MC Command Center Local Help/Chat Thread
Welcome to our NEW MC Help Thread! March 30 Note: Feel Free to JUMP to the Last Page!!! :) (EG) The winds of change are blowing. Deaderpool has some things in the works that are going to make a lot of the posts in the 170+ page original thread pretty obsolete. Time to give our hangout spot here a facelift. I'm wanting to make it mostly Players Helping Players, but, there's got to be a little room for chatter, too. Brief game updates. Cool things you've done with MC. Things like that. Feel free to join us! If you play with MC, or you might be interested in playing with MC, I'd love to hear from you. ;) I have more to do here, which I'll get to later. Sleep > everything else, right now (12 hours in 4 days). But, I *did* want to get this new thread rolling first. rosemow luthienrising (Just FYI, ladies. ;) ) This post will probably be edited later. Heavily.551KViews2likes4377Comments[OLD] Broken/Updated Mods & CC: June 14, 2022 Werewolves Patch
Broken/Updated Mods & CC: June 14, 2022 Werewolves Patch This topic is for collecting reports on mod and custom content status after the June 14, 2022 Werewolves patch. Most mod updates are reported here; updates that only add a translation and non-broken CC updates might not be. A big thank you to everyone who posted info here and elsewhere while I was on holiday till the 16th! As of the end of the 16th, the list is mostly up to date. A few notes to keep this thread helpful for others and manageable for me: Please keep discussion to reports of broken or updated mods and CC. Please test mods before you report them broken (instructions below). When you report them broken, please tell me how they are broken and how you tested. Please don’t report mods as working unless you are the creator or an official tester for a creator or you have a direct report from the creator. Please don’t ask about mods that haven’t been reported on yet or which mod broke your save. This is not a support thread. If you need support, please use the Discord support servers. Thank you for helping keep this list working! GAME-RATED CONTENT ONLY Mods that breaks the T-for-Teen game rating CANNOT be named or discussed in these official Sims forums. It’s against Forum Rules. Some creators of these mods also won’t be reported here depending on how sending you to their content works. Please see creators’ own social media. Also not listed: Mods/CC by people who copy other people’s mods/CC, copy other companies’ copyrighted content or trademarks, pirate software or openly support software piracy, or do not release free public updates within 3 weeks. TESTING FOR BROKEN MODS Before reporting a mod is broken, test it: Back up your saves in case you save over or corrupt a favorite file while you’re testing. Remove everything else from your Mods folder. Leave only the mod being tested. This is the only way to be sure that the problem is not a conflict between mods. Delete the localthumbcache file. This step is important because the file holds the memory of mods. If you don’t delete it, you could still just be seeing a mod conflict or different broken mod. Open your game and test to see if the mod is doing what it should. If it’s still broken, please let me know! Tell me how it’s broken and how you tested it, and let the creator know too. To test if a last exception (LE) is being generated and why, you can use TwistedMexi’s Better Exceptions and/or Deaderpool's core MC Command Center files. These files rarely break after game updates. If you need help reading an LE, please head to a Discord server (see below). The Forums are an extremely awkward place for LE support, and this is not a support thread. USEFUL LINKS The previous broken mods thread, for things that were broken/updated before this DIY Troubleshooting Library (by NeedsCoffee4That/Sims After Dark), including how to test "vanilla" and the 50-50 method for identifying which CC and mods are broken Answers HQ (AHQ), for game bug reports Support servers on Discord: Sims After Dark: https://discord.gg/RqPqCdBsdF Deaderpool: https://discord.gg/z9qPtWU CC update news on Discord: Creator Musings: https://discord.gg/qxz5Kn5 (not a support server!)212KViews1like612CommentsTutorial on how to hire your own sims you made, to work in your Restaurant
Please note that the sims you want to hire have to be not in the world and also not employed in another job. I made this tutorial very 123 abc step by step so it has 20 Photos to share. Its for simmers just starting out or those that battle to follow instructions without pics. Hope you enjoy it and that it will help you hire your own sims. It comes in 5 parts with 4 photo's each so I don't break slow internet users computers ;) Once you have made your playable sim and she/he bought their restaurant and is at the restaurant then you can follow these steps Step 1 http://i.imgur.com/GdNraB0.png select and empty lot and then click on create a new household, that wil take you to CAS Step 2 http://i.imgur.com/2e3KM6n.png Import or make your worker sims in CAS and then hit the play button Step 3 http://i.imgur.com/l3vE0PY.png Confirm by clicking save and play Step 4 http://i.imgur.com/ziZCjrI.png Click to purchase the home. More steps to follow ........203KViews1like195CommentsWelcome! Project info, survey winners, & helpful links.
