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#1 Old 29th May 2026 at 8:51 PM
TSRW: Would it be possible to add texture variants to an item that doesn't have any?
Hey all! This is something I've wanted for ages, and was wondering if it's even possible.

To explain, I love, love the shape of the pet-themed calendars that came with the Pets EP (the ones with a horse, a dog and a cat). I love that they're narrower and smaller than regular paintings. The problem is that there are only the three ones. That limits options for decorating, so I would've liked to have, say, a clone of one of the calendars with a bunch of texture variants (landscapes, holidays, etc) that I could make myself. But when I clone one of the calendars with TSRW, the "textures" field has an empty dropdown.



I'll admit, my experience with modding is limited to making custom paintings with TSRW and tweaking existing textures from other creator's .package files in my own game (to change English text to Simlish) with s3pe. I'm guessing making a clone of one of these calendars with a bunch of textures, like a painting with multiple "canvases" on one frame, might be a bit more involved? Is it even possible with these tools? I'm pretty clueless when it comes to this...

Hope that explains what I'm trying to do. If it isn't possible, that's okay. I could make a bunch of clones of this item with S3OC but then I'll have like 10 different calendars in the object list and was hoping to avoid the clutter

Does anyone know if this is possible? Or if there's already some CC with different textures on these Pets calendars that someone might have made that I could tweak for personal use?

Thanks for reading!
Scholar
#2 Old 31st May 2026 at 12:34 AM
In short, an object needs to be CASTable to have multiple presets.

You can do this by cloning the object with S3OC and then opening it in TextureTweaker3.
There's an option in the first panel to 'Upgrade to 4 channel CASTable'.

You can then proceed to add the presets you want while still in TT3, or save the package and open it in TSRW instead.

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Original Poster
#3 Old 1st Jun 2026 at 10:06 AM
Thank you so much for the tips! I don't know how I didn't make the connection between CAST and variants. Duh! But I got to use my limited knowledge of different texture files and the like from making mods for other games, and was able to put together a test with some quick recolors



Now the sky's the limit! (Well, unless there's a limit on presets I'm not aware of lol). Thanks again for the help, and here's hoping this might help others in the future who might be interested in doing something like this too. Why the 3 calendars from Pets are separate items instead of a set of variants I guess I'll never know, since to my uneducated eye the mesh looks to be the same. That would've saved me a lot of trouble! Oh well.

Much appreciated!!
Scholar
#4 Old Yesterday at 1:39 AM
Quote: Originally posted by TechnicallyYours
Why the 3 calendars from Pets are separate items instead of a set of variants I guess I'll never know, since to my uneducated eye the mesh looks to be the same.

The mesh is the same, but because the object is not supposed to be CASTable the cleanest way to have a variant is for the objects to be separate.

For a CC maker, one can get around this by using a different Overlay texture in each preset - allowing you to have variants, with recolourable channels that don't actually do anything in-game.
For EA, a workaround that leaves something intentionally non-functional wouldn't be an option :P

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