Current Status and Updates
May Patch Update - My mod don't seem to have been affected by the recent patch. I will have updates as usual at the end of the month, though, so if you see anything weird, let me know
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Hi All,
Hope you're well! The recent patches didn't affect my mods but I have some updates for you and a new mod for public release (Simply Prepared) and I completed Object Deterioration (Early Access) and so excited to share it with you!
I have been working diligently on getting SimFinancial to be as fully integrated into EA systems and as streamlined as possible so that if your sims chose it can be their default payment and incoming accounts base for everything from build/buy, salary, restaurants, and more. I've even instituted actual credit cards to behave as actual credit - pay with them until you max out and even earn credit card rewards when you use the card. I've added the ability for you to choose the look of your sim's debit cards and select a preferred account (so saved accounts for autopay) and have three tiers of credit cards (with matching gold, silver, and black cards). Patrons, if there's something you want in SimFinancial, let me know now while I'm adding to its features!
I hope to roll the updated version to Patrons sometime in May, that is what I'm devoting most of my modding time to in May, and possibly one of the other WIP (most likely the finalized and full featured Active Therapy though could be the Post Office, we'll see what tickles my fancy) as well though we'll see if the WIP is released in May or June. Meaningful Motives looks more like a summer (June/July) project right now but I'll keep you posted.
Happy Simming!
Mod Updates
All of my mods not updated below do not need to be updated and are working with the current version of the game.
If you are having an issue with any of my mods, please refer to the Troubleshooting pages here and here. If after utilizing those resources, your issue still exists, please report it on Discord. Thanks!
Divergent Sims (Patreon v6.6/Public v5.9.2) - Updated for some quality fixes to service dogs, in-patient stays, and prescriptions. Patreon version adds category specific markers to help facilitate households less likely to roll the same types of disorders.
Healthcare Redux (Public v9.9.7/ Patreon v10.9.8) - Updated for some quality fixes to certain symptoms and chances. Patreon version adds some updates to cancer and adds individual specific markers to help facilitate sims less likely to roll the same emergencies, complications, illnesses, etc. that they've had recently.
Pet Careers (v1.6) - Updated to fix a missing whitelist for cats.
SimFinancial (Public v1.8/Patreon v2.3) - Updated some modules to do some housekeeping for the upcoming update as well as fix some bugs including one that causes LEs for Auto Insurance.
SimNation Travel (v6.9.3) - Updated for recognition of international travel to Innisgreen, Gibbi Point, and Ondarion.
SIMply Prepared (v1.3.5) - Public Release. This mod allows sims to benefit from preparation and sometimes suffer the consequences of a lack of preparation before completing tasks. Skill is no the only dominant denominator in how well a Sim can accomplish something; being prepared can also make a difference - or not.
Early Access
Sapphire/Violet: May 5th
Midnight/Azure: May 12th
This mod attempts to make it so that objects in the Sims 4, like in real life, do not last forever.
Objects in the Sims are pretty static. You buy it, it depreciates in value, and sometimes it gets scratched but other than that. Nothing. So what this mod attempts to offer is a little more realism. Shocked you, I know. Items no longer stay in perfect condition for perpetuity —everything gradually degrades through normal use (sitting in a chair repeatedly), neglect (leaving shower filthy for days) and abuse (pranking a toilet).
Now, your Sim's objects will get worn down. Not always physically - though that can happen, too, watch out if you see sparks - but also in usefulness. Quality of your Sim's items still matter, though. That fridge? Not working as well as it used to, not keeping things quite as cold as before. That bed? Not as comfy as when the Sim first bought it so your sleep quality goes down. But that expensive shower? That thing's going a little bit stronger than the other, cheaper stuff around the house.
Maintain Sim's belongings to keep them functioning well, or let them gradually wear down and deal with the consequences. Cleaning offers mild restoration, servicing and upgrading can extend the life of your item, repairing adds more life, and full restoration can return it back to almost new condition (each maintenance opton costing more than the other and requiring more skill and effort). At a certain point, if not maintained, objects can become beyond repair, stop working at all, and will require replacement to function.
Coming Soon
These are the next mods scheduled/planned for release. WIP mods could also come alongside or, less likely, before them.
SimFinancial Credit Union v3
I am updating it to integrate into some EA systems so that paying with your account is more seamless into the way the game operates hopefully with support for Credit Cards as well not just Credit Union Accounts. This is an ongoing update but I plan to have it done sometime in May maybe into June but definitely hopefully sooner. I'm very far along into this process, at this point it's mostly troubleshooting but it's a lot of parts to troubleshoot and make sure I'm not messing up proper game mechanics so that's why I gave myself an extra time buffer.
