods on top of this to help sims make more logical decisions on which lots they will visit, as well as insure that every lot a sim in your active household visits will autonomously send available sims there.
Before we get into the mods I need to explain two very important things to you first.
Community Lots and Households:
These are very important factors when you want to go about creating a more lively world. Contrary to old beliefs, you don't need over 50+ households to populate your worlds. And the smaller the world is, the less sims you'll actually need to fill it.
You also do not need every single community lot available to you in every world, either. In fact, the more optimized your community lots are in the world, the more likely sims will visit them on their own. I will explain this further in depth.
Let's start with community lots:
For example, if you have 3 gym lots in your world, sims will get very confused on which gym to visit. They won't just pick the gym closest to them, and the decision might be so taxing on their little minds they will more than likely choose to not go to any of the gyms altogether.
So if you want to see a more active Gym lot, only regulate this to one gym lot in your world. This may not have been the perfect example as most of you will already have one gym lot in your world, but then you should also notice that it's the easiest lot for the sims 3 engine to fill up. Because it's only one decision the townie sims have to make on where and how to visit this lot.
So for the bars and clubs in your world, you want to regulate this to one of each, and you could probably fit in a second one if you have the NPC's to fill it. Remember that the engine can't send sims to fill the lots if there aren't enough sims to fill it. You also have to factor in if those sims have children and their work hours as well.
So, I typically will make 2 dive bars, one will be a low end hole in the wall, and another will be on the whole other side of town in a completeley different theme or style, I try to incorporate new activites that you can't find on the other lot, so a pool table, karaoke machines, the bull rider, etc. I can get away with 2 dive bars because I use this fixed MSC mod, this mod fixes the EA LN oversight that didn't send townies to these lots very well, it adds a script that will automatically invite sims to these lots when your sim goes to them. So I don't have to worry too much about how many sims are available, as the mod does this for me and invites sims who are free without me having to do anything. The fixed MSC mod also applies to all of the LN lots, btw. And the reason why I keep emphasizing "Fixed" is because someone fixed the travel crash and error code 12 issue that was on the older builds.
As far as an exclusive lounge and dance club, I only make 1 of each. This gives me 3-4 options respectively to have an authentic bar hopping experience in my world. As I love doing this on my sims fun and wild night outs.
So when it comes to all of the other community lots, you already know to have one of each. The only other tip I can offer is that you don't want to put too many functional objects on these lots. As again, this could result in overloading a sims decision making process. The lot and sims become way more optimized when you give them less to do actually. This means you can create themed lots for very specific occasions. For example, when I downloaded a casino lot for my simler90 series, the lot had a ton of the gambling store objects, including a bunch of random objects that wouldn't neccassarily fit into this lot, which resulted in sims standing around a lot more and choosing to sit down instead. When I lowered the amount of functional objects, you begin to see sims gambling more as they now had a clearer reasoning path to decide on what objects to use. This resulted in the lot overall feeling and acting much more realistic, as I would enter the lot and see sims already gambling on it; acting like a real casino.
This is how I was able to understand the sims 3 engine and AI a lot better. We used to make 64 by 64 lots with a bunch of stuff and wonder why it was so laggy, empty, and when sims did get there they weren't really doing anything. You have to optimize lots to get a better aesthetic and gameplay experience.
A coffee shop should only have the ability to buy coffee and free space to sit and chat or use a laptop. This will force sims on this lot to just buy coffee and talk with sims while sitting down. So this lot will look and feel like an actual coffee shop.
So as a basic overview for the lots:
You now know to limit the amount of community lots actually available to all the sims in your world. This makes for a much more immersive experience overall, as sims will naturally populate these lots a lot more when given a reasonable amount of options to visit them.
You now know to limit the amount of functional objects on these lots so that when sims do decide to come to these lots, they will act in a much more realistic way on these lots resulting in a more immersive and roleplay experience.
So now if you are a builder, or just some who likes to remap your world to have a better gameplay experience, consider these steps above. Since you now know that you don't have to add every kind of community lot to get a more active experience, and in fact, this actually hurts the goal you're trying to achieve, remapping the world becomes less stressful and more strategic.
For example, if I have a fish village kind of world, this allows me to add new unique lots specifically for this world that would make more sense. I can send sims to a savvier seller fish market, this is functional, sims can come here and buy all kinds of fish. I can make a cozy cottage core type of wedding venue and winery, this could fit into this world. I could make a small camping lot that can only be reached through a hiking trail on foot, this could fit into this theme. When I think of a fish village I think about family play, so I could add a unique arcade, daycare, and adorable festival lot, where you could see some younger sims running around more frequently. I could make an old town themed pub as a dive bar. I would really only need one of these in this world, so it would be very active, especially at night. I could add an underground rave scene and give it the dance club community lot type, this could signal a small rebellion of these traditional fishery values in the village, and still be quite active, since there would be only 2 "party" lots for sims in this world to visit.
