ReFiner - A helper mod for all of your Sims 3 needs!

by Outer's Posted 18th Apr 2026 at 6:23 PM - Updated 20th May 2026 at 10:32 PM by Outer's
 
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Lab Assistant
#126 Old 18th May 2026 at 7:41 PM
I am also very interested in what gesa02 asked about. And for me, another crucial aspect is being able to determine the baby's gender.

I used Returner to double the pregnancy duration, but I only found a single entry related to gender. Unfortunately, I can't remember what it was called—something involving "Offset," and the value was set to 0.5.

Another feature that would be wonderful—if feasible—is the ability to set fidelity rules for Sims. For example: imagine a household with three girls—Girl A and Girl C are married; in this scenario, neither Girl A nor Girl C should be able to flirt with Girl B.

What Nraas Woohooer offers in this regard is ridiculous, as it ends up applying to *all* Sims.

In *The Sims 2* (with ACR), there was a feature you could assign to any individual Sim called "Absolutely Faithful," and it worked perfectly.
Lab Assistant
#127 Old 18th May 2026 at 8:06 PM
Hello, sorry maybe you have already replied or it's obvious, but you said 'With Open Relationship ON you live in a full poliamorous world!'.
Does mean that when enabled it applies to everyone? It would be nice to have a way to choose which Sims is monogamous or not, with a trait or maybe a hidden one.
Lab Assistant
Original Poster
#128 Old 18th May 2026 at 8:16 PM
Quote: Originally posted by CMaxi
Hello, sorry maybe you have already replied or it's obvious, but you said 'With Open Relationship ON you live in a full poliamorous world!'.
Does mean that when enabled it applies to everyone? It would be nice to have a way to choose which Sims is monogamous or not, with a trait or maybe a hidden one.


Hey! Open Relationship toggle actually modifies the visibility for romance in the entire world you play in on many layers and levels + some tweak to Short Term Context (when Sim are conversating in groups), where most of these parameters are inside ITUN tunables exposed from the game. Those parameters (ITUNS) are usually shared between your Household Sims and general NPC Sims, and cannot easily be changed or separated unless you change their autonomy as well (like an autonomy injector).

What actually happens (in my experience, at least) is that every NPC will keep following EA's default behavior in the majority of scenarios. This means that even if flirting with a married Sim is not going to trigger their spouse (or viceversa) it's still not going to happen that frequently in their autonomy, so ReLover basically ends up impacting "at the most" your own gameplay more than the general world, despite being able to edit whole world parameters.

As of now I'm not thinking into separating household Sims vs NPC Sims, also because I don't even know if it's possible.
Lab Assistant
Original Poster
#129 Old 18th May 2026 at 8:25 PM Last edited by Outer's : 18th May 2026 at 8:38 PM.
Quote: Originally posted by Simmie-Maus
I am also very interested in what gesa02 asked about. And for me, another crucial aspect is being able to determine the baby's gender.

I used Returner to double the pregnancy duration, but I only found a single entry related to gender. Unfortunately, I can't remember what it was called—something involving "Offset," and the value was set to 0.5.

Another feature that would be wonderful—if feasible—is the ability to set fidelity rules for Sims. For example: imagine a household with three girls—Girl A and Girl C are married; in this scenario, neither Girl A nor Girl C should be able to flirt with Girl B.

What Nraas Woohooer offers in this regard is ridiculous, as it ends up applying to *all* Sims.

In *The Sims 2* (with ACR), there was a feature you could assign to any individual Sim called "Absolutely Faithful," and it worked perfectly.


Hey!

I can look into the baby's gender for an option in ReFiner, but I really don't think it would be easy to create an option "per single Sim" instead of the general chance EA uses for most things. To decide the baby's gender for a single Sim, you'd need a single dialog/script that is working only for that Sims, and that edits the gender chance only in that individual case.

EDIT: I managed to check it out, and possibly it's a little easier than I thought. But would still require some time to create actual comprehensible menus and interactions to do that.

