
Donations are OK as far as it is not an obligation. It is a perversion of the sharing spirit, here and anywhere on the web. Our Sims stuff must be always downloadable on free websites. So, we do not want to see our stuff on paysites, including pay-clicks and so on! We find scandalous and potentially dangerous for computers to get unwanted multiple windows opening via pay-clicks such as ad-fly and so on. Our Sims stuff is under an International Creative Common: This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. All our Sims creations will remain forever free. Can I edit/distribute/recolour your stuff? What is your policy/TOU? Have a look at Crinrict’s blog, you will certainly find helpful information over there. It can be a long process but it is a sure one! I have problems with my game.Īw 🙁 We are sorry to hear it. If the file is working, move back the files you removed and launch the game, one file at a time. keep the file you want to work in your Mod folder, remove a bunch of newly installed packages and launch the game. You can try a conflict detector software or do it the old way: We use new meshes so it’s probably something new installed at the same time that is conflicting. Yes, we are Mac user 🙂 The package is not working, why is that? TBH the lack of physically animated clothes in S4 is a result of laziness on devs part.What’s with the Ko-Fi and Tipeee links I see everywhere? Sims 4 is rather "simple" looking game where clothes are not very complex. An example of complex physics animation for clothes and hair in cancelled game World Of Darkess:
For instance, trousers are "fixed" and therefore not simulated, but a cape (a "loose" item) would be. That is why not all clother as simulated. Calculating physics takes a lot of power, the more "objects" and their complexity has quite an impact on the system.
Now cloth physics is more and more common (Assassin's Creed for instance) and hair is getting traction as well (Tomb Raider). But later, games like Blodlines (VTM) had quite advanced physics simulation. I think the first game to have "real" solf material physics was Splinter Cell (correct me if I'm wrong). At first it was a simple pre-made animation, then it was actually calculated in real time. Cloth / hair physics have been in games from ages.