Hey everyone, and welcome to our corner of the forums. This is something we've never tried before - a collaborative project between Maxis and Sims players where we can be completely transparent about our development process, and ultimately build a new Stuff Pack for The Sims 4 together! If you're just now discovering this project, I'd encourage you to read the blog where we unveiled this project and discussed how you'll be able to influence its development. While this project is well under way, there are still many ways for you to contribute... First, you'll see a number of helpful links to blogs and discussions that have helped shape this pack's development to reach where we are now. Following the links, you'll find the dates that each survey will be conducted on, where you can come back and directly vote on how development should proceed. Finally, you'll find a welcome message that outlines what we're doing here on the forums and how you can participate. Thanks for being here - this project couldn't happen without your support and input! :) Official Blogs Your vote counts! Help us create a new Stuff Pack for The Sims 4 • An introductory blog where we discussed the vision for this project and how it will work, and commenced voting to select the Stuff Pack's overall theme. You Chose the Eco Living Theme! Now Pick an Art Style • In this blog, we presented two distinct art styles that could fit within an eco living theme, and discussed how our art director typically helps in making this choice. Help Us Pick Objects and Clothing For a New Stuff Pack • This blog helped kick off the most in-depth survey yet, where players helped select 28 objects and 14 pieces of clothing. It discusses the thought process that those of us at Maxis follow to narrow down choices when we're planning a new Sims pack. Help Us Pick Gameplay Features For A New Stuff Pack! • This blog introduced a very important vote, giving players the opportunity to read through proposed design blurbs, and vote for their favorite group of features. Options included Laundry, Off the Grid, Food Preserves, and Carbon Conscious. It also showed off our initial design brainstorm for this pack, and discussed the process of how we select features to include in Stuff Packs. Help Us Choose A Title For Our Community Stuff Pack! • This blog discusses the process we go through when selecting the name for a pack, as well as sharing an important development update as the pack moves from pre-production into full production. Your Vote Counts! The Sims 4 Laundry Day Stuff Pack Icon • This blog discusses how we develop the official icons for Sims packs, and reveals some of the concept icons for packs that didn't make it to the final product. There's also a first look at a prototype of laundry gameplay running in-game for the first time! Survey Results Eco living is the winning theme! • Results from the first survey, where players selected the overall theme of this Stuff Pack. "Style B" has won the art style vote! • Results from the second survey, revealing the winning art style which we'll use to inform the look of all the objects and clothing in this Stuff Pack. Stuff Pack object vote results! • Results from the third survey, revealing the 29 objects which will be included in this Stuff Pack. Stuff Pack clothing vote results! • Results from the third survey, revealing the 17 pieces of clothing which will be included in this Stuff Pack. Stuff Pack gameplay feature vote results! • Results from the fourth survey, where players selected the interactive gameplay features that will be included in this Stuff Pack. Stuff Pack name & icon vote results! • Results from the fifth and sixth surveys, where the community helped select the official pack name and icon. Development Updates June 4th dev update - learn about object creation • Learn all about the development process objects go through to get from concept art drawings, to the final in-game object. SimGuru Forum Posts So what happens to those themes that didn't win... ? • A candid