Llama BuilderBeta

Reference Manual

Complete reference for Llama Builder: guides and control documentation.

Contents

Shared · Projects

Shared · Details

Wall Art · Art Image

Nails · Preview

Nails · Restrictions

Vases · Art

Eyes · Pupil

Eyes · Sclera

Eyes · Texture

Eyes · Preview

Eyes · Restrictions

Earrings · Preview

Earrings · Restrictions

Tables · Swatch

Tables · Preview

Tattoos · Artwork

Tattoos · Restrictions

Glasses · Preview

Glasses · Restrictions

TV Channels · Clips

TV Channels · Channel

Getting Started with Llama Builder

Getting Started

Llama Builder is a browser-based tool for creating custom-content mods for The Sims 4. No 3D software or coding needed. You design your item, download a .package file, and drop it into your Mods folder to see it in-game.

The basic workflow

  1. Create a project: click New Project and pick a type.
  2. Customize your item: upload artwork, adjust dimensions and shape, and set the in-game name, description, and price.
  3. Add swatches: each swatch is a color or texture variation that players pick between in the catalog.
  4. Download: click Download in the toolbar.
  5. Install: copy the file into your Sims 4 Mods folder. See Install in Game.

What is a swatch?

A swatch is one color or texture variant of your item. Players see them as small circles below the catalog card and click to switch. Every swatch in a project ships in the same .package file.

Saving your work

Projects save automatically to your browser, or to your account if you're signed in. Use the Projects drawer to open, rename, or delete them.

Undo and history

Every change can be undone with Cmd+Z (Mac) or Ctrl+Z (Windows), and redone with Cmd+Shift+Z or Ctrl+Y. The History button in the toolbar lists your recent changes; click any entry to jump back to that point. Jumping is reversible until you make a new edit, which discards the newer entries. History is saved with the project.

Creator accounts also get Cloud versions in the same panel: one entry for every cloud sync of the project, kept for 90 days after a newer save replaces it. Click one to restore it from any signed-in browser. Restoring is a normal history step, so Undo puts the project back, and the next sync saves the restored project as a new version.

Next steps

  • Wall Art: frame size, materials, and image-fit options.
  • Rugs: shape masks, size presets, and artwork placement.
  • Nails: nail shapes, charms, gradient fills, and material layers.
  • Vases: silhouettes, glaze patterns, and artwork wrapped around the body.
  • Eyes: contact lenses or genetic eye colors, with iris art and detail layers.
  • Earrings: studs, hoops, and dangles, with multiple piercings per ear.
  • Tables: dining, coffee, and end tables, with cloths, edge profiles, and wood grain.
  • Glasses: a sculpted lens outline, frame materials, and tinted lenses.
  • Tattoos: your artwork as body ink, placed on one body region.
  • TV Channels: a playlist of the game's clips or your own video.
  • Install in Game: steps to get your .package into The Sims 4.

Wall Art

Wall Art

Wall Art creates framed paintings and prints for Build/Buy mode. You provide the artwork; Llama Builder builds the frame around it.

Workflow

  1. Set the frame size: pick a preset (Small through Mural) or dial in an exact width and height in Sims metres.
  2. Upload artwork: use your own PNG or JPG. Until you do, the frame shows a placeholder. It is never exported, so Download stays disabled until you upload a real image.
  3. Adjust the image fit: choose how the image fills the canvas (Stretch, Cover, Contain, or Custom position/scale).
  4. Style the frame: choose a material, thickness, depth, and how far the piece stands off the wall.
  5. Add swatches: duplicate the swatch for alternate colorways. Each can have its own artwork, frame material, and colors.
  6. Fill in details: set the in-game name, description, Simoleon price, and style tags.
  7. Download: click Download, then install it via Install in Game.

Frame dimensions

Width and height are in Sims metres, roughly one wall tile each. Large pieces read better on open walls; small ones cluster well into a gallery.

Image fit modes

  • Stretch: fills the canvas, ignoring aspect ratio.
  • Cover: fills the canvas, keeping aspect ratio (edges may crop).
  • Contain: fits the whole image inside the canvas (letterboxing at the edges).
  • Custom: set scale and position yourself. Lock Aspect Ratio constrains proportions.

No Frame option

Toggle No Frame to drop the border, leaving just the artwork on the wall. Good for minimalist posters and borderless prints.

Frame material

The frame material sets the border's color and surface texture: wood tones and metallic finishes. It applies per swatch, so one swatch can wear dark wood and another gold metal.

Rugs

Rugs

Rugs are flat floor coverings for the Build/Buy catalog. You supply the artwork and pick a size and shape mask; Llama Builder generates the mesh.

Workflow

  1. Pick a size preset: common sizes like 2×3 or 5×7 tiles. Fine-tune width and length afterward.
  2. Choose a shape mask: rectangles are the default; you can also cut an oval, rounded rectangle, diamond, jagged, or wavy silhouette.
  3. Upload artwork: use your own image. It is applied to the flat rug surface.
  4. Adjust image fit: the same Stretch, Cover, Contain, and Custom options as Wall Art.
  5. Add swatches: each swatch can have its own artwork and colors; they all ship in one .package.
  6. Fill in details: name, description, price, style tags.
  7. Download: click Download and install via the Install in Game guide.

Shape masks

Shape masks cut the rug mesh to a non-rectangular silhouette:

  • Circle / Ellipse: a smooth oval or circle. The ellipse radius sliders control how stretched it is.
  • Rounded: a rectangle with softened corners, set by the corner radius slider.
  • Diamond: a rotated square shape.
  • Jagged: a zig-zag edge. Jagged Depth sets how deep the teeth cut in, Jagged Teeth how many there are.
  • Wavy: a smooth undulating edge. Wave Depth and Wave Count control the amplitude and frequency.

Fringe

Fringe adds procedural strands around your rug's edge. It follows the shape mask, so a circle rug gets fringe around its full curve and a runner can fringe only its short ends.

Pick a style on the swatch's Fringe section: Cut (straight-cut strands), Tassels (knotted bunches), Loops (uncut looped strands), or Braided (a woven border band). Length, Density, Thickness, and Messiness shape the look. Messiness at 0 is machine-neat; raise it for a shaggier, hand-made feel.

Color can match your rug art automatically or use a fixed custom color. Shuffle Strands rerolls the strand pattern without changing any other setting.

Fringe is part of the rug's texture, so it never changes the rug's footprint in Build Mode: the body pulls in slightly to make room, and placement stays exactly the same.

Tips

  • Rugs are flat meshes. Artwork with strong contrast in the center reads best, since the shape mask may cut the edges.
  • If your rug looks stretched, try Contain to keep the artwork's proportions.

Nails

Nails

Nails are CAS (Create-a-Sim) content: nail art Sims can wear. You control the silhouette, the fill (solid color, gradient, or image), and optional 3D charms.

Workflow

  1. Choose a nail shape: pick the silhouette (square, almond, or stiletto) and set the length and the shape's tuning slider (arch, tip roundness, or tip width).
  2. Paint the material: choose a base material slot and fill it with a solid color, a gradient, or an uploaded image.
  3. Add charms (optional): pick a charm from the library, arm it, and click nails in the preview to place copies.
  4. Add swatches: each swatch can use its own palette, gradient, or image. Charms recolor per swatch too.
  5. Fill in details: name, description, price, style tags.
  6. Download: click Download and install via the Install in Game guide.

Nail shape

Nail Shape sets the silhouette: Square (parallel sides, flat tip), Almond (tapered with a rounded tip), or Stiletto (aggressively tapered to a point). Nail Length controls how far the nail extends past the fingertip. Each shape adds its own tuning slider: Arch (square) adjusts the curvature, Tip Roundness (almond) narrows and rounds the tip, and Tip Width (stiletto) blunts or sharpens the point. Experiment to find the look you want.

Material layers

Each swatch has one or more material slots, the recolorable regions of the nail. For each slot:

  • Solid: a single flat color.
  • Gradient: a blend between two or more color stops. Drag stops along the strip to move them, recolor each one, and set the Gradient Angle for the blend direction.
  • Image: fill the slot with an uploaded image, using the standard image-fit controls.

Charms

Charms are 3D decorative objects placed on individual nails.

  1. Click Add Charm and pick a geometry from the library.
  2. Click Place Charm (the arm button) to enter placement mode.
  3. Click any nail in the 3D preview to drop a copy there.
  4. Select a placed charm to Move / Rotate / Scale it with the gizmo.
  5. Rig Binding controls which finger bone the charm follows. Auto picks the nearest; Manual lets you override.

Charms follow the rig, so they move with the finger animations in-game.

Vases

Vases

Vases are 3D decorative pieces for the Build/Buy catalog, under Decorations → Sculptures. You shape the silhouette, glaze the ceramic, and optionally wrap artwork around the body; Llama Builder generates the mesh.

Workflow

  1. Pick a silhouette preset: amphora, bottle, bud, cylinder, or bowl. These are starting points.
  2. Reshape the profile: drag points in the profile editor to sculpt your own silhouette.
  3. Set the height: anywhere from a 10 cm bud vase to a 1 m floor vase.
  4. Style the surface: choose the base glaze color, an optional pattern, and the interior look.
  5. Add artwork (optional): upload or generate an image and place it as a band that wraps around the vase.
  6. Add swatches: each swatch can have its own glaze, pattern, and artwork; they all ship in one .package.
  7. Fill in details: name, description, price, style tags.
  8. Download: click Download and install via the Install in Game guide.

Shape

The preset buttons load a classic silhouette. Dragging any point switches the shape to Custom; picking a preset again resets it.

The profile editor shows the vase from the side. The curve you shape is revolved around the center axis to build the 3D body:

  • Drag a point to move it. Points keep their vertical order, and the base point stays on the ground.
  • Click anywhere on the outline to add a point.
  • Double-click a point to remove it (a vase needs at least three).

The mouth of the vase is always open, and the wall thickness and interior are generated automatically.

The Height slider rescales the silhouette proportionally, from 10 cm to 1 m. Size also decides where the vase can sit in-game: small ones fit end tables and shelves, large floor vases may need sturdier surfaces or the floor.

Surface

The base color is the vase's glaze, the color of the ceramic everywhere no pattern or art covers it.

Patterns paint a repeating design over the base glaze:

  • Bands: horizontal rings around the body.
  • Stripes: vertical stripes around the circumference.
  • Checker: a grid of alternating cells.
  • Speckle: scattered glaze dots.

Use one pattern color to alternate with the base glaze, or add a second with + color for a two-tone pattern. Scale (0.5× to 2×) controls how fine the pattern repeats.

The interior is everything you see looking into the vase. Auto uses a darker shade of the base glaze, like fired ceramic; pick an explicit color to glaze it differently, and add an interior pattern to decorate it. The underside always keeps the darkened look, like the unglazed foot of real pottery. Drag the preview up or down to raise the camera and look inside; the vase stays put on the floor.

Art placement

Your art image wraps around the vase as a band:

  • Position: where the band sits vertically, from the base to the rim.
  • Size: how much of the vase's height the band covers. Cover stretches it rim-to-base in one click.
  • Around: how many copies wrap around the circumference (1–8; 1 stretches the image all the way around).
  • Stacked: how many copies stack vertically inside the band (1–8), for tiled all-over designs.

Art wraps on top of the pattern, and transparent areas show the pattern and glaze beneath, so PNGs with alpha work like decals.

Tips

  • Artwork is optional. A base glaze plus a pattern is a complete, downloadable swatch on its own.
  • Catalog swatch colors are sampled from the finished surface (glaze, pattern, and art), so they match the real vase.
  • Use the Head-On and Jaunty camera views to check the silhouette and art band.

Eyes

Eyes

Eyes are CAS (Create-a-Sim) content, shipping either as contact lenses or as genetic eye colors. The eye is drawn procedurally from your settings, with no 3D modeling: you pick colors, sizes, and detail layers, and can map your own artwork onto the iris.

Workflow

  1. Pick the flavor: Contacts or Eye Color. This decides where the mod appears in-game, so pick it first.
  2. Design the iris: choose the iris color and size; shading, pupil, and catchlight are added automatically.
  3. Add iris art (optional): upload or generate an image and position it with the placement sliders.
  4. Fine-tune the detail layers: pupil, limbal ring, sclera, highlight, and iris texture.
  5. Set restrictions: which ages and genders can wear the eyes.
  6. Add swatches: each swatch is one complete eye design; they all ship in one .package.
  7. Fill in details: name and description. Catalog placement is handled by the Tags section.
  8. Download: click Download and install via the Install in Game guide.

Contacts vs. Eye Color

The Flavor toggle picks which of two CAS flavors your whole project targets:

  • Contacts appear under Makeup → Face Paint. They layer over whatever eye color the Sim already has. Outside your iris design, the Sim's own eye shows through. Randomized Sims never pick them.
  • Eye Color appears in the actual Eye Color picker. It replaces the eye completely (your swatch includes the white of the eye) and passes on genetically to children. Randomized Sims may pick it, just like the built-in colors.