Fidelity rules are also something very custom: you need to think that Sims autonomy is basically default EA behaviors + fallback random things + scoring determined from their traits. To avoid that a Sim has any romantic action with another Sim, you should have a per-single-Sim menu or picker where you define if a Sim is allowed for autonomous/manual actions and if another is not, I guess in a similar way to the "ACR" you are referring to. What I suspect Nraas does in fact, is just applying a block to the "isAutonomous" criteria for each action or set of actions.

This is potentially possible, but a major mod writing would be necessary, it would also be pretty invasive and with a high risk of incompatibility with other mods.

Despite being possible, these things are currently out of the scope of my intents with ReFiner. But in case of any news, I'll of course report here everything
Lab Assistant
#130 Old 18th May 2026 at 9:12 PM
Quote: Originally posted by Outer's
Hey!

I can look into the baby's gender for an option in ReFiner, but I really don't think it would be easy to create an option "per single Sim" instead of the general chance EA uses for most things. To decide the baby's gender for a single Sim, you'd need a single dialog/script that is working only for that Sims, and that edits the gender chance only in that individual case.

EDIT: I managed to check it out, and possibly it's a little easier than I thought. But would still require some time to create actual comprehensible menus and interactions to do that.

Fidelity rules are also something very custom: you need to think that Sims autonomy is basically default EA behaviors + fallback random things + scoring determined from their traits. To avoid that a Sim has any romantic action with another Sim, you should have a per-single-Sim menu or picker where you define if a Sim is allowed for autonomous/manual actions and if another is not, I guess in a similar way to the "ACR" you are referring to. What I suspect Nraas does in fact, is just applying a block to the "isAutonomous" criteria for each action or set of actions.

This is potentially possible, but a major mod writing would be necessary, it would also be pretty invasive and with a high risk of incompatibility with other mods.

Despite being possible, these things are currently out of the scope of my intents with ReFiner. But in case of any news, I'll of course report here everything



Being able to determine the gender of offspring for all Sims is sufficient for me—it is exactly what I would like to have.

In Returner, I found the value "kMaxGenderOffset" 0.5.

Unfortunately, however, I do not know what effect it has.

For the sake of faithfulness, I guess I'll have to bring Nraas's SP into the game after all.
Lab Assistant
THANKS POST
#131 Old 18th May 2026 at 9:19 PM
Hi, I'm trying the mod now.

The identify dirty or broken object is great. I had the dirty moodlet for a while and without it I would never found the reason...by the way it was a door and ceiling lamp burned, that as you know they automatically becomes invisible by default.

Also I tested the first view I love it, being able to as one was the sims is really funny. One can see the ceiling and thing that otherwise got unseen. Thanks for this.

I would do a suggestion, which as I got no clue about modding I have no idea if it's possible of not. To automatically point to the front of the Sim.
This mod https://modthesims.info/d/625595/th...person-mod.html, it rotates the camara base on the sims orientation so it might something similarly. Said that, it might became uncomfortable (causing dizziness) as imagine it would move too much and the option to move ourselves as it's currently available may be the best.
Lab Assistant
Original Poster
#132 Old 18th May 2026 at 9:31 PM
Quote: Originally posted by CMaxi
Hi, I'm trying the mod now.

The identify dirty or broken object is great. I had the dirty moodlet for a while and without it I would never found the reason...by the way it was a door and ceiling lamp burned, that as you know they automatically becomes invisible by default.

Also I tested the first view I love it, being able to as one was the sims is really funny. One can see the ceiling and thing that otherwise got unseen. Thanks for this.

I would do a suggestion, which as I got no clue about modding I have no idea if it's possible of not. To automatically point to the front of the Sim.
This mod https://modthesims.info/d/625595/th...person-mod.html, it rotates the camara base on the sims orientation so it might something similarly. Said that, it might became uncomfortable (causing dizziness) as imagine it would move too much and the option to move ourselves as it's currently available may be the best.


