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I just did a makeover of Arlo also:
starting point
after lowering the height of his face, lowering the height of his nose reducing the width of his nose, and other minor tweaks to his nose
after
Jaw and chin: - raising the height of his jaw and reducing the width of his jaw and reducing the scale of his chin
eyes: - increasing the size of his eyes, moving the apex of his upper lid from the outer edge toward the center and moving the apex of the lower lid from the center toward the inner edge. changing the shape to be a bit more open and lowering the brows and removing the reverse arch
changed hair style and applied eye liner for a hint of lashes and slight tweaks to the mouth
I agree that she needs improvement but I didn't alter her too much in my makeover. Her gigantic eyes need downsizing more than anything else.
starting point
made her eyes smaller; lowered and changed the angle of the brows ETA also widened her head and jaw
view from the side to see the starting point of the nose
changed the rotation of the nose to lessen the "hook" and gave some mass
side view of nose changes
tweaked the mouth and lips and gave her eye liner for a hint of lashes
tried different hair styles
The first is what the game usually gives her. The last is Bella as Cleopatra. I'd probably go with one of the middle 2.
I only changed her for another simmer. I don't much care for female sims and many of the female sims in my town are male sims that have been gender switched to keep the population balanced with genetics that I want in my game.
As for "Beau's" eyebrows, I didn't choose them. The hair and brows were what he got when I did a gender switch for a quick look rather than how I would style him.
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I meant it annoys me that the game code thinks those are male brows and not female brows. Or perhaps that her old brows were only female brows, and it gave him BIGGER brows. I don't find that relevant to my life experience (that's waxsperience, lol, and I don't like it).
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It's okay about Arlo looking differently. Herein recently, for the Sim's 10th Anniversary, I challenged myself to creating a 'Then & Now' type of remake for the Sims of Sunset Valley. I didn't alter all the families, just the ones who I kept as permanent residents there. My goal was to re-design the Sims to have their look match their current lifestyle and previous history without changing too much about them. My avi is my remake of Tori Kimura, as you know she is employed in the political career and has a very serious, focused type of personality.
@cwaddell - Arlo looks very nice and balanced. In your last picture, he almost shows some family resemblance to his brother Ethan (but it could be the hairstyle).
Thank you. I also noticed the family resemblance to his brother.
@cwaddell I like your makeover. He looks more like Arlo. I should have left his face longer I think.
*grins sheepishly* Thanks again!
I think Bella ages up well. I've edited her around a few times. Mostly, she just needs a wider head for her features, imo
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It's been highly entertaining.
I have some of my makeover pictures online but they're captioned for the Sim's role in my game. I'll post the images without the text when I'm back in front of my PC.
@emorrill - I agree, it is entertaining
You're right about widening Bella's head. I forgot to mention that I did that and I also widened her jaw. Most of my changes I did in Arlo and Bella were small, or at least not as much of a change as I would consider really good looking.
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It's hard to tell what is in the underlying code effecting attraction between sims but before Generations one of the NRaas mods, that shall not be mentioned, had an attraction system and interactions that gave access to that attraction info. From that old data there were many things that added and subtracted from the attractions. One of the things was how similar their features and body weight, etc compared. So if you had a sim that looked like Tay then a female sim with similar features (slider values) would be attracted to him. Sims with strong ethnic features would be attracted to other sim with the same features, etc. So if you had a "zero slider" sim they would be more appealing than one with strong features opposite to a sim. That is one of the reasons I tend to tone down extreme features.
I do remember that version of the mod had an interaction that judged the attractiveness of anyone everyone on the lot. It produced a file showing the pluses and minuses of attraction. It was very interesting. There were many more things other than similar looks that effected attraction.
Once Generations introduced the new romantic system those interactions of that mod no longer worked and were removed. Now not sure if there is a way to see the underlying attraction system.
@InfraGreen Thanks for the suggestion but I downloaded these recently and immediately removed them because, although the concept is excellent, the execution not so much.
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Zumi and the Winchester Brothers
The Watcher's Caretaker - A Limited ISBI
I wasn't using mods at the time this happened, but it is good to know NRaas was able to tap into the attraction system so early in the game's history to show what was being considered. I don't think anyone here could dispute that Twallen knew his stuff
I know patch v1.42 with it's new attraction system totally changed the game and ruined autonomy. It had Sims calculating partial data and overlooking social rules of engagement for their traits and experience. Over at NRaas v1.42 seemed to give Twallen the blues!
October 29th, 2012
"It is an encouraging sight to see so many of my mods blown out of the water. It means EA actually made some substantial changes to the Core, rather than just phoning it in." - Twallen
A couple of days later he posted (October 31, 2012):
"The suite has been torn asunder, as some of you may have noticed from the fail last day." -Twallen
@Mikizumi - Yeah, most do look completely different as they are remakes/remodels (not makeovers) based on their current lifestyle, personality and past history (EA bio). Some traits had to be removed or added for character balance. Blair Wainwright, for example, is the genius child of two intellectual parents, who works in Law enforcement. There's no way she is a loner in that profession (not the way the trait is designed), nor would she be childish. Using her bio and her original career as guides, I created a Blair who (IMO) looks (and now behaves) like the detective she is (in-game).
If you look closely at them you'll be able to see the 'kept' original parts. But as a whole, they do look totally different
Anyhow, back to Twallen. The social life of Sims would be so much improved if they (EA/Sims Team) would have taken some of Twallens' more 'common sense' approaches to situations. I know the game is supposed to be a 'parody' of human life and a bit quirky, although there is not a single thing funny about The Bayless family and all that is implied concerning their history (just a quick re-direct back to Tay
The romantic system including the attraction system would have benefited from NRaas' insight such as all kisses are not meant to be romantic in nature. And for goodness sake, they made such a mess of the jealousy emotion and behavioral path that even Twallen couldn't 'fix' it!
I agree.
@emorrill Didn't get your tag, so I guess that issue is arising again too.
@mw1525 Thank you! They were not part of my SV makeover. In fact, Gunther didn't get a big makeover until I was 2-3 episodes in, rookie machinima mistake. I miss them, even Lolita.
@Mikezumi Aaaah, Gunther my love!!! .... Oops did I say that out loud? Being in love with a sim is a completely nuther different subject.
starting point and after toning down ears, slightly widening the face, slightly raising the cheeks, decreasing the crease, slightly enlarging the chin, enlarging eyes, removing half the eye slant and toning down the eyebrows.
nose before and after slightly decreasing the mass, removing almost half the rotation, decreasing the depth of the tip, lowering and increasing the scale of the nostrils
before and after tweaking the mouth and adding eye liner
other angles of the finished makeover
He had some sliders that were at the extreme edge. Most of those I moved halfway toward zero or normal.