And etc, make the lots fit for your world, and limit the access to how many types of community lots there will be. This ensures more time spent on detail without having to worry about how full these lots would get, as you know they will be very full using this method.
As a final note, you also want to consider opening up your rabbit holes. While, you won't have to make them functional with zerbu's uc mod, you can make these lots functional using other techniques without having to sacrifice less activity. So for example, opening up the diner and bistro RH, allows me two external dining options for my sims. The diner could be a mcdonalds, and the bistro could be a benihana's. I typically roleplay this, like the diner rh being a nice chill hangout and eatery, and the bistro being a much more wealthier upscale place, I use the consort dress code mod, so you can only be in formal attire here, or you could combine this lot with an exclusive lounge and get play out of both types of lots on one optimized lot. Adding Ani's business as unusual set, a piano which will auto assign a pianist, some pretty ball room floors and deco, and you've got a perfect date night or mobster family dinner. Depends on your play style. Because there are 2 of these, the engine will send sims to these lots because it has the RH on them, and when sims get there they will use the menu's to sit down on there own and begin ordering.
So now let's talk about Households.
I made a pretty extensive guide about this on tumblr, which I will link. But as a basic overview, I figured out a couple years ago that you don't actually need a lot of sims in a world to make the world feel populated. However, if you do add a lot of sims, there are ways you can go about it, which isn't as taxing on the sims 3 engine. As you may have noticed, having a lot of sims in your world increases lag and freezing, this is because when you hit the world's limit of townies, you'll get a lot of routing errors (which cause the freezing), with too many community lot options they get confused on where to go change their mind half way, go somewhere else, too many objects on that lot, so an ai freeze when trying to decide what to do. This overall results in a chaotic and laggy experience.
In general, I like adding townies I will actually care about, but this number of households needs to be manageable. So I make around 10-12 official townie households in my world, with a lot of detail on their cas and homes. I decorated their homes in the same way I would mine, because I'm more than likely to actually visit these sims in their homes. This means I can remove all the other houses in my world, because I don't want SP to fill these homes with more sims I don't care for, and will add more strain on the engine anyway. This also leaves more room to configure where I'll be placing my optimized community lots. Don't worry, when I want to world to look like it's more populated than it really is, I add deco buildings, homes, and sims.
Then I add, NPC households. This is an interesting and amazing method because of how it works. I make a very basic home, usually in a basement, with 8 beds, 1 bathroom and 1 kitchen. Just the basics, no cc or detail or decor. Then I add 8 sims. This could be single men/women, teens, children, cashiers, robots, elves, etc.
This is how I can begin to actually populate my world with very little strain on the resources in the sims 3 engine. You see, when sims don't have any way to entertain themselves, or advance their skills, or fulfill their wishes, they are pushed more than ever to LEAVE the home to achieve this. This means you'll see 8 sims from each NPC household more than likely OUTSIDE than sitting in their homes. The engine seems to spend a lot more resources on maintaining the townies when they are in their homes more than when they are visiting a community lot. I noticed this when I had a lot of townies in their homes, without any of these mods or ini tweaks, I had a significant lag because the engine was micro managing all of those sims in their individual homes. This removes so much strain on the engine, when all it has to do is force the sims to leave their homes, as also mentioned before, the engine spends less time on extending resources to them on community lots vs when they are in their homes.
So esentially, what I've done here, is given my engine a huge break, allowing it to allocate ram and resources much more effectively and much quicker, while at the same time introducing more sims into the world without the engine thinking this = more strain.
The third and even less engine intensive technique I use is, Arsil's custom role generator mod. This allows me to add any kind of sims I want, that the engine doesn't actually have to control or allocate, as this mod is a script and sims from this script are seen as bin sims/service sims. They simply disappear back into an invisible bin until their shift starts. So if I want to add regular customers to my Benihannah's without worrying about the strain on my engine I can achieve this effortlessly. However, I use this method on lots that aren't seeing a lot of activity. Keep in mind, everyone builds their worlds differently, and there are many factors to consider why a sim may not be as interested in one community lot as others, while this is mostly self explanatory sometimes, this isn't as cut and dry. So, for example, I notice that unless my sims actually visit the beach lots in my worlds, there won't be a lot of sims on it. Sometimes, there will be one or 2 sims, but in general, it doesn't see a lot of action. So I set a seasonal lot marker on the lot, and then proceed to add 4-6 new custom role markers (I transmogrify them into beach deco items, to blend in), I set this up for the summer time, as this would make the most sense for more sims to visit. And then I add a bunch of deco beach sims to the lot on top of that. That way when my sims visit the beach, it will already have 4-6 sims on it, but it will look like 20 sims are there, and the engine will probably send 5-8 more sims which will result in a very active lot everytime I visit.
This is how you can utilize the arsil technique to gain more popularity on lots.
