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#the sims 4 deadgrass isle
lovesickdeadsims · 1 year
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Greetings from Deadgrass Isle!
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memoirsofasim · 2 years
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jqbasesave · 2 years
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Brindleton Bay Rebuild - No CC, Cats & Dogs Only
Available on the gallery ID: quiescence90
Or download the tray files from SFS
Lot info follows.
Part One | Sable Square
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1.  Fetching Friends Playpark (Pupperstone Park)
2.  02 Sable Square (Brindleton Pawspital) - A family home for parent sims with 4 children including a toddler, and a pet dog
3. 03 Sable Square (Sporting Space) A starter home for a one-child family with a pet cat
4.  04 Sable Square (Domus Familiaris) - Furnished for a large family of 7 including one toddler and a pet cat
5.  05 Sable Square (It’s A Good House) - The floorplan has 6 bedrooms but I furnished this for the Hecking household so they have a guest room, a gym, and two studies; Brent gets a large workspace for his art upstairs
Part Two | Cavalier Cove
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1.  Bedlington Beach House (Bedlington Boathouse) - A starter home for one or two sims with a pet dog
2.  Hindquarter Haven (Hindquarter Hideaway) - A private dwelling for a family with two children and pet cats
3.  Creekside Cottage (Dachshund’s Creek) - A cute family home for parent sims with a child and a pet dog or two
4.  Dogwood Domicile (Chateau Frise) - A large family home furnished for the Delgato household which consists of parent sims with two children - one is a toddler - a cat and a dog
5.  The Hound’s Hall (Hound’s Head) - A stupid big mansion with too much space
Part Three | Whiskerman's Wharf + Deadgrass Isle
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1.  Hemingway House (Tail’s End) - A rental lot built as a bed & breakfast sort of venture
2.  Calico Harbour Club (Club Calico) - A country club-style build to replace the lounge
3.  Grimalkin Kitchen & Tap (Salty Paws Saloon) - I would definitely switch this to a seafood restaurant with Dine Out installed. As it is, works fine as the local watering hole
4.  Whiskerman’s Veterinary (Catscratch Cottage) - The local vet clinic
5.  Clowder Pad (Ragdoll Refurb) - A little blue house initially furnished for the Lynx household
6.  Maritime Museum (Deadgrass Discoveries) - A museum to replace the original
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I made a tier list for what I think are the best worlds to reasonably start a horse ranch. The criteria took forever to test, so I limited myself to a central lot in each neighborhood of each world (to test if the horse will go to the farthest, out of the way lot on it's own or not) and only tested the "Go for an energetic Ride" interaction instead of clicking the ground everywhere to "Trot Here". I'm also cheating my horse's and sim's needs to full because tired horses will cancel the interaction faster. The criteria judged: Automatic pathing from going on an energetic ride, the world's theme and my capability to suspend my disbelief that someone would start a horse ranch in a suburb, and any glitches from my horse phasing through decor and lots during the "Go for a Ride" interaction. I spent three days on this for some reason. This is a cry for help.
Best in Show - Good pathing and thematically on point when it comes to horse ranching, even if it's not western themed. Henford-On-Bagley: Cottage style ranch is a yes. Finchwick's village isn't very big and the houses are blocked by stairs but I didn't expect the village center to be a good location for a horse ranch anyway. Old New Henford and the Bramblewood have a lot of dirt trails and the horse will go down many of them, even to some of the set dressing sheds. The Isle of Volpe Park is landlocked though, despite having numerous footpath bridges that lead away from the park. Moonwood Mills: (Forest, dirt paths, lots of room to run? Sounds perfect but now I have to test it.) STUNNING FLAWLESS IMMACULATE (why do i have post apocalyptic vibes, like a cross between silent hill and the last of us?) The horse will do a full circuit around Moonwood Mill and because it's designed with pathing for the werewolves to feral run, the horse has plenty of space and nature to do the same. Even with the grungy warehouse setdressing, the horse doesn't feel out of place. Post apocalyptic or workhorse ranches would fit in well here. Chestnut Ridge: literally made for the horses and thematically perfect for horse rides. I actually think (due to how the Sims 4 is structured to be so empty) that while this world also has a lot of set dressing, it's fitting for the wide stretches of fuckall to actually see or do when it's a horse trail.