Your swatch designs carry over unchanged when you switch flavors.

The iris

The iris color drives the procedurally drawn eye: a shaded iris in your color, with a darker limbal ring, pupil, and a glassy catchlight added automatically.

Iris size scales the iris disc from 60% to 160%. 100% matches the game's own eye colors; smaller reads beady, larger reads stylized or anime.

Iris art maps your image onto the iris disc, clipped to the circle, with the limbal ring and catchlight kept on top so it still reads as a glassy eye. Galaxy swirls, flowers, runes, cat pupils: anything with strong color and a roughly square composition works well. Art draws over the procedural iris, so partial transparency blends the two.

Once art is uploaded, the placement sliders position it:

  • Across / Up-Down: slide the art by up to a full iris radius in each direction.
  • Zoom: scales it from 0.5× to 3×. Zoom out to fit the whole image inside the iris (the iris color fills the gap), or in to crop a detail.

Detail layers

  • Pupil: drawn procedurally, so it stays crisp at any size. Pick the color, or + gradient for a second color feathered from center to edge. Size scales it relative to the iris: small reads alert or feline, large reads soft or anime. Draw on top of iris art keeps the pupil visible over opaque artwork; off (the default), your art covers the pupil zone, which suits art that brings its own.
  • Limbal ring: the dark border where the iris meets the white of the eye. Pick its color and width. A subtle dark ring reads youthful; a wide or colored one reads stylized.
  • Sclera: the white of the eye. Eye Color swatches replace the whole eye, so their sclera is always painted: pick the base color and the edge shading color. Contacts normally leave the Sim's own sclera visible. Enable Paint the sclera to cover the entire eye instead (blackout, blood-red, or patterned full-eye lenses). Sclera Art maps an image across the whole eye area, underneath the iris: veins, cracks, star fields.
  • Highlight: the glassy catchlight dot that makes an eye read wet. It draws on top of everything, including artwork. Disable it for flat or undead looks, or tint and enlarge it for a stylized sparkle.
  • Texture: three procedural realism layers modeled on real iris anatomy, drawn over your color or artwork. They are radial furrows (fibrous spokes radiating from the pupil, with a Count control), contraction furrows (faint concentric rings in the outer iris), and the collarette (the wavy zone hugging the pupil). Each layer has a strength slider, and identical settings always render identically, so swatches stay reproducible.

Restrictions

Restrictions control who can wear the eyes in Create-a-Sim. The body slot is fixed by the Flavor toggle and the species is always Human. Ages and genders are yours to narrow. Eye Color projects include children by default; Contacts default to Teen and up, matching how the game categorizes face paint.

Tips

  • Artwork is optional. The procedural iris alone is a complete, downloadable swatch.
  • Use the Both Eyes and Close-Up camera views to check the design at catalog distance and up close.
  • Catalog swatch colors are sampled from the finished iris, so they match the real eye.

Earrings

Earrings

Earrings are CAS (Create-a-Sim) content: 3D jewelry worn in the game's earring slot. You build each earring from a style (stud, hoop, or dangle), place its piercing anywhere on the ear, and stack up to five per ear; Llama Builder generates the meshes.

Workflow

  1. Pick a style: stud, hoop, or dangle. Each style keeps its own settings while you decide.
  2. Place the piercing: snap to a preset (lobe, helix, tragus, and more) or slide the earring anywhere on the ear.
  3. Build the arrangement: click Add earring to stack up to five earrings per ear, each with its own style and placement.
  4. Choose the pairing: the same design on both ears (mirrored or identical), or a different arrangement per ear.
  5. Set the materials: every earring gets its own metal, gem, and finish, per swatch.
  6. Set restrictions: which ages and frames can wear the earrings.
  7. Add swatches: each swatch recolors the whole arrangement; they all ship in one .package.
  8. Fill in details: name and description. Catalog placement is handled by the Tags section.
  9. Download: click Download and install via the Install in Game guide.

Styles

Switching styles never loses your work; each style remembers its own settings.

  • Stud: a decorative face on a post. Pick the face shape from the jewelry library (gems, hearts, stars, and more) and set its width in millimeters. Real studs usually run 3 to 8 mm.
  • Hoop: a full ring through the piercing. Set the Diameter (from snug 6 mm huggies to bold 25 mm rings), the wire Thickness, and the Facets count. High counts read as smooth circles; low counts give a deliberately faceted, geometric look.
  • Dangle: a hanging drop below the ear. Choose the connector (a Hook french ear-wire or a simple Post with a ring), add up to five Chain links in oval or round style with an adjustable size, and pick the Drop from the library.

Instead of a library drop, you can sculpt your own: the profile editor revolves your outline around its vertical axis, the same idea as the vase shape editor at earring scale. Drag a point to move it, click the outline to add one, and double-click a point to remove it (a drop needs at least three). The Drop size slider scales the finished silhouette.

Dangles are rigid in-game and do not sway with movement, a Sims limitation shared by all custom content.

Placement and arrangements

Each ear wears an arrangement of up to five earrings. The arrangement list shows every earring on the ear you're editing, labeled by its piercing location and style. Click an earring to select it: the style, placement, and material controls all edit the selected one, and it glows teal in the preview when the ear wears more than one. Add earring starts a new stud on the next free piercing location, and removes one (an ear always keeps at least one).

Placement controls where the selected earring pierces the ear:

  • Presets cover the common piercings: lobe, upper lobe, helix (top rim), forward helix, mid helix (back rim), tragus, and conch. Picking one snaps the earring there.
  • Sliders move it anywhere: height, front/back, in/out, plus a tilt that rotates hoops and dangles in the ear plane. Nudging a slider switches the placement to Custom.

The Left Ear and Right Ear camera views frame that side's whole ear, so you can judge a placement against the other piercings.

Pairing

The pairing controls decide how the two ears relate:

  • Same on both ears uses one design for the pair, with a choice of Mirrored (the right ear is a mirror image, which is how matched jewelry is usually worn) or Identical (the design reads exactly the same on both ears).
  • Different per ear gives each ear its own arrangement. Use the Left ear and Right ear tabs to pick which one you're editing; the preview always shows both.

Materials

Materials are per earring: select an earring in the arrangement list, then color it in the Materials section. Each swatch stores a full set of materials for every earring, so one design can ship as a gold swatch, a silver swatch, and anything else.

  • Metal: colors the wire parts (posts, hoops, hooks, and chain links). Use a solid color for classic metals (gold #d4af37, silver #c0c0c0, rose gold #b76e79) or a gradient for two-tone looks.
  • Gem: colors the decorative pieces (stud faces and dangle drops). Solid colors read as opaque stones or enamel; gradients give a faceted, light-catching impression.
  • Finish: a treatment painted over the metal. Polished adds a bright highlight band, Brushed adds fine directional lines, and Matte stays flat.

Preview

Sims come in two body frames, and their ears sit differently: the masculine ear is a little taller, flatter, and further forward. When your restrictions allow both frames (the default), the exported mod includes a separately placed version for each, adapted automatically from your design. The frame toggle switches which frame's ear the preview shows; it never changes what the mod contains.

The skin tone picker tints the preview's ear models so you can judge the pair against different complexions. It is also a preview aid only.

Restrictions

Restrictions control who the earrings appear for in Create-a-Sim. The default (all frames, Teen through Elder) matches how the game's own earrings ship. The body slot itself is fixed: earrings always occupy the game's earring slot, covering both ears with a single part.

Tips

  • One well-placed lobe stud is a complete, downloadable project; arrangements can grow later.
  • Mix materials across the arrangement: a pearl lobe stud next to a gold helix hoop reads more like real jewelry than five identical pieces.
  • Check both frames with the preview toggle before downloading, especially for tight custom placements.

Tables

Tables

Tables are Build/Buy surfaces: dining, coffee, and end tables that Sims eat at, set things on, and gather around. You pick the kind and footprint, shape the top and legs, optionally drape a cloth, and Llama Builder generates the mesh along with the slots the game needs.

Workflow

  1. Pick the kind: dining, coffee, or end. Dining tables seat Sims; the other two do not.
  2. Set width and depth: the footprint in meters. The readout shows the tile span and, for dining tables, the seat count.
  3. Shape the top: rectangle, rounded, circle, or oval, plus slab thickness and an edge profile.
  4. Shape the legs: corners or a center pedestal, with a lathe profile you reshape like a vase.
  5. Add a tablecloth (optional): drape, hem, and its own fabric color or artwork.
  6. Color it: separate colors for the top and legs, with optional wood grain.
  7. Add swatches: each swatch recolors the whole table; they all ship in one .package.
  8. Fill in details: name, description, price, style tags.
  9. Download: click Download and install via the Install in Game guide.

Kind and size

Kind sets the archetype and a starting footprint. Dining comes in three lengths (1, 2, or 3 tiles) and seats Sims around it. Coffee is low and End is a small side table; neither ships seating slots.

Width and Depth set the footprint in meters, from 0.4 m to 3 m wide and 0.4 m to 1.5 m deep. Legs, cloth, and slots all scale to match, and moving the sliders never loses the kind you picked.

For a dining table the readout shows how many floor tiles the table spans and how many Sims can sit at it, computed the same way the exported package is. Coffee and end tables read "No seating".

Top and edges

Top Shape sets the outline. Rectangle and Rounded keep the full footprint with square or filleted corners, while Circle and Oval inscribe an ellipse inside it. Thickness runs from a thin 2 cm café top to a substantial 8 cm slab.

Edge Profile sweeps the outer band into one of eight silhouettes, always cut inward from the straight default so the footprint never changes:

  • Straight: a plain vertical band.
  • Inverted: a linear undercut sloping inward toward the bottom, full width at the top and narrower where it meets the legs.
  • Beveled: an angled cut from the top corner to a mid-depth inset, then straight. The bevel sits at the top.
  • Chamfer: flat top and bottom with a diagonal cut across the middle third, cut lower than Beveled.
  • Ogee: an S-curve wave, a cyma-style molding profile.
  • Bullnose: a full half-round hump peaking at mid-depth.
  • Roundover: a quarter-circle over the top third only, flat for the rest.
  • Waterfall: a broad quarter-circle sweeping from the top surface to a deep inset at the bottom.

Legs

Arrangement puts one leg under each corner, or centers a single Pedestal column instead.

Profile is the lathe editor from vases, revolved to build each leg. Drag points to reshape, click the outline to add one, and double-click to remove. The profile is normalized to the leg's own height and capped at a smaller radius than a vase's, so a bulky point can never balloon a leg wider than the top it holds up.

Tablecloth

A tablecloth is optional. Turned on, a fabric skirt hangs from the tabletop's edge toward the floor:

  • Drop: how far the skirt hangs, from a short lip to nearly floor-length.
  • Overhang: how far the cloth outsets past the edge before it starts falling.
  • Soft Edge: rounds the crease where the flat top meets the hanging skirt.
  • Ruffle: adds a wavy gather to the hem's outline.
  • Hem: Plain, Scallop, or Lace. Lace adds a woven-look lattice band painted just above the bottom edge, on the skirt only.

The cloth carries its own color and optional artwork, separate from the top and legs. Cloth art is centered and unplaced, so it reads as an overall fabric pattern rather than a positioned decal.

Color and grain

Colors sets the top and the legs independently, such as a light oak top over dark walnut legs.

Wood Grain paints a procedural grain over those colors. Toggle it per region, set the Intensity, and change the Seed for a different streak layout at the same intensity. Grain renders under any top art, so transparent areas of your artwork show a hint of wood beneath.

Seating and slots

Dining tables ship seat slots and a deco grid. Coffee and end tables ship the deco grid only.

Two preview overlays show what the package will contain. Slot Markers puts orange spheres on seating clusters and green ones on the deco grid Sims and objects snap to. Chair Markers adds a blue ring at floor level wherever a chair will snap, and appears for dining tables only. Both are preview aids and never reach the export.

Tips

  • Seat count follows the footprint, so widen the table before wondering where the chairs went.
  • Turn the tablecloth on in Table Shape first, or its fabric controls in the swatch panel have nothing to show.

Glasses

Glasses

Glasses are CAS (Create-a-Sim) eyewear. You sculpt a lens outline and Llama Builder builds the rims, bridge, and temples around it, then you paint the frame and tint the glass.

Workflow

  1. Start from a preset: round, oval, rectangle, cat-eye, or aviator.
  2. Sculpt the lens outline: drag control points to shape the right lens; the left mirrors it.
  3. Set the frame dimensions: rim thickness and depth, bridge width, temple thickness, and ear drop.
  4. Paint the frame: a solid color, a gradient, or an uploaded texture.
  5. Tint the lenses: solid, gradient, or image, with an opacity that becomes the in-game transparency.
  6. Set restrictions: which ages and frames can wear them.
  7. Add swatches: each swatch has its own frame and lens; they all ship in one .package.
  8. Fill in details: name and description. Catalog placement is handled by the Tags section.
  9. Download: click Download and install via the Install in Game guide.

