#ts2GlobalMod
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simgigglegirlresource · 8 months ago
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ORIGINAL DESCRIPTION
There are a few problems with fires in the Sims 2. This mod fixes them: - Studying Fire Safety does not do anything. This mod makes it so that sims who have studied Fire Safety will never panic, and will try to extinguish fires. If a fire tile is already being extinguished by someone else, the sim will not attempt to extinguish the same tile, and will try to extinguish another tile if there is one. This makes sims who have studied Fire Safety very valuable assets to any household or even the entire neighbourhood, as this mod allows sims who have studied Fire Safety to extinguish fires even if they are non-selectable visitors on a lot. - Ghosts can be pushed to react to fires, which makes the game delete the ghost and show the notification "Sim has died on another lot". This has been fixed.
(There are 11 updates)
PN: Reminder to have this mod load before fwaysims's Fight or Flight Fire Reaction Mod +Traits to avoid conflicts.
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simgigglegirlresource · 8 months ago
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PN: Made some changes in the Tuning - Burn to make it slightly less dangerous but still somewhat challenging (still need to test how much of an issue it will be for trees burned from lighting).
Time - Max = 100
Time - Min = 50
Time - Random Variation = 4
Time - Till Spread = 5
Time - Until Destory = 40
Time - Min Between Spread = 4
Spread - 1/x chance per second = 5
Sim on Fire - Probability on Spread 1/x = 100
More Dangerous Fires / Fire Mods Edit
While playing last night I got an error I had never encountered before when a Sim who had learned the fire safety skill started trying to put out a fire autonomously. I have the Fire Mod by simblr90 (but the same goes for MidgeTheTree's Fire Safety Mod, if you have that) and More Dangerous Fires by simmodder.
It turns out if you have either fix from simler90 or Midge that makes the fire safety skill work as intended (eg, Sims won't panic and will instead try and put the fire out) and you have the More Dangerous Fire mod, the game will throw an error when a Sim tries to put the fire out and/or keep resetting them because the mod is not compatible with Apartment Life and therefore not with the life skills either, so your Sim won't be able to extinguish the fire at all.
I followed a very simple text post from Midge to edit the MDF mod to make the error go away and the sim to actually be able to put the fire out - instructions to change the strength of the Sim putting the fire out are in the read me if needed.
DOWNLOAD HERE
Happy simming!
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simgigglegirlresource · 8 months ago
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DESCRIPTION: Rather than continuously changing personality forever, giving all werewolves the same personality and making my Personalit-O-Nomitron useless, this changes personality only through the first 20 transformations. Transformations count only when the werewolf is a playable character so transforms when visiting other sims won't adjust personality.
This means that werewolves will experience no more than +5 to playful, active and outgoing and no more than -5 to neat and nice. This gives a final personality that is related to their pre-wolf state.
I'm not completely sure how this would work across multiple infections - if someone is cured and then bitten again. I don't think I destroy the token so it should remember how many personality changes occurred during the first infection and carry through the rest on the next.
Warning: If you ever want to uninstall this mod you must use Cyjon's Debugger to destroy the tokens first or risk corrupting your neighborhood. Instructions are included in the zip file.
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simgigglegirlresource · 3 years ago
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From the page:
Chris Hatch made a hack called PregRel, which causes sims to react negatively to a significant other's first pregnancy bump if it indicates cheating and they pass a logic check (3+ logic to tell that it was cheating, 7+ logic to identify the person they cheated with and get mad at them also), or for any pregnancy if the sims are parents of a pregnant teen sim. The pregnant sim would then do a worry interaction if the pregnancy is from cheating, regardless of whether or not any other sims reacted.
