Saturday, October 26, 2013

Expensive Plumbots SELL ADDON

This is a companion mod to More Expensive Plumbots that makes Plumbots sell for 5,000 simoleons (base cost) just like it costs 5,000 to create them.

Thursday, October 24, 2013

Expensive Food Synthesizer

A non-replacement Food Synthesizer that costs 10,000 simoleons instead of the default 2,175.

More Expensive Plumbots

Pretty simple. Cost of making a Plumbot is 250 simoleons, cost of customizing one is 100. This changes that to 5,000 simoleons and 1,000 simoleons.

Will conflict with any mod that modifies the Bot Station.

Wednesday, October 23, 2013

The Sims 3: Into the Future Patch (Does not require ITF) Hard Mode Mod Pack: Back to The Sims 1 style of difficulty!

This is a pack of 4 mods that changes the dynamic of the game significantly.
The Sims 1 was very difficult and kind of like a Real Time Strategy title where you played as human beings and the enemies were daily life, but The Sims 3 is more like a dollhouse or a tamagotchi. This mod aims to make The Sims 3 more like a healthy blend of The Sims 2 and The Sims 1- Playable, but still hard enough to be called a video game.
SHORT EXPLANATION:
These mods make bills harder, make motives more difficult to handle, and make buying food from the fridge directly (without any ingredients in your inventory) more expensive. These three things work together to make it harder for a sim to have a huge mansion right off the bat and they'll have to manage their mood and money carefully, as their higher bills mean that while they can pay for that house, they can't actually afford the bills on it unless you are saving money!
These mods work with ANY combination of EPs, including just the base game, and only require that you be fully updated.
LONG EXPLANATION:
----Smooth Motive Drop----
This mod makes your sims motives drop at a smooth rate. Hunger normally drops at different rates depending on the value. "Empty" motives are at -100, and "Full" are at 100. Energy, Hunger, and Bladder all changed speeds depending on where they were between -100 and 100. A sim that was almost starving would have almost a full day to find a single apple to eat. With this mod, a sim that is almost starving still has some time, but will die if not attended to, and loses hunger enough throughout the day to require more than one meal. Elderly sims pee more often than younger sims. Little dogs pee more often than big dogs. Cats sleep all the time, etc.
The new rates are as follows:
BLADDER
Bladder- 30 Per Hour. Sims will go from full to empty bladder in 6.5 hours.
Bladder Toddler- 35 Per Hour. Toddlers will go from full to empty bladder in 5 hours and 40 minutes.
Bladder Baby- 35 Per Hour. Same as toddlers.
Bladder Elder- 40 Per Hour. Have fun tomb-raiding as an old person.
Bladder Horse- 35 Per Hour.
Bladder Cat- 20 Per Hour.
Bladder Big Dog- 30 Per Hour.
Bladder Little Dog- 40 Per Hour.
HUNGER
Hunger- 16 Per Hour. Sims will go from full to empty hunger in 12.5 hours. If a sim reaches significantly low hunger, they will starve SIGNIFICANTLY faster than in the base game. In the base game, mostly empty hunger still meant you had 24 hours to live. Now, mostly empty hunger means you've got a couple hours.
Hunger Toddler- 18 Per Hour. Toddlers will go from full to empty in 11 hours. Feed them breakfast and feed them before bed! No more feeding them once per day. The social worker is onto you.
Hunger Baby- 16.875 Per Hour. This is actually the default, but now it doesn't get slower the hungrier the baby gets. Babies may have to be fed during the middle of the night- like real babies.
Hunger Horse- 15 Per Hour.
Hunger Cat- 16 Per Hour.
Hunger Dog- 16 Per Hour.
Hunger Little Dog- 18 Per Hour.
ENERGY
Energy- 10 Per Hour. Sims will go from full to empty energy in 20 hours. This lets sims go to sleep at the same time each night without their schedule going out of whack, because they won't ever be fully tired before bedtime as long as they get a full or near full sleep.
Energy Baby- 20 Per Hour.
Energy Toddler- 8
Energy Horse- Unchanged. Sleepy horses are not good for riding.
Energy Cat- 20 Per hour! Cats are sleepy.
Energy Dog- Unchanged.
Energy Little Dog- 10 Per Hour.
----Harder Bills----
In a nutshell, this part of the pack makes bills more expensive. They now come EVERY BUSINESS DAY OF THE WEEK, but you are now billed for 5% of the household value (1% with each new bill), instead of only 1.3%. Please read the other bullets to learn just what this means.
--With this mod, If your sim was, say, level 1 in the Business career, they'd bring in 810 simoleons in a week. For a 20,000 dollar home, their bills would be 1,000 simoleons a week, or 200 simoleons PER DAY! Woops! Can't afford the bills, sucks for you. A sim at level 1 business career could only afford a 16,000 dollar home, at 800 a week- but they wouldn't be able to afford food. This means a sim at level 1 business career must have a home of, say, 15k to live comfortably. That would cost 750 simoleons a week, allowing 60 for food. (Keep in mind this is with base game values- the food part of this mod pack will make it even harder!)
--In the base game, as long as a sim has a job, they can afford the bills. This is no longer true. You have to live within your means. You cannot have too high of household value until you get a few promotions. Even two sims at level 1 of the business career would struggle with a typical 20,000 dollar home. You have to save money now instead of spending it as soon as you get it.
----More Expensive Food----
Basically, this mod makes food purchased straight from the fridge (without owning the ingredients) more expensive.
--By default, the markup on food is 50%. If you don't own the ingredients required, the food costs 50% more from the fridge. This mod changes that to 500%.
--By default, waffles would cost a sim (who didn't have an egg in his inventory) 15 simoleons. With this mod, they will cost him 50. With an egg, they'll be free.
--Overall, this means that food is SIGNIFICANTLY more expensive if you don't do regular grocery shopping, and regular grocery shopping will save you a ton of money. Finally there's a reason to get groceries! As long as you keep track of what ingredients food requires, you'll save lots of money.
Optional: Action Cancel Motives. This mod makes it so that sims will cancel actions earlier for a few different motives. Remember how Sims in The Sims 1 would whine about their mood being too low CONSTANTLY? This brings that back (Although not as badly, it's far more reasonable).