Which leads to my next point, consider what is actually about the population that you care about so much? For me, I want the world to look full without the lag. I was able to achieve this with deco sims. The engine doesn't have to do anything at all for this, as deco sims are objects. I want to play on lots where I could take a screen shot without having to even set up a scene, like for instance making the lot look and feel full. Deco sims are already posed, so all I have to do is move them into place. I have learned how to severely decimate these objects to make them completely playable in the sims 3, so I am going to have a lot of fun converting ts4 deco sims to ts3. This is going to be perfect for my building and roleplaying style.
For me, a townie that I don't care for might as well be a deco sim, the only use I have for them is to decorate the background of my screen shots. That may sound harsh but it's the reality. I make every sim in my world with intention. If I can't see you being an enemy, lover, friend, at some point in my story, then the sim isn't useful to me. And if the sim isn't manning a savvier seller station, or cooking and serving at my benihanna's then what are you even doing here other than taking up resources? I wouldn't even care for the sim to populate my UC lots, because I can just use deco sims for that, too.
Understanding these new household techniques, combined with your new understanding of community lots creates a POWERFUL new experience that's results in smoother/faster gameplay on active and filled community lots.
So in general, you actually want to have more townies than community lots. You can achieve both without lag using my NPC households method, and more strategically themed community lots together. This means all of your community lots will more than likely always be active no matter what your sim is doing in the world.
And now we are going to add mods on top of that.
We already discussed the fixed MSC Mod. So let's move on to the others.
I know most of you were expecting to see the Lot Population mod on this list, but I'm going to tell you exactly why it isn't. The mod teleports sims randomly around my world, the mod promised to send sims to lots they would actually visit, and even according to the season, but I didn't see this result. Instead, sims, no matter what their personality was, were randomly appearing at every lot I paused an looked at. I wouldn't even be sending my sims to this lot, I'd just be looking at the lot, this often resulted in freezing, hiccups, and slight lag. If I had more than one sim in my household out and about and I switched over to other sim, I would see the same sims I just saw across town pop out over there. This broke my immersion by a lot. Not only that, but a lot of these sims would be using objects, with props, and when being teleported it temporarily broke the interaction, which resulted in props and objects floating in mid air, or being unusable, or showing up on other lots where it wouldn't even be possible for those objects and props to show up. This caused routing and script lag in my game by a noticeable amount. I was on a reduced version, and still noticed these issues. I really wanted to like this mod, and if it didn't break my immersion and cause more performance issues, I would otherwise love it. But unfortunately, I had to find some lighter alternatives that handled both of the issues I noticed with this mod.
This leads me to the Get out project, or you could of course just download arsil's script yourself and tweak the settings to your liking. BoringBone's tweaks the settings of Arsil's script and includes his own mods in a few modules to balance out the tweaks he made as well as enhance the overall experience.
These are the modules I downloaded for my mod list: Pedestrians Smart Vehicles
With all of these mods combined, sims are being pushed out and about in the world immediately, consistently, reasonably, while still allowing some sims to stay home. Which is another issue I had with the lot population mod. There were never any sims at home. This caused issues when townies threw parties, and invited me, I would go and no one would be home; so no party. This caused issues when I wanted to visit a friend I made in their homes for story telling and gameplay purposes, because they weren't home to open the door. This caused issues when inviting sims out, going on dates, inviting sims over. They would be randomly selected to teleport to another lot my other sim was on so it would completely break these interactions. The get out script isn't that invasive. It doesn't break these features and interactions, sims aren't being teleported, they are choosing to visit more lots more frequently. If they throw a party, or invite me out, or I invite them out, the EA script function takes back over and allows me to actually see the end of these interactions. On top of that, there wasn't any lag with this mod installed, as sims would be doing what the engine is already coded for them to do, just more of it; visiting community lots. The mod also adds walk abouts like how you'll see in the TS4, which I also combine with Shimrod's townies out on the town, where you'll see double the amount of walkabouts, while also extending a reasonable and light weight function to populate the lots in between.
Combing this with the Supreme AI mod, unlocks the sims AI in very innovative ways, for this particular guide, the supreme ai mod allows sims to make more logical decisions on which community lots to visit based off of their traits. While it's not completely set in stone, and still has a randomized feature which adds more interesting outcomes, now you'll see a lot more athletic sims at the gym, sims with hampers in their home at the laundromat, rebels and part animals at bars, clubs, and arcades, teens and kids at parks, arcades, libraries, the pool, etc. Let alone all of the other changes included in this mod, it has to be recommended for the logical fixes it applies to EA's system of how sims decide to go where.