discussion about the themes from the first vote that didn't win, and what their future is in The Sims. References for Concept Artists • A concept artist from The Sims 4 asks the community for reference images that help express their vision for what an eco living theme should look like. Voting Dates • Theme Vote (April 3rd - April 6th): Select the overall theme for the pack. Every part of the pack will be influenced by this key decision. • Art Style Vote (April 10th – April 12th): Select between proposed art styles for the pack, which will guide our concept artists in the objects and clothing they create. • Objects & Clothing Vote (May 18th – May 21st): Browse through the concept art we’ve drawn for the pack, and select your top choices to help us determine which objects and pieces of clothing are included. • Feature Vote (June 23rd – June 26th): Select the top gameplay feature(s) you want to have included in the pack. • Pack Title Vote (September 6th – September 8th): Select a title that best summarizes the pack's atmosphere and content. • Pack Icon Vote (September 13th– September 15th): Peruse different icons and select the one that will appear in the pack's box art and within the in-game catalog. You made it through the links! Thanks for sticking with me through this introduction that sets the tone for what purpose this forum will serve. Most importantly, I'll set some base guidelines for what myself and other developers can't share while we work on this pack. There are really only two things we can't discuss... First, we can't talk about anything regarding the pack's budget. As a publicly traded company, this isn't the right venue to share financial information. Second, we can't share a release date. You're going to be with us every step of the way throughout the development of this pack, but it is still a real stuff pack that we're selling, and as such it will have a normal announcement and marketing campaign - the same as any other stuff pack. As development progresses, I'm very much looking forward to sharing in-depth information. It's really up to you though how much you want to be involved, or how much you're interested in learning about how we work. If you're just looking for general information on the big development milestones, be sure to read our blog posts on the main site. If you want to check in from time to time to see how things are progressing, we'll have regular updates that are stickied in this forum where you can get caught up. And, if you really want to delve into the nitty-gritty, you'll find me here on a regular basis starting threads about our accomplishments, challenges we face, and the small decisions that are made in day to day development that influence the game that you'll ultimately play. So, outside of voting - how can you contribute to this pack? As we share regular information about the pack's development, it will naturally spur further discussion here in these forums. In game development, many of our decisions are group discussions where well reasoned arguments can convince the majority and help us proceed. In the same way, you're all welcome to post threads and participate in reasoned debates here that are prompted by recent development updates that we've shared. Certainly your contributions here will be read, discussed, and considered as we work on the pack, and your ideas can influence the final game. If you have any questions feel free to post them here in the forums, or to contact me directly on Twitter @SimGuruGraham . I hope you're as excited as I am to discover where this pack takes us :)80KViews1like233CommentsThe Sims 4 - Complete list of Content released
