SP_UnderwaterVFXCodes.zip 606 B
SpinningPlumbobs_UnderwaterDiving_10_16_2026.zip 75.2 MB
October 3, 2026

Underwater Diving Mod

🎥 Watch the Walkthrough

🐠 Get the Sea-Nery Stuff Set

⚙️ Get Lot51's Core Library

*IF YOU ARE HAVING TROUBLE GETTING THE MOD TO WORK: As it says in the installation instructions included with the zip file, try placing the mod packages and the script file in your *MAIN MODS FOLDER*. I’ve seen that several people have solved their issues by doing this.

UPDATES:

*10/17/2026

  • Unfortunately, Patreon is giving me a network error and refuses to upload the mod file, so it will be available HERE until I can get it uploaded directly to this post. I apologize for the inconvenience.

10/16/2026

  • Blacklisted a couple more idles for environmental reactions that interrupted diving.

10/14/2026

  • Added a new interaction called "Swim Around" for mermaids and kelpies that allows sims to frolic underwater in a similar way to the fairy ring from the FvW mod. This is autonomous and will increase the Fun need. Because the animation has a wide area, it's possible that sims will clip through objects or other sims if there isn't enough room, but I didn't want to limit the interaction too much, so I'm leaving it up to you to position your sims properly if you care about that.

  • I added more tags to the diving marker objects to hopefully make them easier to find in the B/B catalog.

  • *Fixed a small issue so child mermaids can now also use the new "Swim Around" interaction.

10/09/2026

  • Fixed a bug that occasionally caused the wrong type of fish to sometimes be placed in the sim's inventory when catching fish.

  • Blacklisted some werewolf idles that would interrupt diving animations.

  • Plantsims, vampires, deities, and ghosts are now fully excluded from the oxygen meter due to their occult status.

  • The underwater voice effect for mermaids can now be toggled by shift+clicking the sim with testingcheats enabled.

  • Scuba gear can now be toggled by shift+clicking the sim with testingcheats enabled.

Hello!

Finally, I get to release the mod I've wanted to make since day 1! 🤿🫧

This mod simulates diving underwater by using a combination of special gameplay objects, animations, walkstyles, and more. While it's not implemented in the way an official pack would do it, I believe this system can be used in a variety of creative ways.

So, let's go over it~

How does diving work?

As far as gameplay is concerned, most of the animations and some of the objects are converted from The Sims 3: Island Paradise. The way diving works is also heavily inspired by how it was done in that pack, with some adjustments and improvements. Sims are transported between "anchor" objects and while they are in the designated diving areas, they'll be able to swim around, catch fish, collect objects, explore caves, and more.

Diving Markers

These small starfish objects are the most important part of creating a functioning dive area. They are color-coded, meaning certain ones need to be placed in the right areas to make this system work.

  • A purple starfish should be placed somewhere on land, where a sim can reach, and this will be where they go to start diving. The sim will stand by the marker, do a spin animation, and then they'll be transported to the marker in the dive area.

  • At least ONE orange starfish needs to be placed on the lot for diving to work. This is the marker that sims will spawn next to, and it maintains all the elements of diving: the posture, gear, mermaid form, walkstyles, etc.

  • A yellow starfish can be used for areas that you don't want sims to spawn next to when they start diving. These markers will still maintain the diving elements, and they are useful for areas that you might want sims to find later or that don't make sense to immediately travel to.

EVERY SINGLE dive area that is enclosed by walls (like a room) must have either an orange or a yellow starfish marker in it. Otherwise, the sims will stop animating properly and will stop diving. A purple starfish is recommended as a starting point, but simply entering any room with an orange/yellow marker will cause a sim to immediately snap into the diving posture.

Where are the diving areas?

That's up to you! This system allows for some creativity when it comes to how you set these diving areas up. I intended for them to be basement-level rooms that are decorated with marine-themed objects, but you can experiment with different designs or layouts. For example, you can:

  • Create a square room with windows, tinted lights, and pool objects to make a diving tank or an "aquarium" for mermaids.

  • Place an orange diving marker in the Forgotten Grotto to simulate a secret underwater cave.

  • Add basement rooms to a residential lot in a seaside world like Sulani, Tartosa, or Brindleton Bay to create a home diving area that is always accessible.

As long as the diving area is contained and a marker is placed in every room, you can experiment to your heart's content!

*In order for a dive lot to work, it needs to be either:

1. A residential lot that your sim owns

2. A residential lot that your sim is “invited into” by the owning sim, or

3. A community lot.

Otherwise, the sim won’t be able to enter the dive area.

Designing Dive Areas

This mod comes with plenty of build/buy objects that can be used to create elaborate underwater scenes, from animated kelp to rocks and corals, but you can get even more immersive builds with just a few extra details.

  • I recommend downloading Andrew's VFX Player to add ambient light rays, floating particles, and schools of fish that make a diving area feel more alive. You can get a full list of vfx codes through Sims4Studio, but I have also included a text file at the bottom of this post with a curated list of effects that I think are most useful for underwater environments.

  • This mod includes a special "Underwater Backdrop" object that is meant to be used for basement-level diving areas. It's a large bowl-shaped object with an ocean texture that makes the area feel more like an "environment". This can be resized using the bracket keys and raised/lowered with the 9-0 keys, but it also has a few options to customize the shape/size if you shift+click with testingcheats enabled.

  • I HIGHLY recommend downloading my Sea-nery Stuff set to take full advantage of underwater diving. This set contains many useful deco objects, but it also has a few gameplay objects that can be used while diving. If you already have it, make sure you download the most recent version to get the new interactions!

I've uploaded 3 premade diving lots to the gallery for anyone who would like to immediately start playing with this mod. Just search the hashtag #underwaterdivingmod, or look up my profile (sp_creates)! Make sure to check the "Include Custom Content" box!

Spawners

Beyond deco objects and markers, this mod also includes spawners, which are special objects that are only visible in build/buy mode. When placed in a diving area, these objects will occasionally generate sealife or collectibles that make the area feel more alive. Here are the types of spawners:

  • Fish - These spawners will occasionally generate fish that can be caught and placed in your sim's inventory. There are a few variations of this spawner (tropical, freshwater, and deep sea), which will spawn different species of fish to match the environment you're trying to create. Only 5 fish can be spawned at one time in a 6-tile area to prevent overloading the lot.

  • Seashells - These spawners will generate seashells from the Island Living pack. These can be collected and placed in your sim's inventory.

  • Sharks - These spawners will generate a maximum of 3 sharks that will roam the area for a few hours at a time. They'll swim around randomly until they either disappear or find a target to attack. Sims can be attacked if they get too close to these sharks and might even get eaten, so place these with caution!

Gameplay

Once you have a functioning dive area and send sims down to explore, there are plenty of things to do!

Humans will be given dive gear, a scuba tank and a pair of flippers, unless they're already wearing the diving CAS items from Island Living. They will have an Oxygen meter, which will start counting down as soon as they start diving. If a sim stays underwater for too long and their oxygen runs out, they will start to drown! But until then, they are free to roam around the diving area to search for treasure, explore caves and shipwrecks, socialize, or catch fish.

Mermaids can dive underwater indefinitely and have more to do! Their hydration need will obviously remain full underwater, they can sleep on the seafloor or in caves, and they can "relieve" themselves either out in the open or in the privacy of a cave. They can also summon a dolphin to interact with just like they can on the surface! And, if you have my Expanded Mermaids mod, mermaids can eat kelp or raw fish while diving too.

Sims also have a few different options for swimming styles while diving! With testingcheats enabled, you can shift+click a sim while diving and change their swim style while in both human and mermaid form. Humans have the default style as well as "Proficient" and "Dolphin Kick" options. Mermaids have their default style as well as a "Shark" option and an "H2O" style that's based on the tv show H2O: Just Add Water.

