Finally some good news
(Thu, 11 Sep 2025)
hey everyone, I hope you’re doing alright!
I am in a good mood today, because the jobcenter has finally approved my application.
There are a lot of things to deal with still, but for today, I enjoy the win after 5 months of back and forth!
>> Read More
Maternity Morphs & Bone Deltas Tutorial + Resources for The Sims 3
(Mon, 01 Sep 2025) virtual-hugs:
Maternity Morphs & Bone Deltas Tutorial + Resources for The Sims 3
♦︎ Tutorial on how to add maternity morphs and correct maternity bone deltas to CC, Store or EA clothing. Clipping hands begone!
♦︎ Resources include 60+ EA maternity morph references and 90+ EA maternity bone delta references. Yes, that’s how many EA made! I simply exported all of these from the game files and
organized them with thumbnails for easy use.
Tutorial and resources download link can be found under the cut!
Keep reading
>> Read More
Cloud UI Recolour Tool
(Sat, 30 Aug 2025) cowplantcartel:
Cloud UI Recolour Tool
Now on Mod The Sims!
If you’ve ever wanted to choose your own UI colour scheme in The Sims 3, now you can!
The Cloud UI Recolour Tool is a small program that edits the Cloud Pink UI base files using colours you select in the tool. You can edit colours as many times as you like, and see a preview
within the tool before you generate your own UI. You can then drop your new UI straight into your Mods folder.
Sharing & Uploading
Uploading and sharing your custom UIs is encouraged, I built this tool with that in mind! Feel free to tag me if you want to, you don’t have to but I am excited to see what you all make!
Please don’t paywall the UI outputs, you’ll make me sad :(
The tool download contains a file called “Credits - For Sharing.txt”. You can copy and paste the contents of this file to credit creators when you upload your UI
Huge thank you to:
p182 for writing and sending me the code to turn my tools outputs into .package files, and for building refpack_pipe.exe which compresses the package file sizes. Thank you so much!
David_mtv, coregirl, momomomomoi, sidereus23 and sims3loveforlife for translations used in the loading screen text
Arro, Butterbot, Cmar, xFairyExterminatorx, LazyDuchess and gamefreak130 for creating the original mods used to create the Patches in this tool
emelie.ikj for the loading screen text base files
Everyone who tested this tool (hopefully I didn’t miss anyone!!): Bioniczombie, Bicaubica73, Bellakenobi, Aktasakplays, Astycat13, Simplyharryyy, Chaos, Desiree-uk, MihaiA10, Mspoodle1,
simphoraa, Kalque, nishasims, Ohrudi, Alanna-goth, Winterbrumous, veigasims, toadifylackoffantasy, Sdmsims
Download (MTS)
☕️ Support me on Ko-Fi
>> Read More
Hello ,
(Thu, 28 Aug 2025) simmer-bluish:
Hello ,
I have uploaded a mod that also makes possible to select the Debug Area Lights in the lights section. And 4 of the wall lights also can be moved up now .
Download
>> Read More
this world can be exhausting at times
(Wed, 27 Aug 2025) littlecozydoodles:
this world can be exhausting at times
>> Read More
Signed. It is honestly unbelievable that this hasn’t been realized in 10+ years of Sims 4.
(Sun, 24 Aug 2025) awwhoneybaby:
awwhoneybaby:
Hiya, sign this haha<3
Sign the Petition
THIS PETITION IS 60 SIGNATURES AWAY FROM ITS GOAL, PLEASE REBLOG AND SIGN!!
Signed. It is honestly unbelievable that this hasn’t been realized in 10+ years of Sims 4.
>> Read More
Freebie Games Recommendation
(Sun, 24 Aug 2025)
I really like EpicGames’ approach to give out limited-time free games every week.
I check every week what’s available. It is a great way to get a feel for what kind of games you like and go beyond just playing life sims since you can play them for free and they get permanently
added to your account.
These aren’t just cheap games, occasionally, they have really popular games, also a lot of indie games/lesser known ones, and you can definitely find some treasures throughout the year. The
selection changes every thursday.
This week, there are two freebies that might be of particular interest for some of you: a cozy game called Kamaeru featuring adorable frogs, and Strange Horticulture, a puzzle game
with a supernatural touch.
Happy game-collecting
>> Read More
This sums up my current state of being pretty well
(Fri, 22 Aug 2025) doctorfrakensim:
Oh no
This sums up my current state of being pretty well
>> Read More
Cloud UI Recolour Tool Testers wanted!