Here is a complete list of all the Content Updates we have made to The Sims 4. We will update this list every time we add more feature content. 2014 September The Sims 4 released Base Game Update: High-Rider Gnome, hovereffects on/off cheat October – October 1 and October 21 Patch Notes Base Game Update: Ghosts Lifestate, Star Wars Costume set (Luke Skywalker's X-wing, Yoda, Leia, Darth Vader), Ghastly Ghostly Gnome, bb.showhiddenobjects and cas.clockspeed Cheat, Spooky Radio Station, Eye Colors , Deathflower Plant November – November 4 and November 25 Patch Notes Base Game Update: Pools Tool + lights/ladder/wall/floor/decals/windows, Swimwear (one or two piece Bikini, swim trunks, budgie smugglers), hat, sandals, sunscreen, Death by Drowning December – December 16 Patch Notes Pack Released: Holiday Celebration Pack Base Game Update: Business Career + Outfits + Rewards, Athletic Career + Outfits + Rewards, Paid Time Off (PTO), Family Leave, Winter Holiday themed Speaker, Strictly Business Gnome, Sims can eat fruits/veggies they harvest from Gardening, Death at venues, New colors to several existing doors/windows/roof trims, bb.ignoregameplayunlocksentitlement / bb.moveobjects / sims.give_satisfaction_points # cheats, "0" key move objects down, "9" key move objects up, Get Grungy (Low Hygiene) 2015 January – January 13 and January 22 Patch Notes Pack Released: The Sims 4 Outdoor Retreat Game Pack Base Game Update: UI + Tuning Improvements February – February 3 and February 20 Patch Notes Mac version released Base Game Update: Genealogy (button + panel), Valentine Shirts/Boxers/Lingere, Gnomiversary + The Bearly Gnome, Venue version of the Winter Holiday Speaker added to audio sort, Lots of Love Bear March – March 10 and March 26 Patch Notes Pack Released: The Sims 4 Get to Work Expansion Pack Base Game Update: Basements Tool, Move/Rotate Lot, Larger Lots can now crop to fit smaller lots, Paint from Reference, Phone Notebook, Co-worker and Schoolmate relationships, Townies (non-played sims) have careers, Woohoo challenge Male + Female hair reward, Mr. Floppy the Gnome, Guardian of the Gnomelaxy, Bare Essentials Gnome, Spring Challenge (10 Easter Eggs + Giant Stuff Bunny), bb.enablefreebuild cheat, shortcut key , World Selector Menu April – April 13 Patch Notes Base Game Update: Issues Fixed May – May 4 and May 14 Patch Notes Pack Released: The Sims 4 Luxury Party Stuff Pack Base Game Update: Updated loading screens, ability to influence your offspring’s gender, Star Wars Costumes (Boba Fett, Darth Maul, Aayla Secura), Aliens added to CAS, Friends of your Sims can now call to invite you to some of their events June – June 11 Patch Notes Pack Released: The Sims 4 Perfect Patio Stuff Pack Base Game Update: Newcrest (new world), Custom Room tool, Welcome Wagon, Reagnomper Gnome, Tutorials face lift, July - July 9 and July 28 Patch Notes Pack Released: The Sims 4 Spa Day Game Pack Base Game Update: Lock Doors, Half Walls tool and trims, Towel full body outfit, kids pair of slippers, Kings and Queen’s Door, Seeing Glass Door, Smooth Keeper fence, Subtle Saucer ceiling light, 6 new Wall Decals (4 arrows and a male/female decal), World and Venue interface overhaul August – August 6 Patch Notes Pack Released: The Sims 4 Cool Kitchen Stuff Pack Base Game Update: Dishwashers September – September 1 and September 24 Patch Notes Pack Released: The Sims 4 Spooky Stuff Pack Base Game Update: Jealous Trait, Trick vs Treat interaction (limited time), Claim Beds interaction October Base Game Update: Trick vs Treat challenge November – November 3 Patch Notes Base Game Update: Trick vs Treat challenge rewards (Edgar the Generous Door, Gumber Fesh Bow, Ornate Beauty Storage Chest), Repairman, Fire/Death Reaction system improvements December – December 4 and December 17 Patch Notes Pack Released: The Sims 4 Get Together Expansion Pack and Holiday Celebration Pack V2 Base Game Update: 64 Bit, Disable Mods, Hire NPCs, Pool Venue, World Map in color + interface updates 2016 January – January 7 Patch Notes Pack Released: The Sims 4 Movie Hangout Stuff Pack Base Game Update: Movie posters (It’s Amber!, Stay Weirder, Cow Plant Love, Cop and Llama, Malpractice, Epic Wood, Sul Sul, Still Life), Updates to inappropriate behavior, Modified Sims behaviors when fights occur February – February 4 Patch Notes Pack Released: The Sims 4 Romantic Garden Stuff Pack Base Game Update: Gardener NPC, Kleptomaniac trait, Tragic Clown Painting, Grilled Cheese aspiration, 16th Anniversary “Let there be Plumbobs” poster, Find/Filter Modded Content, Share screenshots / gallery uploads / achievements to Twitter, Boneyard Fish Bowl, Buyer Beware Storage Chest, Stoar the Bearded Trickster Door March – March 22 Patch Notes Base Game Update: Spring Challenge Start (2 new eggs, Stuff Bunny, Bedazzled Planter) + Jasmine Holiday Challenge Coordinator NPC (limited time) April – April 22 Patch Notes Base Game Update: Spring Challenge End, Tragic Clown (outfit, make up, hair, and summon Tragic Clown interaction w/painting) May – May 17 Patch Notes Base Game Update: Two Unisex hairs (short hairs formerly only for male sims can now also be used on female sims) June – June 2, June 16, and June 23 Patch Notes Pack Released: The Sims 4 Dine Out Game Pack and The Sims 4 Kid's Room Stuff Pack Base Game Update: Lighting enhancements, Update to CAS, Coolala, The Defender Wall Light, Monster Under the Bed July - July 14, July 18, and July 26 Patch Notes Pack Released: The Sims 4 Backyard Stuff Pack Base Game Update: Nanny NPC, Light colors / intensity can be modified per room, Visual outfit picker pop up, August - August 16 Patch Notes Base Game Update: Customize cell phone covers September - September 27 Patch Notes Pack Announced: The Sims 4 City Living Expansion Pack Base Game Update: Day of the Dead themed content including: Pan de Muerto recipe, Two new wall hangings, table, candles, sculpture, male and female sims full body outfit, male and female sims face makeup, new hair for female sims, new hat for male sims, new full body outfit and face makeup for children. October - October 27 Patch Notes. Base Game Update: Lot Traits: Homey, Fast Internet, Great Acoustics, Science Lair, Convival, Natural Light, Bracing Breezes, and Private Dwelling. New Copy option for Roofs, Stairs, and Rooms. November - November 15 Patch Notes. Pack Released: The Sims 4 City Living Expansion Pack December - December 1 and December 6 Patch Notes. Pack Released: The Sims 4 Vintage Glamour Stuff Pack and Holiday Celebration Pack V3 Base Game Update: Holiday Celebration Pack Updated with a new holiday table, fireplace, nutcracker, centerpiece, and Holiday Cracker (with the chance to get 1 of 8 different Meduso plushies). New Holiday Pack filter.☆☆ QC Town Maps - Sims 4 ☆☆
http://i229.photobucket.com/albums/ee82/cbear13/The%20Sims%204/Town%20Maps%20Sims%204.png As correct names are required on the Quality Control build challenge entry forms I have slowly been working on a correct and fully informative maps for each of the towns so that correct names can be found. They also include lot sizes and also the names of any familys/sims that reside in them from the default new game. I know there is others out there but found a few errors so I wanted to make sure correct names were always used on the competition entry forms. Hope this is helpful to anyone else out there needing original lot names. Map direct links: Willow Creek Map Oasis Springs Map Windenburg Map Magnolia Promenade Map Forgotten Hollow Map Newcrest Map San Myshuno Map Granite Falls Map Brindleton Bay Map Selvadorada Map Del Sol Valley Map Strangerville Sulani Glimmerbrook Evergreen Harbour43KViews2likes69CommentsCreate a Custom Trait - Sims 4 - Zerbu's Mod Constructor V4 Tutorial
Zerbu's Mod Constructor V4 is a powerful tool for Sims 4 that can be used to create custom traits for Sims in CAS, lot traits, aspirations and more. In this video tutorial, I'll be walking you through very basic trait creation for Sims (or cats, or dogs - you have the power!) with step-by-step instructions: https://www.youtube.com/watch?v=AwyzFW6Z13Y All credit goes to Zerbu for creating the tool. It can be downloaded here: https://zerbu.tumblr.com/post/181782526135/the-sims-4-mod-constructor-v4 Advanced MC4 questions should be routed through Zerbu's Discord in the mod-support channel.35KViews1like34CommentsSo what happens to those themes that didn't win... ?