Meaningful Motives
Summer Release
The mod attempts to make it so that motives aren't flat but rather contextual and are meaningfully affected by a sim's preferences, habits, intentions, and choices not just simple actions to fulfill them. How they fill their motive bars should actually matter to their quality of life as it informs and is also affected by their habits and lifestyle.
For example, skipping meals now only makes sims hungry but it should affect them mentally, physically, and emotionally. Eating full meals regularly or better yet habitually should affect Sims and fulfill hunger differently than constant snacking or skipping lunch every day. Playing video games could be super fun for some sims but not fun at all for others. Right now, even if a Sim dislikes an activity, it still fills up their fun meter. Fun should be more than just entertainment but should also measure engagement based on preference/traits and the type of fun it provides (tv-passive fun, horseback riding -active fun, etc). Energy levels should not be just based how tired a sim is. It should be informed by the source and quality of that energy as well. Couch surfed all day? Sure, not a lot of energy was spent, but it also wasn't productive. Choices like that affect a Sim's quality of life and over time can inform habits and lifestyle.
The idea is that motives are not simply task fulfilled but impactfully fulfilled by the types of tasks you or your sim choose and those inform your sim's habits and quality of life.
Works in Progress
I know. I keep releasing new mods not in my WIP. I am working on them but like I say - creativity sometimes flows in different directions and this hobby has to keep being fun for me. So those more laborious ones take longer but they are coming. But after this and next month's mod (I think, but don't hold me to it) I am going to try to get that growing list of WIP down.
Active Therapy
I am still working on integrating a career that works with Active Therapy so that those of you who don't have Small Businesses and Hobbies can still run active therapy practices. So I am still working on that before I move to the physician's clinic. So sorry for that delay on the doctor stuff, but I really want to make sure that Active Therapy is fully realized the way I want it to be for the most simmers before I move on. I also will be adding Family and Couples therapy to the active therapy routes available to your sims.
Active Medical Clinics
Once the above is complete, I will be turning my attention back to the doctor's visits and the medical clinic custom venue components. The plan is to have this integrated with my health related mods as well as GTW for a more seamless experience when your sim runs their clinic or visits one. I promise I will get to this one - but it looks more like a summer or fall project.
Post Office
If I get into a creative rut, because guys, it does happen, then I might start fiddling with the Postal Service.
Bug Reports
Please send me any bug reports you have for the mods! Patrons, I have been getting your messages both here on patreon and reading your threads on Discord. If you are not a Patron, use the form on Discord; I do read them!
Remember if you are trying to get mod support on Discord, Patrons, start a thread in Patron-Mod-Support. The instructions on how to do so are inside of the channel itself.
Comments (28)
Hi, I was wondering if you could add a feature in the Sims Financial mod that allows parents to purchase life insurance for child/teen Sims. Then when the child ages up to young adulthood, the policy could transfer to them so they can manage it themselves or cash out app option. Whatever works... Anyway, thanks for the mods!
Hi, I can’t find the cancer module in the downloaded files? I’m a paid member in case that affects it. It’s not in the cheat menu for HCR. Was it removed or?
Is it possible to make some tweaks to the plumseeker career mod? I have a sim with a college degree and they can't get a full-time job. Even sims with high skills can't get jobs. It's too hard for sims to get a full-time job.
hi ive been trying to download the divergent sims mod for a bit but it keeps telling me the mood pack is corrupted.
Was able to solve my problem by downloading directly from the Lumpinou Patreon, I think the issue was in the sim file share webpage, the file from that is 285bytes and the one that worked was 667KB. Mods been working perfectly and cant wait to download more now that I have the mood pack.
Hello, I am getting a exception for the dental mod when using cc such as mouth wash, breath spray, dental meds, etc....Exception Date: 2026-05-20 15:46:29 Game Version: 1.124.55.1030-1.200.000.708.Release Category ID: asm.py:130 Recommended Action There is bad tuning in this mod: \Health and Dental care\adeepindigo_gameplaymods_DentalCare_v7.6 (4)\adeepindigo_gameplaymods_DentalCare_Core.package Delete it from your mods folder or see if the author has an updated version. If it is a multi-package mod make sure you update all of them. Possible Cause (Confidence: 100%) \Health and Dental care\adeepindigo_gameplaymods_DentalCare_v7.6 (4)\adeepindigo_gameplaymods_DentalCare_Core.package Reason Exception in Sim Timeline: Exception running Element (ValueError: Failed to find the requested state machine resource. Key: 02d5df13:00000000:807ec16120ca0e35)
Do you have Spooky Stuff installed? And Get to Work?