Anyway, this hack doesn't work right with Name the Father, the Surrogate hack, the Sperm Donors hack, ACR jealousy settings, poly relationships, or custom pollination technicians. So I've created a compatibility patch that makes it work right with all that stuff. Added features:
Significant others will not be angry if the father of the baby is a custom pollination technician (and the hack will not cause the pollination technician to show up in anyone's relationship panel)
Significant others will not be angry if the pregnancy was caused using the surrogate hack
Significant others will not be angry if the pregnancy was caused using the sperm donors hack and they were named as the other parent
Significant others will not be angry if the father of the baby or the named other parent is also married/engaged/going steady with the pregnant sim
If the pregnant sim has multiple significant others, they all have a chance to be angry, not just the one with the lowest neighbor ID
Significant others will not be angry if they ordinarily would not be jealous of the pregnant sim romancing other people due to ACR jealousy settings
If none of the pregnant sim's significant others could logically have caused the pregnancy, they do not need to pass a logic check to find out that the baby isn't theirs. The original hack only checks if the two sims have woohooed, I have added checks for gender, RCC toggled/untoggled status, RCC alien status, and the RCC global alien token. This won't work with PregForAllGenders, use the RCC and set the global alien token instead
If a significant other would have gotten angry, but failed the logic check, and they could have reasonably gotten the pregnant sim pregnant (see above), and you have Name the Father installed, and the pregnancy was not caused by the sperm donors hack, that significant other will be named as the father using Name the Father, so they will continue to believe the baby is theirs after birth. You can always change this setting manually afterwards, as normal. If more than one significant other fails the logic check, the one with the lowest neighbor ID will be used
If the pregnancy was caused by the sperm donors hack, angry parents and significant others will get mad at the second parent you selected and not the sperm donor
Angry parents and significant others will not get mad at the father of the baby/second parent if they have never met them and thus have no way of knowing who they are no matter how logical they are
Fixed a bug in the original where recent changes to significant others' logic skills did not count
Note that if you end the pregnancy with the Sim Blender after PregRel has triggered on it, PregRel will stop working for that particular sim for at least the next pregnancy.
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simgigglegirlresource · 5 years ago
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Baby, Toddler and Pregnancy Mods - Update 10
Not the owner of the mod, just did a recap of the stuff I liked in this mod. There is more inside.
This mod fixes a large number of issues with babies and toddlers, and also finishes and adds Maxis' unfinished Breastfeeding interaction to the game.
- Young Adult and Adult female sims who currently have a baby are now able to breastfeed. The interaction is taxing on their Hunger motive, but increases Comfort and also very quickly increases both the mother's and baby's relationship (both STR and LTR) towards each other. Sims will autonomously breastfeed, but they need to have somewhat acceptable motives and mood to consider this. - Sims cannot bathe babies/toddler any more, if the baby/toddler has a dirty diaper. The unmodded game allows sims to bypass changing diapers, and allows sims to bathe babies and toddlers in their dirty diaper which never made sense to me. You need to first change the dirty diaper before you can bathe the baby/toddler now. All of these rules are also valid for nannies, butlers and apartment neighbour nannies. - Sims were completely unable to consider changing the toddler's dirty diaper while carrying a toddler, so I've added that feature. - Maxis made it so that sims who are carrying a toddler are pushed to initiate social interactions towards the toddler if there is no motive in need of attention. This means sims would only drop the toddler on the ground if the sim had low motives or if the sim was pushed another interaction by another object. Sims will now only consider initiating social interactions until the toddler's social motive is at a certain level. Family sims will interact more and Romance sims won't interact much. I have also made it so that sims will not consider using an object to fill a toddler's motive if the sim cannot access the room where the object is. - Maxis unfortunately didn't add a baby version of the feature mentioned above for toddlers. Sims who are carrying a baby cannot attend to the needs of the baby whatsoever, they just stand there for about an hour and then put the baby in a crib, or on the ground. All of the toddler-related features are also now enabled for babies. There are obviously a few differences. Sims will bathe babies in sinks rather than tubs and so on. Young Adult and Adult female sims with a baby, if their motives are good enough, may even breastfeed while carrying the baby. - Sims won't consider initiating interactions towards babies/toddlers if the baby/toddler is currently being carried by another sim or if the baby/toddler is in a crib and has low Energy. This makes it so that sims don't immediately hold the baby/toddler right after they put them to sleep in a crib. -  Sims will not try to put babies and toddlers into cribs which already have a baby or toddler.