Known Issues

Unfortunately, there are some issues with the mod, but they are mostly cosmetic and will hopefully be improved as time goes on.

  • Some animations and idle interactions are not compatible with diving, especially those from other mods. This means that a sim might occasionally snap out of the diving posture temporarily, but they should immediately be pushed back into it. This is unavoidable unless I can specifically blacklist them, which I will try to do as I discover more of them and update the mod.

  • It is NOT RECOMMENDED to use stairs or short platforms in diving areas. The walkstyles sims use while diving do not work when traveling up/down steps and will cause animation issues. It's best to use caves to travel between levels while diving.

  • Fairies cannot dive while in their fairy form. Unfortunately, this is an incompatibility that I haven't been able to solve yet, but I'll try to fix it in a future update.

Aside from that, please let me know if you encounter any bugs or strange behaviors while using this mod and I'll try to get it fixed!

Future Plans

As with all my mods, I have a lot more that I want to add and improve. This includes:

  • More interactions, like acrobatic tricks for mermaids, dancing, or compatibility with other mods.

  • Incorporation of interactions from the Expanded Mermaids mod, like Sea Witch powers and the perks from the Mermaid Rank skill.

  • Improved compatibility to reduce animation bugs.

Let me know what you'd like to see and I'll see what I can do!

Compatibility/Requirements

This mod is base game compatible, but it REQUIRES Lot51's Core Library Script. Without it, this mod WILL NOT function properly.

This mod overrides several game files, including:

  • The buff_Route_UsePhone_PC_Only and buff_Route_UsePhone buff tunings

  • The locomotion ASM for phone route events

  • Multiple ASM files for the stand posture, route fails, and the "Listen" animation

  • The "Dolphin" object tuning file from Island Living

Any other mods that alter these files will be incompatible with this mod.

Again, I highly recommend downloading my Sea-Nery Stuff set and the Expanded Mermaids mod to get the full experience of underwater diving. This mod will work without them, but you'll have less to play with.

Special Thanks

Finally, I want to give a special shoutout to thepancake1 for helping me during the development of this mod. Without your assistance, this mod definitely wouldn't have come together!

Thank you all for your continued support and for allowing me to keep working on projects like this. I hope you enjoy it! 💜

Unfortunately, Patreon is refusing to upload the mod file, so it will temporarily be available HERE! I will continue to try uploading it to this post in the meantime. I apologize for the inconvenience!

Comments (145)

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Melinda Olsen · October 20, 2026

Hello! I love this mod so much! Both me and me and my sister had so much fun, but when we both had child sims, we both noticed the children glitched and teleported around randomly, and i noticed this happend on different lots. I wonder if this is a known issue or if there is a known cause for this?

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SpinningPlumbobs · October 20, 2026

Did this happen with child sims trying to use the diving system? Or is this from younger sims (toddler or younger) going into diving areas? As of now, only child and older sims are able to dive.

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Universe · October 20, 2026

Could you add a set of green stars, for example, that would work similarly to the debug portals in the Magic Realm? Currently, I placed a purple star marker on the surface, on dry land, and another one inside the Moon Pool grotto (It's my personal gameplay 😅). However, when I ask my Sim to return to the surface, she always appears at the grotto marker instead of appearing on dry land. My idea would be to add paired green stars, working like the portals in the Magic Realm. When clicking on the green star located inside the diving area, the option "Return to Surface" would appear, and the Sim would be transported to wherever the other marker in the pair is located. So the difference is that we would have to select the green star inside the diving area to travel to its paired marker. The option to exit the diving area that already exists in the game would continue to work normally, allowing the Sim to leave the area and appear near the purple star marker. This way, we would have two distinct options: the conventional exit, already present in the game, and the new transportation system using green stars, without interfering with the current functionality. Another possibility would be to make the stars function as destination markers. When selecting one, we could choose which marker the Sim should appear at, similar to the system used for exploration cave entrances. It would also be interesting to allow each marker to be renamed to make it easier to identify them. I believe this feature would be very useful for anyone who wants to create secret locations with underwater entrances, like those seen in H2O: Just Add Water, while respecting the current limitations of the mod and making the experience much more immersive. Finally, would it be possible to add skill level requirements to access the different grottos? This would make exploration more progressive and allow access to certain areas to be restricted until Sims develop the necessary skill. What do you think of these ideas?

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SpinningPlumbobs · October 20, 2026

I’ll take a look and see if I can set something like that up. Someone else had a similar idea for caves to function the same way, which is also on my list. :)

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Sarah Vesterlund · October 20, 2026

how do it get my sim out of the water again? :D

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SpinningPlumbobs · October 20, 2026

You just click your sim and select “Return to Surface”. I’ll probably add another option to the orange/yellow markers to make it easier to find. :)

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atpple · October 20, 2026

hi!! many people upload this CC for the second time and is this allowed?

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SpinningPlumbobs · October 20, 2026

No, that is not acceptable unless someone is providing a translation for the mod, in which case they are allowed to share a replacement for the STBL package and the translated object files. Unfortunately, I can’t control when people reupload my content without my permission. It’s frustrating for multiple reasons, not only because it hinders the support that allows me to continue creating these mods, but it also makes it extremely difficult to control which version of the mod people are using and reporting issues with.

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Leeann Sabol · October 19, 2026

I now have a problem with the mod. The diving markes won't work and my household is acting like they're underwater already with they're diving gear? One of my mermaids in my household can't surface. Neither can I click on anything!

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SpinningPlumbobs · October 20, 2026

If you place an orange marker in a common area or out in the open neighborhood, all sims in a certain radius will start diving, which is why they need to be placed only in areas where diving is supposed to happen. As for surfacing, this is done by clicking your sim and selecting “Return to Surface”.

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Universe · October 19, 2026

Another possible diving animation interruption — Confident moodlet I also noticed another possible issue involving emotional buffs. My Sim has the Self-Assured trait and received the Feeling Confident moodlet, with the description: “Self-Assured Sims tend to feel pretty confident.” While this moodlet was active, my Sim sometimes exited the diving animation and started walking using an animation similar to the confident walk style seen in Create a Sim. I also noticed that he would occasionally leave the diving posture to place one hand on his hip and look to the side, before eventually returning to the diving animation. This makes me wonder whether certain emotional buffs or their associated idle and walking animations might be interrupting the diving state. I haven't confirmed whether the moodlet itself is responsible, but I thought it might be worth investigating or blacklisting the associated animations if necessary. Thank you!

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the Crouch Goblins · October 18, 2026

I am so far really loving this mod, my only issue i seem to be having is that my mermaid sim cannot 100% return to the surface despite being ON the surface...like the moment my sim gets to the surface, it automatically switches back into diving mode despite not diving, unsure if I did something wrong or if it is a glitch

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Wildsims04 · October 18, 2026

Hi!! I'm having some trouble with the Underwater Diving Mod, and I was wondering if you could help me figure out what might be causing the issue. I've downloaded and installed lots created specifically for this mod, but for some reason, the basement levels where the underwater areas are supposed to be don't show up in my game. When I place the diving star on the ground floor of the lot, the diving interaction actually works, but my Sim starts diving on land instead of underwater, since the underwater basement area is missing. I've tried using different lots from different creators, but I keep running into the same problem. Is there something I might be missing during installation? Could it be related to a specific game setting, a missing file, or something I'm doing wrong when placing the lots? I'd really appreciate any help or suggestions! Thank you so much!! 💗

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Wildsims04 · October 18, 2026

Update!! I figured out what was causing the issue! I was placing the lot on a coastal lot in Sulani, which doesn't allow basements, so the underwater levels weren't showing up. I moved it to a lot that isn't directly on the water, and now everything works perfectly!! 💗 Just wanted to share in case anyone else runs into the same problem. Thank you!!

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Na estrada até agora · October 18, 2026

Such a wonderful mod—THANK YOU SO MUCH for providing us with this experience!!