Thank you so much for the updates and for your work! The Sims becomes incredibly interesting with your mods!!! I have a suggestion for the SimNationTravel mod. Would it be possible to add an option where players can assign for themselves which worlds count as international travel, which ones count as intercity travel, and which ones count as local/domestic travel? The thing is, many players (myself included) play with regions, where worlds with a similar vibe are grouped together and treated as one city, or as a city and its suburbs. For example, in my game - San Myshuno, Willow Creek, Newcrest, Evergreen Harbor, Magnolia Promenade - are one region. Sims can travel within that region only by buses and cars. Tartosa, Ciudad Enamorada and Ondarion are another region. And within that region, Sims also use buses. But from San Myshuno to Ciudad Enamorada they need to fly. And I actually “fly” for 10–12 sim-hours. My Sims sit on the plane, and there is a 0.05% chance the plane will crash.... I don’t know how difficult this would be to implement, but maybe the mod settings could be moved into a .json file that players could customize themselves?
Something like what you're describing - five separate EA zones in your play style you treat as one region - is beyond the scope of this mod nor any other mod I actually know of. It was never intended to codify custom "regions" based on how players have setup their specific games. What counts as domestic travel vs. international travel, however, could theoretically be made into a setting and I'll try to incorporate that either in this coming update or the next one in June.
Not sure if anyone already asked this so apologies if this is a duplicate question. Does the Financial mod conflict with any of Simrealist's financial mods?
Nope they are both completely separate mods that don't know the other one exists and currently SimFinancial does not hook into any of the same systems. In the future, they might conflict, though I'll make all attempts for them not to, but right now, no. V3 will be a major overhaul which will work in many ways that having both won't really be necessary or advisable but it should hopefully not conflict.
Thank you for all your hard work! Do you plan to give us an all clear for the latest patch or is it use at your own risk?
I have a suggestion for Healthcare Redux. Sims go for a wellness check, which usually comes back fine. I have Sims that are overweight or obese and I wondered if the wellness check should mention this to them, as a real life doctor would. Obese ones could perhaps have diabetes pointed out as a possible result. Healthy Living has weight loss supplements, meal replacements, appointments with dieticians etc., but Healthcare Redux doesn't broach the subject at all. Using one of your cheats, I gave my obese Sim diabetes. All worked fine and he injected himself with insulin as needed, but after a time he would be notified that his blood sugar was too high and to inject, but he had no insulin. A window popped up saying he must have a current prescription to get some, but all the doctor links were greyed out, so he couldn't get one. Is this a bug?
Could you share the link to the Object Deterioration Mod ? I can't find it
The links in this post are all live.
I’m not sure if this is possible or if you’d like the idea, but what about traits that evolve based on a Sim’s spending habits?? For example, an “Overspender” trait where Sims occasionally buy random items, or an “Investor Mindset” trait where they get better returns on investments. There could also be a “Financially Conscious” trait where Sims feel stressed or anxious when their funds are low. Or however these things could tie into it. Not sure if you’re familiar with Wicked Whims, but it has a feature that lets you randomize attributes. Maybe it could work similarly, where it’s randomized or acts like a hidden trait.
You Are Amazing and talented as well!!!
i would love to see a prenup in the finanical mod
Love this idea!
Thanks for all the updates! I think it would be nice if SimFinancial accounts could be used to auto-pay the weekly household bills.
Yes it will be in v3!
Thank you for the updates! I was not super sure on where to leave an Idea for the sims financial mod, so hopefully this is okay. But my sister and I were thinking it would be super cool if at the end of the week our sims got a breakdown on everything they spent during the week. Now we are no mod creators lol so not sure how hard or easy that is to make. But it's a cool idea! Thanks again! And have a great weekend :)
Hmmm I’m not sure how I’d implement that but I’ll keep it in mind
❤️❤️❤️ thank you so much you're amazing
Love you down so bad ❤️ thanks dear
Awesome work as always! Excited to try out the active therapy mod when I load up my game :)
Thanks for the updates! still very excited for the Active Therapy mod
Hello! HR file is still showing 10.9.7