The last mod I want to recommend here is the nana no shop in RH's. This mod makes it so sims no longer autonomously visit and enter RH lots. If you ever wondered where all your sims were, and you knew they weren't working at the time, they were probably inside of a RH. The game pushes them to sit inside of them for an extended period of time, this is to simulate to the player that the townies are alive and doing their own things. This isn't a problem in an unmodded game, however, when you're like me and open up your RH anyway, this mod would be a perfect enhancer, it still sends sims to my opened RH lots, and RH's in general like to eat outside of a bistro or diner, but it no longer allows them to enter RH's and sit inside of them. This means more sims who are available to visit community lots actually visiting those lots. Townies don't need to go grocery shopping in the RH because they can automatically get their ingredients from the fridge, with whatever recipes they choose to cook. The only reason a townie would need to visit the hospital is if they are giving birth. Unless a sim works at the police department or is going to jail, they don't need to be there, either. And well, you get the point. Any need for a RH for townies will be assigned to their tasks and they will be unable to take it off, this is for what they NEED. When you want to actually see those townies around town instead of sitting in RH's, this mod fixes that issue altogether.
So now I'm going to go in game and show you the kind of results that you can expect by following this guide.
First I will show you the normal populated world, this is what you're used to seeing in game. Then I will show you what it looks like when you optimize your community lots and add my NPC Household method. Let's begin!
Conclusion: As you all saw the massive difference in gameplay, either one still works out much better than the normal EA lot population method. So you can play this in either style. With my NPC household method and more optimized community lots this just promises better performance with populated lots, significantly. You don't have to follow this method, you can just use the guide and mod collection outlined here!
I want to thank you all for joining me , I am so happy I finally got to show you guys how to populate your worlds lag free, I love all of the support I've been getting, you guys are just so awesome! I have more videos coming for you so I'll see you in the next video!
Mod links:
MSC Fixed mod get out supreme ai shimrods townies out on the town
nana no shop in RH's
Arsil Custom Role Generator
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cryptotheism · 11 months
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I love signing up for things. I lose sleep making thousands upon thousands of fake emails so I can go to various grocery stores and retail outlets to give them contact information that I will never check. I have racks upon racks of computers working day and night to generate meaningless false identities, dozens of CPU's digesting histories worth of biographical information to make ten histories worth of false children for me to birth into the mouths of unsuspecting baristas asking for an email.
I dream of a world that collapses under the weight of my nameful legions. I dream of a world in which the pimply teenager at the Baskin Robins ice cream parlor will not ask for my email, but will ask me to produce a small plastic card with an image of my face. I dream of that question. I will not ever get a card. I will spit on him. I will wait until his boss goes home, and I will run him off the freeway in my sensibly priced Toyota.
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andmaybegayer · 11 months
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Hello. So what's the deal with computer chips? Let's say, for example, that I wanted to build a brand new Sega Genesis. Ignoring firmware and software, what's stopping me from dissecting their proprietary chips and reverse-engineering them to make new ones? It's just electric connections and such inside, isn't it? If I match the pin ins and outs, shouldn't it be easy? So why don't people do it?
The answer is that people totally used to do this, there's several examples of chips being cloned and used to build compatible third-party hardware, the most famous two examples being famiclones/NESclones and Intel 808X clones.
AMD is now a major processor manufacturer, but they took off in the 70's by reverse-engineering Intel's 8080 processor. Eventually they were called in to officially produce additional 8086 chips under license to meet burgeoning demand for IBM PC's, but that was almost a decade later if I remember correctly.
There were a ton of other 808X clones, like the Soviet-made pin-compatible K1810VM86. Almost anyone with a chip fab was cloning Intel chips back in the 80's, a lot of it was in the grey area of reverse engineering the chips.
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Companies kept cloning Intel processors well into the 386 days, but eventually the processors got too complicated to easily clone, and so only companies who licensed designs could make them, slowly reducing the field down to Intel, AMD, and Via, who still exist! Via's CPU division currently works on the Zhaoxin x86_64 processors as part of the ongoing attempts to homebrew a Chinese-only x86 processor.
I wrote about NES clones a while ago, in less detail, so here's that if you want to read it:
Early famiclones worked by essentially reverse-engineering or otherwise cloning the individual chips inside an NES/famicom, and just reconstructing a compatible device from there. Those usually lacked any of the DRM lockout chips built into the original NES, and were often very deeply strange, with integrated clones of official peripherals like the keyboard and mouse simply hardwired directly into the system.
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These were sold all over the world, but mostly in developing economies or behind the Iron Curtain where official Nintendo stuff was harder to find. I had a Golden China brand Famiclone growing up, which was a common famiclone brand around South Africa.
Eventually the cost of chip fabbing came down and all those individual chips from the NES were crammed onto one cheap piece of silicon and mass produced for pennies each, the NES-on-a-chip. With this you could turn anything into an NES, and now you could buy a handheld console that ran pirated NES game for twenty dollars in a corner store. In 2002. Lots of edutainment mini-PC's for children were powered by these, although now those are losing out to Linux (and now Android) powered tablets a la Leapfrog.