Fixes: - Maxis never updated their code to account for changing tables and cribs other than the base-game changing table and crib. This means that the majority of the code in the game cannot recognize the Freetime changing table and crib, and also all custom changing tables and cribs. This mod fixes this and now the game can recognize all cribs and changing tables. - Maxis added an interesting feature to sims who are currently holding a toddler. Every once in a while, the game checks to see if the toddler needs a motive to fulfill, and if so pushes the carrying sim to attend to the toddler's needs. This is nice, but had a few oversights. The game was only able to consider tubs for bathing toddlers, but was unable to consider shower+tub combos. This has been fixed. - This mod also fixes a small issue that prevents the game from making the toddler show a low motive distress balloon while being carried by another sim. - When a sim considers putting a baby/toddler in a crib, the game will search for an available crib at a further range than before. - When a sim tries to give a bottle to a toddler, the sim will wait for a longer time before giving up and dropping the bottle on the ground. - When the game considers whether a nanny, butler or apartment nanny should be pushed to bring a bottle to a toddler, the game prevents the sim if there is already a non-spoiled bottle with some milk left in it in the same room as the toddler, so that they don't take bottles out of the fridge over and over again. -  In an unmodded game, the nanny freezes if a toddler has low bladder and there is a potty on the lot. Now they will properly attend to the toddler. This fix does not affect custom potty chairs.
Add-on: - Parenting Mod: This mod makes it so that sims who have studied Parenting teach all toddler skills at twice the regular speed. In addition, when they encourage a sim, the personality change effect is higher.
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simgigglegirlresource · 3 years ago
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PN: Reminder, for myself, of the added files I downloaded.
Conflict resolving ▷ Squinge's NewLTWEnabled = removed ▷ Creaturefixes by Pescado (or Midge's edit) + Midge's CC Potions Made Better (betterccpotions-witchescancraft) = zzPatch_creaturefixes_WitchLTW & Load order ▷ Simler90's Business Mod = zzPatch_BusinessMod39_MementosLTW & Load order ▷ Slowerfeelings from Midge's version of Romantic Standards = zz_Patch_RSslowerfeelings_MementosLTW & Load order ▷ Pick'N'Mix's Sims Salary Bonus Scheme (WH_PayBook_C) = zzPatch_WH_PayBook_C_JobHopperLTW & Load order
Optional separate files □ LTW_Gardening_FasterHarvest
Additional mods from elsewhere ● CJ-BugCollectionFix - to be able to complete bug collection (crucial fix). ● CJ-ButlerAsksToFire - useful to complete Mansion LTW - fixes an issue that if you let butler fire maid and gardener you can't hire them again. ● Simler90's Influence Talk Fix - fixes a glitch that makes the Influence>Talk social give error sometimes.
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50 New Lifetime Wants for Sims 2
Brand new custom lifelong dreams for your sims to fulfill. No tracking on paper, they work like native!
Nuff said. They are here.
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simgigglegirlresource · 5 years ago
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Townie Budget Mod
Now, townies are not immediately considered to have infinite funds. Whenever a townie visits your business, there is a chance that they may not have the required funds to afford anything at all, that is they will be there to just browse. This feature already exists for playable sims who don't have the money to afford, and now this feature is also enabled for townies. In addition, every townie now has a money limit, that is, you can't sell townies an object that is priced at something like a hundred thousand simoleons, which is something you can do in the unmodded game, and I consider this to be an exploit. Here is how the mod works: - Regular townies, NPCs, garden club, vacation locals and gearheads are very unlikely to buy anything. If the game allows them to buy anything at all, they will only be able to buy cheap stuff. - Bohemians and Jocks are a bit more likely to buy, and afford more expensive stuff. - Techs, Professors, Coaches and Reporters who are on the job are even more likely to buy, and afford even more expensive stuff. - Downtownies, socialites and vacation tourists are the most likely to buy, and afford the most expensive stuff. - The Diva can always buy stuff, and can afford very expensive stuff. - Grand Vampires are also able to buy at all times, and can afford expensive stuff. - Slobs will never be able to buy or afford anything. If a sim can't afford anything, they will start loitering your business. This is also how it works for playable sims who can't afford anything. This means that businesses will become more lively places. Updates (up to update11): - Townies who can't afford dining won't be seated in restaurants. - Townies who can't afford a make-over from the salon chair won't try to get a make-over. - When a Townie who can't afford a dining podium, ticket machine, salon chair etc. starts browsing these objects, instead of immediately stopping, they will continue browsing for a while before deciding to stop or leave. - Townies on non-OFB community lots won't try to dine or get a make-over if they can't afford it. -  Townies are much less likely to arrive on a lot with no money in their pockets now. The majority of the time they will have at least some money. - Sims who can't afford to buy a drink from a bar, or coffee from an espresso stand won't be allowed to buy any more.