Lens outline

The editor shows the right lens from the front, and the left lens is always a perfect mirror of it.

  • Drag a point to reshape the silhouette.
  • Click a point to toggle it between a smooth curve (circle handle) and a sharp corner (square handle). Sharp corners keep adjacent straight edges perfectly straight, like the rectangle preset.
  • Click the outline between two points to add a new one.
  • Double-click a point to remove it (a lens keeps at least three).

Picking a preset replaces the current points. Any manual edit after that flips the shape to custom, so your tweaks are never silently overwritten. The rim follows this outline exactly, and the glass fills it.

Frame dimensions

All values are in millimeters:

  • Rim: how thick the rim tube is around the lens.
  • Rim Depth: how far the rim extends front to back.
  • Bridge: the gap between the two lenses across the nose.
  • Temples: the thickness of the arms that reach back to the ears.
  • Ear Drop: how far the temple tails curve down over the ears; 0 keeps them straight.

The hinge-to-hinge head fit is automatic. The frame keeps a fixed width no matter how you size the lenses or bridge, with end pieces filling the gap between lens and hinge.

Temples / No Temples removes the arms entirely, for glasses that perch on the nose pince-nez style. Full Rim / Rimless switches between a classic rimmed frame and a rimless one, where the wire bridge and temples attach straight to the lens glass.

Materials

The frame material paints the rims, bridge, and temples. Use a solid color for classic acetate and metal looks, a two-stop gradient for tortoise or fade styles, or upload a texture for patterns, wood grain, and glitter.

Lenses render with the game's glass shader, so the diffuse alpha is the in-game transparency. Paint them solid, as a top-down gradient (classic gradient sunglasses), or with artwork, then set Opacity: a few percent for near-clear prescription lenses, 60% to 90% for sunglasses. Each swatch carries its own lens, so one project can ship clear and sunglass variants side by side.

Restrictions

Glasses default to all frames, Teen through Elder, the same targeting the game's own glasses use. The body slot is fixed to Glasses and cannot be changed.

Tips

  • The skin tone picker tints the preview head so you can judge the frames against different complexions. It is a preview aid only and never reaches the mod.
  • Rimless frames put the visual weight on the glass, so check them at the opacity you actually plan to ship.

Tattoos

Tattoos

Tattoos are CAS (Create-a-Sim) body ink made from your own artwork. There is no mesh involved: your image is painted onto the Sim's skin in one body region.

Workflow

  1. Pick the body region: upper arms, forearms, legs, back, chest, or stomach.
  2. Upload the artwork: the image is the tattoo.
  3. Place it: slide, zoom, and rotate the art within the region.
  4. Adjust the ink: fade the opacity, or rebuild the design in a single ink color.
  5. Set restrictions: which ages and frames can wear it.
  6. Add swatches: each swatch is its own artwork and ink treatment; they all ship in one .package.
  7. Fill in details: name and description. Catalog placement is handled by the Tags section.
  8. Download: click Download and install via the Install in Game guide.

Body region

A project targets one region, and that choice decides two things: where the art is painted on the skin, and which Create-a-Sim tattoo category the finished mod appears under.

Your artwork and swatches carry over unchanged when you switch regions, so the same design is easy to try in different spots.

One quirk inherited from the game: there is no separate forearm category in Create-a-Sim, so forearm designs appear under the Upper Arm category, exactly like the game's own sleeve tattoos.

Artwork

The uploaded image is the tattoo: line art, script, flash designs, watercolor splashes, anything.

Images with a transparent background work best, because only the inked pixels land on the skin. A solid background reads as a rectangular patch instead. Every swatch needs artwork before the project can be downloaded, since an empty tattoo would be invisible in the game.

Placement

  • Across / Up-Down slide the art within the region.
  • Zoom scales it from a small accent piece up to filling the region.
  • Rotate turns it, which helps when following the flow of an arm or a shoulder blade.

Art is always clipped to the region, so nothing can spill onto other body parts.

Ink

Opacity fades the whole tattoo: 100% is fresh ink, lower reads aged or subtle.

Single ink color rebuilds the tattoo from your art's dark lines in one ink color, the classic single-needle look. Dark linework carries the ink while light and white areas fade out, so it works best with black-on-transparent line art.

Restrictions

Tattoos default to Teen through Elder for every Sim, matching how the game's own tattoos ship. The body slot is locked because the Body Region picker owns it, and the species is always Human.

Tips

  • The preview skin tone only changes the editor. The finished tattoo adapts to whatever skin tone a Sim has in the game, so check your design against a few tones before downloading.
  • Line art with real contrast survives the skin better than soft washes, which can disappear on darker complexions.

TV Channels

TV Channels

A TV Channel is a running order of clips Sims can watch on any television. You build the playlist from the game's own clips, your own videos, or both, then choose how the channel reaches the player's game.

Workflow

  1. Build the playlist: add clips and put them in the order they should play.
  2. Fill each slot: pick one of the game's built-in clips, or convert a video of your own.
  3. Choose the delivery: add a new channel beside the game's, or replace one of theirs.
  4. Pick the vibe: which of the game's channels yours behaves like.
  5. Fill in details: name and description.
  6. Download: click Download, then follow the steps below.

The playlist

The game plays your clips top to bottom, then starts over. Use the arrows to reorder, the bin to drop a clip, and Add clip for another. Empty rows are skipped at download, so you can leave one open while you decide.

The controls over the preview play the channel exactly as it will run in the game, and the bar scrubs across the whole channel rather than one clip at a time.

The game's clips

Each slot can play one of the game's built-in TV clips, grouped by the channel they come from. Mix them freely: a channel can jump from cooking shows to horror movies.

These clips stream from the player's own game install. Your mod only references them, so the download stays small and nothing is copied.

Your own video

Pick any video and it is converted right in your browser, with no upload to a conversion service and no queue. It is resized to the TV's 256x144 screen, retimed to 15 frames a second, and encoded into the format the game's own clips use.

Only the first 2 minutes are used. A longer file is not rejected, it is cut down to its opening 2 minutes. To keep more of a long video, split it up and give each part its own slot.

Length costs real megabytes. A clip runs about 130 KB per second once encoded, so a full 2 minutes is roughly 15 MB that everyone downloading your mod has to fetch, plus a minute or so of converting in your browser first. The game's own clips are seconds long.

Sound is included when the video has any. If your browser cannot read the audio, the clip still works, it just plays silently.

Delivery

Add a new channel leaves every one of the game's channels alone and puts yours beside them. It works alongside other channel mods, but the download includes a small script, so players have to switch on Script Mods Allowed once in their game options.

Replace an EA channel hands your clips to a channel the game already has and renames it. There is no script at all, just a single file to drop in, which is the safer choice for players who would rather not enable script mods. The trade-off is that the channel you pick is hidden while your mod is installed, and two mods replacing the same channel will clash.

Vibe

The vibe controls how Sims feel about your channel: which moods make them want to watch it, the reactions it triggers, and the ambient behavior, all borrowed from one of the game's own channels.

Pick the closest match for your content. An all-explosions channel probably wants Action, a cozy baking channel wants Cooking.

Installing a channel

A replace channel downloads as a single .package and installs like any other mod.

An add channel downloads as a .zip holding three files: your .package, a lbd_channel_injector_v1.ts4script loader, and an INSTALL.txt. Copy the package and the loader into your Mods folder, no more than one folder deep, then switch on both Enable Custom Content and Mods and Script Mods Allowed and restart. If you already have the loader from another Llama Builder channel, keep just one copy: it loads every one of them.

See Install in Game for the full steps.

Tips

  • Sims find your channel on a television's Watch menu, not in the Build/Buy catalog.
  • Short clips keep the download small and match how the game's own channels are cut.

Installing Your Mod in The Sims 4

Installing Your Mod in The Sims 4

Place your downloaded .package file in The Sims 4 Mods folder, then confirm custom content is enabled.

Step 1: Find the Mods folder

The Mods folder is in your Documents directory, not the game installation folder:

  • Windows: Documents\Electronic Arts\The Sims 4\Mods
  • Mac: Documents/Electronic Arts/The Sims 4/Mods

If the Mods folder does not exist, create it inside the The Sims 4 folder.

Step 2: Copy the .package file

Move or copy the file into the Mods folder, either directly or inside a subfolder. The game reads .package files up to five folders deep, so keep the structure simple.

A TV Channel set to add a new channel also ships a .ts4script loader. Script files are only read at the top level or one folder deep, so do not bury those any further.

Step 3: Enable custom content in-game

  1. Launch The Sims 4.
  2. Open Game Options from the menu button in the top-right corner.
  3. Go to the Other tab.
  4. Check Enable Custom Content and Mods. That is all a plain .package needs, which covers almost everything Llama Builder exports. A TV Channel set to add a new channel also ships a script, so it needs Script Mods Allowed as well.
  5. Click Apply Changes to reload your mods.

Step 4: Restart the game

Fully quit and restart The Sims 4. Mods load at startup, so file and setting changes only take effect after a restart.

Step 5: Verify in the catalog

Search by the name you set in Llama Builder, or browse to:

  • Wall Art / Rugs: Build/Buy, under Decorations or Rugs.
  • Vases: Build/Buy, under Decorations → Sculptures.
  • Tables: Build/Buy, by name.
  • Nails: Create-a-Sim, under Accessories → Nails.
  • Earrings: Create-a-Sim, under Accessories → Earrings.
  • Glasses: Create-a-Sim, under Accessories → Glasses.
  • Tattoos: Create-a-Sim, under Tattoos, in the category for your body region.
  • Eyes: Create-a-Sim. Contacts under Makeup → Face Paint; Eye Color in the Eye Color picker.
  • TV Channels: not a catalog item. Start a TV in a lot and open its channel list.

If your item does not appear, see the Troubleshooting guide.

Tips

  • Updating a mod: replace the .package file and restart. Items already placed in lots update automatically.
  • Removing a mod: delete the .package file. Items placed from it disappear from your lots.
  • After a game patch: The Sims 4 turns custom content back off after every update. Re-check Enable Custom Content and Mods (and Script Mods Allowed if you use one), click Apply Changes, and restart.

Troubleshooting

Troubleshooting

Here are fixes for the most common issues.

My mod is not showing up in-game

Did the game just update? The Sims 4 turns custom content off after every patch. This is the most common reason a mod that used to work stops showing up.

Check that custom content is enabled. Go to Game Options → Other, confirm Enable Custom Content and Mods is checked, and click Apply Changes. A TV Channel that adds a new channel also needs Script Mods Allowed. Every other project type is a plain .package and does not.

Restart the game. Mods load at startup, so quit and relaunch completely after adding a file or changing settings.

Check the file location. The .package file must be inside Documents/Electronic Arts/The Sims 4/Mods (or a subfolder). Make sure it is not still inside a zip archive.

Look in the right catalog section. Wall Art, Rugs, Vases, and Tables are in Build/Buy (vases under Decorations → Sculptures). Nails, Earrings, and Glasses are in Create-a-Sim under Accessories, and Tattoos under Tattoos. Eyes are also in Create-a-Sim: Contacts under Makeup → Face Paint, Eye Colors in the Eye Color picker. A TV Channel is not a catalog item, so check a TV's channel list.

The catalog thumbnail is missing or shows a grey box

The thumbnail is embedded at export time. On Auto, Llama Builder renders it from the 3D preview, so downloading again regenerates it. If it still looks wrong, switch to Upload and provide your own image.

The Download button is disabled

The Download button requires you to be signed in. If it is greyed out:

  • Sign in via the header sign-in button.
  • If you are already signed in, try refreshing the page.
  • Check that your subscription or free quota is still active under Account settings.

My image looks stretched or cropped in the 3D preview

Adjust Image Fit. Contain keeps the whole image visible (with letterboxing); Cover fills the canvas but may crop; Custom lets you position and scale it yourself. See Image Fit.

The rug shape mask looks wrong

Check that the right mask type is selected and adjust its sliders (Ellipse Radius for oval, Corner Radius for rounded). Some masks only show once you move a slider off its default.

I lost my project

Projects autosave. Open the Projects drawer to find recent work. If you were signed out, the project lives in your browser's local storage, so clear browser data cautiously. Signing in syncs projects to your account.

Still stuck?

Check the community Discord or email support@lbd.one.

FAQ

Frequently Asked Questions

Is Llama Builder free?

Llama Builder has a free tier for creating and downloading basic mods. Paid plans raise export limits and add features. See the pricing page for current details.

What types of mods can I make?