Nintendo's patents on their hardware designs expired throughout the early 2000's and so now the hardware design was legally above board, even if the pirated games weren't. You can still find companies making systems that rely on these NES chips, and there are still software houses specializing in novel NES games.
Why doesn't this really happen anymore? Well, mostly CPU's and their accoutrements are too complicated. Companies still regularly clone their competitors simpler chips all the time, and I actually don't know if Genesis clones exist, it's only a Motorola 68000k, but absolutely no one is cloning a modern Intel or AMD processor.
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The die of a Motorola 68000 (1979)
A classic Intel 8080 is basically the kind of chip you learn about in entry level electrical engineering, a box with logic gates that may be complicated, but pretty straightforwardly fetches things from memory, decodes, executes, and stores. A modern processor is a magic pinball machine that does things backwards and out of order if it'll get you even a little speedup, as Mickens puts it in The Slow Winter:
I think that it used to be fun to be a hardware architect. Anything that you invented would be amazing, and the laws of physics were actively trying to help you succeed. Your friend would say, “I wish that we could predict branches more accurately,” and you’d think, “maybe we can leverage three bits of state per branch to implement a simple saturating counter,” and you’d laugh and declare that such a stupid scheme would never work, but then you’d test it and it would be 94% accurate, and the branches would wake up the next morning and read their newspapers and the headlines would say OUR WORLD HAS BEEN SET ON FIRE. You’d give your buddy a high-five and go celebrate at the bar, and then you’d think, “I wonder if we can make branch predictors even more accurate,” and the next day you’d start XOR’ing the branch’s PC address with a shift register containing the branch’s recent branching history, because in those days, you could XOR anything with anything and get something useful, and you test the new branch predictor, and now you’re up to 96% accuracy, and the branches call you on the phone and say OK, WE GET IT, YOU DO NOT LIKE BRANCHES, but the phone call goes to your voicemail because you’re too busy driving the speed boats and wearing the monocles that you purchased after your promotion at work. You go to work hung-over, and you realize that, during a drunken conference call, you told your boss that your processor has 32 registers when it only has 8, but then you realize THAT YOU CAN TOTALLY LIE ABOUT THE NUMBER OF PHYSICAL REGISTERS, and you invent a crazy hardware mapping scheme from virtual registers to physical ones, and at this point, you start seducing the spouses of the compiler team, because it’s pretty clear that compilers are a thing of the past, and the next generation of processors will run English-level pseudocode directly.
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Die shot of a Ryzen 5 2600 core complex (2019)
Nowadays to meet performance parity you can't just be pin-compatible and run at the right frequency, you have to really do a ton of internal logical optimization that is extremely opaque to the reverse engineer. As mentioned, Via is making the Zhaoxin stuff, they are licensed, they have access to all the documentation needed to make an x86_64 processor, and their performance is still barely half of what Intel and AMD can do.
Companies still frequently clone each others simpler chips, charge controllers, sensor filters, etc. but the big stuff is just too complicated.
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shinnith · 7 months
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Best Sims 4 Script Mods✨
wanted a masterlist on this site of my "cannot live without" mods, so buckle up and get ready for your game to finally become even better!
Note: Playing on basic hardware and think your game can't run this high of scripts? My specs are a laptop with barely 4 GB of usable RAM and the most basic cpu+gpu out there. Go ham.
⭐List is under the cut and includes scripts like "All Worlds/Secret Worlds Residential", "Travel to Hidden World Easily", top notch map/loading screen replacements, ongoing projects like "sims 4 multiplayer" and more⭐
Gameplay Tweaks:
✨Darkmode ★ By: Dskecht
As of making this, both Arnie's Darkmode/Plumfruit are broken and will probably stay that way due to their retirement. Dskecht is currently hard at work with updating theirs though, which you can find at the link above, and their main updates about patch fixes here.
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✨All Worlds Are Residential ★ By: Zerbu
With this, destination type worlds (granite falls, selvadorada/ect) and hidden worlds (sylvan glade/forgotten grotto/ect) become residential or whatever lot type you want them to be. You'll need the creator's Venue Changes mod along with it. Cannot explain how important this mod is.
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✨Travel To Venue/Hidden World ★ By: TwelfthDoctor
Quickly travel to places like Forgotten Grotto and more- all from your cell phone!
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✨OMSP Shelf ★ By: AmoeBae
This "shelf" is basically a placeholder and has many slots, which doesn't conflict on placement and you can then turn invisible. If that sounds confusing, basically: wow shelf/table full of decorations instead of like two weirdly placed objects.
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✨More Traits ★ By: MapleBell
A lot of good traits, that I feel go well with a "maxis match" or "basegame" playthrough.
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✨Photographic Memory ★ By: RSVN
Take better photos with a custom camera and frame them in different frames, polaroids, canvases, calendars, ect. Beautiful work.
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✨Sacrificial's Mods
The creator of "Extreme Violence" brings you a ton of other elements. Armageddon, Zombies, Life tragedies, possessed or murderous children & so much more. Go wild.