Fix: -  fixes a Maxis oversight which resets the customer's Browse bar when a salesperson successfully performs an Offer at Cheap interaction towards the customer.
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simgigglegirlresource · 5 years ago
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Business Mod - I shorten the full description on some of them
Improvements from the original OBF business (up to update 39): - If you visit an OFB business with a different household, and whenever an unselectable customer (playable or townie, doesn't matter) purchases an object, the game does not credit the owner. This mod fixes this, and makes it so that whenever a customer purchases an object, the customer is always charged, and the owner is always credited. - If the sim cannot pay for all or some of the items, the game removes those items that the customer can't pay for from the customer's Shopping Inventory and refunds the owner. However, it only refunds the owner if the owner is selectable. This has been fixed. Now, the owner is always refunded. - Whenever a sim purchases a make-over at a salon chair, the game only credits the owner if the customer is unselectable but your sim till loses their money. This has been fixed. - When a sim pays for food at a food stand, the game only credits the owner if the owner is selectable. This has been fixed.  - Whenever a sim pays for a ticket or gets charged by a ticket machine, the game only credits the owner if the owner is selectable, and only charges the customer if the customer is selectable. This has also been fixed. - Whenever a sim throws their shopping bag on the floor on an OFB lot, the game allows the owner, employees and CleanBots to pick up the bags. However, if the owner, an employee or a CleanBot picks the bags up while the currently controlled family is not the owner's family, the game refunds the cost to the currently played family, rather than to the owner's family. This has been fixed. - Whenever the player visits an OFB lot with a cash register as part of a date/outing, and whenever an unselectable sim who is part of the date/outing checks out at the register, the sim has a chance to leave the lot. This mod fixes this and prevents sims who are part of a date/outing from leaving the lot. - Whenever a sim purchases coffee or a drink from an espresso stand or bar, the game will properly charge the buyer, and credit the owner if there is one even if the customer or owner is unselectable. - The mod now makes it so that if the owner or family of the owner is unselectable, the game won't charge the owner for restocking items. In addition, when the owner, employee or a CleanBot picks up a pile of bags from the floor, the game will only refund the cost to the owner if the owner or family of the owner is selectable. Expect, whenever a selectable sim checks out at the register the game subtracts the wholesale cost of the Shopping Inventory from the actual sale price, and then credits the owner with this amount. The main issue with OFB businesses was the restocking issue which has now been fixed with this update. (More details about this by clicking the link).
- Sims who can't afford lemonade won't buy lemonade any more. Whenever a sim buys lemonade, the sim is now always charged, and the seller is always credited. -  When the owner or employee restocks a pet display while the owner or family of the owner is unselectable, the game won't charge the owner. - When an unselectable customer dines at an OFB restaurant, the game attempts to charge the customer and credit the owner. The owner is properly credited, but Maxis made a mistake which makes it so that the game tries to charge a completely random person in your neighbourhood. This update fixes this mistake and makes the game properly charge the customer. - The game didn't properly charge the customer when the customer bought food from a food stand. That's been fixed. - Maxis made a mistake which sometimes prevented the game from properly checking to see if a sim has an OFB employee job. This is fixed. - The game allows business owners to hire vacation locals and tourists. You can't hire those sims any more, and they won't appear in the Hire Dialogue on the phone or computer. - There was an issue with OFB employees bartending which has been fixed. - If you have ever seen a sim's fair wage status change to Very Underpaid and so on, especially right after the owner employs them for the first time, then you will never see this happen again as it has been fixed. - Sims who are already employed by another business cannot be hired by another business any more unless the business owner of the employee's business lays them off or fires them, or unless the employee quits. - When a sim buys something from a vending machine set for sale, the sim is now always charged, and the business owner is credited if the owner or family of the owner is selectable. - If you visit an OFB community lot with a household other than the owner, and when customers buy harvestables/craftables, the game would give those items back to the owner. But, if the owner or employees don't restock any harvestables and craftables, the owner will end up with additional, free harvestables and craftables in their inventory. Now, whenever the owner or employee restocks a craftable/harvestable while the owner or family of the owner is unselectable, the game won't take the items out of the owner's inventory, but will instead restock the items for free. If customers drop their bag on the floor while the owner or family of the owner is selectable tho, the game will give harvestables/craftables back. - Fixed the