Thanks for your appreciation It's really a lot for me!

As per the camera - yes, I thought about that, and you may be surprised by the fact that I already tried that in my testing, but I didn't like the results of it. I tried inspiring myself with what Third Person Mod already did, but I just didn't like how it played.

For sure, in the future, I may try implementing a toggle that's going to keep the first person camera "still" on where the Sim is facing. I'll let you know in the case I manage to find a nice way to perform that!
Lab Assistant
Original Poster
#133 Old 18th May 2026 at 9:40 PM
Quote: Originally posted by Simmie-Maus
Being able to determine the gender of offspring for all Sims is sufficient for me—it is exactly what I would like to have.

In Returner, I found the value "kMaxGenderOffset" 0.5.

Unfortunately, however, I do not know what effect it has.

For the sake of faithfulness, I guess I'll have to bring Nraas's SP into the game after all.


I think I can study a little to understand if and how that is possible through ReFiner It's also a design choice.

In case I do that, I'll let you know!

In the meantime, keep in mind that EA works like that:

Chance(female) = 0.5 + offset
Chance(male) = 0.5 - offset

And kMaxGenderOffset is better to be left untouched for that; it's just the maximum floor for offset to be reached.

If the total offset is higher, there's an higher chance of the baby being born as a female; as per the opposite, in lower cases it will be a male.

From what I can see from EA's DLLs, the chance of changing the baby gender (in these offsets terms) are modified by eating more apples (male chance) or watermelons (female chance). This is as crazy as it sounds 😂

So what you want to edit in Retuner is something like:

kGenderOffsetPerFoodEaten = 0.05 (default, in theory) > where every apple or watermelon moves the chance by 5%

Maybe increasing the "movement" of the offset per fruit eaten, and start eating a lot of freaking fruits with your Sim (as long as any other mod won't offer a more suitable method)
Test Subject
#134 Old 19th May 2026 at 2:22 PM
Quote: Originally posted by Outer's
EDIT 2: Damn, I've found the "bug". Just remove the question mark from the TRIG resource:

Code:
control n = ReFinerSetNeedsOpen


Because it tells the game to interpret the "CTRL" as "an optional variable" instead of the actual definition, so N was always taken as valid and went in override with the classic N=next Sim feature.

I'll clearly import it correctly in the next public version (but in the meantime it's very easy to edit yourself)

Hi,
It works, thanks!

----------
I do have one more question, though: I love Bridgeport and really enjoy playing there, but the towers often cause problems by teleporting Sims into a restricted area where they can't get out.
It goes something like this: A Sim gets out of the elevator, takes one step, and finds themselves in the invisible area around the lobby, where they can’t get out because there are no doors.
You did a perfect job in Isla Paradiso, so my question is: could this be done in Bridgeport (or better yet, on the towers themselves)?
Because this issue is really annoying when you have to rescue the same Sim from this predicament multiple times a day.
Lab Assistant
Original Poster
#135 Old 19th May 2026 at 2:40 PM
Quote: Originally posted by Bomber86
Hi,
It works, thanks!

----------
I do have one more question, though: I love Bridgeport and really enjoy playing there, but the towers often cause problems by teleporting Sims into a restricted area where they can't get out.
It goes something like this: A Sim gets out of the elevator, takes one step, and finds themselves in the invisible area around the lobby, where they can’t get out because there are no doors.
You did a perfect job in Isla Paradiso, so my question is: could this be done in Bridgeport (or better yet, on the towers themselves)?
Because this issue is really annoying when you have to rescue the same Sim from this predicament multiple times a day.


Hey! I'm currently playing in Bridgeport right now and never noticed this, but I have to admit I never went to Towers that much.

I will investigate and let you know 😀
Test Subject
#136 Old 19th May 2026 at 3:36 PM
Quote: Originally posted by Outer's
Hey! I'm currently playing in Bridgeport right now and never noticed this, but I have to admit I never went to Towers that much.

