This is a featured upload! It showcases the best talent and creativity available on MTS and in the community.
Did I hear somebody say „Please Helianthea, help us get rid of the ugly new eye colors that came with 10/01/14's patch! Make it super-duper bland, too“?
Thanks to Granthes giving us a new, updated version of Color Magic (and hey, keep in mind: that was wicked fast!) and Inge Jones updating the dll for s4pe (thanks to both of you, you're absolutely great!!!), I see no reason why I shouldn't.
So, what's new in the file section?
Yay! Replace those fugly EA colors. Pic of the new colors is attached in the picture section so you can get an overview of what awaits you. Comes in two flavors (choose either of these two rars. NEVER have both in your game at the same time!)
10-01-14_new-def-repl_nogenetics.rar contains replacements for the five new eye colors that came with the patch – and ONLY those five (the 13 originals are in „Helianthea_SBCE-default-replacements.rar“)
10-01-14_new-def-repl_withgenetics_fixed-agegender.rar contains the exact same replacements, BUT with genetics (yes, EA didn't bother to have their own eyes inherit properly). It also deals with a problem the new defaults had from the start: they didn't inherit at all for males.
See, for instance, both the amber color (the red one) and the purple color have the same value. The game recognizes them as „the same“, groups them up if you will. That's why ff you take two Sims with purple eye colors, their child will either get the purple or the amber one – if it's a girl. Boys inherit amber instead. Always and exclusively. Even the newly added genetics didn't fix this, they made it even worse (boys could inherit almost all eyecolors somehow). The problem lies in the agegender value. It should be set to 0x0000307C, but the eyes have it set to 0x0000207C instead. That's why boys didn't get the cool, new eyecolors But, as said, this is fixed in this package. Not in the other one though.
Helianthea_SBCE-default-replacements.rar is still the same package it was when I first uploaded it. It doesn't need updating. It contains the original 13 eyecolors, so if you don't have those yet, you might wanna grab 'em along with the new ones (only if you like them, of course ) Keep in mind that for all defaults to be replaced, you need to have this package in your mod folder together with either 10-01-14_new-def-repl_nogenetics or 10-01-14_new-def-repl_withgenetics_fixed-agegender.
With the 10/01/14 patch, the order of color swatches have been changed, so the original non defaults I made are showing up in the craziest places. For all of you who don't like that (and have their game patched! If not, you won't need and probably also shouldn't download these), there's
sbce_allnondefs_10-01-14_withgenetics.rar (all my non defaults from earlier (the default replacements are NOT included!) are contained in the rar, each set has its own package). I've updated their CASP-instances and their SecondarySortIndex Value for them to appear in the order I wanted them to. I also changed the FlagValue in the EyeColor-Category so they inherit properly.
If you read the below updates, you know I've had slight qualms about changing this FlagValue. Anyhow: I haven't received a single note on them botching up someones game so far, and my own works solid, too. So for the time being, I consider this procedure safe to use.
You're free to keep with the old nongenetics (Helianthea_SBCE-all-nondefs-no-genetics.rar) if you're feeling uneasy about having this content in your game. They're still here for you. Just keep in mind that those aren't sorted and I don't have any plans to update them in the foreseeable future (sorry, but all of this changing-stuff-in-s4pe becomes tedious after the 250th time and I'm not too eager to do it again if it's not absolutely and utterly necessary). They still work with this patch.
Only download the old genetic sets ( Helianthea_SBCE-blue.rar, Helianthea_SBCE-brown.rar, Helianthea_SBCE-gray.rar, Helianthea_SBCE-green.rar) if you don't have your game patched, yet want genetics. Otherwise, they're redundant.
And now ... have fun
I feel like an update is in order.
I've readded the old nondefault packages (all 4 packages are contained in one single rar: „Helianthea_SBCE_all-nondefs-no-genetics.rar“). Here's why:
Since first updating the nondefaults, I've gained some knowledge about the data I manipulated in order to make them inherit properly. While nothing points at this manipulation causing conflict (my game still runs smooth and isn't doing anything weird with the nondefault ingame), I'm still left with many questions regarding how this change actually works, if it might affect something I'm not aware of and what not.