Llama Builder currently supports:

  • Wall Art: framed paintings and prints for Build/Buy mode.
  • Rugs: flat floor coverings for Build/Buy mode.
  • Nails: CAS (Create-a-Sim) nail art with solid colors, gradients, image fills, and 3D charms.
  • Vases: decorative vases for Build/Buy mode, with glaze patterns and wrapped artwork.
  • Eyes: CAS contact overlays or genetic eye colors, with procedural iris detail and custom art.
  • Earrings: CAS studs, hoops, and dangles, with multi-piercing arrangements.
  • Tables: dining and accent tables for Build/Buy mode, with custom tops, legs, and surfaces.
  • Glasses: CAS eyewear with a sculptable lens outline, frame materials, and tinted lenses.
  • Tattoos: CAS body ink from your own artwork, on one body region per project.
  • TV Channels: custom channels built from the game's own clips or your own video.

More types are planned. Follow the Llama Builder changelog to stay up to date.

Are my projects saved in the cloud or locally?

  • Signed in: projects sync to your account and are available from any browser or device.
  • Not signed in: projects live in your browser's local storage, on that device and browser only. Clearing browser data can lose them, so sign in to protect your work.

Do I need a Sims 4 account to use Llama Builder?

No. Llama Builder runs in your browser and generates standalone .package files. You need a Sims 4 account only to install and play them.

Is Llama Builder affiliated with Electronic Arts?

No. Llama Builder is an independent, fan-made tool and is not affiliated with or endorsed by Electronic Arts or Maxis.

What image formats can I upload?

PNG and JPG. Square images work best for wall art and rugs, filling the canvas without letterboxing. Nails apply images per material slot; vases wrap them around the body as a band, and eyes map them onto the iris. In both of those, transparency shows the surface beneath.

Can I share or sell mods I make with Llama Builder?

You own what you create and can share or distribute your .package files freely, subject to The Sims 4's user-generated content rules. See the Terms of Service for details.

If I update a project, what happens to items I already placed in my save?

They keep working. Every project has a hidden identity that your placed objects point at, and editing the project does not change it. Rename the project, reorder swatches, or add new ones, then re-download and overwrite the old .package: everything already placed stays put and picks up your changes.

The one exception is deleting a swatch. It no longer exists in the new file, so anything placed with it shows up as missing. Items from the other swatches are unaffected.

One caveat for projects created before this behavior shipped: their swatches are locked to the identity they were generated with, which is preserved, so they keep working too. If you renamed and regenerated such a project in the past, items from the older download may already be orphaned; re-place them from the new catalog entry.

How do I cancel my subscription?

Cancel from your Account settings page. Paid access continues to the end of the current billing period, and you will not be charged again.

Glossary

Glossary

Key terms used in Llama Builder and The Sims 4 modding community.

Build/Buy mode The in-game mode where players furnish and decorate lots. Wall Art, Rugs, Vases, and Tables appear here in the object catalog.

CAS (Create-a-Sim) The in-game character customization screen where players dress and style their Sims. Nails, Eyes, Earrings, Glasses, and Tattoos are CAS items.

Charm A 3D decorative object (gem, star, bow, etc.) placed on a nail surface. Charms are rigged to a finger bone so they animate with the Sim's hand.

Custom content (CC) Player-made items added to the game, from clothing and hair to furniture and wall decorations. Llama Builder creates custom content packaged as .package files.

CAS Part The game's internal record for a piece of clothing or accessory. Nails, Eyes, Earrings, Glasses, and Tattoos are exported as CAS Parts.

Gradient stop One color point in a gradient fill. Moving a stop along the gradient strip changes where that color appears. Adding more stops creates multi-color blends.

Mesh The 3D geometry of an object. Llama Builder generates meshes procedurally, so you never need to provide or edit a 3D model.

Mod A file or set of files that modifies or extends the base game. In the context of Llama Builder, a mod is a .package file you drop into the Mods folder.

Mods folder The folder where The Sims 4 looks for .package files on startup. Located at Documents/Electronic Arts/The Sims 4/Mods.

.package The binary file format used by The Sims 4 for custom content and mods. Llama Builder exports your project as a single .package that may contain multiple swatches.

Recolor A mod that changes the color or texture of an existing item without altering its geometry. Swatches in Llama Builder are per-item color variations (not recolors of EA content).

Rig / Rig binding The skeleton that drives a 3D mesh's animation. For nails, the rig is the hand skeleton. Charm rig binding controls which finger bone a charm follows.

Script mod A mod that contains compiled Python code (a .ts4script file) that changes game behavior. The Sims 4 requires a separate Script Mods Allowed setting to enable them. Only one Llama Builder export includes one: a TV Channel that adds a new channel ships a small injector script. Everything else is a plain .package and needs only Enable Custom Content and Mods.

Swatch One color or texture variant of an item. In the game catalog, swatches appear as small colored circles below the item card. All swatches in a Llama Builder project are exported together in one .package file.

Simoleons The in-game currency of The Sims 4. The price you set in Llama Builder is the Simoleon cost players pay in Build/Buy or CAS.

Tags Catalog metadata that tells the game where to file your item: its category, and which search terms, style, and color filters surface it. Build/Buy and CAS items are tagged differently. The game stores tags by a numeric id, so the readable labels in Llama Builder are only for you.

Thumbnail The small preview image shown on the item's catalog card in-game. Llama Builder can auto-render this from the 3D preview, or you can upload your own.

Camera View

Snap the 3D preview to a preset angle. Affects the preview only, not your export.

The Camera View picker rotates the preview to standard angles: front, side, top-down, and so on. It does not affect how the item looks in-game.

Use different angles to check your work from all directions.

Custom Angle

Your own viewing angle. Drag the preview to set it; picking a preset angle snaps back.

When a preview supports dragging, you can spin the item and tilt the camera to inspect it from any angle. While your drag adjustments are in effect, the toolbar shows Custom as the selected angle.

Clicking a preset angle like Head-On clears your adjustments and returns the camera to that exact angle. Custom is not clickable on its own: dragging the preview is what creates it.

Wall Color

Preview your art against different wall colors. Preview-only, not saved into the mod.

The Wall Color picker changes the preview background so you can judge your art against different wall tones. This is preview-only. It is not exported into the .package file and has no effect in-game.

Try light, dark, and mid-tone walls to check contrast and legibility.

Lighting

Toggle the preview between Day and Night lighting. Preview-only.

Day and Night lighting simulate the two main in-game lighting states. Night is dimmer and warmer, which reveals how your colors shift.

Like wall color, this is a preview aid only and does not affect the exported mod.

Download

Generate your mod as a .package file, ready to drop into your Sims 4 Mods folder.

Download compiles your swatches and settings into a single .package file and downloads it. That file is your finished mod.

Copy it into your Sims 4 Mods folder and restart the game to see it in the catalog. See Install in Game for the full steps.

The button requires you to be signed in. If it is disabled, check that you are logged in and that your plan allows downloading.

HD Textures

Double resolution textures. Creator only.

HD doubles the resolution of every texture this project exports. With it on, the Download button offers both a standard and an HD package, so you can publish either or both the way most mod authors do.

For Sims content (nails, earrings, glasses, eyes, tattoos), HD also makes your mod compatible with the community HQ mod. That mod raises the resolution the game composites Sims at, and it expects every custom item to match: a standard-resolution item on an HQ setup can turn the whole Sim black or a flat block of skin colour. Players without the mod see HD content normally, which is why most creators ship the HD file to everyone.

For furniture and decor, no companion mod is involved. Wall art and rugs show their HD detail to every player. Vases and tables go above the size the game loads by default, so those two look their best only for players who have raised their object texture setting.

HD gives your artwork more room, not more detail than it started with: a small uploaded image composited at HD gains headroom, not sharpness.

Thumbnail

Catalog thumbnail: auto-render from the preview, upload your own, or customize a composed shot.

The thumbnail is the small square image shown on your item's catalog card in-game.

  • Auto: Llama Builder renders the thumbnail from the 3D preview at export time. The view used is whatever camera angle is currently active in the editor.
  • Upload: provide your own image for full control over the thumbnail composition.
  • Customize: compose a thumbnail from the live 3D subject. Choose a camera angle, backdrop, and lighting, then optionally add a frame, signature, or logo.

A clear, well-lit thumbnail helps players recognize and find your item in the catalog.

Thumbnail Fit

How your image meets the catalog tile when the two are different shapes.

The catalog tile has a fixed shape: square for Build/Buy objects, tall for Create-a-Sim parts. When your image is a different shape, this decides what happens to the difference.

  • Contain: the whole image fits inside the tile and the leftover space is filled with a color you pick. Nothing is cropped and nothing is distorted.
  • Cover: the image is scaled up until it fills the tile, and whatever hangs over the edges is cropped away.
  • Stretch: the image is squashed or pulled to the tile's exact shape. Nothing is cropped, but a wide painting comes out looking compressed.

Contain is the default. Wide artwork used to be stretched into the square tile with no way to ask for anything else. Pick Stretch if you want that earlier look back.

Fill color appears only under Contain, because the other two leave no gaps to fill.

History

Your recent changes, newest first. Click any entry to jump the project back to that point.

The History panel lists every change you have made to the open project, newest first. Click an entry to jump the project back (or forward) to that point. The 3D preview updates immediately, and the panel stays open so you can step through your timeline.

Jumping is reversible: click a newer entry to go forward again. Making a new edit while you are back in time discards the newer entries, the same as undoing and then editing.

You can also undo and redo one step at a time with Cmd+Z and Cmd+Shift+Z (Mac) or Ctrl+Z and Ctrl+Y (Windows). History is saved with the project, so it survives closing the tab.

Cloud versions

Earlier cloud saves of this project, newest first. Click one to restore it. Undo takes you back.

Every time a project syncs to your account, the previous copy is kept as a cloud version for 90 days. The Cloud versions list in the History panel shows them newest first, from any signed-in browser.

Click a version to restore it. The restore is a normal history step: the 3D preview updates at once, Undo puts the project back the way it was, and the next sync saves the restored project as a new version. Nothing is deleted.

Cloud versions are a Creator feature. Projects that have not synced yet have no cloud versions.

Swatches

Each swatch is a color/texture variation of your item. Players pick swatches in-game.

Swatches are the color and texture variants of your item. Players see them as small circles below the catalog card and click to switch. All of them ship in one .package file.

Click a swatch to select and edit it. Add Swatch duplicates the current one as a starting point.

Swatch Colors

The colored dots shown for this swatch in the catalog. Auto derives them from your art; Manual lets you pick.

Swatch colors are the colored dots (chips) shown for your item in the game catalog: the circles players click to switch between variants.

  • Auto: Llama Builder samples the dominant colors from your artwork and uses them as the dots.
  • Manual: you pick the dot colors yourself.

These are the swatch's visual colors only. Which color a player finds your item under when they filter the catalog is a separate setting. See Color Tags.

Color Tags

Catalog color filters so players can find your item by color. They don't change the swatch's color dots.

Color tags are catalog search metadata. When a player filters the in-game catalog by color, items whose Color tags match are shown. Llama Builder pre-selects suggestions from this swatch's colors; adjust them freely, since the closest two or three keep color search honest.

They do not affect the colored dots on the swatch. Those come from Swatch Colors. Color tags only control how discoverable your item is through the catalog's color filter.

External Editing

Export this swatch's material as a PNG, edit it in any image editor, and import it back.

External Editing hands this swatch's material to your own image editor.

  • Export: downloads the swatch's current material as a PNG, flattened exactly as it would ship in the mod.
  • Import: loads an edited PNG back in as this swatch's material. The image must be the same size as the export.

While an import is active the swatch shows an Imported material badge, and the settings the import replaces are paused. Press Remove to discard the import and hand the swatch back to those settings.

Name

The item's in-game name, shown in the catalog and Build/Buy or Create-a-Sim.

The name appears on the item's catalog card in Build/Buy or Create-a-Sim. Make it descriptive enough to find via the in-game search bar.

It applies to the whole item, so all swatches share it.

Description

Catalog flavor text shown under the item in-game.

The description is the short flavor text under the item's name on its catalog card. Keep it brief; in-game space is limited. A sentence or two on style or inspiration works well.

Price

Simoleon price shown in the in-game catalog.

The price is the Simoleon cost players pay for your item. It is cosmetic and does not affect how the mod installs or works. Look at comparable EA base-game items when choosing one.

Upload Image

Use your own image as the artwork. PNG or JPG; square images fit best.

Upload any PNG or JPG as the artwork. Square images fill the canvas most cleanly, but any aspect ratio works: use Image Fit to control placement.

The image is embedded in the .package file, so no external assets are needed after export.

Canvas Color

Background color shown where the image doesn't cover the canvas.

The canvas color fills any area your image does not cover, including transparent areas of a PNG.

It is embedded in the exported texture, so it shows in-game too.

Image Fit

How the image fills the canvas: Stretch, Cover, Contain, or Custom.

Image Fit controls how your uploaded or generated image is sized and placed on the canvas.

