#ts3 mod wip
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omedievalpixel · 6 months ago
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Medieval Mods/CC WIPS
I have a BUNCH of behind the scenes projects, some of which I´ve posted over on the medieval sims discord!
Medieval Ingredients and Recipe Overhaul ft. variable eggs!! So each time you collect an egg, it'll be a different texture. (Also using this technique on capsicums/bell peppers, so you can have red, green and yellow ones on the same plant!). The ale barrel is functional and can also be used as an ingredient.
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2. Ghost Story Image and Prop Default - replaces the torch with a candle and changes the images to more medieval-style monsters
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3. Functional Butter Churn - the animation has been slowed down since I took this video lol
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4. Functional Medieval Lighting - including lanterns, torches, candelabras with multiple flames etc. AND default candle flame effect
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5. Medieval CAS Room
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6. UI and Loading Screen Edits - couldn't find my other screenshots :(
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7. Thatch Roof Object
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8. Horse and Cart - this is still in very early stages so no pictures yet, but I´m at least 75% confident I can get this to work lmao
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omedapixel · 2 years ago
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More updates for the Decorating Tools mod! I've added a "decorating mode" to allow you to move/tilt multiple objects at once! This is also useful for tilting individual objects, because for some reason the game hates it once you tilt objects beyond 45 degrees.
My previous post said that object rotation would be maintained when moving on the hand tool - this is true ONLY up to 45 degrees. I have no idea why! But you should still be able to get your obect in the rotation/position you want using the decorating mode.
I'm trying to make a little window pop up (like with ts4 tool mod) that has different options for objects. I have 0 idea where to start with this, so if you know anything about LAYO files or making custom game windows, I'd love to hear from you!!
A note for creaters who like building with no cc - objects placed with this mod will remain in their set position even when the mod is not installed! I think some really fun builds could be made with this :)
Also! Plants can be shifted up and down too! They unfortunately cannot be tilted which is sad cause I wanted to make real grass roofs :(
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cowplantcartel · 2 months ago
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TS3 Cloud Pink UI - Alpha Version Download
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Hello hello 💖
I’ve made some more progress on Cloud Pink UI and I’ve decided to make an alpha version available for download!
You are more than welcome to test it out, just keep in mind I’ve only focused on Live Mode so far, and it is still very much a work-in-progress. Please let me know if you find any issues, and I'll aim to fix them in future versions.
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I briefly posted about this yesterday, but I also added in occult icons for witches (wand), fairies (wings), vampires (fangs), and werewolves (crescent). I'm always forgetting which colours in the relationship panel represent each occult, so hopefully this makes it a bit easier!
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In this version:
Live mode HUD (main panel at the bottom left)
Pie menu
Interactions
Notifications
Tooltips and dialogs (e.g. accept/cancel popups for opportunities or popups when you hover over food etc - partially complete)
Not in this version - my to do list:
Remaining tooltips and dialog boxes
Build and buy mode
Create-A-Sim/Pet
Create-A-Style
Edit Town
Loading screens
Miscellaneous things
Known issues/conflicts:
This mod will conflict with other UI mods like Blackout UI, Clean UI etc, so make sure you remove those before installing this.
I hope you enjoy this as much as I've enjoyed building it 💖
Download v0.1.0
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greenplumbboblover · 15 days ago
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[WIP] TS3 UI "Krystal"
I figured it would be cool to finally publicly share what I've been working on behind the scenes, as well as some mockups!
A few of you on Patreon or Discord may have already seen sneak peeks/given feedback. I kept things quiet because I wasn’t sure I’d even do it in the first place as a next modding project, and I didn’t want to let anyone down.
Luckily, @lazyduchess’s Monopatcher made the job ten times easier. The biggest hurdle was that I would've had to make a core mod to override UI code (I’m normally anti–core mod), but the patcher solved that and let me push ahead.
(Psst, if you're looking at seeing the mockups bigger, I also posted this post on my site: Simblr.cc 😉)
Creating the Mockups
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Fun fact: I actually have a degree in UI/UX design! (for websites) While principles like “How wide should this padding be?” or “Which colors send the right signal to the user?”—game UI is a whole different beast.😬
Main Menu
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I started with the main menu:
Cut the SimPoints clutter and the “Buy TS4!” banner—after a decade, we get it exists 😉.
Grouped items into clean blocks
Added a text-free “Create New Family” icon
Swapped lot thumbnails for family shots (still baffled by EA’s original choice).
Dropped an options gear in the bottom-left; might label it if it’s too subtle.
Different backgrounds: one solid blue, one closer to the classic gradient.
A lil' sneek peek of where I'm at:
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She's not finished, but it's definitely getting there! 😉
Load Screen
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Not much has changed here! It's just less... busy I suppose, lol!
2 Different backgrounds to choose from
Moved the Game Tips to the bottom, so the main focus stays on that loading bar 😉
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I also have a third option but I'm strongly leaning towards just having the loading bar as it's the most clear!