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dykism · October 18, 2026

I'm in love with this mod! However, my mermaid sim can't use caves, the basking rocks and she can't sing while she's underwater. She can use the basking rock and sing when she's not underwater but for some reason they don't work underwater in my game. Everything else seems to be working tho, fantastic mod!

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Universe · October 18, 2026

This is normal, it's not a bug.

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Mili · October 18, 2026

Is there any known mods that conflict with this one? It just doesn’t work for me. I’ve tried everything putting the files directly into the mod folder, taking out some mods that might be of conflict and putting the diving spots on generic and owned residential lots. My sim won’t enter the diving area I tried normal sims and mermaids. Please send help. :(

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Adams Family Household · October 18, 2026

Hi! First of all I love this mod so much. I am running into an issue though, once in the diving rooms I can’t get my sim back on dry land. The purple starfish will only let her dive, once she’s diving I can’t click the marker to end the diving. I’ve had to force travel and teleport her out and then she’s stuck in diving posture. I’ve tried selling and replacing the marker, and moved it out into the middle of an empty space so nothing is blocking it. Any help would be greatly appreciated, thanks so much for making this! If there’s a discord I’ll try and find that now.

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Giorgia · October 18, 2026

to return to the surface, i didn't click on the marker; instead, i clicked on the active sim i used for the dive, the option to return to the surface should appear for you

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McLayneSims (Mick) · October 18, 2026

THANK YOU MASTER!!!!!!

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Gin Sunshine · October 18, 2026

Ciao Spinning ! Non vedevo l’ora di usare questa mod ma a me non funziona! Quando il sim umano o sirena si immerge, la telecamera non lo segue e non mi dà modo nemmeno di premere il tasto per scendere giù …. Quindi il sim si immerge ma io non posso vederlo e di conseguenza non posso usare la mod. Solo in modalità costruisci la telecamera mi scende giù

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Giorgia · October 18, 2026

assicurati di collocare uno dei suoi lotti che trovi nella galleria (sp_creates) e segnare che includa contenuti personalizzati per poterli visualizzare, impostalo su generico e dovrebbe funzionare

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Ella · October 18, 2026

Shoot, I'm a lil lost when it comes to creating the diving areas, was that in the walk through?

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Universe · October 17, 2026

Hello! I was wondering if you might consider creating a square version of the "shell-to-bowl" object in the future. The current version is very useful, but in certain builds, it ends up being visible above the ground. A square version would make it much easier to fit the object precisely into lots and integrate it into the surroundings. Thanks for your work!

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Universe · October 17, 2026

Hello! I’ve noticed two more animations that occasionally interrupt my mermaid’s diving pose, and I’d like to report them in case they can be added to the exclusion list: 1. Idle animation — hand on hip Sometimes, my mermaid interrupts her diving animation, places one hand on her hip, and looks around as if she’s annoyed. When this happens, she remains in a normal emotional state, and I haven’t noticed any related moodlets. After a moment, she resumes the diving animation. 2. "Active" trait — exercise animations My mermaid also has the "Active" trait, which causes her to occasionally interrupt the diving animation to autonomously perform exercise-related actions. A thought bubble showing a soccer ball going into a net also appeared above her head. Thank you so much for your ongoing work on the mod and for addressing these animation-related issues! I truly appreciate it. 💙

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atpple · October 17, 2026

it's amazing!!!!!!!

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Abdoulaye GUIRASSY · October 17, 2026

can i have the tray folder for the map ??

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Aaliyah Price · October 17, 2026

Do we need both the xf and mod???

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Leo Séries TV. · October 17, 2026

Hello! I noticed a few things while testing the mod, and I also have some suggestions for potential future updates! 😊 1. Interruptions to the diving animation Certain environmental reactions or idle animations still seem to interrupt the diving stance occasionally. For example, my Sim sometimes stops swimming, looks up or around, and even looks down before returning to the diving animation. I haven’t been able to identify a specific moodlet associated with this behavior, so I’m not sure which animation is causing it, but I thought I’d mention it in case it’s helpful for future testing. 2. Enabling/disabling the underwater voice effect I also noticed that disabling the underwater voice effect for mermaids doesn’t seem to work correctly for me. Even after turning it off, my mermaid’s voice still has an echo effect, both on land and on the underwater lot. 3. Mermaid rescues and ways to avoid shark attacks Would it be possible to allow mermaids to rescue other Sims from shark attacks in a future update? I think it would be a great way to make mermaids feel more unique and give them another opportunity to help other Sims while underwater. Another idea would be to allow Sims to carry a specific item in their inventory—like a piece of meat or a particular type of fish—that could distract a shark or potentially help prevent an attack. This would give players another way to prepare before entering dangerous waters. 4. More sounds inspired by *H2O: Just Add Water* I also wanted to say how much I loved the sound effects you added! My mermaid recently entered a trance during a full moon, and hearing a sound from *H2O: Just Add Water* was a wonderful surprise. It sounded so good, and I absolutely loved that moment! Would you consider adding more sounds from the series in a future update, if possible? I think having a few more of those familiar sounds would make the mermaid experience even more special. The sound you’ve already included was such a lovely touch—it just left me wishing there were more! Thank you so much for all your hard work on this mod. I’m really enjoying it, and it has made underwater gameplay so much more exciting. I truly appreciate all the care and creativity you’ve poured into it! 💙

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Leeann Sabol · October 17, 2026

Amazing now my Ariel mermaid can go underwater like the movie! I love you're mod, Amazing work, SpinningPlumbobs!

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drkblve · October 17, 2026

THANK U

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Carter Catrone · October 17, 2026

IT'S WORKING!!!!

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Judo · October 17, 2026

youre amazing !!

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Carter Catrone · October 17, 2026

Hey I've been trying to download this, and it won't let me. It keeps saying "media file not found". Is there anything I can do to be able to get around that to still download?

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Abdoulaye GUIRASSY · October 17, 2026

i can't download it ,it make a message file not detected !

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Fofana Rosine · October 17, 2026

Me too

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Fofana Rosine · October 17, 2026

Hi love your work from France(my english is not the best sorry) but I tried to downlod the file but it's say:media file not found.I don't know if it'only me .

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Judo · October 17, 2026

so excited that this mod is out, you're awesome!! I don't know if it's a me problem but, for some reason when I click download it says "media file not found"

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Ink Sans · October 17, 2026

Hello,I can't seem to download the file "SpinningPlumbobs_UnderwaterDiving_10_16_2026.zip" cause it's turn my whole page white with the message "media file not found" when I try to the file individually and when I try to dowload the two files at the same time only "SP_UnderxaterVFXCodes.zip" get dowload could somone help me with this. Ps:I try on both my phone and PC it did the same thing on both

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Maria Eduarda · October 17, 2026

Hello!! I waited two weeks for this and you are one of the best mermaid modders I've ever seen, but I can't download the mod because it says the media wasn't found. Only the UnderwaterVFXCodes is downloaded.

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Bella A. · October 17, 2026

hi hiii! i wanted to give this mod a try but unfortunately the zipped folder comes up with an error "media file not found" :') can you help redirect me to the link please if there's a new one?

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BarbieDollSimmer · October 17, 2026

HI IT SAYS MEDIA NOT FOUND WHEN CLICKING THE LINK.

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SeanrailAnimations · October 17, 2026

Tried to download the underwater diving mod, but says media file not found.