pricing on easel paintings, drafting board drawings and university camera photos. - Maxis made a mistake which makes it so that the game pushes the reporter to initiate the Change Wage dialogue towards the business owner, when rewarding the good review. Now makes the game push the reporter to initiate the Reporter-Congratulate interaction towards the business owner. - The game tries to restock Love potions with Nice potions. This is fixed. - The game tries to restock evil Pitchers with evil Tea Sets. This is fixed. - The game can restock CleanBots with HydroBots, and SentryBots with MunchieBots and the game also can restock a robot with a broken version of it, and a broken robot with a non-broken version of it, this is fixed. - Orchard tree produce harvested by the owner, family of the owner, or employees are properly added to the business owner's inventory, but garden produce are not. This has been fixed. - The game does not check the quality of fruits/vegetables when it is restocking these items, meaning that a mouthwatering fruit may be restocked by a bland or tasty fruit. This has been fixed. - On owned business lots, only the owner or family of the owner can make/serve espresso on a barista bar now. - Potions don't have a wholesale price of their current value. Now, their wholesale price is their current value, because they are craftables. - If a sim puts a potion in their shopping inventory and then drops the bag, the game refunds the cost to the owner, which it shouldn't do. Now, the game gives the potions back to the owner. - The game has "Buy Love Potion" and "Buy Vampire Cure" wants. However, you can only satisfy these wants if you buy the potions from an NPC (Matchmaker and so on). The game does not satisfy your sims' wants if you buy these potions on an OFB lot. Now, sims' potion wants will be satisfied when they buy these potions on an OFB lot, too. - Potions which were set for sale had their sale price lowered which was not intended. Also, potions which were set for sale on an OFB display didn't correctly have their wholesale purchase cost set. Fixes all of this. - Potions fixes should now also affect all custom potions. - Craftable flowers (from the OFB flower-making station) were not treated as true craftables when the game determines how to set their sale price. This is fixed. - Sims are now allowed to be hired at a business if that business is also owned by the owner of the business they are currently employed in. So, you don't need to fire or lay off your own staff any more in order to hire them at one of your other businesses. - Fixes certain issues with the Offer at Cheap interactions. (Lots of issue, read more on the site) - The owner will now also be credited with the profit when unselectable sims check out at the register even when the currently controlled family is not the owner's family. - When a selectable sim purchases a pet from a pet display on an OFB lot, the game ignores the cost of the pet as set by the owner (the value you see when you hover over the pet display), but charges the customer a value dependent on the skills and learned behaviours of the newly generated pet. This update makes it so that the owner gets credited with 10% of the price of the newly generated pet. - Sims will not try to autonomously buy food from food stands if they can't afford it. - There is an issue in the game on OFB community ticket-machine lots which prevents the player from travelling to another lot/home if they are not currently paying through the ticket-machine. This update fixes that. - Sims were still unable to interact with their own vehicles on ticket-machine lots if they were not signed up. Now they can. - Business owners and their family members cannot order drinks on bars and barista bars now. - Family bin sims cannot be hired any more. - The unselectable owner will now be credited with the profit whenever a sim purchases something from the Apartment Life vending machines. - There is an issue in the game which prevents the game from calculating the fair wage of managers who are recently promoted. This fixes that. - Prevents sims from initiating autonomous social interactions towards sims who are in queue at a cash register. -  Added two extra lines of code to how the game calculates the fair wage of employees. This new feature is disabled by default, but you can modify the values in order to change the fair wage expected by employees. (Explained how to enable on Mod The Sims). - There is an issue with sims who are assigned as a chef on OFB lots. If the sim happens to be the business owner, and the sim also owns other businesses, when a family other than the owner visits one of those other businesses, the owner will be stuck idling forever if their current assignment is being a chef and if there is no chef stove on the current lot that is assignable. This update fixes that.
Add-on:
BusinessMod-AddOn-ClothingTokenFix
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Sims will now satisfy their Buy New Clothes/Jewelry/Pet Collar wants on OFB lots. This add-on also fixes an issue which for some reason credits the owner with 1 simoleon per outfit the customer purchases on OFB lots.
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simgigglegirlresource · 5 years ago
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Disease Mod
In an unmodded game: - If a sim is sleeping, they get +8 recovery points every hour. - If a sim is sitting, they get +6 recovery points every hour. - If a sim is not asleep or sitting, then they get +4 recovery points for 50 or higher Energy and Comfort motive, or -4 recovery points for lower than 0 Energy and Comfort.