(Sun, 17 Aug 2025) desiree-uk:
cowplantcartel:
Cloud UI Recolour Tool Testers wanted!
I have finally gotten it in a place where it’s ready for people to test it out, so if you’d like to try running it for yourself and create your own custom recoloured versions of Cloud UI,
send me a message and I’ll send you a link to download the test version!
What is it?
A tool that lets you customise the colours (and opacity to some extent) of Cloud UI. You can choose the colours you like and see a preview in the tool, and when you’re happy you can
generate:
The main UI package file
Package files for all language logos (used if your game is not set to English)
Patches for certain mods
Requirements & Setup
Windows only, sorry
In order for this to work, you need to download and install Inkscape. This is the program I used to create the .svg
files that make the images in Cloud UI recolourable, the tool calls this program to convert the recoloured files into a format that can be imported into a package. This program is
free and it’s also pretty neat if you want to create/edit .svg files for yourself :)
You will need to download and unzip my Cloud UI Recolour Tool folder which contains the Cloud UI Recolour Tool.exe, plus a few other files that are required for the program to
run. This folder can be placed anywhere.
Finally you will also need to download and unzip the Base UI folder and place it inside your Cloud UI Recolour Tool folder. Just keep in mind the zipped version of this is over
200mb (unzipped is 300mb+), so it is a reasonably large download. These are all the base files the tool will use for recolouring.
How do I use it?
Double click on Cloud UI Recolour Tool.exe to get started.
The first time you use the tool you might see a window asking for the location of inkscape.exe. This only appears if the tool can’t automatically find it. You will either need to install
Inkscape if you haven’t already, or click the Browse… button to find the path yourself. It’s usually in C:/Program Files/Inkscape/bin/inkscape.exe, but this will vary depending on your
computer.
Next you will be taken to the main app window where you can:
Choose a name for your new UI
Select a preset (Light, Colourful or Dark) and your main accent colour.
Optional - click the button to see all the additional colour options and opacity. You can tweak these to your liking.
Click the Show Preview button to take a look at what your UI would look like in game. You can click this as many times as you like with different colour settings to see how things
change.
Once you’re happy with the colours you’ve selected, check or uncheck the checkboxes above the Create UI button.
☑️ Generate language logos - useful if your game is not in English or you would like to share the UI with others. It will create the required logo files for the startup loading screen in
all languages.
☑️ Generate patches - creates recoloured versions of all the patches in the Cloud UI Recolour Tool/Base UI/Patches folder. It is possible to create your own patches for other mods,
I will write a tutorial on how to do this at some point!
☑️ Delete processing files - This cleans up the folder from temporary files used to generate the recoloured UI. If you want to make manual changes to the files after they’ve been
recoloured, then you can leave this unchecked and you will see a Processing folder in the same folder your UI packages were saved in.
Click Create UI and it will start generating your package file(s). The tool will freeze for a few minutes while this is running. It takes ~2 minutes on my nice computer and ~12
minutes on a slower PC I tested it on, so please keep in mind it might take a while!
The created files will be in Cloud UI Recolour Tool > Creations > Whatever you named the UI.
Known/Potential issues (will add to this list when issues are reported - please send me your feedback/identified issues!)
The tool might be flagged by antivirus or Microsoft Defender. It is not a virus, but even on my own computer where I created and compiled the tool myself, it is getting flagged by
Microsoft Defender.
If you have an issue downloading the tool, try going to Windows Security > Virus & threat protection > Virus & threat protection settings > Manage settings
> Turn off Real-time protection (remember to turn it back on after you’ve downloaded the files).
If you have an issue running the tool and a popup comes up that says “Windows protected your PC”, click the “More info” text and then “Run anyway”.
If you have an issue running the tool and Windows Defender deletes your Cloud UI Recolour Tool.exe file, you can try Windows Security > Virus & threat protection >
Virus & threat protection settings > Exclusions > Add or remove exclusions. There will also be an option under Protection history to restore the removed file.
It will be different if you have additional antivirus software - you will need to find out how to add exceptions based on what antivirus software you have installed.
Long file paths. There is a path limit in Windows that can cause issues for this tool, because the UI elements for TS3 have very long names and the tool has some subfolders. If you
have issues with some UI packages not generating at all it is possibly caused by this issue - try moving the entire Cloud UI Recolour Tool folder to your Desktop.