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Amani Hall` · October 17, 2026

YOU ARE AMAZING, THIS IS AMAZING!?!? literally giving such life to this neglected game 😩👩🏽‍🍳💋🤌🏽

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GlimmerSimmer · October 16, 2026

This mod is amazing, thank you for your hard work ! What date is it planned to go public? im currently making a video on the mod and want to be able to include the date :)

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Universe · October 16, 2026

Hi! Continuing with reports about the Sim exiting the diving animation. I've noticed this also happens when he's feeling confident. He starts walking with that confident posture and ends up interrupting the diving animation. His traits are: Self-Assured, Curious, Loves the Outdoors, Quick Learner, Provincial, and Geek. Also, sometimes he starts humming, making that gesture of putting his hand in front of his legs, and also ends up exiting the diving animation because of that. Sorry for sending so many separate reports! It's just that I'm noticing these things little by little, as I continue playing and observing the Sim's behavior. Therefore, I end up bringing new details as I find other situations that may be causing the problem. Thank you so much for your patience! ❤️

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luna · October 16, 2026

When I click on the purple starfish there is the option "Dive around" or something, but its a rabbithole.. anyone know why? I followed the instructions

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Rufus Shinra · October 16, 2026

Maybe I missed it in the comments but is it planned to add visits by NPCs to community-lot diving areas, whether humans or merfolk?

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SpinningPlumbobs · October 16, 2026

This is something I’m planning to add in a future update. I just have to figure out the exact way that I want to implement it.

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Sveti Staynova · October 16, 2026

wait but how do you make the underwater basement? I thought you couldn't do basements on beach lots :((

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SpinningPlumbobs · October 16, 2026

You can’t create basements on beach lots by default, but apparently there are other mods that allow this and should work together with this mod as long as they’re maintained by the creator. Otherwise, lots with basement capability will need to be used. I believe there are several available land-locked lots in Sulani.

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Dylan Zalrian · October 16, 2026

I did come up with a few solid possibilities for some easier things to update. Child merfolk have an animation to open treasure chests. I think you could use that animation with toy chests so that child merfolk can open them and access toys. From there, I think having the option for child merfolk to play with toys they retrieve could be cool. I also encountered conflicts with Serinion Mods. A couple of those mods have animations that come with certain objects and those obects are incompatible with this mod. A few other things that might be worth looking into are mirror interactions, listening to music, and the ability to play instruments underwater. Not entirely sure what could work. As for listening to music underwater, there are stereos that are designed to be placed underwater and for the music that comes from them to be heard clearly underwater. It does have some realistic possibilities given the existence of water proof radios in real life. Mirror interactions are just naturally interesting and something that might be possible. In my own merfolk gameplay, the things that seem to work best with sims while they are swimming, things that appear to be possible while swimming includes mirror interactions, listening to radios placed underwater or wall mounted residential radios, a tv can be watched if it's wall mounted, and wall art appears to be something that swimming merfolk can interact with. There are also interactions involving artwork, not sure which pack it comes from, but it involves taking notes about the art work. Not sure how any of this could work with this mod, but given that they work with swimming animations while merfolk are swimming in a pool or the ocean could be possible things to start with for expanding potential gameplay options. I'm probably going to end up doing a complete overhaul of my builds and potentially reconsider how I'm going to approach things. This has dramatically changed so much and it's absolutely amazing what you've been able to accomplish.

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Dylan Zalrian · October 16, 2026

One more thing worth mentioning, twisted mexi's T.O.O.L mod is still incompatible with this mod. Not sure how many people have been having an issue, but so far I've been able to identify Twisted Mexi's T.O.O.L and Serinion's Mermaid Attraction Shell and Throne of Tides causing problems. For Serinion's Reef Bed and Reef Chair, they both don't work with this mod. With this, not as worried about the reef bed, but the Reef Chair not working was a bit tough. Not sure if sitting can become a possible option. Last note for builds, it appears that rooms that work best with this mod are open spaces. When merfolk swim around, they start to clip through walls. I think this can be remedied easy enough by simply making the rooms used for diving fairly large. Hopefully, I might be able to find some kind of dimensions while working on the build that are optimal for space to swim around. Additionally, rooms can be separated with archways but not doors. I plan on chainging up my builds a lot, so if I encounter other things, I'll let you know.

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AtomicTomfoolery · October 16, 2026

Will the starfish work if I use the TOOL mod to place it off the lot? Can I start from a land lot and use TOOL to have sims spawn in the actual ocean?

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Dylan Zalrian · October 16, 2026

I don’t know if it helps, but I’ve been able to add in the T.O.O.L mod and remove the T.O.O.L mod around gameplay. In my current save, things I’ve placed in the open world have remained there, but I have encountered some issues using that mod while playing the game. I went so far as to create clones of my saves to use that mod for scene creation that is entirely separate from my gameplay save. Not entirely sure about all the specifics but I know that I’ve encountered issues. So, mostly keep an eye out for anything that happens in your game when using that mod. Best advice I can give from what I’ve encountered.

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Universe · October 16, 2026

Hello! The positive environmental moodlet “Decorated” (which can also appear as “Well-Decorated” or “Beautifully Decorated”) seems to interrupt the diving animation. For example, I asked my Sim to swim to a specific location, but when the moodlet was active, the Sim would stop using the diving/swimming posture and start walking around, observing the surroundings—with their mermaid tail still visible. Sometimes, the Sim would even revert to their human form. This has been happening quite frequently; the Sim also occasionally starts humming, which likewise breaks them out of the diving posture. It seems that the idle or emotional animations associated with this moodlet are overriding the underwater swimming animation. I decided to report this in case it helps identify the cause. Thanks for all your work on the mod!

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SpinningPlumbobs · October 16, 2026

Thanks for letting me know! I’ll take a look at that buff to see if there are idles I need to blacklist.

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Olde Bean · October 16, 2026

Firstly thank you so much for your amazing work once more!!!! Started a whole new save I just can't get enough this is amazing! However I do want to add I'm having a lot of trouble with sims entering caves? They cancel the interaction, I assume it's a routing issue. I make this assumption because every time I try to place the caves without bb.moveobjects on it is impossible, I've placed them in completely empty large rooms, it won't even place successfully above ground, the game says it interacts with the floor or ceiling. I'm not sure why this is, but it happens with both caves.

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Kelly McMinn · October 15, 2026

Can you upload the lots you made to other places besides the gallery? I dont use the gallery and I would love to have the 3 lots you made for this.

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Universe · October 15, 2026

Hi! I had an idea for a potential future improvement to the new "Swim Around" autonomous interaction! Maybe it’ll spark some inspiration for you. (Please don’t be mad—I know I ask for too much! :D) I was thinking of something similar to the "Fairy Circle" mechanic from the fairy mod. How about adding a decorative circle or patch of seaweed—available in Build/Buy mode—that mermaids and kelpies could use autonomously to trigger the "Swim Around" animation? The idea would be to keep the current autonomous swimming behavior exactly as it is, while offering this as an alternative option. It would also be great to have a cheat code or a setting to disable the random autonomous swimming behavior, while still allowing Sims to use the seaweed circle object autonomously. This way, builders could create designated swimming areas using these objects, keeping other spaces free of obstacles that might otherwise cause Sims to clip through furniture, rocks, or scenery. It would help preserve the underwater immersion without taking away the fun of the current autonomous behavior for players who enjoy it! I think this would be a really cool addition, especially for those who love building detailed underwater environments. Of course, this is just an idea for a potential future feature—I absolutely love what you’ve done with the mod so far. Thank you for all your hard work! And once again, my sincere apologies—I know that not everything is possible and that creating mods is difficult. I’m not always sure what’s feasible and what isn’t, so whenever an idea pops into my head, I end up sharing it here, even if it might not be possible to implement! 💙

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Universe · October 15, 2026

Hello! Here’s another idea for you 😅 regarding the new "swim around" interaction! I was wondering if, in the future, you might consider adding an alternative version of this animation where the characters swim much more slowly, with their arms extended forward—much like in *H2O: Just Add Water*. I think it would look really cool and offer a slightly different swimming style for those who prefer a slower, more graceful underwater movement. It’s just a personal suggestion, of course! I love the animation exactly as it is; I’m not proposing this as a fix or a critique. I just thought it would be a nice additional option, should you be interested in exploring the idea. 😊 Thank you so much for all the hard work you’ve put into this mod! I’m really enjoying it!