Pretty Good - Good pathing and acceptable to see a horse trotting through the landscape Forgotten Hollow: Immaculate vibes for a headless horseman. And aside from Straud's graveyard and the coffin courtyard, the lots are entirely customizable without debug setdressing houses to shame you for style deviation. The world is very small but the pathing goes through the town square and a bit into the woods. Unless your starting point is Straud's mansion, your horse will mainly use the coffin road and the dirt paths through the trees before coming back. Brindleton Bay: Whiskerman's wharf has a route to let the horse wander from Catarina Lynx's house to Tail's End (which has a backdrop of old wooden fencing that feels very appropriate for a ranch) to Club Calico and back again, ignoring the Salty Paws Saloon and Ragdoll Refurb lots. Since the saloon is even farther on the pier and the Ragdoll Refurb is in a much more suburbia city like area, it felt fitting that a ranch wouldn't be in such places and the horse wouldn't go there. Sable Square has very wide brick roads in front of the vet/park and residential lots connected by a wide bridge. The pathing doesn't go through the dirt paths tho. Cavalier Cove has a decently long path through the beach areas but won't go to the Hound's Head lot unless you start there. Deadgrass Isle has good routing, not just pacing in front of the museum, the horse actually walks around on the dirt path to the lighthouse and goes into the cemetery. Sulani: Surprisingly good pathing (no attempts to go horse swimming) that goes throughout the Lani St. Taz island, and the lack of paved roads (and my increasingly beloathed sidewalks) feels more natural. Tropical horse ranch, anyone? The horse does avoid the northernmost lot because of the skinny stretch of sand linking it to the island but that would put the horse a bit too close to the water and possibly make it try to swim. Ohan'ali Town has a coastside path that is surprisingly long but the horse won't go up to the lot near the waterfalls. Mua Pel'am pathing goes from the volcanic lot to the little beach past the mystery cave and back again, which wasn't very surprising, Mua Pel'am is not a large neighborhood and one of the three lots is an empty island. (Honestly thought this entire world was going to be completely awful.) Copperdale: As an old refurbished Mining town it looks fitting for a horse to come through for decades challenges. The horse will go all the way around Copperdale High and up to the front of the auditorium, but it won't go to the track in the football field behind the high school. Around Prescott Square, the horse will go all around town, visitng all the lots including the Prescott household. Plumbite Cove is one part the Pier, one part cannery row, and most parts forested dirt roads. The pathing leads from the rental lot all the way to Totter Park, completely ignoring the LaSuli Point starter lot.
Okay - Pathing is acceptable but the theme isn't particularly welcoming in most of the world. Windenburg: Half of the map is city area and the horse does get around well but does not look thematically appropriate when trotting around the cafe and bars. All of the single lot neighborhoods don't allow great pathing, but for the Ruins and the Von Haunt Estate it's a little bit better than the horse pacing back and forth in front of one mansion. The Crumbling Isle and the Windslar neighborhoods are better placements for a horse ranch and have decent pathing through the area, though the Windslar's path has a very 'cottage roads' theme to it, it's not a sidewalk but a brick path leading from lot to lot. San Sequoia: The world feels a lot more like certain places in Monterey County than the inspiration of San Francisco, if considerably emptier, and I remember horses being rode through town the few times we went to those places as a kid. The world is HUGE and the horse trotting through Anchorpoint Wharf feels like a novel sight someone WOULD see in my experience, but not a great place to build a ranch. In Hopewell Hills, the horse will go through the park on automatic pathing.