  • Stretch: scales the image to exactly fill the canvas, ignoring the image's aspect ratio. May cause distortion if the image and canvas have different proportions.
  • Cover: scales the image so that it completely fills the canvas while preserving aspect ratio. The image may be cropped at the edges.
  • Contain: scales the image to fit entirely within the canvas while preserving aspect ratio. The canvas color fills any uncovered space (letterboxing).
  • Custom: set the scale and position yourself. Image Position nudges the image; Lock Aspect Ratio constrains proportions while resizing.

Image Position

Nudge the image within the canvas when using Custom fit.

Image Position is only active when Image Fit is Custom. The X and Y controls offset the image from the canvas center, which helps frame part of your artwork, such as centering a face in a portrait.

Lock Aspect Ratio

Keep the image's width-to-height ratio while resizing.

With Lock Aspect Ratio on, scaling one dimension adjusts the other to keep the original proportions. Turn it off to stretch each axis independently.

Tile / Repeat

Repeat the image across the canvas instead of fitting a single copy.

Tiling repeats your image across the canvas instead of fitting a single scaled copy, which suits patterns, textures, and fabric artwork. Tiles use the image's natural scale, so use the scale controls to resize them.

Tags

Catalog tags control where players find your item in Build/Buy: its category, search, and filters.

Tags are how the game's Build/Buy catalog knows what your item is and where to file it. They control which category it appears under, which filters (style, color) surface it, and what catalog searches match it.

  • Required tags are applied automatically so your item lands in the right place, and you can't edit them.
  • Optional tags (like Style and Color Palette) add extra filter coverage so more players can find your item.

Tags are stored by a numeric id, not by name. The labels here are just for you.

Tags

Catalog tags control where players find your item in Create-a-Sim: its filters and style categories.

Tags are how Create-a-Sim knows what your item is and where to file it in the CAS catalog. They control which filters surface it and which style and outfit categories it belongs to.

Some tags do double duty: Style tags not only power the CAS style filter, they also influence how the game auto-dresses generated Sims (townies), so mis-tagging can put your item on the wrong Sims.

Tags are stored by a numeric id, not by name. The labels here are just for you.

Required Tags

Auto-applied so your item lands in the correct catalog category. These can't be edited.

Required tags are applied for you based on the kind of item you're making. They place it in the correct functional category and catalog location, such as a rug under floor coverings. Getting these wrong would file your item in the wrong catalog section, or hide it entirely, so they're locked and can't be changed here.

Style Tags

Catalog Style filters (Boho, Country…), and in CAS they steer how the game auto-dresses townies.

Style tags group your item under a design style (Bohemian, Country, Glamour, and so on).

They do two jobs:

  • Catalog filter: players who filter the catalog by a style see items tagged with it.
  • Auto-generation (CAS): the game uses Style tags to assemble coherent outfits on generated Sims, so a "Bohemian" Sim gets Bohemian-tagged clothing.

Style is optional, so add the ones that genuinely fit. The game's built-in style definitions don't always match intuition, so a tag won't by itself make your item prominent in that filter.

Color Palette Tags

Groups your item under a broad palette (Earth Tones, Jewel…) in the catalog. Optional.

Color Palette tags file your item under a broad palette group (Earth Tones, Jewel, Grayscale, and so on) for catalog browsing.

This is different from Color Tags, which control the specific per-swatch color filters (Red, Blue…). Palette tags describe the overall vibe; Color Tags make individual swatches discoverable by color.

Outfit Category Tags

Which outfit slots your item is valid for in CAS (Everyday, Formal, Athletic, Sleep…).

Outfit Category tags declare which outfit slots your item is appropriate for: Everyday, Formal, Athletic, Sleep, Party, and so on. When a player or the game builds an outfit for a given category, only items valid for that category are offered.

Pick every category your item realistically fits; leaving them all off can make it hard to use in the right situations.

Fabric Tags

Fabric filters (Cotton, Leather…) so players can filter CAS items by material. Optional.

Fabric tags describe what your item is made of (Cotton, Denim, Leather, Silk, and so on) so players filtering CAS by fabric can find it. They're purely for catalog filtering and are optional.

Frame Size

Quick presets (Small → Mural) that set the canvas dimensions. Fine-tune below.

Frame size presets let you quickly pick a standard canvas size, from a small accent piece to a mural-scale statement work. Each preset sets both the width and height to commonly used values.

After picking a preset, you can fine-tune the Width and Height individually. Larger canvases (Mural) fill a whole wall section; smaller sizes (Small, Medium) work well clustered in a gallery layout.

No Frame

Drop the frame border and show the artwork edge-to-edge.

Enabling No Frame removes the border entirely, leaving just the flat artwork surface mounted directly on the wall. This is ideal for minimalist posters, prints, or any design where a visible frame would detract from the image.

When No Frame is on, the thickness, depth, and frame material controls are hidden, because they only apply when a frame is present.

Aspect Ratio Lock

Keeps width and height in proportion, so resizing the piece never reshapes it.

With the aspect ratio locked, dragging Width scales Height to match, and the other way round. The proportions you can see are the ones kept, so lock it once the shape looks right and resize freely from there.

If the partner dimension would run past the slider's maximum it stops there rather than going out of range, so an extreme drag can still change the shape. Picking a Preset always sets both dimensions outright, since each preset has a shape of its own.

Canvas Edge

What the four sides of a wrapped canvas show: the artwork continuing around, or plain canvas.

A wrapped canvas has no frame hiding its sides, so you choose what they show.

  • Wrap Art continues the artwork around all four sides, the way a gallery-wrapped print looks. The edges pick up whatever is at the border of your image, so a picture with an important subject near the edge will have a sliver of it running down the side.
  • Raw Edge leaves the sides in the swatch's canvas color, like unprinted canvas stretched over the bars. Pick this when the artwork should stop cleanly at the front face.

Either way the front of the canvas shows the whole image. This control only appears with Wrapped Canvas turned on, since a frame covers the canvas edges.

Width

Canvas width in Sims metres. Wider art reads better on big walls.

Width sets the horizontal size of the wall art canvas in Sims metres. One Sims metre corresponds roughly to one game tile. A wider canvas fits better on large open walls and is more legible from a distance.

Common widths are 0.5 m (small accent), 1.0 m (standard), and 2.0 m+ (oversized/mural). The width and height together define the aspect ratio of the canvas.

Height

Canvas height in Sims metres.

Height sets the canvas's vertical size in Sims metres. Adjust it independently from width for portrait, landscape, or square canvases.

For typical wall space, heights between 0.5 m and 1.5 m work well. Very tall pieces may clip against the ceiling depending on where the Sim places them.

Frame Thickness

How chunky the frame border is around the artwork.

Frame thickness controls the width of the border that surrounds the artwork. A thin border (low value) gives a sleek, gallery-style look. A thicker border feels more traditional and ornate.

The thickness is added outside the canvas dimensions, so a thick frame on a small canvas will result in a larger overall piece footprint on the wall.

Frame Depth

How far the framed piece projects out from the wall.

Frame depth controls how far the entire piece protrudes from the wall surface. A shallow depth looks like a thin canvas print; a deeper value creates the look of a chunky shadow-box frame.

Combined with Wall Offset, depth affects how pronounced the 3D shadow of the frame looks in-game under different lighting.

Wall Offset

Gap between the back of the frame and the wall surface.

Wall offset adds a small gap between the back of the frame and the wall it is mounted on. A non-zero offset creates a subtle shadow gap around the piece, giving a "floating frame" effect. Set it to zero for the frame to sit flush against the wall.

Rotation

Tilts the piece on the wall. The angle is baked into the model, so it hangs crooked in game.

Rotation rolls the framed piece (or wrapped canvas) around its center while staying flat against the wall. The tilt is baked into the model, so the art hangs crooked in game no matter how it is placed. A degree or two reads as a charmingly imperfect gallery wall; 90 turns a landscape piece into a portrait.

The drop shadow tilts with the art, and the piece keeps hanging from the same spot on the wall.

Frame Material

The frame's surface look: wood tones, metal, and more.

The frame material controls the color and surface finish of the border. Available materials include light and dark wood tones, metallic finishes (gold, silver, black metal), and neutral options.

The material is set per-swatch, so you can create swatches that pair the same artwork with different frame materials, such as one swatch with a walnut frame and another with a gold one.

Canvas Surface

Bare canvas as a flat color, or a woven texture the light can catch.

This sets what the canvas underneath the artwork is made of. Either way it takes its color from Canvas Color above.

  • Solid Color is a flat fill.
  • Canvas Texture is a procedural woven linen. Its weave shows wherever the bare canvas is visible, meaning the gaps a Contain or Custom fit leaves and a wrapped canvas's raw edge. The weave also catches the light across the whole piece, including through the artwork printed over it, the way a real canvas print does.

The threads are sized in world units, so a mural and a small print have canvas of the same weight rather than the mural looking like silk.

Texture Intensity

How pronounced the canvas weave is, from barely there to coarse linen.

Intensity controls how strongly the weave reads through the artwork. A picture covers the canvas's color, so all that survives underneath it is the texture of the threads; this sets how much of that shows.

At zero the canvas is flat and looks the same as Solid Color. Low values give a smooth canvas that only catches the light at a glancing angle. High values push the weave clearly through the picture.

The exposed sides of a wrapped canvas are deliberately left out of this. They have no artwork over them, so the setting that looks right through a picture is far too strong out in the open, and they keep a mild weave of their own however far this is pushed. Winding it to zero still flattens them along with everything else.

Hanging Hardware

Hang the piece from a string, rope, cable, or chain running from the top corners to a nail.

Hanging hardware adds two strands from the top corners of the piece up to a small nail above its center, baked into the model so they show in game. Pick a style to turn it on:

  • String is a thin cord, like gallery hanging wire.
  • Rope is a thick twisted cord with a natural jute color.
  • Cable is a fine steel wire with a metallic sheen.
  • Chain is a run of interlocking metal links.

If the piece is rotated, the strands follow the tilted corners while the nail stays put, so crooked art looks like it slid on its hook. Rotate far enough and the hardware re-hangs where a real wire would settle: on the edge that now faces up, or across the two opposite corners when the piece sits corner-up like a diamond.

Hang Height

How far above the piece the nail sits. Taller heights make longer, steeper strands.

Hang height sets the distance from the top of the piece to the nail the strands converge on, in Sims metres. A small height tucks the hardware close to the frame; a large one makes long, dramatic strands. The piece itself stays where you hang it; only the hardware above it grows.

Hardware Color

Default matches the style (jute rope, steel cable). Custom uses any color you pick.

Hardware color controls the strand and nail color. Default gives each style its natural look: dark cord for string, jute for rope, and steel tones for cable and chain. Custom applies any color you choose to the whole hardware set.

Rug Size

Standard rug dimensions (e.g. 2×3, 5×7). Sets width and length together.

Rug size presets let you quickly pick a standard floor-covering size. The preset names correspond to common real-world rug sizes (e.g. 2×3, 4×6, 5×7 tile equivalents).

After selecting a preset, you can adjust width and length independently. Larger rugs anchor furniture groupings; smaller rugs work under side tables or as accent pieces.

Rotation

Spins the rug on the floor. The angle is baked into the model, so it stays askew however you place it.

Rotation spins the whole rug on the floor plane, artwork and all. Unlike rotating the object in Build mode, the angle is baked into the model itself, so the rug sits askew even on the normal placement grid. A few degrees gives a casually crooked look; larger angles make diagonal runners.

The rug's placement footprint stays a straight rectangle sized to the rotated rug, so a heavily rotated rug reserves a little more floor space than its visible corners.

Shape Mask

Cut the rug to a shape: circle, ellipse, rounded, diamond, jagged, or wavy.

The shape mask cuts the rug mesh to a non-rectangular silhouette. The default is no mask (rectangular). Available masks are:

  • Circle / Ellipse: a smooth oval. Adjust the Ellipse Radius sliders to control how elongated the oval is.
  • Rounded: a rectangle with softened corners. Use Corner Radius to control how round the corners are.
  • Diamond: a rotated square shape, centered on the rug.
  • Jagged: a zig-zag edge. Jagged Depth controls how deep the teeth cut inward; Jagged Teeth controls how many teeth appear around the perimeter.
  • Wavy: a smooth undulating edge. Wave Depth and Wave Count control the amplitude and frequency.

The artwork beneath the mask is not changed. Only the visible boundary of the rug mesh is affected.

Ellipse Radius

Width and height of the oval cut, as a fraction of the rug.

Ellipse radius sets the size of the oval shape mask as a fraction of the rug's dimensions. Setting both values equal creates a circle. Setting different values creates a wider or taller oval.

Values range from 0 to 1, where 1 uses the full width or height of the rug.

Corner Radius

How rounded the rug corners are.

Corner radius controls how much the corners of a rounded-rectangle rug are softened. A value of 0 gives sharp corners (same as no mask). A high value rounds the corners so much the rug approaches an oval shape.