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luna · October 14, 2026

Can somebody please help me - I have the mod and I have all files in my main mod folder as well as the lot51 core file but I just can't get the mod to work. I have some objects like the orange starfish, some decorations and the big round underwater walls thing but that's it I tried everything and all my other mods are functioning.. pleaseee help

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Shauni · October 13, 2026

Wait is there an interaction to go back up as a mermaid? Currently my only workaround is to go to manage worlds. Feedback: This mod is absolutely amazing, so far it gave so much life to my mermaid households. One is a mermaid royal family with an underwater area underneath their castle (at the Admiral's wreckage in which they live hidden from humans! I also use another mods to make mermaid sims naturally wander around the castle so it creates some kind of hidden community) and the other one is a pirate mermaid who uses the area I placed under a bar to relax, eat, sleep, and as a secret cave for the treasures she finds when searching the sand or diving! I also found it easier to use the underwater lots you created when saving them as separate rooms. I would love for the mermaid npc spawner to work underwater or, and also more mermaid interactions (but not specially related to powers like the expanded mermaids mod which is so wonderful too!) more mundane like doing homework, reading a book, caring for a baby underwater, or having more objects we could use to simulate an underwater home (like a water-friendly couch or chair to sit on similarly to the basking rock or having a shell bed) or city (maybe a mermaid friendly bar where we could hire a bartender and have the mermaids come and go and drink beverages (which would autonomously disappear as there would be no way to wash or throw them out) XD) or fun things that mermaid kids could do (Idk like playing with a sandcastle-shaped dollhouse or with shell toys? Or some kind of hide and seek game like in adventure awaits I feel like it would help to use the space a bit more). Sorry that's a lot, basically those are the things I would to see but you did so much already :)

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Nicola Vodičková · October 12, 2026

Hi! 😊 I'm having a problem with the Underwater Diving Mod. Whenever I click on the purple starfish to start diving, my Sim disappears for a moment and then reappears in the same place. The Sim never actually enters the underwater area. I've installed the mod files and Lot51 Core Library, and I've tried setting up a basement diving area with an orange starfish, but it still doesn't work. Could you please help me figure out what might be causing this? Thank you! ❤️

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Universe · October 12, 2026

Hello! I’d like to share some questions, suggestions, and possible bugs. 😊 1. Children Don’t Receive Treasure from Treasure Chests I tested opening treasure chests with a child Sim, but the treasure didn’t appear in their inventory. In my case, the child was a merman. I’m not sure if this happens with all children or if it’s related to him being a merman. 2. Mermaids and Mermen Can Open Chests and Explore Shipwrecks Without the Required Skill Level I’m not sure if this is a bug or intentional, but I noticed that mermaids and mermen can open treasure chests and explore shipwrecks even when they don’t have the required Fitness skill level. For example, I set the Fitness skill requirement for opening a treasure chest to level 9. My human Sim, who only had level 3, couldn’t open it, as expected. However, mermaids and mermen could still open the chests without reaching the required skill level. This happened with both adults and children. The same thing happens when exploring shipwrecks: mermaids and mermen can explore them without having the required skill level. Human Sims, on the other hand, work correctly and respect the requirements. They can’t open chests or explore shipwrecks if they don’t have the necessary skill level. 3. Children Can’t Eat Raw Fish I also couldn’t get children to eat the raw fish they caught while diving. I’m not sure if this is an intentional limitation or if there’s an issue with this interaction. 4. Suggestion: Add the Fast Swimming Ability from Expanded Mermaids to the Diving Mod I’d like to know if it would be possible to integrate the fast swimming ability from the Expanded Mermaids mod into the underwater diving system. This ability is very useful for covering long distances, so it would be great if we could click on the ground in an underwater area and select an interaction such as “Swim Here Quickly.” This option would only appear for mermaids and mermen who have unlocked the ability through Expanded Mermaids. Fast swimming is very similar to the underwater super speed that mermaids use in H2O: Just Add Water. Because of this, I think it would be really cool if the animation were inspired by that effect. For example, the mermaid or merman could swim forward a little and disappear in a cloud of water or air bubbles, then reappear at the selected location with another burst of bubbles. This would help recreate the visual style of the fast swimming seen in the show. The mechanic could work similarly to the quick movement already seen in the game, but with visual effects that make the ability more immersive and fit the mermaid and merman theme. I think this would be a really interesting addition, especially for exploring large underwater areas. 5. Compatibility Between The Realm of Magic Portals and Underwater Caves I tested The Realm of Magic portals inside underwater rooms, and they worked really well! When both rooms have the necessary markers to activate the diving animation, Sims continue using that animation even when they enter the other room through a portal. This opens up some interesting possibilities for building underwater caves with multiple areas connected by portals. However, I have a question about how this mechanic might work alongside the cave system in the mod. The Realm of Magic portals have three pairs of entrances and exits: Entrance 1 and Exit 1, Entrance 2 and Exit 2, and Entrance 3 and Exit 3. Each entrance corresponds to its respective exit. This could be a limitation if the cave system used a single entrance cave to connect different underwater areas. My idea would be the following: Imagine a main cave located in a room on an upper level of the lot, with several other caves spread across different rooms and floors. The player would select a location they want their Sim to travel to. The Sim would enter through the main cave and emerge from the cave closest to the selected destination, regardless of which room or floor it was on. This way, players could explore a large underwater area without having to create a dedicated pair of portals for every destination. I’m not sure if this would be technically possible or if it would conflict with the current portal mechanics, but I’d like to know if there’s any way to implement something similar in the cave system. Thank you for your work on the mod! I’m really enjoying the possibilities it offers, and I think these features could make underwater exploration even more interesting. 💙

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Universe · October 12, 2026

I’ve also translated the diving mod into Brazilian Portuguese! 🇧🇷💙 https://www.mediafire.com/file/oqw04jcrz3e1qtv/Tradução+Mod+Mergulho+14.10.rar/file

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Fabian · October 12, 2026

I realy like this mod, but i have some problems. I cant use the basking rock in a diving area and i dont know if this is a issue but my sims have no autonomy in diving areas.

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Universe · October 12, 2026

The heating stone only has the “Warm Up” interaction available in diving areas. The other interactions are only available on land, outside diving areas. As for Sim autonomy, it’s very limited. From what I’ve noticed, Sims may chat with each other if other Sims are around. If their needs are low, such as energy or bladder, they may autonomously use a cave or sleep on the ground. That seems to be the extent of their autonomy so far.

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Rafael Fernandes · October 12, 2026

I'm having an issue where the Sim performs the spinning animation but then disappears and doesn't show up at the diving spot (I've tried both Sims who own the lot and those who don't); the map I'm using is Sulani.

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Sandro · October 11, 2026

I love this mod—thanks so much for it! It’s a shame EA didn’t introduce diving back then. I’m really looking forward to future updates.

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Ahryanne miller · October 10, 2026

Is there a way to make it so we can have buildings and stuff in the underwater plot?

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lisalikbent · October 10, 2026

Hi! I am trying this mod out now and just built my own diving area, and I can enter it alright, but I can't figure out how to exit. When my mermaids are under water, they don't seem able to talk to each other, nor can they click the starfish to get out. How does one get out?

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lisalikbent · October 10, 2026

Never mind, I restarted the game and it all got solved.

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J. B. · October 10, 2026

Hi, thank you for your great work! Unfortuntely, non of the existing underwater lots work for me... After clicking on the starfish, my sim undresses and disappears, and i can see the top of kelp plants through the grass... I have core library. Is there something i can do to fix this?