This mod makes it so that the game calculates recovery like this (update4): - The game now considers every element even if the sim is asleep or sitting. - +4 for sleeping. - +2 for sitting. - +2 for 50 or higher Energy/Comfort/Water-Hygiene/Hunger, or -2 for lower than 0 Energy/Comfort/Water-Hygiene/Hunger. - +4 for Platinum Aspiration, +2 for Gold Aspiration, -2 for upper red aspiration, -4 for lower red aspiration. - +2 for being fit, -2 for being fat. - -2 for being elder. - +2 for being a werewolf carrier. - +2 for being in a vacation neighbourhood. - Bigfoot recovers much faster now. - Recovery is decreased by -2 if the sim is neither sleeping nor sitting.
Fixes: -  makes it so that all symptoms are pushed at maximum priority, which means sims will show the symptom right away, stopping their current interactions. In addition, there is a chance, depending on the current severity of the disease, that the sim may not show a symptom. -  This update makes it so that the sim will be given pneumonia when the severity of their cold gets really serious.
Add-on: -  Grandma's Comfort Soup Mod (Less effective) -  Disease Chance-Based Spread Mod (Sims who have a contagious disease regularly drop invisible, one-tile disease markers which spread the disease to any sim who steps on the marker when the disease marker tries to spread the disease)
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simgigglegirlresource · 4 years ago
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Edukashun Iz Gud
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DESCRIPTION: Sims can get into any career track regardless of degree, but promotions will be limited based on education.
Updated to take into account 2-year colleges and high school grades. The new version requires Smarter EP Check.
There are no college limits on entry into the University careers such as Artist, but the maximum job level is based on the sim's education level.
If the sim graduated college, maximum level is 10.
If the sim completed two years of college but dropped out before graduation, maximum level is 7.
If the sim either didn't go to college or dropped out before completing the sophomore year, then maximum job level is based on the final high school grade:
If final high school grade was C or better, maximum level is 5.
If the final high school grade was D- to C-, maximum level is 3.
If the final high school grade was F, the sim is effectively a high school dropout and has no diploma. Maximum job level is 1.
Bigfoot, plantsims, servos, and adult sims created in CAS are assumed to be average high school graduates so will be limited to level 5. If you use the batbox to give these sims college degrees, then they will get the level 10 limit just like other graduates.
Sims who have hit the glass ceiling have only a 10% chance per attempt of being promoted past the job limit. Yes, your high school dropout can claw up the ladder from Playground Monitor to Education Minister but it's going to take several generations to get there.
LAST UPDATE: May 7, 2012
REQUIRED EPs: University
COMPATIBLE EPs: All configurations from University through Apartment Life.
INCOMPATIBLE MODS: harderjobs from MATY. You can use them together (I do) but mine must load after his. You will lose his job caps, which limits the number of sims in higher job ranks, but will retain the harderjobs feature which lowers job levels offered on the computer. Players who still want job caps can use Job Stopinator to manually stop sims from getting promoted.
*** THIS MOD REQUIRES Smarter EP Check *** PN: If using with this trait project need to get the compatible mod version & this mod needs to also load AFTER the Sims Salary Bonus Scheme Mod
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simgigglegirlresource · 5 years ago
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Rotatable Driveways
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simgigglegirlresource · 5 years ago
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Park in the Car Park
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simgigglegirlresource · 7 years ago
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Unfinished Walls are Free!
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simgigglegirlresource · 7 years ago
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Age correct by Chris Hatch
Place it in your download folder and load any family, it'll idle for a few minutes to give your game a chance to settle then run in the background and correct the age of every (non pet) sim in the neighbourhood. It'll give you a message when it's done. Then save, exit and remove it from your download folder. It uses the age controller to adjust sim's age duration, age days left and days in previous age so it uses the same constants that age mods override making it ideal for whenever you add/remove or change an age mod. I have attempted to make it an intelligent fix by not just changing the age duration but also changing the days left so they will have spent the current number of days in the current age duration and not have to re-live any days, cutting it off at a minimum of one day left.
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simgigglegirlresource · 7 years ago
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More Townie Sims Visit Community Lot (+ Business Lot's Customer)
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simgigglegirlresource · 7 years ago
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Added:
Caged Pet Fixes
No Pet Unlock Code Spam
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