Less than Ideal - Pathing isn't fabulous but it's got enough room to visit on horseback, the theme probably does not fit. Del Sol Valley: The theme is atrocious for a ranch. The pathing in Mirage Park is mostly the sidewalks but also surprisingly went behind the two lots across the street from Venessa Jeong's house but not behind hers. Starlight Boulevard is a city center that is not welcoming to a horse trotting around, the pathing is surprising as the horse actually walks in the street rather than the sidewalks though it does avoid walking near Studio BP and the stars walk. The Pinnacles has lots that are certainly big enough for some kind of Hollywood Ranch but the neighborhood pathing is stuck to the sidewalks despite the roads available, unless the horse is cutting through a street to reach another sidewalk or through the grass 'island' in front of Judith Ward's house. No pathing to the overlook behind her house either despite it having ramps instead of stairs. Glimmerbrook: I am not taking the horse to the magic realm. There's no sidewalks! :D But the horse only takes the paved road and ignores the dirt paths and all the lots unless it's the one you started from. A good place aesthetically for a horse ranch but not for gameplay. Evergreen Harbor: I can't suspend my disbelief that a suburb is a place for a ranch. Horse paths follow human sim paths. Won't go over the bridge in Port Promise unless you start at the Sterling household. Will walk all the way over to the Greenburg household. Grimms Quarry, the pathing is almost all sidewalks, the horse won't go near the apartments but will go to the quarry building. In Connifer Station the horse won't use the 'car' roads but will walk all around. Tartosa: Laurent Mansion is landlocked. Anything with stairs isn't pathable to a horse. I had hopes, Tartosa has long extinguished them. (Okay, Melancholy over.) I restarted at the Baia Dell'amore beach lot. There's a lot of area the horse WILL cover that isn't the Laurent mansion. Including the island linked by a stone bridge. It's a little weird looking because it's a Mediterranean city, so I don't think a ranch will fit in. In the Terra Amarosa Neighborhood, the horse would path from Via Romanza to the Markovic household and back, completely ignoring half the neighborhood, the waterfalls, and the Rifugio dei Pirati lot. No waterfall horse rides for us :(
Not Great - The pathing is stagnant or the world is too small. Willow Creek: The horse will just pace in front of the houses and look extremely out of place in almost all of the neighborhoods. The only place with decent pathing that doesn't look like a wayward cowboy is stalking your suburb is the park and it has decent pathing but little else. The sylvan glade has zero pathing for horses, my horse took two steps and the interaction cancelled. Good for screenshots, bad for gameplay. San Myshuno: Horses are not allowed inside of the apartment buildings, let alone the apartments themselves, limiting almost all residential options in the world. Makes sense, putting a horse in an elevator sounds like chaos. Limited pathing that isn't sidewalk and clip clop clipping on the paths in Uptown. The horse would go into some odd places further than expected but the world's neighborhoods are mostly too small for a decent run. The only exception is the San Myshuno park, which has a decently long trail for a horse. Changing the park's lot type to a residential would make this an okay place to build a ranch but thematically clash with all the little history signs littered through the landscape and set dressing garden. Strangerville: (God help me.) I'm not bothering to take the horse to the secret lab. The world is Western themed, but it is not Wild Western Country themed despite the cowboy hat and boots. Rusty Canyon is mostly desert cityscape and the pathing is strictly sidewalk bound, though it does go farther than I expected. The horse did not approach the crashed plane lot, so unless you start a ranch there, your horse will not automatically travel the dirt roads in that desert section. (The centralmost lot was the starter home across from the Sigworth household.) Shady Acres has TINY sidewalks and the horse will constantly swivel to avoid 'collision' with npcs and also plant decor, which at higher speeds looks like your horse is glitching out but isn't, and is primarily sidewalk bound despite the dirt paths other sims will travel along behind the houses. The only pathing off the sidewalk was the driveway up to the Roswell household.