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Lunitaa :3 · October 10, 2026

Holaa! un error que note fue que cuando descargue el mod al principio funcionaba bien(tengo todos los mods que recomendaste para que el mod funcione) pero despues de que me sali de mi partida y me uni de nuevo cuando llevaba a mi sim a sumergirse ella se iba al modo de buceo pero la camara no me llevaba al modo buceo solo me aparecia el solar de arriba

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JA Simmer · October 9, 2026

Hello, I’m a mod translator, I would like you to put the mod version.. So I know where I stayed this time I saw that you updated it and I put 2.0 I hope I’m fine with having put that version... Thank you for this beautiful mod 🥰🥳

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SpinningPlumbobs · October 9, 2026

Hi! Thank you so much for translating it. :) Usually I just use the date to signify the version, as it’s fairly universal, but you can use whatever naming scheme makes sense to you.

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Tim-mah! · October 9, 2026

Brilliant! Bloody brilliant.

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Carolina Calvo · October 9, 2026

Hello, good afternoon. I have a problem: I can't see the Sims diving in Live Mode, only in Build Mode. I downloaded a pre-made lot that has the purple starfish on top and the orange one below.

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SpinningPlumbobs · October 9, 2026

Try placing the mod packages and the script file in your main mods folder. That has worked for a lot of people.

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Jessica Laceskin · October 9, 2026

Hi! I can't get the mod to work when diving; my Sims dive in mid-air instead of underwater, and the environment doesn't change. I've used the lots you added to the Gallery, but it still doesn't work. Every time, I've used lots marked as community lots.

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Paula Ponce · October 9, 2026

The markers aren't showing up for me—it's as if they weren't installed, even though the mod actually is. Also, when I place a lot from your gallery, a lot of objects disappear, even though I downloaded all the recommended content :(

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Universe · October 13, 2026

The markers are located in the Debug section; they don't show up in the standard catalog. You need to enable the `testingcheats true` cheat, then go to the search bar in Build/Buy mode and type `**` to bring up the Debug option; select it, and you'll find the stars there. Some objects might indeed be missing from the lots—likely because they are custom content from another creator, such as the water-simulating terrain paint—so this is normal. Also, if you don't download Andrew's object, that will be missing as well.

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Kay James · October 9, 2026

My sims just disappear and then reappear after a bit,i don't know why Edit: move file from diving compressed file to just sims mod file and it seems to fix it mostly

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Salamandra · October 8, 2026

Hi, I seem to have come upon a problem, or maybe I'm just using it wrong. So I have a maremaid sim, and I wanted her to go underwater to test if the mod works and all that. I watched the film about to see if I was doing everything correctly. I placed the starfish—purple—by my house and clicked on it to go diving. My sim disappeared for like 2 seconds and appeared again. So I thought, okay, maybe I need to make a special diving room. I got one from the gallery, placed the yellow starfish and the purple one there, and nope, not working. Placed only the yellow one; nope, still not working. I don't know what seems to be missing. I checked the mod and placed everything in the mod folder, and it's still happening.

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Universe · October 8, 2026

Hmm, for entering and exiting the diving area, you need a purple star and an orange one—the orange one is essential. The yellow one is just there to trigger the diving animations for the room; it doesn't allow the Sim to actually appear at that spot, so you should always use one purple and one orange marker. Have you tested it without other mods? It could be a conflict.

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SimmSick · October 8, 2026

i'm laughing so hard.. i was swimming around making videos and photos and suddenly my sim gets mauled to death by a shark. i had no idea they could do that, i thought they were decoration! LOL it was so funny. i cant believe I caught it on video.

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Olivia Hotchkiss · October 7, 2026

I have another question for the public! Can there be more than one existing basement ocean or will that override and confuse the game?

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SpinningPlumbobs · October 7, 2026

You can have as many dive areas on as many lots as you want. :) The game will only consider the markers that are on the current lot. When a sim dives from the purple marker, they autonomously select one of the orange markers in the area to spawn next to. If there are multiple, one will be selected at random.

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Olivia Hotchkiss · October 7, 2026

It's not working for me, no matter how hard I try I cannot follow my sims to the underwater world and it's heartbreaking. They just disappear and then reappear before the purple starfish. I've tried everything, deleting, reinstalling. I cannot for the life of me figure out what is wrong and I really need help because i am very desperate to use this mod.

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LadyAlkali · October 7, 2026

You have to create/place a lot with an underwater basement, with a purple starfish on the surface, and an orange and yellow starfish within the basement on the same lot. If you have done that, you need to own the lot, if it's residential.

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Universe · October 7, 2026

Hi! I found a small bug related to the skill icon while diving. When a Sim is underwater using the diving mod, the skill they gain is Fitness, but the icon being displayed is the Dance skill icon. The skill itself seems to be working correctly; only the displayed icon appears to be incorrect. I also wanted to make a suggestion: would it be possible to create an object similar to the underwater floor, but designed to be placed on the ceiling? The idea would be to have one version with a daytime sky image and another with a nighttime sky image, while using the same water ripple/movement effect as the underwater floor. This way, we could place the object on the ceiling of an underwater room and simulate the ocean surface being viewed from below, making underwater environments even more immersive. Thank you for your attention! I took a screenshot of the bug I mentioned, but I don't have the option to attach images here on Patreon. It just shows the icon for the dance skill and the skill panel indicating that the skill actually increasing is gymnastics.🌊

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SpinningPlumbobs · October 8, 2026

I’ll take a look at the skill effects for the diving interaction. It’s directly cloned from the game’s swimming interaction, so it should use all the same skill boosts as well. 🤔 As for the ceiling tiles, that’s a great idea! I hadn’t thought of that, but I’ll see what I can do. I’ve never created ceiling tiles, so I’ll have to look into it. That also gives me an idea for possibly creating a “glass” floor with water textures for the tops of tank rooms. 👀

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Daedric · October 7, 2026

If anyone is having the issue where their sim doesn't go underwater, try this. It worked for me. Try removing the Spinningplumbobs_UnderwaterDiving package file and script file out of the SpinningPlumbobs_UnderwaterDiving folder and putting it outside of the folder. It might be too many folders deep.

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Steven Mollohan Jr. · October 7, 2026

So far haven’t been able to get any of the spawners to work 🥹

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Kemzima · October 6, 2026

This is honestly so ridiculously cool !!!

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JA Simmer · October 6, 2026

My gift birthday (04/10/26) 🎁 Thank you for this I translate un Spanish (free) - https://www.patreon.com/JASimmer1/posts/171578980?utm_campaign=postshare_creator&utm_content=ios_share_native

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Rosa Martinez Martin · October 5, 2026

I have been waiting for years and years for someone to bring us the wonderful experience we discovered with mermaids in The Sims 3, so I will be eternally grateful to you. Also, the sharks are incredible—I had never seen something so immensely cool! You've done an incredible job and given us all gameplay, fun, and immersion for many years to come. Thank you for the time you've dedicated to occult Sims. Regarding improvements, I tested it with 3 mermaids in the diving area, and they remain static; autonomously, I can only get them to go to sleep. I know this is something others have already mentioned in the comments, but a 'swim around' option to try to give more 'depth' to our stories and see little mermaids swimming around would be a great feature—if they made a circle or a figure eight on the map, that would be amazing. I suppose more mermaid interactions would also be cool. In my case, my idea is for my mermaids to live in the dive world, and with your mods they can do so perfectly, but I feel like something is missing—and I'm sorry because it's very easy to say this, but I don't know what it is. It occurs to me that 'swim around' could also be done in a group, like a 'go here in group' action. Or that they could sit down to do some underwater activity. Although that would also work outside the diving area, like the mod from https://www.patreon.com/Serinion/posts/03-20-2023-reef-29778189 (at least for me, it hasn't worked for years, but it was a rock chair where your Sim would sit down and transform into a mermaid, and you could knit and read). It also occurs to me, like in Expanded Fairies—just as you managed to make the circle for flying—to make a circle but for swimming at different depths, as if they were dancing in the water. Knitting, but with seaweed for example, and being able to sit down (not lie down like on the rock where you bask), sitting down like on a chair or armchair. For the boat, for example, being able to sit on the front part or something like that (sorry, I know I'm asking for difficult things, but it's just in case I can give ideas; my playstyle is full roleplay of a mermaid who lives in the water and rarely goes to land). And this aside, in case someone knows how to do it, knows a CC creator, or if you feel up to it: light beams to make the water look 'prettier', like with brighter illuminated areas. If anyone reading this comes up with cool ideas, please reply, haha!