Jagged Depth

How deep the zig-zag teeth cut into the rug edge.

Jagged depth controls how far the triangular teeth of the jagged mask cut inward from the rug edge. A small depth gives a subtle serrated border; a large depth makes deep, dramatic spikes. Pair this with Jagged Teeth to control the overall look.

Jagged Teeth

Number of teeth around the jagged edge.

Jagged teeth sets how many triangular points appear around the perimeter of the rug. More teeth with a shallow depth creates a delicate scalloped or fringed look; fewer teeth with deep depth creates large bold spikes.

Wave Depth

How far the wavy edge swings in and out.

Wave depth controls the amplitude of the wavy edge: how far each wave dips inward and outward from the rug's boundary. A small depth gives a gentle ripple; a large depth creates a dramatically undulating edge.

Wave Count

Number of waves around the rug edge.

Wave count sets how many complete wave cycles appear around the rug perimeter. A small count creates long, gentle curves; a high count makes tighter, more frequent ripples. The combination of wave depth and wave count determines the overall wavy silhouette.

Fringe

Add hanging strands around the rug's edge: cut, tassels, loops, or a braided border.

Fringe draws procedural strands around the rug's edge, following whatever shape mask is active (a circle rug gets fringe all the way around its curve). The rug's footprint in the game does not change: the body pulls in slightly and the fringe fills the freed border.

  • Cut is classic straight-cut fringe, with slight natural variation per strand.
  • Tassels gathers strands into knotted bunches, spaced farther apart.
  • Loops is uncut looped fringe, like a berber edge.
  • Braided wraps the rug in a woven border band instead of hanging strands.

Fringe Length

How far the strands extend, as a share of the rug's shorter side.

Fringe length controls how far the strands hang down or extend from the rug's edge, measured as a fraction of the rug's shorter dimension.

Fringe Density

How many strands, tassels, or weave repeats fit along each tile of edge.

Fringe density sets how densely packed the strands, tassels, or weave repeats are along each edge tile.

Fringe Thickness

How much of the spacing each strand fills: low is wispy, high is dense.

Fringe thickness controls the diameter of individual strands: low values create wispy, thin strands, while high values create thick, dense strands.

Fringe Messiness

0 is machine-neat, 1 is shaggy: strands vary in length, lean, and gaps.

Fringe messiness controls the natural variation in individual strands: a value of 0 is perfectly uniform and machine-like, while a value of 1 creates shaggy variation in strand length, angle, and spacing.

Fringe Edges

All Edges wraps the whole outline. Ends Only fringes just the short ends, the classic runner look.

Fringe edges controls which edges of the rug have fringe: All Edges fringes the entire perimeter, while Ends Only fringes only the short ends (the classic runner rug look).

Fringe Color

Match Art samples the rug art near each strand. Custom uses a fixed color of your choice.

Fringe color determines the color of the fringe strands: Match Art automatically samples the color from the rug artwork near each strand, while Custom uses a fixed color that you specify.

Fringe Variation

Shuffle rerolls the random strand pattern while keeping all your settings.

Fringe variation controls the random pattern of the strands: Shuffle rerolls the procedural pattern while keeping all your other fringe settings unchanged.

Nail Shape

The nail silhouette: square, round, and more.

Nail Shape sets the silhouette of the nail, the outline visible from above. Options typically include square, rounded, oval, coffin (ballerina), stiletto (pointed), and almond, though the exact set may vary.

Each shape has its own geometry; the Nail Length and Arch sliders adjust that shape's proportions. Different shapes read differently at different lengths, so experiment to find the right combination.

Nail Length

How far the nail extends past the fingertip.

Nail length controls how much the nail extends beyond the fingertip. Short lengths look natural and understated; longer lengths create dramatic statement nails. The length is relative to the finger, and extreme values may look stylized rather than realistic.

Length interacts with Arch. On stiletto and coffin shapes, longer nails often pair well with higher arch values.

Arch

Curve of the nail tip for the selected shape.

Arch controls the curvature at the free edge of the nail: how much it curves or hooks at the tip. A low arch is nearly flat; a high arch creates a deep curve. The effect varies per shape: arch is most noticeable on rounded, oval, and coffin shapes.

Add Charm

Add a 3D charm (gem, star, bow…) you can place on the nails.

Add Charm opens the charm library, a collection of 3D decorative objects (gems, stars, bows, etc.) that you can place on the nail surface. Selecting a charm from the library creates a charm entry in your project.

Each charm entry can have multiple placed copies on different nails, and can be recolored independently from the nail base material.

Charm

One charm type. Arm it to place copies, swap its shape, or remove it.

The charm card represents one type of charm in your project. From here you can:

  • Place more copies of this charm on nails using the arm button.
  • Swap the 3D model to a different charm shape from the library.
  • Remove this charm type and all its placed copies.

A single nail can have multiple charm types on it; charms can overlap freely in the editor.

Place Charm

Arm placement, then click a nail in the preview to drop a copy of this charm.

Click Place Charm to enter placement mode for this charm type. While armed, clicking any nail in the 3D preview drops a copy of the charm on that nail.

Click Place Charm again (or press Escape) to exit placement mode. Placed copies can be selected individually in the preview to adjust their position, rotation, and scale.

Charm Shape

Swap the 3D model used for this charm.

Charm Shape swaps this charm's 3D model without disturbing its placed instances; all copies update to the new shape. Use it to try different geometries without re-placing everything.

Placed Charm

One placed copy. Select it to adjust its finger and transform.

A placed charm is one instance of a charm type on a specific nail. Select a placed charm in the 3D preview to:

  • Adjust its Move / Rotate / Scale using the gizmo.
  • Change its Rig Binding (which finger bone it follows in-game).

Placed charms are per-nail, so you can place the same charm type on multiple nails, and each copy is independently positionable.

Rig Binding

Which finger bone the charm follows. Auto picks the nearest; Manual lets you choose.

Rig binding controls which bone in the hand skeleton this charm is attached to. In-game, the charm will move and rotate with that bone as the Sim's finger animates.

  • Auto: Llama Builder detects the nearest finger bone based on the charm's position on the nail. This is the recommended setting for most cases.
  • Manual: choose the bone yourself. Use this if auto-binding picks the wrong one, such as on nails near a knuckle joint.

Correct rig binding prevents charms from floating away from the nail during animations.

Move / Rotate / Scale

Pick a gizmo tool to move, rotate, or resize the selected charm.

The transform gizmo positions, orients, and sizes the selected charm. Choose a mode:

  • Move: drag the axis handles to reposition the charm along X, Y, or Z.
  • Rotate: drag the ring handles to spin the charm around each axis.
  • Scale: drag the scale handles to resize the charm uniformly or on a single axis.

Changes are reflected live in the 3D preview. After transforming, the charm stays in that position for this specific placed copy.

Base Material Slot

A recolorable region of the nail. Each swatch sets every slot.

Material slots are the independently colorable regions of the nail surface. The base nail geometry may have one or more slots (e.g. a main nail surface and a tip region for French manicure styles).

Each swatch sets all slots, so switching between swatches changes the entire nail color scheme. Within a swatch, you set each slot's fill type (solid, gradient, or image) and its colors independently.

Fill Type

Fill the slot with a solid color, a gradient, or an image.

Fill type controls how the material slot is colored. The three options are:

  • Solid: a flat, single color. Simple and fast.
  • Gradient: a smooth blend between two or more color stops. Supports multiple stops, each with its own color and position. The Gradient Angle controls the direction of the blend.
  • Image: fill the slot with an uploaded image, using the standard fit controls.

Each slot in each swatch can use a different fill type, so you can mix solid nails with gradient accents in the same design.

Gradient Stop

A color point along the gradient. Drag to reposition.

A gradient stop is a single color point on the gradient strip. The gradient smoothly blends between stops in order. Click a stop to select it and change its color; drag it left or right along the strip to reposition it.

You need at least two stops for a gradient to render. Add more stops to create complex multi-color blends like rainbow or ombre effects.

Add Stop

Add another color point to the gradient.

Add Stop inserts a new color point into the gradient. The new stop is placed at the midpoint between existing stops and picks up the blended color at that position as a starting color.

More stops give you more control over where each color sits in the blend. Remove unwanted stops by selecting them and pressing Delete.

Gradient Angle

Direction the gradient runs across the nail.

Gradient angle controls the direction the blend travels across the nail surface. 0° runs left to right; 90° runs bottom to top; 45° runs diagonally. Use angle to create effects like a vertical fade from cuticle to tip or a diagonal shimmer.

Image Fill

Use an uploaded image as the slot fill, with the usual fit controls.

Image fill uses an uploaded PNG or JPG as the color/texture for this material slot. The standard Image Fit controls (Stretch, Cover, Contain, Custom) apply.

Image fills work well for nail-art patterns, foil textures, or decorative prints. Because each slot can have its own image, you can layer different patterns across the nail regions.

Charm Color

Recolor a charm with a solid color, gradient, or image.

Charm color sets the material fill for the selected charm type, independent from the nail base material. You can use the same solid / gradient / image fill options as the nail slots.

Charm color is set per-swatch, so you can have the same charm appear in different colors across your swatches.

Preview Frame

Preview your set on the feminine or masculine body. It changes the model only, never the mod.

Sims come in two body frames, and the hands differ enough between them that a set can read differently on each. This toggle switches which frame's body the hand and body camera views mount, so you can check both without leaving the editor.

It is a preview aid only. The nails themselves are the same mesh on both frames, and the exported package is unchanged either way. Swatch thumbnails are unaffected too: nail tiles show the painted material on its own and never render a body at all.

The toggle is always available, even if your Restrictions currently allow only one frame in-game, so you can still check how the set reads on the other body. The hand and body views need your game files linked, so the first click asks for that if you have not linked them yet.

Restrictions

Which ages and body frames can wear this. At least one age and one frame are required.

Restrictions control which Sims can wear your item in Create-a-Sim:

  • Ages: which life stages (Teen, Adult, Elder…) the item is available to.
  • Frame: the masculine and/or feminine body frame.

At least one age and one frame must stay selected. A CAS part with no valid age, or no valid frame, never appears in Create-a-Sim at all, so the editor won't let you clear the last one.

Vase Silhouettes

Start from a classic silhouette: amphora, bottle, bud, cylinder, or bowl.

Presets load a classic vase silhouette as your starting point. Each preset is just a set of profile points, so after picking one you can freely reshape it in the profile editor below.

Once you drag any point, the shape becomes Custom. Picking a preset again resets the profile to that silhouette.

Profile Editor

Drag points to reshape the vase. Click the outline to add a point; double-click one to remove it.

The profile editor shows the vase's silhouette from the side. The curve you shape here is revolved around the center axis to build the 3D body.

  • Drag a point to move it. Points keep their vertical order, and the base point stays on the ground.
  • Click anywhere on the outline to add a new point there.
  • Double-click a point to remove it (a vase needs at least three).

The mouth of the vase is always open, and the wall thickness and interior are generated automatically.

Height

Scales the whole vase between 10 cm and 1 m. Proportions are preserved.

Height rescales the entire silhouette proportionally, from a 10 cm bud vase to a 1 m floor vase.

Size also decides which surfaces the vase can sit on in the game: small vases fit end tables and shelves, while large floor vases may only fit sturdier surfaces or the floor.

Base Color

The glaze color of the ceramic body, under any pattern or art.

The base color is the vase's glaze, the color of the ceramic everywhere no pattern or art covers it. The interior and underside use a darker shade of the same color automatically.

Pattern

Bands, stripes, checker, or speckle in one or two colors over the base glaze.

Patterns paint a repeating design over the base glaze:

  • Bands: horizontal rings around the body.
  • Stripes: vertical stripes around the circumference.
  • Checker: a grid of alternating cells.
  • Speckle: scattered glaze dots.

Use one color to alternate with the base glaze, or add a second color for a two-tone pattern. Scale controls how fine the pattern repeats. Art wraps on top of the pattern, so transparent areas of your art show the pattern through it.

Interior

Color and pattern for the inside of the vase. Auto uses a darker shade of the base glaze.

The interior is everything you see looking into the vase: the rim, the inner wall, and the floor of the cavity. Drag the preview up or down to raise the camera and look inside. The vase stays put on the floor.

By default the interior uses Auto: a darker shade of the base glaze, like fired ceramic. Pick an explicit color to glaze the inside differently, and add an interior pattern (bands, stripes, checker, or speckle) for decorated interiors. Bands run around the cavity; stripes run down toward the floor.

The underside of the vase always keeps the darkened ceramic look, like the unglazed foot of real pottery.

Art Placement

Position and size the art band, and how many times it repeats around and up the vase.