I will investigate and let you know 😀

These are NPCs (mostly residents), and the message “unroutable sim found” appears. If that's a reference to Nraas Overwatch, I think that's what it is.
By default, Overwatch resets these sims, which might be why you don't see it.

Screenshots
Lab Assistant
Original Poster
#137 Old 19th May 2026 at 6:00 PM Last edited by Outer's : 19th May 2026 at 6:14 PM.
Quote: Originally posted by Bomber86
These are NPCs (mostly residents), and the message “unroutable sim found” appears. If that's a reference to Nraas Overwatch, I think that's what it is.
By default, Overwatch resets these sims, which might be why you don't see it.



I was looking at EA DLLs to understand how the vanilla game generally places Sims when they are about to get out from elevators (in general, it's not only Bridgeport) and it appears that the method is pretty fragile, ending up in placing Sims on invalid tiles (therefore in HiddenRooms as well, so the black void rooms).

This can be patched, I think I can do something about it in ReFiner, I just need to look at it with my own eyes to understand how much it happens with almost no mods installed.

I'll let you know!

EDIT: Can you eventually tell me in which exact buildings (if EA pre-made) you encountered these issues?
Test Subject
#138 Old 20th May 2026 at 1:28 PM
Quote: Originally posted by Outer's
I was looking at EA DLLs to understand how the vanilla game generally places Sims when they are about to get out from elevators (in general, it's not only Bridgeport) and it appears that the method is pretty fragile, ending up in placing Sims on invalid tiles (therefore in HiddenRooms as well, so the black void rooms).

This can be patched, I think I can do something about it in ReFiner, I just need to look at it with my own eyes to understand how much it happens with almost no mods installed.

I'll let you know!

Hi,
That makes it all the more surprising why EA (a huge company) put such a mess, or as we say in Germany, an "Pfusch", out there for people to deal with...

Quote: Originally posted by Outer's
EDIT: Can you eventually tell me in which exact buildings (if EA pre-made) you encountered these issues?

it's probably easier to list the buildings where it doesn't happen

But I've compiled a list based on a completely new game; it regularly affects the following households:
Ashton (61 Dockside Road)
Atkins (1101 Bayshore Highway)
Clavier (1757 Memorial Parkway)
Custard (8517 Sterling Parkway)
Rake (1486 Bayshore Highway)
Talon and Striker (2707 Mall Street)

Empty Building
Crescent Bay Pied a Terre - Studio (1557 Memorial Parkway);

and for the following Sims/households, only every few days:
Bumble (6979 Landgraab Loop)
Hemlock (1787 Bayshore Highway)
Jones (3202 Bennett Highway)
King (5202 Silverscreen Drive)
Slayer (9378 Sterling Parkway)
Trill (3203 Bennett Highway)
Art Central (4400 Hamming Pier Road)
Drama on TV (57 Dockside Road)
Mixture of Good and Bad (2 Peak Parkway)

Empty Building
Floodgate Apartments (73 Embarcadero Drive).

In principle, every tower with an elevator and invisible room markers is affected
Lab Assistant
Original Poster
#139 Old 20th May 2026 at 10:02 PM Last edited by Outer's : 20th May 2026 at 10:23 PM.
Hey everyone!

After some nerve-breaking work, ReFiner 2.1 is finally out (in MULTI language)!

These are new:

- Disable Teen Curfew (2.1+): as the name suggest, it disables Teen Curfew and police car spawns for those triggers!

- (Generations) Disable Teen Mood Swings(2.1+): again, as the name suggest, it disables the horrible mood swings introduced in Generations for Teens, that also typically induces them to place booby traps around the house. When you enable this, they won't have swings anymore, and they're likely to NEVER place those traps again!

- (Into The Future) Enable Content for Teen(2.1+): this is a "greater" toggle. It tunes up the interactions on Oasis Portals, so Teens can now use them like adults, but it does other things as well. When you arrive to Oasis Landing, a patch has also been added to prevent Teens from becoming invisible (EA doesn't like Teens traveling alone). What this toggle also does, is enabling the typical contents generally provided for at least Young Adults Sim, like obtaining records, statues, checking and winning the lottery, and everything in between. Have fun with this!