Credits
Massive thank you to p182 on GitHub for working out how to turn my output files into a .package file using Python and also for
building refpack_pipe.exe which compresses the package files. I could not have done this without you!!
David_mtv, coregirl, momomomomoi, sidereus23 and sims3loveforlife for translations used in the loading screen text
Arro and Butterbot for creating the original mods behind the Patches in this tool
emelie.ikj for the loading screen text base files
All of you for using the previous iterations of Cloud UI and sending me your feedback. This really just started with me wanting to build myself a cute pink UI, but you all inspired me
to keep it going
Final notes
Once testing is done and I fix any major issues, I plan to upload this on Mod The Sims, and I will also put my code up on GitHub
You are also welcome to share your creations from the tool (and tag me if you want, I’m excited to see!), but please please please remember to credit those I have listed above, and don’t
stick it behind a paywall, I beg you. I’ve put hundreds of hours (yes, I am serious) into Cloud UI and the recolour tool and I am choosing to share it for free. Do not take what I (and
others) have done and charge money for it, even if you have made your own custom edits to it.
>> Read More
Testers wanted
(Tue, 12 Aug 2025) toadifylackoffantasy:
simulationprincess:
simnostalgia:
simnopke:
Testers wanted
I’m looking for people with some spare time who would like to test an experimental mod for dyeing objects in the buy/build mode. And then check how they behave in the live mode.
I would like to receive your feedback, including any issues you encounter and suggestions you have.
If you’re interested, DM me on Tumblr or Discord.
Here’s a short video showing the current state of the mod:
The Sims 2 literally got Create-a-Style before The Sims 4.
I don’t play ts2 but I LOVE how insanely creative, passionate and ambitious the TS2 community is to keep a 20+yo game at its best and still create wondrous things. This is genuinely
impressive looking.
>> Read More
Reblog if you are a simblr of either the Sims 2 or the Sims 3 (or both).
(Mon, 11 Aug 2025) lyokosims:
Reblog if you are a simblr of either the Sims 2 or the Sims 3 (or both).
I wanna support more simblr accounts despite have being retired from Sims role playing myself, especially since they’re overshadowed by the Sims 4 nowadays. I have nothing against those who
enjoy the Sims 4, but as a long time simmer I still wish to support other fellow simmers who are active in the same simblr as the one I grew up with.
And yes, you’re free to reblog this even if you’re retired but still love the Sims!
>> Read More
Amen! I’d love to see more original items from TS3 creators!
A few general tips for people who…
(Fri, 08 Aug 2025) toadifylackoffantasy:
Super random but helpful CC tip
Random immensively helpful cc making tip that got drammed into me when I started making cc:
Inspect things
Weirdly & gorgeously detailed EAXIS acrobat outfit that’s somehow still only 5k? Open that birch up in tsrw and export the mesh to blender and inspect how it’s made, compare the
multiplier and the normal map etc.
How did EA make a skirt with a high slit that doesn’t go grazy in animation?
You guessed it, open it up, get it in blender, inspect its topology and bones.
Wait, how do you get those sheer 3d sleeves? EA has few/no meshes with 3d sheer parts so….Lemme inspect that cc with the pretty sheer sleeves!
Wait, how does that mask seemingly have 5 channels?
Inspect it
What’s a normal map supposed to look like?
INSPECT IT!!!!
(Note; the normal maps you see in tsrw of some BG items are weird and funky, I recommend cloning a later ep item instead)
Look at how others things that have something special or are very nicely made are made. I specifically recommend looking at later ep & sp & store eaxis items first and
foremost, because while most cc out there is perfectly functional, it sometimes isn’t EA maxis match standard and can have some peculiarities. There are some ea items that are really well
made and inspecting their topology, textures and so on can give you a lot of insight.
For the same reason, when I first started making cc, I first tried some 4to3 conversions, using mildly outdated tutorials. This wasn’t going anywhere as options the tutorials said I had to
use weren’t working, it didn’t look pretty etc etc. Then @simlicious recommended me to start with an
EAXIS frankenmesh, and I made my “sleeveless vest” and “sleeveless vest with ruffle blouse”. While I would do those two slightly different now (but can’t be bothered, cus they’re old news
now.) With her assistance I learned SO MUCH when making them.