Your art image wraps around the vase as a band:

  • Position: where the band sits vertically, from the base to the rim.
  • Size: how much of the vase's height the band covers. Cover stretches it rim-to-base in one click.
  • Around: how many copies wrap around the circumference (1 stretches the image all the way around).
  • Stacked: how many copies stack vertically inside the band, for tiled all-over designs.

Transparent parts of the image show the pattern and base glaze beneath, so PNGs with transparency work like decals.

Contacts vs. Eye Color

Contacts layer over any eye color under Makeup; Eye Color replaces it and is genetic.

Eyes ship in one of two Create-a-Sim flavors, and this toggle picks which one your whole project targets:

  • Contacts appear under Makeup → Face Paint. They layer over whatever eye color the Sim already has. Outside your iris design, the Sim's own eye shows through. Randomized Sims never pick them.
  • Eye Color appears in the actual Eye Color picker. It replaces the eye completely (your swatch includes the white of the eye) and passes on genetically to children. Randomized Sims may pick it, just like the built-in colors.

Your swatch designs carry over unchanged when you switch flavors.

Iris Color

The base color of the iris. Shading, pupil, and catchlight are added automatically.

The iris color drives the procedurally drawn eye: a shaded iris in your color, with a darker limbal ring, pupil, and a glassy catchlight added automatically.

If you upload iris art, it draws over this procedural iris, and transparent areas of your art let the base color show through.

Iris Size

Scales the iris on the eyeball. 100% matches the game's natural proportions.

Size scales the whole iris disc on the eyeball. 100% matches the proportions of the game's own eye colors; smaller reads beady, larger reads stylized or anime-like.

Iris Art

Upload or generate art to map onto the iris, the creative heart of an eye mod.

Iris art is mapped onto the iris disc, clipped to the circle, with the limbal ring and catchlight kept on top so the result still reads as a glassy eye.

Galaxy swirls, flowers, runes, cat pupils: anything with strong color and a roughly square composition works well. Art always draws over the procedural iris, so partial transparency blends the two.

Art Placement

Slide and zoom your art on the iris. Outside its edges the iris color shows.

Position your uploaded art on the iris disc:

  • Across / Up-Down slide the art by up to a full iris radius in each direction.
  • Zoom scales it from half cover-size to 3×. Zoom out to frame the whole image inside the iris (the iris color fills the space around it), or zoom in to crop into a detail.

Limbal Ring

The dark ring around the iris edge. Pick its color and width.

The limbal ring is the dark border where the iris meets the white of the eye. A subtle dark ring reads youthful and bright; a wide or colored one reads stylized, so try deep blue or violet rings on fantasy eyes.

Highlight

The glassy catchlight dot. Toggle it, tint it, or resize it.

The catchlight is the bright dot that makes an eye read wet and glassy. It draws on top of everything, including artwork. Disable it for flat or undead looks, or tint and enlarge it for a stylized sparkle.

Pupil

Pupil color, optional gradient, size, and whether it draws over your art.

The pupil is drawn procedurally, so it stays crisp at any size:

  • Color sets the pupil; + gradient adds a second color feathered from center to edge.
  • Size scales it relative to the iris: small reads alert or feline paired with a bright iris; large reads soft or anime.
  • Draw on top of iris art keeps the pupil visible over opaque artwork. Off (the default), your art covers the pupil zone. Use that when the art brings its own pupil.

Sclera

The white of the eye: color, shading, and optional artwork.

The sclera is the white of the eye.

  • Eye Color swatches replace the whole eye, so their sclera is always painted: pick the base color and the edge shading color.
  • Contacts normally leave the Sim's own sclera visible. Enable Paint the sclera to cover the entire eye instead: blackout, blood-red, or patterned full-eye lenses.
  • Sclera Art maps an image across the whole eye area, underneath the iris: veins, cracks, star fields.

Iris Texture

Procedural realism layers: radial furrows, contraction furrows, collarette.

Three procedural detail layers modeled on real iris anatomy, drawn over your color or artwork:

  • Radial furrows: fibrous spokes radiating from the pupil. Count sets how fine they are.
  • Contraction furrows: faint concentric rings in the outer iris.
  • Collarette: the wavy, slightly raised zone hugging the pupil.

Identical settings always render identically, so swatches stay reproducible. Strength sliders blend each layer from barely-there to pronounced.

Preview Frame

Preview your eyes on the feminine or masculine head. It changes the model only, never the mod.

Sims come in two body frames with differently shaped heads. The eye sockets themselves measure the same on both, so your design sits identically either way, but the face around it reads differently. This toggle switches which frame's head the preview seats the pair in.

It is a preview aid only. The exported package is unchanged either way, and swatch thumbnails always bake on the feminine head so a saved tile never depends on what you were looking at.

The toggle is always available, even if your Restrictions currently allow only one frame in-game, so you can still check how the design reads on the other head. The seated head comes from your own game files, so the first click asks you to link them if you have not yet.

Restrictions

Which ages and genders can wear these eyes in Create-a-Sim.

Restrictions control who can wear the eyes in Create-a-Sim.

The body slot is fixed by the Flavor toggle (contacts vs. eye color) and the species is always Human. Ages and genders are yours to narrow. Eye Color projects include children by default; Contacts default to Teen and up, matching how the game categorizes face paint.

Earring Styles

Pick stud, hoop, or dangle. Each style remembers its own settings.

Earrings come in three styles:

  • Stud: a single decorative face on a post.
  • Hoop: a classic ring through the lobe.
  • Dangle: a hook or post with an optional chain and a hanging drop.

Switching styles never loses your work: each style keeps its own settings, so you can flip between them freely while deciding.

Pair & Symmetry

Same design on both ears (mirrored or identical), or a totally different earring per ear.

Controls how the two earrings relate:

  • Same on both ears: one design for the pair, with a choice of:
    • Mirrored: the right ear is a mirror image (how matched jewelry is usually worn; a twisted design leans opposite ways).
    • Identical: the design reads exactly the same on both ears.
  • Different per ear: each ear gets its own arrangement of earrings. Use the Left ear / Right ear tabs to pick which one you're editing; the preview always shows both.

Materials are per earring: select an earring and set its metal, gem, and finish in the Materials section.

Multiple Earrings

Stack up to five earrings per ear, each one fully customizable and positioned on its own piercing.

Each ear wears an arrangement of up to five earrings. The list shows every earring on the ear you're editing, labeled by its piercing location and style.

  • Click an earring to select it. The style and placement controls below edit the selected one, and it glows teal in the preview when the ear wears more than one.
  • Add earring starts a new stud on the next free piercing location.
  • removes an earring (an ear always keeps at least one).

Use the Left Ear / Right Ear camera views to zoom in while you arrange. Each frames that side's whole ear.

Piercing Placement

Snap to a common piercing preset, or slide the earring anywhere on the ear and tilt it.

Where the selected earring pierces the ear.

Presets cover the common piercings: lobe, upper lobe, helix (top rim), forward helix, mid helix (back rim), tragus, and conch. Picking one snaps the earring there.

Sliders move it anywhere: height, front/back, in/out, plus a tilt that rotates hoops and dangles in the ear plane. Nudging a slider switches the placement to Custom.

Placements mirror with the pair, so a left-helix earring sits on the right helix too. The Left Ear / Right Ear camera views frame the whole ear so you can judge a placement against the other piercings.

Stud Settings

Choose the face shape from the jewelry library and set its size in millimeters.

Studs are a decorative face sitting on the earlobe.

  • Face shape picks from the jewelry piece library: gems, hearts, stars, and more.
  • Size sets the face's width in millimeters. Real studs usually run 3–8 mm.

Hoop Settings

Set the ring's diameter, wire thickness, and facet count.

Hoops are a full ring passing through the lobe.

  • Diameter: from snug 6 mm huggies to bold 25 mm rings.
  • Thickness: the wire gauge.
  • Facets: how many segments form the ring. High counts read as smooth circles; low counts give a deliberately faceted, geometric look.

Dangle Settings

Pick a hook or post connector, style the chain, and choose or sculpt the hanging drop.

Dangles hang a decorative drop below the ear.

  • Hook / Post is the connector through the piercing: a french ear-wire (the chain hangs from its short front leg) or a simple post with a ring.
  • Chain links: up to five links between the connector and the drop, in oval or round style, with an adjustable size.
  • Drop: pick a shape from the library, or sculpt your own silhouette with the profile editor.

Dangles are rigid in-game, so they don't sway with movement (a Sims limitation shared by all custom content).

Custom Drop Silhouette

Sculpt the drop's outline; it revolves into the 3D shape, like the vase editor.

The silhouette you draw here is revolved around its vertical axis to build the hanging drop, the same idea as the vase shape editor, at earring scale.

  • Drag a point to move it. Points keep their vertical order.
  • Click anywhere on the outline to add a new point.
  • Double-click a point to remove it (a drop needs at least three).

The Drop size slider scales the finished silhouette; wider outlines make wider drops.

Metal Material

The selected earring's metal color, solid or gradient. Gold, silver, rose gold, or anything else.

The metal material colors the SELECTED earring's wire parts: posts, hoops, hooks, and chain links. Pick which earring you're editing in the Style section's arrangement list. Every earring can wear its own metal.

Use a solid color for classic metals (gold #d4af37, silver #c0c0c0, rose gold #b76e79) or a gradient for two-tone looks.

Gem Material

The selected earring's gem color (stud faces and dangle drops), solid or gradient.

The gem material colors the selected earring's decorative pieces: stud faces and dangle drops. Like the metal, it's per earring, so mix a pearl lobe stud with an emerald helix.

Solid colors read as opaque stones or enamel; gradients give a faceted, light-catching impression.

Metal Finish

Polished adds a bright highlight, brushed adds fine lines, matte stays flat.

The finish is a treatment painted over the metal color:

  • Polished: a bright highlight band, like freshly buffed metal.
  • Brushed: fine directional lines, like brushed steel.
  • Matte: flat color with no treatment.

Preview Ear Frame

Preview your design on the feminine or masculine ear. Placements adapt per frame automatically.

Sims come in two body frames, and their ears sit differently: the masculine ear is a little taller, flatter, and further forward. When your earrings allow both frames (the default), the game gets a separately-placed version for each, adapted automatically from your design.

This toggle switches which frame's ear the preview shows, so you can check both without leaving the editor. It's a preview aid only, and the exported mod always includes every frame your Restrictions allow.

Skin Tone

Tints the preview's ear models so you can judge the pair against different complexions.

The skin tone tints the ear models in the preview so you can judge how your earrings read against different complexions. It's a preview aid only, and it has no effect on the generated mod.

Restrictions

Which Sims can wear these earrings: ages and frames; unisex by default.

Restrictions control who the earrings appear for in Create-a-Sim.

The default (all frames, Teen through Elder) matches how the game's own earrings ship. The body slot itself is fixed: earrings always occupy the game's earring slot, covering both ears with a single part.

Table Kind

Dining, coffee, or end table. Each preset sets a starting width and depth you can still fine-tune.

Kind picks a table archetype and its everyday starting size:

  • Dining: three lengths (1, 2, or 3 tiles) that seat Sims around it; the readout below shows exactly how many.
  • Coffee: a low table with no seating slots.
  • End: a small side table with no seating slots.

Choosing a kind sets width and depth to that preset's defaults. Drag the sliders below afterward to fine-tune the footprint without losing the kind.

Width & Depth

Table footprint in meters, from 0.4m to 3m wide and 0.4m to 1.5m deep.

Width and depth set the tabletop's footprint in meters, and legs, cloth, and containment slots all scale to match.

For a dining table, the readout below shows how many floor tiles it spans and how many Sims can be seated around it, computed the same way the exported package is. Coffee and end tables always show "No seating", because they don't ship seat slots.

Top Shape

Rectangle, rounded, circle, or oval tabletop, plus its thickness.

Top Shape controls the tabletop's outline: Rectangle and Rounded keep the full width/depth footprint with square or filleted corners, while Circle and Oval inscribe an ellipse within it instead.

Thickness sets how deep the slab is, from a thin 2 cm café top to a substantial 8 cm slab.

Edge Profile

The tabletop's swept edge cut, from a plain straight band to routed, waved, or waterfall-wrapped profiles.

Edge Profile sweeps the tabletop's outer band into one of eight silhouettes, cut inward from the same straight-sided default so the top's overall footprint never changes:

  • Straight: today's plain vertical band, unchanged.
  • Inverted: a linear undercut sloping inward toward the bottom, like an underbevel, full width at the top surface and narrower where it meets the legs.
  • Beveled: an angled cut starting at the top corner down to a mid-depth inset, then straight the rest of the way. The bevel sits at the top.
  • Chamfer: flat at the top and bottom with a single diagonal cut across the middle third. This is the classic mid-edge chamfer, cut lower than Beveled.
  • Ogee: an S-curve wave (rise, dip, rise, ease back), a cyma-style molding profile.
  • Bullnose: a full half-round hump, flush with the top and bottom surfaces and peaking at mid-depth.
  • Roundover: a quarter-circle curve confined to about the top third of the edge, flat for the rest, so it is round only at the top corner.
  • Waterfall: a broad quarter-circle sweeping continuously from the top surface to a deep inset at the bottom, rather than rounding just one corner.