Live Mode
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The hardest of them all lol. Kudos to EA for figuring that one all out! I really struggled with this one in regards to shape and what to even move around/remove!
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I figured, it should be nice to pull really into that glassmorphism I've been using over the Mockups! Now I do realise that it can hamper user experience in the sense of not being able to read anything. But these are pictures! So that should be all fine and dandy.
The active item in the queue will now be more "visible". The queued item however, you'll see look a bit more "unactive" compared to what the current version has.
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I also completely overhauled the thumbnails for your sims, showing their moods a bit better, and giving the active sim a tiny plumbob! :D
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And now the real deal: The control panel! You might notice it's not the whole thing, but I'm still working on that part.
I removed the camera controls from the panel. However, upon feedback, I did hear that it's better to have them as some people are limited in their hand movements on their keyboard and that those controls are really useful. So I will make sure to share 2 versions :)
I also realised I completely forgot the Build/buy mode buttons 😬 So, err, stay tuned for that? lol.
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Notifications I really just tidied up :p
I am aware that the space where the text is and the thumbnail is huge, and normally I'd wrap the surrounding text, but apparently in TS3's UI stuff that's practically impossible. Hence that they got this "2 column" effect to them 😉
About releasing the UI:
I'm hoping to release them all in bits and pieces! So first up is the Main Menu (and possibly the Loading screen given it's simplicity).
After that, I hope in my second "update" to release a big portion of Live mode, but that's a bigger task on it's own of course 😉
Any feedback at this point is also completely welcome by the way!
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phoebejaysims · 17 days ago
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WIP - Alcohol Mod (+ mini Tillage Update!)
To make a long story short, I had to restart my current world, Tillage, because I was trying to uninstall a mod but it couldn't be done safely and was spurting out so many script errors and lagging my game etc etc. So, I have all new sims living in Tillage!
The last family in my rotation were who I made the taxes and benefits mod for, and this current family has sparked this new mod.
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What's the point of having a liquor shelf, when the only liquor isn't even drinkable because it has the Hobo Script OBJK attached? I haven't had that mod installed for years!
Not only is there alcohol, complete with different glasses depending on the occasion...
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There's also fruit juice, that even toddlers can enjoy...
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And water, straight from the kitchen tap.
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So there's something for everyone (except babies!).
Drunk sims may act differently depending on their current traits/buffs. Hangovers creep up on sims and the symptoms can be lessened/managed through certain activities. Binge drinking is a thing, and can have consequences.
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I even made a custom commodity/motive so that sims may be pushed to do certain drunken activities autonomously.
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This mod has been a bit difficult because I really hate working with props + converting animations means finding appropriate voice files, and making jazz scrips and whatnot.
This mod really isn't perfect however, I'm like 85% finished and it's finally completely stable!
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thesweetsimmer111 · 7 months ago
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Modding Notes
It was my 20th birthday about a week ago 😄 and so I haven't been super active and working on my mods. But I'm making some more progress with my romance mod which should be releasing this month, I do really want to get it out this time 😅 I'm also working on another project that although maybe a little ambitious, I would like to get out this month too, but it would be a demo version. Here's a tiny sneak peek at it! 😊
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mathmodder · 3 months ago
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Did you know there's a stingray hidden in The Sims 3 files? 👀
While digging through the game code, I found out that The Sims 3 actually has a stingray model — but it's completely unused and hidden! 🐠 Sooo... I'm working on a mod that brings it to life.
This mod will unlock marine animals to appear on beaches, acting both as an addon to "Get Wild & Ocean Life Mod" and as a standalone version if you prefer to keep things lightweight.
If you want to support my work and help me keep making cool mods and discoveries like this, consider becoming a patron 💖 👉 patreon.com/MathModder
Let’s bring the ocean to life 🌊✨
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dacrystalsim · 3 months ago
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-WIP- Functional Closet Mod
After 16 years (I still can't believe how old TS3 is...), we're finally going to have a working closet in the game and not just a deco one 😊 Big thanks to @zoeoe-sims for helping me figure out the animation ❤
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zoeoe-sims · 2 months ago
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WIP Update (Pottery Mod etc.)
Heyo, figured I'd give an update on my WIPs, especially as I mentioned previously about making a post about the pottery mod and proceeded to not do that...
Long story short, I had to take a break from working on the pottery mod for a little while, then I didn't pick it back up when I could, became afraid to look at it, started other WIPs including a cow mod and a script modding tutorial project, and now am working on a project tangential to the pottery mod - a material state editor tool! I'm pretty excited about it because I'm diving into using S3PI and I'm honestly just surprised it's working out so far. This tool should make it less tedious to add all the glaze types to the ceramics for the pottery mod, and maybe someone else will find it useful too! At least my future self will if I make another mod that involves objects with material states... otherwise it's me spending 50 hours working on a tool to automate something that might take 5 hours! Yay technology...! I'm also hoping this post will help get me back into working on the pottery mod itself... I already had to fix a problem I so kindly left for myself in the code before I stopped working on it, in order to finish getting the screenshots, so that's good?