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✨TurboDriver's Mods
Wouldn't be a complete list without the creator of "whickedwhims". Kudos, TurboDriver.
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✨Basemental's Mods
Mods which are full o' vices, if you catch my drift. All of their work is amazing and goes super well with sacrificial & turbodriver's work.
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More Scripts:
✨Dershayan & 20thCenturyPlumbob Maps/Loading Screen Replacements
I can't choose a favorite set- both creators have made beautiful work, though Dershayan only offers map replacements.
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✨More Columns in CAS ★ By: weerbesu
CAS UI is incredibly irritating and this helps by giving more columns. You have different choices for how many you want.
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✨Better BuildBuy ★ By: TwistedMexi
Will change your life and TwistedMexi will become like family. Oh, and did I mention it has live camera (tab key) in build mode?
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✨ColorPicker ★ By: Carl's Guides
Hate the game's colors with objects? Carl is here to help.
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✨T.O.O.L ★ By: TwistedMexi
Total manipulation over otherwise locked assets in game (ex. non-editable player items/buildings/terrain like those freaking apartment windows you can't delete or change). This creator is currently working on a huge project for this entire community, and is also another concrete presence.
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✨Big Ongoing Projects✨
🏆Sims 4 Multiplayer
Creator Simsmultiplayer brings you something we've all talked over for years. It's released, but I haven't tested it myself.
🏆Sims 4 Create-A-World
TwistedMexi comes through once again, but this time with the most complex sims mod were seeing being developed. It has years of work already and is currently still in development. Updates at link above.
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Kudos to all mod + creators- big and small💞 This game has been tweaked, redesigned and literally fixed by modders time and time again and our community gets even more vibrant each day with their talents. After almost ten years in this community, I have seen such amazing work and tireless effort to creations of assets & mechanics, fixes to game bugs of all types and providing of technical support. We love you guys💖
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livwritesstuff · 6 months
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okay so when i was writing this, i had a whole scene written about how steve is a video game guy and bought himself the SNES when it came out as a reward for getting through undergrad and loves the mario franchise in particular. i ended up cutting it out for the sake of brevity, but it got me thinking
In 2008, Steve and Eddie give their daughters a Nintendo Wii as a collective Christmas gift, and with it comes Mario Kart.
Now, nothing rivals the Harrington Family Mario Kart experience – there’s ganging up on each other and mocking the CPUs and throwing Wii remotes across the room and relentless trash talk. It is an all-time favorite game to play as a family.
That being said – Eddie is horrible at Mario Kart, even the janky earlier versions. He’s able to hold his own against his seven- and five-year old for about as long as it takes for them to figure out the controls (which is approx. two days for Moe, and Robbie’s right behind her). After that, he’s consistently getting destroyed by not only his husband, but also his elementary school-aged children.
Steve, on the other hand, is excellent at Mario Kart. He went easy on the girls while they were learning but the second they had it figured out and started to become real competition for him, it was over. He is also extremely competitive, something Moe and Robbie absolutely picked up from him, so by the time the Nintendo Switch is released in 2017, Mario Kart had become a very serious family affair (much to Eddie’s chagrin).
Eddie gets one look at Metal Mario and insists on playing as him because…metal. Duh. But then he’s careening uncontrollably around the course, spending more time soaring off the track than actually driving on it, and he can’t figure out why.
Robbie: Different characters have different stats, Dad.
Eddie: What the fuck are his stats then?
Robbie: Pretty sure he’s, like, one of the fastest ones.
So he switches over to Lemmy (because “that’s a kick-ass head of hair”) and comfortably ambles around the course, never placing higher than eighth but also no longer sending himself flying off into the abyss.
Hazel inherited her dad’s lack of proclivity for the game (though she’s definitely still better at it than him – it would be hard not to be). She likes the “cute” ones – the babies, the villagers, Toad and Toadette – and she usually chooses a novelty cart like the carousel horse. She also doesn’t have that competitive need to win, which is good because Moe, Robbie, and Steve can collectively bring the “healthy” tension-level to its max capacity.
Moe’s guiding force in choosing a Mario Kart character is a healthy mix of aesthetic and irony. She usually opts for King Boo. She also maintains that the stats don’t actually mean anything, and that she drives the same regardless of who she plays as
Steve and Robbie completely disagree with this. They are arguably the best at Mario Kart out of the entire family, and they’re pretty much matched, skill-wise. As such, they have very strong feelings about those stats that Moe says don’t matter because they tend to be the determining factor in who actually wins.
Steve is always using new combinations of characters and karts – he has an Excel spreadsheet for tracking what he’s tried out and everything.
Conversely, Robbie has firmly settled on Rosalina and will not change her mind.
Steve: There’s, like, six characters way faster than her!
Robbie: It’s about the traction, Pop.