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Eli Taylor · October 5, 2026

wondering if anyone can help, i downloaded the mod, uploaded one of the builds from the gallery but when i select "dive underwater" my sim just disappears. i physically cannot go to other layers of the build unless i am in buildmode. i have the requirement downloaded but its still not working. Am i doing anything wrong?

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SpinningPlumbobs · October 5, 2026

This is caused by trying to use the diving markers on a residential lot that your sim doesn’t own. If the lot is a residential, it needs to either be owned by your sim or they need to be “invited in” by the owner.

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Michael Simmons · October 5, 2026

This is amazzzzing. Thank you for all your hard work, best mod creator of all time. I've already had a lot of fun with this. Really excited to see the Sea Witch interactions/spells implemented and autonomous diving! If the Kelpies could have a unique interaction or animation while diving, that would be pretty rad too :)

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destiny morrison · October 5, 2026

Question would I need another mod to be able to place objects underwater in pre made oceans like in island living?

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Honeysylvan · October 5, 2026

(apologies if you already saw this, I think my comment got deleted by Patreon by accident) Thank you so much for this mod, it looks incredible!! I'm working on building my own dive spot and was wondering if there's an easy way to search for your objects in game for this mod (and other mods tbh)? Or is there a list of your objects anywhere? I don't want to miss anything but have a lot of CC, so finding stuff is sometimes a struggle lol. Thank you again for everything you do!!

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Tereza Václavíčková · October 5, 2026

Hi, I wanted to ask how you set up that room with the water. By the way, the mod is amazing—I really like it—but I don't know how to set up that room myself. Thanks for your reply.

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Universe · October 6, 2026

Você precisa por os marcadores no cômodo se não o cômodo não vai funcionar como lote subaquático.

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Asia Smith · October 5, 2026

sadly i have your lot install and my mermaids can go under but i cant see them its like a glitch

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Joshua Simpson · October 5, 2026

same :(

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Ahryanne miller · October 4, 2026

BRO IM SO FRIKING EXCITED

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Ethan Symes · October 4, 2026

One thing. I understand not being able to do a lot of things underwater due to lack of animations which would look janky if they were just enabled. A good compromise could be allowing us to create rooms that operate under more "sponge-bob" logic where you still count as underwater for the purposes of the mod, but can walk around instead of swim and can therefore do normal sim things like cooking, using a computer, and woohoo. Maybe it could still look natural with the mermaid tails if it forced sims to use ghost animations while in those zones? I would really really appreciate it since it would allow us to get the best we can out of the mod while it's still in early development. And once again thank you so so much for making this

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Universe · October 4, 2026

In this case, you could simply build a basement room and use the custom content—like the ocean-floor wall and floor patterns and decorative objects—without adding the starfish; that way, the Sim would walk around normally, since it’s the starfish that trigger the diving stance. So, you’d essentially be able to use everything, though you’d lose the diving posture. As for objects like the chest, the shipwreck, and the caves, the Sim would likely trigger the custom interaction animations automatically when using them. And if you place items like computers or fire pits—things like that—I believe they would work normally; I haven't tested it, but I don't think there would be any issues, because technically, the game doesn't actually register the Sim as being underwater.

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Ethan Symes · October 4, 2026

I am so happy this mod has been released! I've been checking regularly ever since it was announced!!

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Eclipse · October 4, 2026

would it be possible to change the weather while underwater

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miklc · October 4, 2026

I have been waiting on this mod forever and having now had a chance to play around with it, I am so impressed - thank you for all the hard work you have put into this. Merfolk are my favourite occult in the game and finally I can play with them how I've always wanted to. I am so excited to see how you develop both this mod and the Expanded Mermaids mod further in the future. It would be great if you could make all seats compatible in the future and made playing instruments possible underwater so I can fully live out my mermaid royal court fantasy :)

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Shauni · October 4, 2026

I had the same idea! I wanted to create my own "Atlantica" kingdom XD It would be nice if clubs or more mermaids sims could autonomously gather there and autonomously use the basking rock and other senary-stuff objects. I believe that the orange star should have some kind of code for mermaids to spawn but I didn't see them so far?). And it would be so fun to be able to use the royalty throne underwater

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Kyle Salinas-Simmons · October 4, 2026

Has anyone figured out how to get NPC merfolk to spawn in the Dive Lot they created?

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SpinningPlumbobs · October 4, 2026

Currently, autonomous diving isn’t really set up properly, but it’s on my list of things to work on for a future update. I also plan to incorporate a custom “Scuba Diving” skill for human sims, which will prevent every single sim from being eligible to autonomously dive and hopefully keep things realistic. :)

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Marvin · October 4, 2026

Hey, is there a way to make it work in Sulani, on lots that have an access to the beach? Since I cannot create a basement there, it looks like I cannot create an underwater lot lot as well.

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KnightOfGrey · October 4, 2026

I think TwistedMexi has a mod that lets you use the basement tool on a beach lot, but for existing saves it only works if you have never loaded into the lot before.

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LillyMacSims · October 4, 2026

Hi, thank you so much for this wonderful mod. I waited for it for so long and now it’s finally ready. I’m thrilled. Thank you so much 🙏💚💚💚✨

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Keythen Brown · October 4, 2026

how do you get townie sims to randomly go diving non of them will

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Kyle Salinas-Simmons · October 4, 2026

The only thing I’ve noticed so far while play testing is that my sim must be on the same lot I created the dive room on and the lot can’t be a residential lot. I tried creating a dive room in Sulani on the Caldera Camp lot while my sim lived in the Key Point lot and when I clicked on the purple star my sim the did the spin animation and disappeared. However the camera did not travel to the created dive lot that the sim disappeared to. .. yet when I tried it again while being on the same lot that the dive spot was created on it worked fine.

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Shauni · October 4, 2026

I second this, the camera stopped doing weird things as soon as I changed the lot to a national park (I created my diving room under the Admiral's Wreckage in Sulani)