To make a long story short: they work, but I don't exactly know WHY they do. I hope I can give a definite answer about this in the future – so far, I absolutely can't. Which in my book makes them a „work in progress“ of sorts.
I feel it would be unresponsible on my part to not give you guys the option to choose whether or not you want to play your game with content that is not completely understood as of yet, or with content that has proven to work (but just inherits in a stupid way).
So now, you CAN choose.
I'm really sorry about this, if I had known back then what I know now, I would've given you this choice from the beginning.
Reuploaded all non default packages - they now have proper working genetics and are inherited the same way defaults are (i.e. "50/50 chance for the child to inherit either Parent A oder Parent Bs eyecolor" instead of the crazy "all colors made from the same swatch are a possible choice for your child!"). I've tested this vigorously in the CAS genetic experiment tab, where it worked. My game didn't crash either. And I'm pretty sure if the inheritance works in CAS, it will work ingame, too. So, if genetics are important to you, you might wanna redownload (the default replacements are still the same, so no need to redownload those)
Special thanks to pikku.titiuu who asked about this in the comment section and thus made me ponder the issue. Wouldn't have found it without you.
added two ingame screens. She "wears" the first default replacement green; he's got the second non default brown.
Like Sims 4's cartoony vibe, but hate EAs default eyes? I know I do.
Having been a big fan of tamos ultra plain eyes for Sims 3, I set out to achieve something remotely comparable for Sims 4. Nice and clean looking eyes, but nothing on the hyperrealistic side. Something bland. Cartoony. And after at least ten revisions, here's what I finally settled with.
The default eye replacement set contains (no big surprise) a set of default replacements. I've tried to have them somewhat fit their respective swatches, so on their own, they're probably not all that grand. But there's more than 13 different potential eye colors, anyway, so I made 4 additional sets of non default colors:
The brown set: offers 6 additional shades of brown, which should be located right after the default brown swatches. The green set: offers 4 additional shades of green, which should be located right after the default green swatches. The blue set: offers 9 additional shades of blue, which should be located right after the default blue swatches. The gray set: offers 2 additional shades of gray, which should be located right after the default gray swatch. (Yes, I realize it's stupid to call two a „set“)
In case you already own a couple of non defaults and they happen to share the same swatch as mine, you'll just get a copy of your pre-existing non defaults. Not much I can do against that afaik, just a warning in case you come across this issue.
I've tested all eyes in game, of course, and at least as far as I'm considered they've worked like a charm, apart from maybe the fact that they don't appear in the order I usually wanted them to (still within their confined set, only e.g. the second is on the third place and the third on the second and so on)
Odds and ends:
Big thanks to Rope from Sims on the Rope for his/her original default replacements: If you hadn't done all the hard work in the first place, thus allowing me to leech off of it, I wouldn't even have half a default replacement eye color in the game at this moment!
Also a big thank you to Sarah's Sims who mentioned where one could find the eye colors in ColorMagic (in case you guys don't know: they're located in the makeup section right under the eyebrows).
I absolutely LOVE these eyes, but they haven't been updated for the toddler patch! I think it'd be pretty cool if they had their own heterochromia option as well. If I wasn't so afraid to try, I would have attempted to fix these so I could at least use them for my toddlers :/
Hi @verityjones, I see your picture there... you are automatically in the warehouse tab in your package there, so you are in the right spot, but it looks like you are missing the CAS Part lines and just have the replacement textures. You can't edit the information tied to them (the way I suggested) without those other lines.
***ETA: Sorry it took me time to get back to this, for some reason S4S wouldn't let me open the default-13 eyes the other day. I didn't realize that Helianthea's defaults were just texture replacements to minimize the package size (I think that's why?).
If you feel up to it @verityjones, use S4S to make a new Default Eyes package, and save it somewhere on your desktop in a new folder. Then open Helianthea's eyes and extract the textures to the same folder with something in the texture name telling you their order. Then import those textures onto the new package textures and save. It sounds annoying but it's pretty fast.
I've used my own version of these eyes for so long I forgot what the inside looked like, sorry about that.