- NOTE: Starting from 2.1, a huge support has been added for traveling. When you travel, mods generally need to use RAM to transport your active toggles from a world to another, and before this, ReFiner didn't have this feature, I completely forgot. As of now, only ReHelper toggles are actually supported by RAM transfer during travels, so as soon as you arrive, re-check your toggles for safety (Oasis Landing or World Adventure, any travel in general).

- NOTE: Starting from 2.1, Full Romance Interactions has been patched up to support interactions with other known mods, like (but not only) WooHooer. This means that when you enable the toggle, there's a warning popup first explaining you how the feature works, and once enabled, it should likely support (not 100% guarantee) that you don't see other mods interactions disappear from the romantic bucket where they would typically add them.

- I also fixed the bug in the TRIG resource that would validate "N" as the only required key for the "Set Needs" combination (CTRL + N), overriding the default behavior for the N key (next Sim). Now, it correctly binds only "CTRL + N" as a valid combination, restoring default N behavior in the game! Thanks again to Bomber86 for pointing this out!!

I'm still working on other features as well, like the Bridgeport one Bomber86 suggested, but I felt like publishing 2.1 first to ensure everything is great at the state of today.

Have fun and notify me for anything that's not working properly!
Lab Assistant
#140 Old 21st May 2026 at 5:18 PM
Quote: Originally posted by Simmie-Maus
Being able to determine the gender of offspring for all Sims is sufficient for me—it is exactly what I would like to have.

In Returner, I found the value "kMaxGenderOffset" 0.5.

Unfortunately, however, I do not know what effect it has.

For the sake of faithfulness, I guess I'll have to bring Nraas's SP into the game after all.

gender offset is basically a "rule" for sims on how many points gets added when you eat a "baby gender mod" item, apple and watermelons in particular, if you have Nraas story pression in play especially its population module about gender births the gender is automatically fixed upon conception, what happens now is if you have twins as a possibility you can end up with fraternal or identical twins depending on how large this offset is at birth, the default number is maxed out at 1.5 or -1.5 (higher means you get a girl as possibility) through retuner you can adjust these numbers to say .1 and max offset is 10

if you do not have NRaaS story progression then the baby's gender is fluid until it is born or have a medical sim give you a baby's gender IIRC, but you will know the initial gender is when the mother sim in question wishes for that gender.


if refiner still wont apply its version of pregnancy controller in a future update you can use cmar's pregnancy controller to force gender of the unborn sim
Lab Assistant
#141 Old 21st May 2026 at 9:50 PM
" (Into The Future) Enable Content for Teen(2.1+): this is a "greater" toggle. It tunes up the interactions on Oasis Portals, so Teens can now use them like adults, but it does other things as well. When you arrive to Oasis Landing, a patch has also been added to prevent Teens from becoming invisible (EA doesn't like Teens traveling alone). What this toggle also does, is enabling the typical contents generally provided for at least Young Adults Sim, like obtaining records, statues, checking and winning the lottery, and everything in between. Have fun with this!"

This almost makes me want to ask if it’s possible to add a setting to enable dew fights outside of Utopian Oasis Landing, but I get that it might be a completely different challenge compared to what’s been done so far.

the one time i dabbled with trying to make a mod, it was for that, but it all turned out to be WAY over my head.
Lab Assistant
Original Poster
#142 Old 21st May 2026 at 10:02 PM
Quote: Originally posted by soul reaper magnum
" (Into The Future) Enable Content for Teen(2.1+): this is a "greater" toggle. It tunes up the interactions on Oasis Portals, so Teens can now use them like adults, but it does other things as well. When you arrive to Oasis Landing, a patch has also been added to prevent Teens from becoming invisible (EA doesn't like Teens traveling alone). What this toggle also does, is enabling the typical contents generally provided for at least Young Adults Sim, like obtaining records, statues, checking and winning the lottery, and everything in between. Have fun with this!"