Anyway here is an overview of the pottery mod so far, and my plans for it:
Interaction
I have a Make Ceramic interaction, with the converted sims 4 pottery wheel, where you can pick the ceramic to make and the sim will sit at the wheel, and make it! I still have more animations to convert but I might not do all of them for simplicity's sake.
Skill
Currently just have a basic pottery skill, which will determine which items your sim can make, but I could add a couple of skill stats and maybe challenges.
Objects
I've also made some progress on converting the sims 4 pottery objects, but it will also be easy to add other objects to the XML file if you want.
Glazing
I also have an XML set up for selectable glazes, so you can pick in game which sims 4 glaze you want for the sims 4 objects, as well as a default one which will be fully CAStable. It's therefore possible to add selectable glazes to other objects, but you'll need to be comfortable adding the textures as material states rather than regular presets. But CASt has you covered anyway :p
Kiln
The kiln object is where you finish the ceramics, either choosing a sims 4 glaze or a normal CAStable version. Sims 4 has the kiln process be almost instant, but I have it so the ceramic will take a few hours to finish and your sim can come and pick it up later - like the nectar machine from WA.
Still to do:
Finish converting the sims 4 ceramics
Set up the glazes for them
Add more pottery animations
Skill improvements
Add sounds to wheel and kiln
Mod in action:
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desiree-uk · 4 months ago
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Yeah, the beard looks cool but it has to go, you have an interview to get to!
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Yes, looking good, phwoar! Now go and get your suit on! 😄 (Actually he looked better with the beard lol. Don't worry it will grow back! 😄)
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mookymilksims · 5 months ago
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I got more comfortable with default replacements and decided to do a mini project of WA nectar, like a revamp.
I originally was going to include it in the Realistic Food overhaul but I knew I wanted to give this section of the game a little more attention and options for people to choose from.
So far it's in it testing stages, but this is how it looks. IDK how much ppl would even want this lmao
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thebleedingwoodland · 1 year ago
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⚠️ Everytime I log in Tumblr and open The Sims game, be prepared for the new CC. ⚠️
Default replacement for TS3 World Adventures Shang Simla's food recipe. More information why EA's Stir Fry I considered horrible and should be replaced.
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EA's Stir Fry
Becomes this using original EA texture (128px):
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And more high resolution (256 px):
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You can see the detail of the mushroom and green pepper, chili, carrot textures now.
More textures to appear more realistic. More green and more vegetables, just look like vegetable stir fry that I cook and eat in real life, in actual Chinese dining.
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Working GeoStates (Full, Half, Empty)
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Working for the next textures.
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omedapixel · 2 years ago
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something else i’m working on 👀 should be ready for testing soon!
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cowplantcartel · 2 months ago
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Cloud Pink UI - Feedback Requested!
Hello hello!
I've been working away at a new Sims 3 UI mod where I'm basically building a new UI from scratch (not a recolour), and before I expand this out to other sections of the UI I'd love to get some feedback or suggestions.
So far I've been focusing on Live mode and there's still a bit left to do before it's finished, but here is how it's currently looking:
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Heads Up Display (HUD)
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This is the section I'd appreciate feedback/suggestions on the most - the standard UI is so cluttered that it's difficult (for me) to simplify it visually and keep it functional.
Interactions
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Not pictured here, but if you hover over any of these interaction elements, the light grey outline turns pink.
I am still in the process of converting all the dark blue text here and in other sections to dark grey.
Notifications
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Pie Menu
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Sim Skewer
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Please feel free to message me privately or comment on here directly. I'd appreciate feedback in any form I can get it!
Thank you all so so much 💖
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londonsimblr · 1 year ago
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Stinky tofu!! Needs repositioning and the custom moodlet isn't working just yet, but we'll get there!
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phoebejaysims · 1 year ago
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Boutique Mod - WIP
A peek at my latest project—my interpretation of the sims 2 shopping for clothes system, complete with animations I have pilfered and converted from TS4 and various concepts I nabbed from here and there.
I'm at the point of the project where I've forgotten why I originally wanted to make it but alas, the show must go on!
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This mod is as much for the business side of running a clothes store as it is the customer side.
However, once you've set things up, the shop should be able to run itself in your absence (so you can be as micromanagy, or as non-micromanagy as you wish).
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As well as buying outfits using clothes racks, I remixed the ITF Clothing Pedestal and made my own variation of that too. Plus, I added a way to buy accessories from their own rack, so you have multiple ways to dress your sims up.
While not pictured, @dhalsims kindly converted the ITF clothes rack so I could use it in this mod. One cool thing about the clothes racks is that they'll actually get emptier as the stock goes down!
The closer I get to release, the more ideas for additions I have, but I'm finally at the stage where I'm polishing up the existing features!
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The next time I make a post about this mod, it'll probably be on release so please look forward to that! I have a lot of documentation to write :P
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Until then!
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