Garden Variety

gardenvariety_00.jpg - width=1340 height=1020

gardenvariety_original.jpg - width=1340 height=1020

gardenvariety_override.jpg - width=1340 height=1020

gardenvariety_onion_normal.jpg - width=1040 height=800
gardenvariety_spinach_normal.jpg - width=1040 height=800
gardenvariety_basil_normal.jpg - width=1040 height=800
gardenvariety_sage_normal.jpg - width=1040 height=800
gardenvariety_tomato_normal.jpg - width=1040 height=800
gardenvariety_parsley_normal.jpg - width=1040 height=800
gardenvariety_lemontree.jpg - width=1040 height=800
gardenvariety_parsley_dry.jpg - width=1040 height=800
gardenvariety_onion_dry.jpg - width=1040 height=800
gardenvariety_tomato_dry.jpg - width=1040 height=800
gardenvariety_sage_dry.jpg - width=1040 height=800
gardenvariety_basil_dry.jpg - width=1040 height=800
gardenplants_potted.jpg - width=1040 height=800

















I haven’t yet managed to make actual custom meshes for plants without breaking the states, so this will have to do for now ‒ these are all using various existing meshes that are edited to use different textures. I am also not aiming at botanical correctness here; the point is simply that one can look at a plant and tell what it is when they’re not looking all the same any more.
Contents:
- Basil ‒ mesh is identical with original (small shrub), texture is custom
- Sage ‒ mesh is identical with original (small shrub), texture is custom (made from the sage harvestable so it makes a little bit of sense now)
- Parsley ‒ uses a smaller (flower) mesh with a different texture (similar to the original but darker)
- Onion ‒ uses the lily/snapdragon mesh and textures, rig is still the unchanged onion one
- Spinach ‒ uses a smaller (flower) mesh with customised texture and the flower rig
- Tomato ‒ uses the potato/carrot mesh with customised texture, custom rig
- Lemon Tree ‒ texure override (same texture but darker and thus more citrus-like)
- Generic Herbs ‒ texure override for anything that would still use the default neon green herb texture otherwise (dunno what exactly, this is basically a pre-emptive measure); this is the same green as the (customised) parsley
Known issues:
- The parsley texture is a bit weak on the mipmaps as it is relatively flimsy, leading to disappearance attempts when zooming (pretty far) out. I may or may not make a new texture with larger leaves at some point to combat that effect.
- The tomatos have a changed rig which will only take effect after the plant has been harvested and new tomatos are growing. Until then, the tomatos still think they are on the old (tall) shrub so some of them will levitate. The new rig is also not particularly great because it took me a little while to understand that thing about the re-growing, so I kept editing it relative to the original
.. and right now I don’t feel like editing it for the 15th time. It is not a total disaster, just a bit funky with some of the tomatos sitting on top of stems and clipping through leaves; see the “dry” screenshot (this is less funky than the original tall-shrub one).
I forgot to take a close-up screenshot of the dry spinach, but that is included as well. Also note that some of the plants on the dry screenshots are in their harvestable state, which is why they seem to have non-dry parts (that’s the harvestables .. they only come in one variant).
Garden plants can also be put in custom (non-planter) pots such as the garden pots from here / here, by the way, which probably makes more sense when they look nicer (I didn’t even realise until just now that that Just Works ‒ I thought I would need to make another mod for that).
“Black harvestables” issue: Some of the harvestables (e.g. sage, daisies) showing up nearly black on the shrubs is an issue with the 1.10 patch, it’ll happen no matter whether or not you use this mod. The screenshots in this post were all taken in 1.9 which is why the harvestables still look normal on them. This has been fixed in 1.10.63.
This overrides the following resources:
OBJD 0x000000000000BB1B -- Basil
OBJD 0x000000000000BB35 -- Onion
OBJD 0x000000000000BB39 -- Tomato
OBJD 0x000000000000BB3A -- Sage
OBJD 0x000000000000BB3B -- Spinach
OBJD 0x000000000000BB3C -- Parsley
OBJD 0x000000000000BC55 -- Spinach, public gardens
OBJD 0x000000000000BC57 -- Tomato, public gardens
OBJD 0x000000000000C2C0 -- Onion, public gardens