This almost makes me want to ask if it’s possible to add a setting to enable dew fights outside of Utopian Oasis Landing, but I get that it might be a completely different challenge compared to what’s been done so far.

the one time i dabbled with trying to make a mod, it was for that, but it all turned out to be WAY over my head.


Actually I don't know what dew fights are exactly, I only know about Plumbot fights, but I admit I am ignorant because I didn't play that DLC long/deeply enough. It can probably be done, even if it's out of the scope right now.

Is the building already available in the catalogue when you edit the town? I'll eventually have to explore this further.
Lab Assistant
Original Poster
#143 Old 21st May 2026 at 10:03 PM
Quote: Originally posted by soul reaper magnum
" (Into The Future) Enable Content for Teen(2.1+): this is a "greater" toggle. It tunes up the interactions on Oasis Portals, so Teens can now use them like adults, but it does other things as well. When you arrive to Oasis Landing, a patch has also been added to prevent Teens from becoming invisible (EA doesn't like Teens traveling alone). What this toggle also does, is enabling the typical contents generally provided for at least Young Adults Sim, like obtaining records, statues, checking and winning the lottery, and everything in between. Have fun with this!"

This almost makes me want to ask if it’s possible to add a setting to enable dew fights outside of Utopian Oasis Landing, but I get that it might be a completely different challenge compared to what’s been done so far.

the one time i dabbled with trying to make a mod, it was for that, but it all turned out to be WAY over my head.


Considering the base game allows you to "choose" basing on which fruits you eat and that CMAR and Nraas already offers ways to do that, I'm unsure about bringing it into ReFiner, at least for now 🤣

If I change my mind I will let you all know. In the meantime, thanks for commenting and participating!

With a high chance the next "big module" in ReFiner might be for time management, in my own way comparing to how Nraas Relativity does. But it's all a work in progress, I'm still restructuring how the codebase is right now, because I don't like it enough. And I also need to implement full modules support for RAM used when traveling: every toggle needs to be transported correctly, and deleted when you quit to main menu.
Lab Assistant
#144 Old 21st May 2026 at 11:57 PM
Quote: Originally posted by Outer's
Actually I don't know what dew fights are exactly, I only know about Plumbot fights, but I admit I am ignorant because I didn't play that DLC long/deeply enough. It can probably be done, even if it's out of the scope right now.

Is the building already available in the catalogue when you edit the town? I'll eventually have to explore this further.



dew fights are an alternate version of water balloon fights where when a sim is hit, they change color for a little bit. it's something i've always thought was neat and fun, but unfortunately, it's only available in the utopian version of oasis landing.

it has nothing to do with any building; it's an interaction that can be found in the pie menu.
Lab Assistant
Original Poster
#145 Old 22nd May 2026 at 12:06 AM
Quote: Originally posted by soul reaper magnum
dew fights are an alternate version of water balloon fights where when a sim is hit, they change color for a little bit. it's something i've always thought was neat and fun, but unfortunately, it's only available in the utopian version of oasis landing.

it has nothing to do with any building; it's an interaction that can be found in the pie menu.


Ooh, damn, I didn't get it in the first place. It looks cool! Considering it looks like just a simple tuning interaction, and that pie menu interactions are pretty easy to add/remove, I think it may become a new toggle or will have a chance to be included in the teen content renaming the toggle.

Eventually, I'll let you know!
Test Subject
#146 Old Yesterday at 6:15 AM
Quote: Originally posted by Bomber86
These are NPCs (mostly residents), and the message “unroutable sim found” appears. If that's a reference to Nraas Overwatch, I think that's what it is.
By default, Overwatch resets these sims, which might be why you don't see it.



Oh yes please, would be great if Outer can fix this. Because the role sims always stuck on hidden room for no reason lol.
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