Thursday, March 7, 2013

Hard Mode Pack 1.50

This is a pack of mods that makes the game harder and more game-like.

The pack includes:

-Smooth Motive Drop
This mod makes your sims motives drop at a smooth rate. See here for details. This is an alternate version which makes hunger drop more slowly when it gets particularly low so that NPCs at University are less likely to drop like flies.

-Devastating Burglaries
Simply put, this mod makes burglars much more devastating. They steal more and are more likely to spawn. Read on for more details. 

--Burglars now try to steal 25% of the household value, instead of 5%, and the limit of value they can steal was raised from 20,000 to 200,000. This means that if your sim has a household value of 10,000, the burglar will try to steal 2,500 simoleons worth of stuff- which can be pretty devastating. If the house value is 200,000, the burglar will try to steal 50,000 simoleons worth of stuff. Since the limit is 200,000, the burglar will only try to steal under 25% of the household value once the house is worth over 800,000 dollars- since 25% of any value past that is over 200,000 dollars. The main idea of this part is to just make the burglary a more devastating experience for the sims who fall victim.
--Max items a burglar can steal is now 50, instead of 10. I am not sure if the burglar will actually try to steal 50 items if that is how many he needs to reach their attempted quota of 25% (say, if you filled a house with cheap knick-knacks, I don't know if the burglar would indeed take up to 50 of them before he would leave), but that is how this should work. Mostly I am just raising the limit so that the burglar will definitely keep stealing until they reach their quota, if they don't get caught. They will probably not have to steal 50 items to reach their quota.
--Chance of a burglar once EVERYONE IN THE HOUSE IS ASLEEP is now 5% instead of 2.5%.
-- Maximum amount of time AFTER EVERYONE GOES TO SLEEP that a burglar will show up is 6, instead of 4. The time the burglar comes is randomized between 0 and 6, meaning after everyone goes to bed a burglar could show up in 5 minutes or 5 hours, it's random.
--Minimum days between burglaries is now 7 instead of 4, to compensate for the higher chance of a burglar.
--Relationship drop with a burglar is now -150 instead of -20.
--For every 10,000 simoleons added to the household worth, the chance of a burglar increases by 1%. That means that when your household value is over 100,000, burglars will be a constant threat- at least once every 7 days. Your home is VERY attractive to burglars.
--A relationship of 50 with a burglar means they won't rob your house. It used to be 75. So if you happen to meet both burglars in the NPC pool at any given time and befriend them, you will never ever be robbed.