OBJD 0x000000000000C2C2 -- Parsley, public gardens
OBJD 0x000000000000C2C3 -- Basil, public gardens
OBJD 0x000000000000C2C4 -- Sage, public gardens
_IMG 0x9806F34066245153 -- generic herb texture, healthy
_IMG 0x6560FDB2E4DF370F -- Lemon Tree texture, healthy
_IMG 0x324084A4241946FD -- Lemon Tree texture, dry
Paint.net/Aorta, s4pe, TSRW.
pbox_gardenvariety.zip
Download
Uploaded: 2nd Aug 2015, 704.8 KB.
22,317 downloads.
|
||||||||
For a detailed look at individual files, see the Information tab. |
Install Instructions
1. Download: Click the File tab to see the download link. Click the link to save the .rar or .zip file(s) to your computer.
Read the upload description for installation instructions. If nothing else is specified, do the following:
2. Extract: Use WinRAR (Windows) to extract the .package file(s) (if included, ts4script as well) from the .rar or .zip file(s).
3. Cut and paste the .package file(s) (if included, ts4script as well) into your Mods folder
- Windows XP: Documents and Settings\(Current User Account)\My Documents\Electronic Arts\The Sims 4\Mods\
- Windows Vista/7/8/8.1: Users\(Current User Account)\Documents\Electronic Arts\The Sims 4\Mods\
Need more information?
- Anyone can use both .rar and .zip files easily! On Windows, use WinRAR.
- If you don't have a Mods folder, just make one.
- Mod still not working? Make sure you have script mods enabled
Loading comments, please wait...
Uploaded: 2nd Aug 2015 at 5:33 PM
Updated: 14th Sep 2015 at 10:27 PM
-
by plasticbox updated 17th Dec 2014 at 1:29am
-
by plasticbox updated 16th Dec 2014 at 11:00pm
-
by plasticbox 19th Apr 2015 at 2:12am
-
by plasticbox 30th Apr 2015 at 12:49pm
-
by plasticbox 22nd Sep 2015 at 2:11am
-
by plasticbox 3rd Oct 2015 at 3:34am
-
by Enkidu updated 8th Dec 2023 at 2:19pm
19 51k 89
-
by DeadRevolution 28th Jul 2024 at 3:08pm
-
by plasticbox 30th Jan 2016 at 2:23am
These are some GT world textures as floortiles, among them the flagstone pavement that is used in most of Windenburg. more...
+1 packs
Get Together
-
Bay Tree Drive 07 [OfB] -- Starter Home Business
by plasticbox 13th May 2007 at 2:45pm
OfB required (nothing else, thanks to Numenor's BaseGameStarter). No custom content. more...
+1 packs
Open for Business
-
Newbie Road 79 [NL] - Under 25.000
by plasticbox 27th May 2006 at 4:51pm
Title: Newbie Road 79 [NL] - Under 25.000 Category: Lots & Housing > Residential Cost: 22.922 Lot size: 2x2 more...
+1 packs
Nightlife
-
by plasticbox updated 15th Feb 2016 at 1:12am
Maxis-matching recolours and two-tile versions of the “Mega (Budget DeLite)” door and the “Mega (Budget)” doors from here . more...
12 42k 118
-
by plasticbox 11th May 2015 at 12:58am
This override makes this chair a little less clunky. Not a very radical departure, just a little tweaking. more...
-
Newbie Road 27 - Starter House
by plasticbox 15th Dec 2005 at 4:45pm
Title: Newbie Road 27 Category: Lots & Housing > Residential > Starter Homes Cost: 19.935 Lot size: 3x2 more...
20 24.1k 14
-
by plasticbox 5th Jan 2015 at 9:21pm
Some more fence objects from the game files fixed up for Buy/Build. more...
10 76.7k 189
-
Retro Recolours - Table "NuMica"
by plasticbox 4th May 2008 at 6:34pm
This post made me realise that that dresser is actually quite a nice piece of furniture once it has more...
6 22.7k 43
-
Wee Barnoid #26: Tiny Red Farm House (under 25.000§) – No CC
by plasticbox 28th Mar 2010 at 4:09am
Not a starter in the strict sense, but very wee and very barnoid – a small farm house, furnished for more...
20 41.2k 54
-
Wee Barnoid #21 – Starter house (under 15.000§) – No CC
by plasticbox 7th Oct 2009 at 11:18pm
A small country house with a bit of a "holiday cabin" feeling, furnished for three sims, affordable for one. more...
19 37.6k 43
About Me
– Feel free to recycle, you don’t need to ask.
– For the attribution, please link to the upload you’re using wherever possible (instead of my profile). This is particularly important with edits made for/with different games or game versions.
– If you use my stuff in something you make, please upload the result to a free, accessible, noncommercial site with no more restrictions than these. Code must remain open source; meshes and other material must remain re-usable.
Please do not redistribute any unmodified files – link to the upload post instead.