So as a quick example, if you have a more recent package of defaults, you should see this when you click on the warehouse tab at the top left (I can make the picture smaller if it's too big):
When you click on a CAS Part line on the left, you'll see the info for it in the Resource side on the right; the age check boxes are what I was originally describing to you. Older eye packages will have the toddler box added when you open it with an updated S4S, but will not automatically check the box for you (which is the important part! haha). THAT is what the creators of all of those eye sets needed to update after the toddler patch, whether they used S4S or s4pe, or some other program to do it.
Hey @pentablet, I'm having some issues making the SBCE compatible with toddlers. I'm not sure if its because I'm not using the default replacements, but when I try and switch my toddler's base game eyes for the SBCE eyes and go into live mode they just revert to a random base game color. For the life of me I can't figure out what to do and it's becoming frustrating Do you know how to fix this?
11th Dec 2017 at 11:28 PM
Last edited by bitter-sammy : 12th Dec 2017 at 12:24 AM.
Hi, I'm not able to open the 13 default replacement eyes. "MTS_Helianthea_1468447_10-01-14_new-def-repl_withgenetics_fixed-agegender" it doesn't load, and does not show up in create a sim. All her other bland eyes show up, just not the defaults
The Sims 4 Studio - Version 184.108.40.206
S4Studio.Data.IO.Package.UnreadableResourceException: Resource: 034AEECB-00000000-000000000001024B in package:C:\Users\[UserName]\Documents\Electronic Arts\The Sims 4\Mods\Genetics\Eyes\Helianthia Bland eyes\MTS_Helianthea_1468447_10-01-14_new-def-repl_withgenetics_fixed-agegender\10-01-14_new-def-repl_withgenetics_fixed-agegender.package could not be read.
at S4Studio.Data.IO.Package.DBPFPackage.FetchResource(Type t, IDBPFResourcePointer index, Boolean nocache) in C:\Sims\Studio\S4S\TheS4Studio\S4Studio.Shared\IO\Package\DBPFPackage.cs:line 671
at S4Studio.Data.IO.Package.DBPFPackage.FetchResource[T](IDBPFResourcePointer index, Boolean nocache) in C:\Sims\Studio\S4S\TheS4Studio\S4Studio.Shared\IO\Package\DBPFPackage.cs:line 591
at S4Studio.Data.IO.Package.DBPFPackage.FetchResource[T](IDBPFResourcePointer index) in C:\Sims\Studio\S4S\TheS4Studio\S4Studio.Shared\IO\Package\DBPFPackage.cs:line 585
at S4Studio.Data.PackageResourceProviderBase.FetchResourceData[TResource](IResourceHandle resourceHandle, Boolean useDefault) in C:\Sims\Studio\S4S\TheS4Studio\S4Studio.Shared\PackageResourceProviderBase.cs:line 54
at S4Studio.Data.ResourceProvider.GetResourceData[TResource](IResourceHandle resourceHandle, Boolean useDefault) in C:\Sims\Studio\S4S\TheS4Studio\S4Studio.Shared\ResourceProvider.cs:line 69
at S4Studio.Data.ResourceHandle.Data[TResource]() in C:\Sims\Studio\S4S\TheS4Studio\S4Studio.Shared\ResourceHandle.cs:line 92
at S4Studio.Shared.StudioDocumentModel.<>c.<LoadViewModel>b__23_0(IResourceHandle x) in C:\Sims\Studio\S4S\TheS4Studio\S4Studio.Shared\ViewModels\App\StudioDocumentModel.cs:line 123
at System.Linq.Enumerable.FirstOrDefault[TSource](IEnumerable`1 source)
at S4Studio.Shared.StudioDocumentModel.LoadViewModel() in C:\Sims\Studio\S4S\TheS4Studio\S4Studio.Shared\ViewModels\App\StudioDocumentModel.cs:line 121
at S4Studio.Shared.StudioDocumentModel.set_Package(IDBPFPackage value) in C:\Sims\Studio\S4S\TheS4Studio\S4Studio.Shared\ViewModels\App\StudioDocumentModel.cs:line 76
at S4Studio.MainWindow.LoadProject(String full_path) in C:\Sims\Studio\S4S\TheS4Studio\S4Studio\UI\MainWindow.xaml.cs:line 244