Hey Simmers! After a flurry of voting, we now know that eco living won and will be the theme that this pack centers around. But what about the four other Stuff Pack themes you were presented with... what happens to them? Well, when we started putting this plan together to create a stuff pack with the community, we knew we'd need ideas that fit some of your most popular requests, as well as themes that we could reasonably develop within a stuff pack. When we typically start work on a new stuff pack, we hold a theme brainstorm that includes members of various disciplines... usually it's a combination of design, production, art, and marketing. From that brainstorm we'll usually select two themes and develop those ideas further. That's what you saw in the theme vote. For this project we wanted to capture more of the ideas that you've requested, so we worked on extra themes so that you'd have a range of options to vote on. I'll let you in on a little development quirk we've faced. While the voting periods on this stuff pack take a full business week, internally these would be decisions we'd make in a day. Because we're developing this pack with help from all of you, we have to account for the extra time it takes to allow people to vote and gather their feedback. That doesn't mean that our development milestones can be adjusted to add in that extra time though. With a studio this large, and with so many moving parts, it's important that we stick to our schedule so as to not cause ripple effects on other development efforts. Keeping that in mind, we planned ahead and started to work on preparing art style choices for multiple themes, as we didn't yet know which one would win. Normally we would not start this work until our theme selection was locked. This allowed us to get ahead of schedule, and will make it possible to start the vote on the pack's Art Style this coming Monday, April 10th. All five options that you voted on were themes that the stuff pack team would be happy to create. Having some initial concept art in place for them has only inspired us further as to the possibilities they offer. With the result of the theme vote though, concept work on the four themes that didn't win has stopped. Thankfully none of the work that was already done will go to waste. We'll file these ideas and pieces of art away for the future. Some of them may get made into a Stuff Pack eventually, some could be incorporated into a Game or Expansion pack, and some may simply catch our eye as an object or piece of clothing we want to create someday. I can't specifically tell you what will become of them, because we ourselves don't know yet. Maybe the themes that didn't win this time have inspired you as well. If you'd like to continue sharing the possibilities they could offer, I'd ask you to discuss them further on the Ideas Corner section of these forums. Even though this Stuff Pack we're building together is now locked into the eco living theme, we always value your feedback regarding the things that you want to see in The Sims!28KViews1like95CommentsJune 4th dev update - learn about object creation
If you're interesting in learning more about how we create games at Maxis, you've come to the right place. This post is a follow up to our reveal of the winning objects - as selected by all of you in the community. Let's dig into some details about what an asset guide is, and what we're currently doing in this stage of development! With our objects for this upcoming Stuff Pack now selected, our concept artists have started work on creating object guides. Whereas the original concept art provides a basic look at each asset we'll create, a guide ensures that nothing is left open to interpretation for the modeling artist. This includes showing the object from different perspectives, and visualizing the scale of an object in contrast to the height of a Sim. It answers all construction questions, such as... Should the object tile seamlessly if it's placed next to itself? What size should the object's footprint be? Does the object emit any light or VFX? How shiny should various surfaces of the object be? Perhaps most importantly to players, the guide shows every color and pattern variant that the object will have, with each of the color values defined precisely. Here's an example of an object guide for a dining chair from The Sims 4 Bowling Night Stuff... Guides are our concept artist's final step in the process before we hand the art off to external partners. We have both internal artists who work here as part of the Maxis team, as well as external partners that help flesh out the breadth of catalog content that every pack includes. Our external partners first put together orthogonal drawings, and then go on to create the geometry and texture that the model uses. Our internal artists tend to work on brand new types of objects, while our external partners are given concept art of objects that match a template of something we've already created. We accomplish this by creating something we call a "block model". Block models are the simplest way to represent the different types of objects you see in-game, and they contain key information that every object of the same type must include to function properly. For every