Legs

Corner or center-pedestal arrangement, with a lathe profile you reshape like a vase.

Legs have two settings:

  • Arrangement: Corners puts one leg under each corner of the top; Pedestal centers a single column instead.
  • Profile: the same lathe-profile editor as vases, revolved to build each leg's silhouette. Drag points to reshape, click the outline to add one, double-click to remove.

The profile is normalized to the leg's own height and capped at a smaller radius than a vase's, so a bulky point never balloons a leg wider than the top it holds up.

Tablecloth Drape

An optional cloth skirt hanging from the tabletop edge, with adjustable drop, overhang, and edge softness.

Turn on the tablecloth to add a fabric skirt hanging from the tabletop's edge down toward the floor.

  • Drop: how far the skirt hangs, from a short lip to nearly floor-length.
  • Overhang: how far the cloth outsets past the tabletop's edge before it starts falling, like a real tablecloth's overlap.
  • Soft Edge: rounds the hard crease where the flat tabletop meets the hanging skirt into a gentle fillet, from a sharp fold to a softly rolled edge.
  • Ruffle: adds a wavy gather to the hem's outline, from a flat edge to a pronounced ruffled trim.

The hem's own finish (plain, scalloped, or lace) lives in the Hem control below. The cloth gets its own color and art in the swatch panel (see the Tablecloth section there), independent of the top and leg colors.

Hem

The tablecloth's hem finish (plain, scalloped, or lace), with the lace lattice painted only on the hanging skirt.

Hem picks the finish along the tablecloth skirt's bottom edge:

  • Plain: today's flat hem outline, no lift.
  • Scallop: lifts the hem into a repeating lobed wave, like a scalloped-edge tablecloth.
  • Lace: the same scalloped lift as Scallop, plus a woven-look dot/arc lattice band painted into the fabric right along the hem.

The lace band is skirt-only: it's painted just above the hem's bottom edge and never touches the flat tablecloth top, so any cloth art you've placed there stays untouched. Hem combines with Soft Edge and Ruffle above, so a rippled Ruffle plus a Scallop or Lace hem reads as a fuller, more decorative skirt than either alone.

Tablecloth Fabric

Color and optional artwork for the tablecloth fabric, separate from the top and legs.

The tablecloth has its own color and, optionally, its own uploaded artwork, independent of the top color and wood grain.

Unlike the top art (which you can scale, rotate, and offset), cloth art is centered and unplaced. It's meant as an overall fabric pattern rather than a positioned decal. Turn the tablecloth on in Table Shape to see it in the preview.

Colors

Separate solid colors for the tabletop and the legs.

Colors sets the base color for the tabletop and the legs independently, such as a light oak top over dark walnut legs.

These colors show through wherever wood grain isn't painted over them. The top color also feeds the swatch's catalog dot, but only until something else sets swatch colors explicitly: uploading top art while Swatch Colors is Auto extracts colors from the art and uses those instead, and switching Swatch Colors to Manual lets you pick the dot colors yourself.

Wood Grain

Procedural grain texture over the top and/or legs, with adjustable intensity and a random seed.

Wood Grain paints a procedural grain texture over the two-tone colors:

  • Top / Legs: toggle which regions get grain; turn both off for a flat painted look.
  • Intensity: how strongly the grain darkens and streaks the base color, from a faint hint to a heavy woodgrain.
  • Seed: randomizes the grain pattern; change it to get a different streak layout at the same intensity.

Grain renders under any top art you add, so transparent areas of your art show a hint of the wood beneath.

Slot Markers

Preview-only overlay showing where Sims will sit and where the game will place items on the table.

Slot Markers overlays translucent spheres at every seat and deco slot the exported package will ship: orange for seating clusters, green for the deco grid Sims and objects snap to.

This reads the exact same layout the generator ships, so what you see here matches in-game placement. It's a preview aid only. The markers never appear in the exported .package or in-game.

Chair Markers

Preview-only overlay showing exactly where each dining chair will snap into place.

Chair Markers overlays a translucent blue ring at floor level everywhere a chair will snap when a Sim sits at this table: the exact _ctnm_chr_ position the exported package ships, broken out from the generic Slot Markers overlay so it reads as a chair footprint rather than a seating-cluster dot.

This only appears for dining tables. Coffee and end tables ship no seating, so there's nothing to mark. Like Slot Markers, it's a preview aid only and never appears in the exported .package or in-game.

Body Region

Where the tattoo sits on the body, and which CAS tattoo category it appears under.

A tattoo project targets one body region: upper arms, forearms, legs, back, chest, or stomach. The region decides two things:

  • Where your art is painted on the Sim's skin.
  • Which Create-a-Sim tattoo category the finished mod appears under.

Your artwork and swatches carry over unchanged when you switch regions, so it's easy to try the same design in different spots.

One quirk inherited from the game: there is no separate forearm category in Create-a-Sim, so forearm designs appear under the Upper Arm category, exactly like the game's own sleeve tattoos.

Preview Skin Tone

The preview surface's skin color: cosmetic only, not part of the mod.

Sets the skin tone of the preview surface so you can check how the ink reads on different complexions. It only affects the editor preview. The finished tattoo adapts to whatever skin tone a Sim has in the game.

Tattoo Artwork

Upload the art that becomes the tattoo, the creative heart of the mod.

The uploaded image IS the tattoo: line art, script, flash designs, watercolor splashes, anything.

Images with a transparent background (PNG) work best: only the inked pixels land on the skin. A solid-background image will read as a rectangular patch.

Every swatch needs artwork before the project can be downloaded, because an empty tattoo would be invisible in the game.

Placement

Slide, zoom, and rotate the art within the body region.

Position the artwork inside the region's canvas:

  • Across / Up-Down slide the art within the region.
  • Zoom scales it from a small accent piece up to filling the region.
  • Rotate turns it, which helps for following the flow of an arm or shoulder blade.

Art is always clipped to the region, so nothing can spill onto other body parts.

Ink

Fade the tattoo like aged ink, or reduce it to a single ink color.

Ink controls how the art reads on skin:

  • Opacity fades the whole tattoo: 100% is fresh ink, lower reads aged or subtle.
  • Single ink color rebuilds the tattoo from your art's dark lines in one ink color, the classic single-needle look. Dark linework carries the ink; light and white areas fade out. Works best with black-on-transparent line art.

Restrictions

Who can wear the tattoo: ages and frames. The body slot is fixed by the region.

Restrictions control who the tattoo is available for in Create-a-Sim:

  • Ages / frames default to Teen through Elder for every Sim, matching the game's own tattoos.
  • Body slot is locked, because the Body Region picker owns it.
  • Species is always Human.

Frame Presets

Classic frame silhouettes. Each preset reseeds the lens outline.

Presets seed the lens outline with a classic silhouette: round, oval, rectangle, cat-eye, or aviator.

Picking a preset replaces your current outline points. Any manual edit after that flips the shape to custom, so your tweaks are never silently overwritten.

Lens Outline

Drag the control points to sculpt the right lens; the left lens mirrors it.

The editor shows the right lens seen from the front; the left lens is always a perfect mirror.

  • Drag a point to reshape the silhouette.
  • Click a point to toggle it between a smooth curve (circle handle) and a sharp corner (square handle). Sharp corners keep adjacent straight edges perfectly straight, like the rectangle preset.
  • Click the outline between two points to add a new control point.
  • Double-click a point to remove it (a lens keeps at least three points).

The frame's rim follows this outline exactly, and the lens glass fills it.

Frame Dimensions

Rim, bridge, and temple dimensions in millimeters, plus the ear-hook drop.

Fine-tune the frame around the outline (all values in millimeters):

  • Rim: how thick the rim tube is around the lens.
  • Rim Depth: how far the rim extends front-to-back.
  • Bridge: the gap between the two lenses across the nose.
  • Temples: the thickness of the arms that reach back to the ears.
  • Ear Drop: how far the temple tails curve down over the ears; 0 keeps them straight.

The hinge-to-hinge head fit is automatic. The frame keeps a fixed width no matter how the lenses or bridge are sized, with end pieces filling the gap between lens and hinge.

Temples / No Temples toggles the arms entirely, so no-temples glasses just perch on the nose, pince-nez style.

Full Rim / Rimless switches between a classic rimmed frame and a rimless one, where the wire bridge and temples attach straight to the lens glass.

Preview Frame

Preview your frames on the feminine or masculine head. It changes the model only, never the mod.

Sims come in two body frames, and the heads are shaped differently enough that the same glasses sit a little differently on each. This toggle switches which frame's head the preview mounts, so you can check both without leaving the editor.

It is a preview aid only. Glasses are one mesh worn by both frames, and the exported package is unchanged either way. Swatch thumbnails follow your Restrictions rather than this toggle: a set restricted to the masculine frame alone bakes on the masculine head, and every other set bakes on the feminine one, so a saved tile never depends on what you were looking at.

The toggle is always available, even if your Restrictions currently allow only one frame in-game, so you can still check how the frames read on the other head.

Skin Tone

Tints the preview's head model so you can judge the frames against different complexions.

The skin tone tints the head model in the preview so you can judge how your frames read against different complexions. It's a preview aid only, and it has no effect on the generated mod.

Frame Material

Solid color, gradient, or image: the finish painted onto the frame.

The frame material paints the rims, bridge, and temples:

  • Solid: one color, classic acetate or metal looks.
  • Gradient: a two-stop blend along the frame, great for tortoise or fade styles.
  • Image: upload a texture (patterns, wood grain, glitter).

Lens Tint & Opacity

Solid tint, gradient, or image. Opacity is the in-game transparency.

Lenses render with the game's glass shader, so the diffuse alpha IS the in-game transparency:

  • Solid / Gradient / Image paints the lens like any material: a solid tint, a top-down fade (classic gradient sunglasses), or artwork.
  • Opacity sets how strong the paint reads: a few percent for near-clear prescription glasses, 60–90% for sunglasses.

Each swatch has its own lens, so one project can ship clear and sunglass variants side by side.

Restrictions

Which Sims can wear these glasses: ages and frames; unisex by default.

Restrictions control who can wear the glasses in Create-a-Sim. Glasses default to all frames, Teen through Elder, the same targeting the game's own glasses use.

The body slot is fixed to Glasses and can't be changed.

Clips

The clips your channel plays, in order. Add, reorder or remove them here.

A channel is a running order: the game plays these clips one after another, top to bottom, then starts over. Each row is one clip, either one of the game's own or a video of your own.

Use the arrows to change the order, the bin to drop a clip, and Add clip for another. Pick a row to choose what goes in it. Empty rows are skipped when you download, so you can leave one open while you decide.

The controls over the preview play the channel exactly as it will run in game, and the bar scrubs across the whole thing rather than one clip at a time.

Clip Picker

Pick which in-game video plays in this slot. Clips are grouped by the EA channel they come from.

Each slot in your channel plays one of the game's built-in TV clips. Pick any mix, so your channel can jump from cooking shows to horror movies.

Clips are streamed from the player's own game install; your mod only references them, so the download stays tiny and nothing is copied.

Your Own Video

Use a video from your computer instead of one of the game's clips.

Pick any video and it is converted right here in your browser, with no upload to a conversion service and no waiting in a queue. It is resized to the TV's 256x144 screen, retimed to 15 frames a second and encoded into the format the game's own clips use.

Only the first 2 minutes are used. A longer file is not rejected. It is cut down to its opening 2 minutes, and the rest is left out. To keep more of a long video, split it up and put each part in its own playlist spot: the channel plays them in order.

Length costs real megabytes, and time. A clip runs about 130 KB per second once encoded, so a full 2 minutes is roughly 15 MB that everyone downloading your mod has to fetch, and a minute or so of converting in your browser before that. The game's own clips are seconds long.

Sound is included when the video has any. If your browser cannot read the audio, the clip still works, it just plays silently.

Channel Delivery

Add your channel next to the game's, or take one of theirs over.

Add a new channel leaves every EA channel alone and puts yours beside them. It works with other channel mods, but the download includes a small script, so players have to switch on Script Mods Allowed once in their game options.

Replace an EA channel hands your clips to a channel the game already has and renames it. There is no script at all, just a single file to drop in, and it is the safer choice for players who would rather not enable Script Mods. The trade-off is that the channel you pick is hidden while your mod is installed, and two mods replacing the same channel will clash.

Channel Vibe

Which EA channel your channel behaves like. Sims react and gain fun the same way.

The vibe controls how Sims feel about your channel: which moods make them want to watch it, the reactions it triggers, and the ambient behavior, all borrowed from one of the game's own channels.

Pick the closest match for your content: an all-explosions channel probably wants Action, a cozy baking channel wants Cooking.