Starting with an EAXIS ts3 mesh and frankenmeshing it or altering it also gets rid of two intimidating steps I see mistakes in in other’s earliest projects - uv mapping (the item already has
an optimized for ts3 uv lay out) and the shape (the item already is made to the ts3 bodyshape, so no struggle with autoboobjob or weird shoulders etc)
Also, there is still miles of untapped potential for sims 3 assets mesh & texture alterations and frankenmeshes, it’s lowkey overwhelming and my head constantly explodes with
options (while there are also so many nice ts4 things to convert! AAAAAH) , to the point there are multiple maxis match TS4 creators who commonly use ts3 store & ep/sp mesh parts
in their frankenmeshes, if it isn’t a straight up 3to4 conversion!
(This is to say: there are ugly EA items, and EA items with mistakes etc. But lots of it looks very nice if you prefer maxis match to begin with)
Amen! I’d love to see more original items from TS3 creators!
A few general tips for people who want to get into Sims 3 Custom Content creation, specifically clothing :
Starting your CC journey can feel overwhelming and converting doesn’t seem as intimidating at first, because you do not have to create your own meshes or textures. But for it to look right and
work right, it can mean a lot of extra work and knowledge to sort out issues that can arise when converting CC.
It may be less intimidating to learn by starting with simple texture edit with just slight alterations of the mesh without adding new geometry at first. This is how I started many years
ago.
As @toadifylackoffantasy already mentioned: it’s a very good idea to inspect different game meshes and
textures to see how they work. Most TS3 meshes work pretty well when playing animations, so if you imitate their structure and methods, your meshes will have a good chance of working that way,
too.
When you know how EA’s meshes and textures are made, you can spot deviations more easily and it may help you figure out whether this approach works or might be a mistake. CC creators often do not
follow EA’s techniques very closely, and knowing when to follow it because it is crucial and when it’s okay to do your own thing is important for how the CC behaves in the end. This skill is
honed with experience, but you can start with it right in the beginning.
When I first started my meshing journey in 2010, I familiarized myself with the different texture types and tools first. Back then, Milkshape was mainly used for meshing, but I would definitely
recommend Blender now. Blender has come a long way and improved a lot over the last years. It has a steep learning curve, but you do not need a broad knowledge of Blender to start making your own
CC edits, you need very basic specific knowledge to get started and learn more along the way.
Don’t be afraid to experiment.
My first few clothing edits were made out of frustration with certain CC pieces that I used and generally liked, but had some aspect that bothered me, so I attempted to change those to my liking
(ofc I never shared those files with anyone, they were personal edits). I learnt a lot of valuable lessons through this process.
Most basic Blender tutorials show you how to create and edit geometry, some are using techniques which are not game-friendly, like subdivision surface modeling or the use of the multi-resolution
modifier. If you hear those terms, be careful—techniques like that should only be used in our workflows when sculpting a high resolution mesh to bake/generate textures from. These methods can
result in a very high-poly mesh and these should not be directly used in our Sims 3 games.
You can retopologize such a high-poly mesh to create a low-poly version of it that would be acceptable, but that’s pretty advanced stuff since you need to know hoe the topological flow of the
Sims 3 meshes are and imitate them to get best results - nothing to concern yourself with at the start of your meshing journey.
Instead, I recommend looking for Blender tutorials specifically for low-poly or game asset creation—these tutorials usually take polygon counts into account and don’t go crazy—though how many
polys are acceptable of course varies a lot, sims 3 has a pretty low limit compared to other games.
Before Attempting Clothing Conversions in Blender
Before you dive into clothing conversions, I specifically recommend learning these things:
How the UV map and textures work for The Sims 3 - knowing what texture does what, and in which size and format it should be made in
basic skills in an image editing program which supports the DDS file format (for a free one that is very similar to Photoshop (down to the same shortcuts even), I recommend Photopea,
it is free and runs in your browser)
Basic workflow with Sims 3 CC tools (s3pe, TSR Workshop, s3oc, and Mesh Toolkit are the main ones you’ll use)
How the mesh and UV map are structured in the original TS3 meshes
How to fix shading and seam issues on your mesh
Know how to align, reset and copy/paste normals, how to merge and split edges
Blender Meshing Basics
Get comfortable with these Blender tools and concepts:
Select (select all/none, select connected geometry, box select, circle select, loop select)
Move, scale, rotate, extrude, bevel, proportional editing
Dissolve vertices
Snapping mode/snapping vertices to each other
The knife tool
How to use modifiers like the mirror and edge split modifier
How to split meshes into groups and join them
How to use merge by distance to remove split seams
How to mark sharp edges and set shading to smooth
How to activate/deactivate auto smooth
How to align normals
How to copy normals from one mesh to another using the data transfer modifier
How to triangulate and quadrangulate meshes (working with quadrangulated meshes is visibly less confusing and has better tool support, important for things such as edge loop selection with a
simple alt+click which saves a lot of time compared to manually selecting each vertex)
Importing/exporting meshes
How to install plugins and which ones to activate/install (like F2 and UV Squares, Blender GEOM tools)
Basics of the Blender GEOM tools plugin
How to decimate geometry (using the decimate modifier). This is not my favorite method to lower polygon counts since it can have unexpected results in some areas—I like to dissolve certain
edges, faces or vertices instead to have more manual control over the process instead, but if your mesh is very high poly, then you may consider lowering it with this modifier if you do not want
to do a lot of manual work.
