

While patiently waiting for more news on a possible The Sims 5, however, the best way to spice up the current version of the game is to add some custom content and mods. After twenty years of successfully keeping the franchise alive, it's no wonder that recent rumors and news of EA potentially working on a brand new installment has excited every Simmer on the surface of the planet. Both the old version of this mod and Celebrity Quarantine will now be unsupported.The Sims 4 is a widely loved game for a good reason: it lets players live out their dream lives in a dream world. The filters altered are very few (the chess player to be Adults and up, and the Dancers to remove Elders from nightclubs, that's all) all the others are modified via injection. The mod will not need to be removed every patch because Maxis added something to the filters. This mod should also inject Dog Walkers and Strays in other worlds (not many though) Non Occult NPCS should also show up in venues, to block the, the best method is using LMSSam lot trait HERE if you want your source of blood in FH, place a family of non vampires there, they'll be naively strolling around. Glimmerbrook and Forgotten Hollow are restricted to mages and vampires, if you place non mages or vampire in those world, though, they will show up as walkby. if you have NPCC, sims from non played other households (not in world) can still be turned into spellcasters from the game. Strangerville Infected Sims are blocked from appearing in other placesĪlso includes Don't turn NPCs into spellcasters (which should block no occult sims from being turned altogether but still doesn't work with NPCC. Occults will be more rare in general, they're not blocked though Should block the Sages from showing around

Place some sims not in world to not reduce too much the walkby around. you'll see only residents around in residential neighbourhood, less sims from other world in general in venues too, the game will always try to pick residents first. This mod now needs INJECTION TOOLS by BrainBlasted it should not conflict with anything at all. As a result, this mod should now reduce the risk of conflicting to a minimum, in fact. so I reworked it to inject the filters, instead. that mod overrides too many resources from the game and conflicts with too many things, I don't like to do it. Been wanting to redo this for a while because.