object that you see multiples of in-game (beds, bookcases, dining chairs, trash cans, mailboxes, etc), a block model exists that defines its bare necessities. Here's an example of a block model for the dining chair from base game... In that image you have the most basic form of a dining chair, as seen from top, front, and side profiles, as well as in perspective. The green portion of the model denotes a contact surface, meaning this is the part of the object the Sim's body will make contact with when using the object. In this dining chair block model, the contact surface shows where the Sim will sit, and how far the Sim can lean back when sitting. The yellow portion of the model shows where it's safe to build the geometry of the rest of the chair. As long as the chair is built within the space that the yellow area occupies, then the geometry won't extend beyond the object's footprint, and will minimize issues with the object causing clipping with other objects, or with the Sim. The block model also contains other important information, such as "bones" - which serve as the anchor point on the object that animations are authored against, "VFX joints" - the origin point for where visual effects spawn, and "decorative slots" - the spots on the model where smaller objects can be attached. (Such as placing a potted plant on a table.) Getting back to the role of our external partners, the block model is a guideline for what they can build. They take the concept art provided by the artists here at Maxis, and their first step is to create an "orthogonal drawing". Orthogonal drawings are a way to show three dimensional objects on a two dimensional plane, which allows the modeling artist to have an exact blueprint of the object's shape from the front, back, side, and top. This is accomplished by re-drawing the concept art superimposed over an image of the block model, without exceeding the borders of the block model. The artist then builds a 3d model that matches the visual shown in the concept art, and fits within the space defined by the orthogonal drawing. Here's an example of an orthogonal drawing that was created for the dining chair from The Sims 4 Bowling Night Stuff. You can see how the drawing is superimposed over the image of the dining chair block model, and fits entirely within the borders of the block model... Sometimes you may hear SimGurus refer to "mimics". A mimic is simply a type of object that already has a block model, so that it can be referenced by our external partners, allowing us to easily replicate it. For an object to be a mimic, it means that all functionality on the object remains the same, and only the visual appearance of the object changes. This also helps define the difference between what our internal artists at Maxis do, in contrast with our external partners. When we need a new type of object - even if the change is a minor one - it's always created by one of the artists here at Maxis. A great example of this is the large round dining table that came with The Sims 4 Backyard Stuff. While round dining tables already existed in the game, they could only seat four Sims. This new dining table was larger with room for six Sims, but that meant that the existing dining table block model could not be used. As such, one of our artists here in the studio created a new block model for a large round dining table, which can now be mimicked in future packs. While the large round dining table was a simple task for an internal artist, new objects can also require a level of complexity that requires more immediate feedback from Art or Production. An internal artist can quickly reach out to others in the studio to resolve any issues that arise. You may be left wondering, why does the distinction between external partner and internal Maxis artist matter? It's important because it affects how we determine what we can make in each pack. For example, in the recent vote you selected your top 28 objects. Those 28 objects can include any type of mimic-able object in the game... which now includes that large round dining table, thanks to the work that we did internally for The Sims 4 Backyard Stuff. Each Stuff Pack has a set schedule, and all of our internal artist's time has to fit within that schedule. We made the decision that the large round dining table was an important enough part of that pack that we wanted to spend an internal artist's time on it. That's the same pool of time we use when determining which new gameplay features we can include. While this information may be a lot to take in, the work that I'm describing is all part of what we call pre-production, the period of time where most of us on the Stuff Pack team haven't even actively started working on this pack's development yet!19KViews1like39CommentsGuides to Playing Get Together
http://i.imgur.com/Rpz19iI.jpg?1 I have started this thread so that when Get Together is released, I will post links to guides or articles that have been written that explain about playing the EP and the features of the EP. At the moment, I will post in the next posts the trailers that have been released, as well as the blog articles from The Sims.com website. It may be helpful to have the guides in one thread to refer to.16KViews1like124Comments