Here’s a secret bonus tutorial :
Anchoring Mesh Pieces
This is what I personally call a method EA utilized in TS3 clothing meshes to seamlessly connect mesh pieces to each other through connected vertices. It helps to minimize clipping and gaps
during animations. The technique involves making sure that the vertices at the seams of different mesh pieces, such as connecting the neck to the collar of a shirt, are connected like two
magnets, and will share the same space, so they are basically treated as one when assigning bones and them getting identical bone assignments will prevent gaps forming in the mesh on certain
animations, which can happen if you leave edges raw/unconnected. In combination with good bone assignments, This can also reduce clipping/mesh pieces poking through each other.
To utilize the method of anchoring, you can pair up vertices from one edge to one on the opposing edge. You can use strategies such as selecting a vertex, then tapping the g key twice to move it
along the edge to better line them up. Pro tip: this vertex slide mode locks the axis to the edge and moves the vertex also on the UV map, which results in a better UV map and less work fixing it
for you later on.
Enable snapping with snap to vertex mode to easily snap one vertex from one edge to the other on the other edge. Sometimes, the vertices might not match up and you have too many on one edge or
too little on the other. In that case, you need to remove (“dissolve vertices”) or add an additional vertex on the other edge with the knife tool (or by selecting two vertices or an edge between
two vertices and using subdivide on it to create a new vertex in the middle—there are often several ways of achieving something in Blender) in case there is a mismatch. Whether to add or remove
the vertex depends on the shape and complexity of your mesh. If removing vertices from one edge results in an undesired shape change, adding vertices on the other edge instead is
preferable.
Ideally, each vertex on your mesh should have a visible purpose, meaning if it is removed, the shape of your mesh will visibly change. If your mesh has so many vertices that you do not notice a
difference in how the shape looks by removing the one next to it, the vertex density is probably too high and you can safely dissolve the superfluous ones away, but that is a topic for another
time.
Textures
How to add and connect node-based textures so you can check your textures right in Blender right on your mesh (and even edit the textures using texture paint)
Basic UV Editing
How to use the align tools on the UV map
Moving and selecting islands
Using different modes: vertex, edge, face select to your advantage
Enabling/disabling UV sync mode as needed
Different ways to unwrap (mainly the plain unwrap and project from view types)
Using the heatmap view and applying a UV grid texture to check for issues on the UV map (there is a handy addon for that too: Quick UV Checkers)
This is just what I remember (I may have missed something, I’ve been on a meshing hiatus for a while), and it covers only Blender (not other CC tools), but this information should give you a
basic direction to go in while learning Blender. Knowing how to do these things gives you a solid base for tackling conversions (and Frankenmeshes/mashups of EA meshes or your very own meshes,
too!).
Once you are more confident in your abilities, it’s easier to venture deeper and learn things like how to adjust or make your own morphs, change bone assignments manually, and optimize the UV
maps of your meshes.
While learning to make conversions, to take them to the next level, I suggest you get into:
weight painting/manual bone assignments
texture painting
Baking textures/transferring textures from one mesh to another
How to create and edit custom UV’s
How to set and remove seams for UV’s
How different unwrapping methods change the resulting UV
How to use a UV grid addon to get square-looking UV maps
How to use tools to improve UV maps like align and minimize stretch
If anyone wants to add to this post and share more tips and strategies to learn (or add other areas I haven’t covered in detail), feel free do write in the comments or reblog.