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apanwithnoplan · 1 year
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Valorant Headcanons but It gets progressively worse or better
Harbor is a nerd
Kay/o once toasted toast on himself to spite chamber
Jett asked Kay/o for n*des as a joke and Kay/o sent her his CPU
Cypher and Sage play Mahjong (sometimes Yoru plays with Sage
Pheonix has almost every musical soundtrack memorized
Pheonix has a hamilton Obsession
Breach watched Dear Evan Hanson once and cried
Breach won't shut up about HTTYD
Astra loves collecting crystals
Astra does witchcraft for fun
Sage loves learning about the greek goddesses and gods
Sova and Cypher once fist-fought, Jett has the whole fight recorded.
The duelists share one brain cell
Each group (Sentinels, duelists, etc) each have their own group chat
The protocol has one shared group chat
Jett and Raze meme-spam the chat
Sage, Brimstone and Viper have admin controls
Brimstone has a playlist filled with all the songs from now (so the songs that are popular now) The playlist name is called "Boomer bangers" (courtesy of the adult children)
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veiledpurple · 5 months
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Bella has finally been born AAAAAAAA
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asktheskrunklies · 9 months
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is damien good at boxing like his mother? (since elisa is a vice champion in boxing lol)
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"I'd lose to her in a heartbeat."
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maeo-png · 7 months
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ok yay hyper specific poll time <3
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blood-and-pizza · 2 years
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Q: Which Freddy models at Fazbear Estate would say the word "fuck"? Or swear in general?
Classic Freddy: He usually doesn't swear at all, but if there are no children around, and he's frustrated enough, he'd definitely drop an F bomb.
Fredbear: Absolutely does not swear unless he's really, really angry about something. Hearing him say "fuck" just feels WRONG. If Fredbear is cursing, something really bad must have happened.
Toy Freddy: Around his friends, he might say "fuck" casually. He never swears when he's streaming though, lest he gets into huge trouble with Fazbear Enterainment. And he definitely doesn't swear in front of children.
Nightmare Freddy: He tries not to say "fuck" because he has three impressionable cubs to set an example for. However, the word has escaped him during moments of pain.
The Freddles: These cubs are too young to be saying the word "fuck", but it doesn't stop them from mimicking their father whenever he hits his head against a doorway.
Funtime Freddy: Doesn't swear in front of young children, but if he's entertaining teenagers, and one of them swears, he's like, "Hey, watch your fucking language!" And then he laughs. He's gotten in trouble for this many times. He also swears casually in front of adults he trusts. Bon Bon usually tries to stop Funfred from swearing, but sometimes he lets him do it because it's funny.
Rockstar Freddy: Doesn't usually say "fuck" unless he's angry, and if there are no kids present. The only swear words he uses casually are "damn" and "hell". Other than that, his mouth is usually rather clean.
Lefty: Usually doesn't swear at all, not even when angry. This is because Lefty is usually dead silent when she's angry. It would take something pretty extreme to get her to say "fuck".
Glamrock Freddy: Does not like to swear ever, as swearing is incredibly rude! However, his CPU contains a file with a long list of swear words. It's supposed to be a reference for him to recognize what words or phrases are inappropriate. He knows a lot of swear words, including "fuck" and variations thereof. He just won't use them!
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kaelio · 7 months
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My personal HC is that Marius would collapse into angry tears if anyone remembered his turniversary. One year someone screens "Wicker Man" & "Midsommar" and gets him a flower crown made of gas station roses and or leftover cemetary wreaths. Unfortunately that vampire is Santino. Marius has a panic attack and glares at Mael who cuddles with his pet rock unbothered while suggesting a Stonehenge documentary instead. Flustered, he opens the door, only to discovered two children Armand has mind called for a meal. "Why is Santa Claus wearing a night gown?, " he hears one think. Marius throws his crown at them and shitfaced Daniel tosses some old junk drawer drugs, old currency along with some peppermint candies from the 1970s, and thus the urban legend of drugs in candy continues again.
I think the worst thing that happens to Marius all year is those revisionist articles about druids that make them into gentle hippies and he's posted Comments online that cause CPUs to spontaneously explode
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berylliumsims · 1 year
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These fins were made for swimming - modified TS4 mermaid tails
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These tails are modified from Hat’s and Magical Girl Sandbox´s straight fins. They are whole body meshes, and not separates as the originals. I also removed the small fins on the side because I wanted a more streamlined silhuette.
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Credits: Meduza and Gryning for converting the mermaid meshes from TS4 and for conversion of the BlueWhite texture from TS4. Almighty hat and Magical Girl Sandbox for the straight fins. Meshy for parts of the alpha. Sherahbim for the texture for the Maiden of the sea, and parts of the alpha. Free mermaid scale texture overlay by brgfx of Freepik.
As the title hints, the tails are suitable for swimming, but not for walking on the ground.  Straight fins will clip through the floor, but why would mermaids walk anyway. I play my mermaids with Midge the Tree's mermaid mod where they change to tails in the water, so I made the tails to match my own gameplay.