-Higher Taxes
In a nutshell, this part of the pack makes bills more expensive. Theynow come EVERY BUSINESS DAY OF THE WEEK, but you are now billed for 5% of the household value (1% with each new bill), instead of only 1.3%. Please read the other bullets to learn just what this means.

--With this mod, If your sim was, say, level 1 in the Business career, they'd bring in 810 simoleons in a week. For a 20,000 dollar home, their bills would be 1,000 simoleons a week, or 200 simoleons PER DAY! Woops! Can't afford the bills, sucks for you. A sim at level 1 business career could only afford a 16,000 dollar home, at 800 a week- but they wouldn't be able to afford food. This means a sim at level 1 business career must have a home of, say, 15k to live comfortably. That would cost 750 simoleons a week, allowing 60 for food. (Keep in mind this is with base game values- the food part of this mod pack will make it even harder!)
--Basically, you might have to do math to survive. Nooo! In the base game, as long as a sim has a job, they can afford the bills. This is no longer true. You have to live within your means. You cannot have too high of household value until you get a few promotions. Even two sims at level 1 of the business career would struggle with a typical 20,000 dollar home. You have to save money now instead of spending it as soon as you get it.

-Expensive Food (Ingredient Purchase Incentive)
Basically, this mod makes food purchased straight from the fridge (without owning the ingredients) more expensive.

--By default, the markup on food is 50%. If you don't own the ingredients required, the food costs 50% more from the fridge. This mod changes that to 500%.
--By default, waffles would cost a sim (who didn't have an egg in his inventory) 15 simoleons. With this mod, they will cost him 50. With an egg, they'll be free (Not counting how the sim had to pay for the egg, of course.)
--Overall, this means that food is SIGNIFICANTLY more expensive if you don't do regular grocery shopping, and regular grocery shopping will save you a ton of money. Finally there's a reason to get groceries! As long as you keep track of what ingredients food requires, you'll save lots of money.

-More Expensive Burglar Alarm (Optional)
--Well, each package is optional, but what I mean is this isn't a default replacement. It is an alternate burglar alarm which costs a whopping 20,000 simoleons to install. No more advanced burglary systems in tiny poor shacks built in the middle of a swamp and owned by an old lady who makes money writing crappy romance novels.
 
Combined, these mods make the game much harder. You need to plan more. You need to make sure you live within your means. You have to buy groceries. A burglar alarm is pretty much a necessity but it is also an investment. Not paying the bills can cripple your sims' livelihoods.

Enjoy. :D

If you come across any bugs, please tell me!


Wednesday, March 6, 2013

Smooth Motive Drop 1.5/Uni

This is Smooth Motive Drop (Makes key motives like Hunger drop smoothly instead of changing speed depending on their current level, like in Sims 2) updated for 1.5 / University. It does NOT affect PlantSims, and may be updated to, depending on whether or not they're stupid.

WARNING: NPCs in Dorms are apparently complete idiots, and sometimes will not feed themselves. They die of hunger. A lot. I recommend always SERVING meals and "Call household to meal" every time you eat, because it looks like they've got something wrong with their AI. This mod does not afford them the 24+ hours of time to figure it out that the default game does.

Friday, January 11, 2013

Weather Mods: More Heat Shimmer in Summer, More Lightning

First mod makes the heat shimmer effect (Like in Egypt) show up at 80 degrees instead of the rare 90 degrees.

Second mod makes the lightning strikes happen more often, with less time between strikes (but not too much), and a higher chance that any given lightning strike will be on the currently active lot instead of in the distance. Also increases the chance of rainbows.

These mods modify two different files, so they are compatible with each other.
  
More Heat Shimmer
More Lightning

NPCs More Likely to Ask You to Move In

Makes AI sims ask YOU to move in WITH THEM more often. Some people don't even know this is possible. If your sim has a high relationship, a friend might ask them to move into their house. But the default chance of this is only 1%, and only 2% if the relationship is romantic. I've bumped it up to 50% and 100%. Don't worry, they'll only ask once every 3 days.


Sunday, January 6, 2013

Smooth Motive Drop 1.42

Smooth Motive Drop

But updated for 1.42. Makes moods drop at a smooth constant rate instead of slowing down the lower they get. Does not affect Hygiene or Fun, and will slow down when a sim is Starving so sims don't drop like flies.