Absolutely not - The pathing is awful. Oasis Springs: The automatic pathing is strictly stuck to the sidewalks and the horse mostly just paces in front of two or three homes going back and forth despite there being other areas that other sims will walk along. You can force the horse to go somewhere else but the world's neighborhoods also aren't big enough or detailed enough for better places to force the horse to go just to take screenshots. The park does not have a path to follow, the horse will just pace the front of the park and cross the street before turning right back around to pace in front of the park again. Newcrest: Same issues as Oasis Springs. Magnolia Promenade: The horse will only pace on the sidewalk along the sides of The Roadstead and JF&S Clothier shops, continuing down the sidewalk next to the set dressing garden, completely ignoring actually going into the park areas. Again, you can force the horse to go through the set dressing garden or over to the bistro tables for screenshots but it absolutely does not fit horses appropriately. Brightchester: No. Just. No. The town is all townhouses and university dorms. The pathing is all sidewalks. Don't build a ranch here. Mt Komorebi: Most of the hiking trails are inaccessible to horses due to being blocked by stairs as an entry. The horse is very out of place in the city areas. At the actual mountain the pathing won't go past the rental houses despite most of the hiking trails not being blocked by stairs as an entry.
Why did I willingly choose to do this
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budgie2budgie · 2 years
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arif’s life - earlier - next
[lungs - s.g. goodman]
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The Big Day (Pt1): Savvi and Jamal tie the knot in an intimate ceremony suited just for them
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ariafaeyt · 4 years
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Deadgrass Family Farm | Stop Motion | Gallery Art | No CC
🎃 30x30 Residential lot in Brindleton Bay 🎃 3 Bedrooms, 2 Bathrooms 🎃  $95,753
This multi-generational farm is perfect for the family who watches over the Islands residents. Includes a pumpkin patch, market stall and chicken coop, all for under 100k!
No CC gallery art by SimSationalToo, FruitLoops40 and Roseymow.
You can download this build here
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heartmeadows · 5 years
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cantseemtohide · 5 years
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a happy, friendly cat can never fail to lift Catarina’s spirits
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civiesimmer · 5 years
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Coastal Lighthouse Family Home
I remade the lighthouse on Deadgrass Isle (in Brindleton Bay) and changed it from a museum to a family home. This home was built and decorated with the cottage coastal style in mind (think shiplap and rustic furnishing).
The first floor has a large open living area with a living room, dining room, and kitchen. There’s a sunroom that functions as a playroom and TV room. Outside is a huge porch along with an outdoor kitchen/bar in the bottom of the lighthouse. The master bedroom and ensuite are also on the first floor.
On the second floor, there is another master bedroom with an attached bathroom. There’s also a kid’s bunk room that has four beds. The top floors of the lighthouse are accessed from the second floor.
3 bedrooms - 4 adults, 4 kids
3.5 bathrooms
30 x 30 lot
$135,462
uses things from most of the packs
no CC
download from the gallery, EA ID is civiesimmer
*make sure bb.moveobjects is on before placing!
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smilingcrumb · 6 years
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Everybody sit down, please! 
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partheniasimblr · 6 years
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Quand les couleurs de la mer et de l’horizon se confondent...
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When the colors of the sea and the horizon become one...
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siriussims · 6 years
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scarlett took a trip to deadgrass isle to get some fresh air
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gemgeminox · 6 years
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Final build for the end of my Wolfpack Challenge! Woodsy little cottage, all out of place and quirky - as if it had been built with the Sim’s own two hands. 
This is the last Wolfpack post - hope everyone enjoyed it! :) 
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budgie2budgie · 2 years
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𝚒𝚝'𝚜 𝚒𝚗 𝚢𝚘𝚞𝚛 𝚑𝚎𝚊𝚛𝚝 𝚗𝚘𝚠 - 𝚍𝚎𝚜𝚝𝚛𝚘𝚢𝚎𝚛
arif’s life - earlier - next
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memoirsofasim · 6 years
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They had their first woohoo in the light house. XD
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