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Universe · October 4, 2026

Hi! I have a few questions, suggestions, and some things I noticed while testing the underwater diving mod. Sorry if any of these things are difficult to implement or if I'm asking too many questions—they're just things I noticed while testing and thought might be useful to mention. But I also want to say that I don't know if what I'm going to describe is actually a bug or simply a limitation of the mod. I really don't know, so I sincerely apologize if I mention something that isn't actually a bug. 😊 First, about the caves and the shipwreck area: I'm using the 64x64 lot you created, and I noticed that when I try to send a Sim to the lower level where the shipwreck is located, the action gets canceled and the Sim doesn't go there. I understand that we have to select the cave we want to use, but would it be possible for the Sim to go to the other level without us having to select which cave they should use? Or perhaps have an option to enable or disable this mechanic? So I wanted to ask: would it be possible for the Sim to travel automatically between the different underwater levels without the player having to manually select a cave as the destination? Sorry, I'm terrible at explaining things sometimes. 😅 I'm not sure if this is technically possible with the way the underwater levels and caves currently work, so I'm just curious if there might be a way to make the transition between the different levels more automatic. My second question is more of a personal preference/suggestion regarding mermaids. Would it be possible to give mermaids a separate option for their idle animation while they are underwater, similar to how we can choose different swimming styles (shark swimming, H2O swimming, etc.)? I've noticed that mermaids have a different tail animation when they are underwater in the normal Sulani ocean compared to when they are standing on the seabed in this mod. In the normal ocean, their tail is more extended/straight and moves in a more natural swimming motion, while in the underwater environment here, the tail rests farther behind them. I understand that the current animation may have been designed this way to prevent the tail from clipping through the ground, so I completely understand if there is a technical reason for it. It would just be a personal preference: perhaps an optional setting that allows players to choose between the current underwater idle animation and the normal Sulani mermaid idle animation. I also had two ideas related to swimming and autonomy. Would it be possible to add an interaction similar to "Swim Around" from the regular oceans in the worlds, but for the underwater lot itself? For example, if we click on the seabed of the lot, the Sim could have an interaction like "Swim Around" and then swim around the lot. I think this could work for both human Sims and mermaids. And another thing I haven't noticed so far: would it be possible for Sims to autonomously swim/dive when an underwater lot is available for diving and diving is allowed there? For example, if the lot has the orange starfish marker that allows the diving equipment/animations, could Sims from the active household—or Sims visiting a community lot—decide on their own to go swimming or diving without the player having to tell them to do it? I also found the Kraken animation in the debug items while looking through the mod's resources. Is the Kraken something we might be able to see in a future update of the mod, or is that animation just unused/debug content at the moment? 👀 I also noticed something that might be a bug with the oxygen system for human Sims. For context, I removed basically all of my other mods and I'm currently testing only the diving mod, so there shouldn't be another mod interfering with this behavior. The Sim was interacting with another Sim at the time and had the Focused emotion. I don't know if the emotion could have anything to do with it, but I thought it might be useful to mention. When the oxygen timer reaches zero, the Sim doesn't drown or actually run out of air. Instead, the diving suit and oxygen tank disappear and, after approximately two seconds, the diving suit and oxygen tank appear again, and the oxygen timer resets back to four hours. The Sim never actually starts drowning or suffers any negative effect from running out of oxygen. I'm not sure if this is intended behavior or a bug, but I wanted to report it in case it isn't supposed to happen. I also noticed some animation-related behaviors while testing, although I'm not sure if this specific type of interaction is useful for you to know about. Sometimes, when a Sim performs an animation that normally causes them to return to their regular game pose, they leave the diving pose. For example, I noticed this specifically with werewolves. I know what you said about Sims leaving the diving pose, but I thought that if you knew exactly which action causes it, it might help with a possible future update. So... When a werewolf Sim is underwater, both in their human form and in their werewolf form, and they perform the animation where they shake themselves to dry off, similar to how a wet dog shakes itself, the Sim exits the diving pose and returns to their normal game animation/pose. I also noticed another animation issue when a Sim leaves the underwater diving area and returns to the normal land area. Sometimes, even though the Sim is already outside the diving area and there is no orange starfish marker there, the Sim starts rapidly switching between the diving pose/animation and their normal game animation. This happens while the Sim is normally on land, outside the diving area, and the two animations can alternate rapidly for a few moments. I'm not sure if you would like these specific animation behaviors to be reported, but I thought it might be worth mentioning them anyway. I completely understand if these behaviors are expected or if they are difficult to prevent. I'm just mentioning the things I've noticed during testing in case they are useful for you. Also, if we find any bugs while testing the mod, what would be the best place to report them? Should we report bugs here in the Patreon comments, on YouTube, on X, or somewhere else? I just want to make sure I'm reporting them in the right place and not bothering you unnecessarily. 😊 Again, I'm not asking you to change anything—I just wanted to ask if any of these things might be possible and share the things I noticed while testing. Thank you so much for creating this mod and for all the work you've put into it! And please don't be mad at me for asking so many questions—I'm sensitive lol. ❤️

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SpinningPlumbobs · October 4, 2026

Thank you for letting me know about the bugs! This is a fine place to report them, as others can see it if they're having the same issues. I'm not sure why the cave travel wouldn't be working as long as you have more than one cave on the lot, but I'll take a look at it. A portal cave could be possible, but I've never made one before, so I'll look at that too. You're absolutely right that I chose those specific mermaid animations to prevent longer tail designs from clipping through the floor. There's a possibility that I *might* be able to include alternative idle animations, but that would require an overhaul of the parameters used for the posture animations to allow for multiple options like that. I'll see what I can do, though. I attempted to create a "Swim Around" interaction, but the one used for pools/oceans is a specific type of interaction that only works when sims are in a pool/ocean. I've tried to create alternative methods, but none have worked yet. I'll keep trying, though! Autonomous diving isn't currently implemented, but it's on my list! The kraken is something I've been wanting to add to the game for a while, but I'm still struggling to make it work. It might be added some day, if I can figure it out! ;) Was the sim that was supposed to drown a child sim, by chance? Child sims aren't currently allowed to die by drowning while diving, but they should have been sent out of the diving area. That werewolf animation is exactly the kind of issue I mentioned in the post. Those are "idle" interactions, which are unfortunately not as easy to manage as other interactions. I basically have to blacklist each one individually unless I want to completely blacklist ALL idles, which I definitely don't want to do. I'll add that one to the list! The bug when leaving the dive area is probably caused by the game taking a second to register that their posture has changed. That should be fixed by having the sim route somewhere after returning to land, but regardless, it should be temporary. Thank you again for your reports! 💜

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KnightOfGrey · October 4, 2026

Also: Can't wait to try out this mod!! Mermaids are one of my favorite occults so this is super exciting!

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KnightOfGrey · October 4, 2026

How incompatible are mods that have an "injector.pyc" resource conflict? (Better Exceptions confllict report shows this type of conflict between "SpinningPlumbobs_UnderwaterDiving.ts4script" and the script file from SrslySims' Cooking Overhaul mod (SCCO 7.1.2)).

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SpinningPlumbobs · October 4, 2026

There shouldn't be a conflict between them. 🤔 As far as I know, there are multiple mods that use this injection script. As long as it isn't triggering any exception errors, I'd say it's safe to ignore this.

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Leila El-Zatmah · October 3, 2026

Is there going to be autnomous diving for public lots? Like a way for mermaids and divers to hang out underwater even if their not in the same hosehold?

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Raven · October 3, 2026

Have been looking forward to this mod for a while! Feeling a lil Prufrock here. Time to dwell in the chambers of the sea.

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Zeh Pudim · October 3, 2026

I don't know if it's just me, but the "basking rock" object isn't working the mermaid can't sit on it and no options appear

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LadyAlkali · October 7, 2026

I'm having the same bug.

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Alona Ivanova · October 3, 2026

YAYAY IM SO EXCITED AAAA

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80gothixc · October 3, 2026

I love ittt But do you maybe have the undersea lot

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Universe · October 4, 2026

They're in his gallery; look for the mod creator's post—they included a hashtag to find the lots.

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Keythen Brown · October 3, 2026

for the vfx player do we put the codes in the game or do we leave it out of the mods folder im confused

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SpinningPlumbobs · October 3, 2026

The codes are already part of the game. You just use the VFX player by clicking “Select Effect” and entering the code when the popup appears. :)

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The TV Simmer · October 3, 2026

Best Modder the world has ever known. xoxo

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Zeh Pudim · October 3, 2026

now i see i can find lot in gallery ty very much i love this

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80gothixc · October 3, 2026

Where did you found it?

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dbouts · October 3, 2026

BEST DAY OF MY LIFEEEEEEE

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Zeh Pudim · October 3, 2026

tyy where i can find the lot pls

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Simature Services · October 3, 2026

did you read the post? they put in the post

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Kellie Schiavone · October 3, 2026

HERE WE GO! Thank you so much for this amazing mod!

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Hanz · October 3, 2026

Oop- lemme try dis one rq😋ty babes, I’ve been waiting to try this mod since your shown us🫶🏿