If you have read this far, you’re definitely a good candidate to learn how to make clothing CC for TS3! Patience and focus will definitely help you while troubleshooting. And talking about your
woes with fellow sufferers, of course (on the Sims 3 Creator’s Cave discord, for
example)!
If you’re here looking for the TL;DR:
Learn from actual Blender users, not just from sims tutorials. If you want to specifically know what to learn in Blender in order to make TS3 CAS CC, read the bullet point lists.
It may look like a bunch of stuff to learn, but I think it’s better to know what you need so you can focus on learning the core skills rather than learning lots of stuff you may not actually need
in this context.
>> Read More
I made a new pattern, my first new one in 6 months or so.
It’s a patchwork pattern with…
(Thu, 07 Aug 2025)
I made a new pattern, my first new one in 6 months or so.
It’s a patchwork pattern with embroidery. I felt a bit rusty and it ended up different than what I had imagined, but I still like it. I think it has a denim vibe and thus I applied it on a
skirt.
As you can see, I felt like doing a bit of a photoshoot and decorating to mark the occasion!
I’m not sure whether I’’ll be making more soon or will publish anything in the near future since I am still very busy with RL stuff.
>> Read More
If you use the ad-blocking browser extension Ublock Origin*, you can import ➡️ the blocklist ⬅️…
(Tue, 05 Aug 2025) dekuinthelake:
roach-works:
patheticperipatetic:
DuckDuckGo now lets you hide AI-generated images in
search results | TechCrunch
The filter relies on manually curated open-source blocklists, including the ‘nuclear’ list, provided by uBlockOrigin and uBlacklist Huge AI Blocklist,” DuckDuckGo said in a
post on X. “While it won’t catch 100% of AI-generated results, it will greatly reduce the number
of AI-generated images you see.
Left: AI filter is off Right: AI filter is on
FINALLY
HUGE
If you use the ad-blocking browser extension Ublock Origin*, you can import ➡️ the blocklist ⬅️ into it and block AI images while using all kinds of search engines, not
just DuckDuckGo.
*highly recommended. Besides ads and popups, it is also capable of blocking, trackers, chatboxes, newsletter popups, cookie notices, cosmetic nuisances and more (all optional/configurable).
Thanks to Ublock, I never see YouTube ads when watching in my browser.
If you still get ads while accessing YouTube from your browser after installing, try to enable the ublock filters - quick fixes list (expand Ublock’s own filter lists to find it) inside
the filter lists tab in the settings—that worked for me.
>> Read More
Personal Status Update
(Sun, 27 Jul 2025)
Hey all,
just wanted to let you know that I’m doing okay!
I just still have a lot on my plate.
I’m in an outright paper war for 3 months now trying to get financial aid, I knew that German bureaucracy can be slow and convoluted, but this is on another level. They also want to have new
copies of things I already submitted all the time and it’s very frustrating. I filed the application back in April. In parallel, I have a lot of doctor’s appointments since I need to get it
official that I can’t work which is also not easy.
Meanwhile, I get scary letters from the “job center” department (they can summon you at will if you are getting this kind of financial aid and make you write job applications and basically force
you to work. You can’t even leave the country for a prolonged time because of this).
I want to get the kind of aid for people who can’t work instead of for people who can work, but I have to file the one for people who can work first and they need to determine that I need to
receive money from the other pot and then pass me on to the next department.
I’m scared that they won’t and they will force me to work. Meanwhile, I will need to get a document from a doctor every month saying I’m not fit for work, this means going there every month and
the doctor needs to be willing to do it too.
I have an appointment with a psychiatrist who can hopefully do that next month, but he and I only had one prior appointment and I’m not sure that is enough time for an assessment like that.
Tbh it’s all a bit scary, since I feel like I’m at the whim of people who do not take time to read what I submit and it feels like I’m truly just a number to the people at the financial aid/job
center department.
I have one person in my corner though that is truly helpful, it feels like a miracle. Every time I get another scary order to hand XYZ in, I can at least get a clarification of what it all means
and what I really have to do.
I’m generally not good with paperwork and appointments and it’s very frustrating and stressful for me. I’ll be so glad when this initial process is over!
In other news, tomorrow, I have the first appointment for an ADHD diagnosis, so that’s also something I’m doing. I hope this process gives me some answers I have longed for for a long time!
With all that’s going on, I need to recharge a lot in between.