They come in recolors to match Midge the Tree's scale overlays, blue, pink, green, purple and silver. In addition I added the blue-white TS4 texture, gold, and black. For females there are also two recolors of Sherabihms Maiden of the sea, one with the original bra and one with scales instead. Children also get the same recolor but only on the tail. The gills on some of the ingame pictures are not part of the textures but an overlay.
Category: swim
Ages: Children (unigender), teens and adults. Adults are enabled for young adults to elders
Body shapes: Maxis, CPU (Classic pinup), LBB (lean body builder). CPU and LBB are only for adults
Shoesound is off and fins for teens and up have all morphs and are also flagged for maternity. Children have fat morphs.
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From left to right;  am Silver, Lbb Gold, Lbb BlueWhite, Lbb alpha on the back.
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From left to right: af Maiden of the sea, af Maiden of the sea alternative; af blue; afCPU green.
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From left to right;  tf Pink; tf BlueWhite; child Purple
Download:
Adult female
Adult male
Teen female
Teen male
Child (unigender)
CPU
LBB
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tatarkingdom2 · 3 months
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Since there's probably a year until we have a glimpse for poppy playtime chapter 4. Let's predict what kind of monster we're gonna get in Chapter 4 shall we?
Here we go.
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Ambush predator : the gimmick is they hiding in plain sight, pretending to be innocent object or hidden in the shadow. Waiting to strike when you let your guard down. (shown Boxy Boo, Sticky Icky Ninja and other creature of the night)
Mannequin workers : the adjacent of bigger body initiative, these mannequin were people who get their humanity taken away and being forced to work in factory as slave labor. Beneath their hard plastic surfaces are flash and blood. Now starving and vengeful. (Shown Miss​ delight and generic factory worker)
Failed Experiments : half baked and poorly designed bigger body initiative toy that too twisted and too horrid to be shown in front of public. All that they represent is death, plague and rot. Animalistic and horrifying in every aspect. (Shown, failed Wobble pop)
Hostile super computer : Semi organic wetware Machine that command all and most systems in Playtime Co. Factory. Beneath it's cold steel and tangled cable lies an unfortunate scientist who forced to become glorified CPU forever. (Shown the Motherboard)
PTSD Children : An echo of the past, mental image that represent blood of children that stain our protagonist's hand. Make manifest by red smoke and guilt. Their cries for justice will shaken even the most steady person. "give us back our life, our life that you have taken."
Eldritch Poppy​ ​Gel : Physical manifestation of mad science in Playtime Co. These mindless, unnatural and Abhorrent chunk of living corruption slowly and steadily roam the half sunken laboratory and seek to absorb any organic matter to fatten itself.
War Propaganda Toy : A relic of bygone era, based on crude caricature and offensive imagery of people from enemy nations. These ugly toys purpose is to brainwashing youth into dehumanising your national foes. Now heavily armed with assault weapon are ready to play villain role once again. (Shown Ho Chibi from Wack a Vietcong arcade)
Action figure : glorified plastic doll made for rough and tough boy. These action figure are made to be appealing in the eyes of 12 YO. Bitter, angry and thirst for revenge. These are brutish force you'll face when enter the boy toy territory. (Shown Captain Mega punch and lil luchador)
Edutainment​ Mascot​ : mini boss in charge of silly puzzle game with deathly penalty, despite unassuming appearance these mascot are more than capable of give you a nasty surprise. Sharpen your wit and hitting the book if you want to getting out with high score and neck on your shoulders. (Shown Doctor Bulbbrain)
Fetch quest fodder : their only function is force you to go on wild goose chase and gathering stuff or you die, peak RPG gameplay. (Shown​ Sue you roo & Judge joey)​
Overgrown Mutated Vermin : Vermin and wildlife is not free from corruption that plagued Playtime Co.​ Leaked chemical and horrid substance transformed rats and other pest that infested the facility into huge mutated monstrous version of itself, territorial and aggressive. These animals are a force to be reckon with. (Shown a dog sized rat and buffalo leech)
Skylander​ Bullshit​ : Toy-to-life technology may not be that popular but it's exist in 90s. Playtime Co. is one of many entities want to capitalised on these kind of toy. Basically a collecting and deck building minigame. (Shown Foxtrot the rogue)
Fastfood Joint Brand Ambassador : direct Fnaf ripped off, basically animatronics serving food and ruined your graveyard shift. (Shown Sunny side Susan and shadow of Tinpot Tyrant)
Platforming menace : these monstrous toy exist solely to make platforming harder, harassing your swimming lesson or climbing moment is their job. (Shown Triggerfish and bad rocket)
Still waiting for a role : speaking for itself. Old character that teasing again and again that will have bigger role but get blue balled to no end. (Shown Bron and Daisy)
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