My boyfriend got me back into Elder Scrolls Online, at least for the time being, this is a good distraction from all that’s going on!
After things have settled down, I hope to have the headspace to go back to making patterns and return to posting and engaging more regularly.
I’m glad to see people still think of me even in my absence ❤️
I hope you all are doing well!
>> Read More
Rewriting the post completely, because you guys ARE CRAZY OMG I’M SO GRATEFULL.
(Sun, 06 Jul 2025) ts3-rauh:
URGENT COMMISSIONS
Tldr: I’m being kicked out and don’t have enough for a new place
As if the stress from an unpaid commission wasn’t enough, my landlord decided today that we need to leave the place so he can sell it more conveniently (the flat is on sale for 6 months as
for now). I’m just crying at this point. I have to find new room to rent by the end of the month and I don’t have enough for a security payment, that will be around 250 dollars. I was able to
save only 100 (since I was fired from my job after I developed severe POTS or MS, I still don’t know because without a job I don’t have insurance and no money to get a diagnosis from own
pocket. And to this day live on gigs and my partner’ support (he is not able to cover the security payment), unable to find a stable remote job). I can make the payment, but I will have
literally no money for food for half a month
For people who don’t know what I do - I convert maxis match hairs from ts4 to ts3, with recolouring and manual smooth bone assignment. If you will be so incredibly kind to commission me now
or to donate, here is my kofi and the details about commissions are in this post
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Probably the most thorough tips and tricks collection also including niche/advanced tips you can…
(Fri, 04 Jul 2025) toadifylackoffantasy:
4to3 Conversion workflow/tutorial
Hi!
So, I know I haven’t done that many, start to finish 4to3 conversions yet. But I experiment and help other people a lot behind the scenes, and I soak up teachings from knowledgeable people
such as @simlicious@justmiha97@thornowl@virtual-hugs, a little bit of @elvgreen and more people like a sponge, and have learnt a lot the past months. So I thought I’d write down what I do when I was working on the Aria dress! While it’s a bit chaotic, this
essentially functions as a very thorough 4to3 tutorial.
4to3 conversion workflow write down
The above document contains my workflow, from start to finish. I use blender 3.6 (unless mentioned otherwise) and no milkshape at all.
It is VERY thorough, long, and can be lowkey overwhelming. I hope my table of contents at the beginning is clear enough. All the links are clickable, so you can just go to where it interests
you. If you wonder about it, it’s most likely in there, can be extrapolated from the information or I can brainstorm and experiment a how-to(-fix) if needed.
Some notes of what it includes:
Adapting the TS4 normal, specular and shadow maps to ts3
A clean finishing method to get EAXIS-like finishes that allows you to optimize the UV lay-out (nicer textures!) and further minimize clipping.
A quick texture making method to adapt the TS4 texture(s) to a brand new, potentially very different TS3 UV-layout. If you’re lucky (it sometimes acts up)
the actual texture-changing takes 5 seconds - puzzling the new UV lay-out beforehand would be the hardest part! (But it’s also fun, puzzling!)
Very Precise bone assignment
Manually editing morphs, with some tricks for e.g. the fit morph…Why do fit morphs have such ugly boobs, even vanilla stuff?
Bonedelta editing to animate well with pregnant bellies or wide skirts.
… And more. I put my heart and soul into this!
Some things I’d like to try out in the future:
Experimenting with adapting the original TS4 bones to TS3 right there in blender.
Look at more efficient methods for editing morphs and FTOM and age conversions more in-depth (I didn’t include the FtoM because it is just lots and lots and lots of proportional
editing)
Converting a high-poly Alpha mesh to be more optimized and maxis-match, while keeping good topology and castability. (Likely lots of dissolving edges like here, rather than purely the decimate modifier,
which often messes up the topology)
Any questions or something that isn’t clear in the doc, don’t hesitate to ask!
Probably the most thorough tips and tricks collection also including niche/advanced tips you can find right now regarding making/converting Sims 3 CC! Check this out if you want to take your CC
making skills to the next level.
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(Wed, 25 Jun 2025) koolzcats:
simlicious:
Stop planned obsolescence
in video games!
If you live in the EU, please sign the EU petition to Stop Killing Games. If not, please spread the word!
As of June 24 2025, they have gotten 480,842 signatures out of 1,000,000 goal. The deadline is July 31. I don’t live in the EU so I can’t sign but spreading the word can be just as powerful.
I’ll try to do updates when I can.
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