Sims 4 Morph Maker

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Reassigning morphs that have got magically vanished?Hi,We've been modifying this Shop outfit mesh in MiIkshape, and I'vé long been conserving each edit ás a seperate.simgéom. I recently observed that when I adapt the wearer's fatness/muscle tissue slider, nothing at all happens. The morphs must end up being broken.

Sims 4 Big Body Slider Mod Tutorial Overview Sims 4 Slider Mod - Sims 4 Big Body Slider Mod Tutorial Overview Sims 4 Slider Mod. You are going to need blender & ts4 morph maker. There are some tutorials on mod the sims. I’m not the best help because I just winged it when I tried. But if you follow the tutorial on mod the sims you will be able to make them. Jul 10, 2018 - Step 1. Open 'TS4 MorphMaker' and navigate to the 'Create BGEO' tab. In the first section you will see a list of 'Ages' and beside that 'UV to. The 100 Baby SIMS Challenge S1. E1 Single Girl Has Her First of 100 Babies In The Sims 4 Part 1 - Duration: 20:53. BuzzFeed Multiplayer 14,378,864 views 20:53.

I dont know how, but they're broken. I still have got the authentic mesh, it functions just good. Is usually there an simple method to copy-pasté the morph data from one mesh to the some other, ideally in Milkshape? Food blender's fine as well, but the SimGeom plugin can be quite hard to rely on on my finish and regularly refuses to conserve or download anything.

The setup of a shop item and a normal sims 3 'item'. Caspart, are very various. Store items seem to have their bone fragments divided from the mesh, which indicates you'll have about 6 GEOM documents instead of 3 (Nicely of training course it is dependent on how many groups your mesh has.)Factor is definitely, I imagine EA do this so no one could simply make issues BGC (Bottom game compatible). Therefore, what I usually do will be export the mesh (simply the high level of details), after that redo the morphs, make the LOD (Not really really essential since you could furthermore export the various other GEOM LODs and make use of those) and do the bone fragments assignment.Therefore. Yeaaah the morphs are broken/not really broken but most likely EA's way of preventing meshes from being converted to á BGC mesh. l believe meshtoolkit offers an option for GEOM data files to create the morphs for you rather. You perform need a guide, so I would export the GEOM documents from the actual game documents as research.

I'michael not certain if you've utilized TSRW before for making CASparts? Making the morph meshes for WSO files is essentially the same. (although the morph data gets added instantly or, is certainly utilized as guide).Though I suppose it's better to adhere to this guide to obtain a much better knowing of the references I have always been talking about ^-^. I believe meshtoolkit offers an option for GEOM documents to create the morphs for you rather. You perform require a referrals, so I would move the GEOM documents from the real game files as research. I'michael not sure if you've used TSRW before for making CASparts? Making the morph meshes for WSO data files is generally the exact same.

(although the morph information gets included immediately or, is usually used as reference).Though I think it's better to stick to this tutorial to obtain a much better knowing of the referrals I am speaking about ^-^:TSRW? Yeah, I have. But it's i9000 been totally damaged for me ever since TS4 arrived out. I got an old edition on my last PC but since l couldn't get it on this new one, I've simply stopped making use of it completely. So there's no easy method to simply copy-paste thé morphs from thé authentic mesh to the slightly modified one? Do you think I can somehow get it approved on MTS withóut those morphs? Fór editing and enhancing CAS parts and items, you could obtain this version of TSRW:It would have got been easy to 'duplicate substance' it if it happened to become a non-store item.

Meshtoolkit does provides a auto-mórph maker, you just need a few GEOM references from the video game. In this situation, it's not only the base mesh, but furthermore the morphs that the benchmark has.Right here is a action by step:- Go to Car Equipment for GEOM Car create Morph Mesh- Click on on 'select document' next to the GEOM foundation mesh to mórph (your mesh) ánd choose your foundation mesh/geom document- The reference base mesh can end up being found within the fuIlbuild/deltabuild but yóu can furthermore acquire it with (which is usually so very much easier)- The referrals morph will make the morphs oné at a time. Therefore, you first would like to arranged the fat file, after that the match, then, slim, and if needed, specialAnd thát's how yóu create your very own morphs without having to mesh éverything! I would suggest providing it bone fragments though, else. It will switch into a mess.The short training I linked, basically does the exact same matter, it simply demands milkshape to do it.

Though I would follow the 'morphmaker' component.And, sadly, we can't agree to downloads without mórphs. What about performing it the other way around?

Can't I simply get the original Store mesh and copy over the altered geometry tó it?You couId test it, though I personally would have got done it the way as explained in my prior response. As stated in my initial reply, Shop items and their set up/ the method EA produced them, will be very confusing and not as similar as a normal CAS product. For instance, the bone fragments are divided from the real mesh, and bécause of that, thé shop product will have got more GEOM files. A normal in-game (Even CC clothes) don'capital t have the bones separated from the mésh. The GE0M within that bundle document will have got the bones and mesh both included.I'meters not certain if you possess ever tried starting a shop item in TSRW?

But because óf the bones and works being separated, TSRW gained't be able to go through the bundle. Oh so thát's why? Is definitely that the bug where the entire thing transforms skin colored? Maybe TSRW does work then, because I've just been attempting to open Store packages with it.For the report - all this chat of morphs and bone tissues do my character great justice. That's how I feel.Morphs can end up being complicated. But TSRW earned't be capable to transfer store products.

Maybe the most recent one, but that version is just pretty much broken, so I bet it would become capable to transfer a store CAS item, but not correctly. TSRW earned't end up being capable to open your bundle because it won't become able to examine the mesh, bécause of the separated GEOM files.But generally TSRW would provide you an mistake that it can't open up the package deal, or something like that.

So generally it will either crash, or your 3D windowpane earned't present you anything (Because there is nothing in there). The epidermis coloured issue could become a consistency error. Properly TSRW are likely to infect deals when you're also having the 'zero storage' error. Then you'll get that epidermis coloured CASpart as nicely.Unless you meant editing after you rédid the morphs? Bécause that would end up being fine, and TSRW should become capable to study those deals, since it's a normal 'CASpart' ^-^. Dunno if this helps, but I've arrive across this problem lately. I in the beginning needed to use but it didn't transfer the Shop.deal as-is, I acquired to clone it very first.Anyhow, I noticed that TSRW doesn't export the.deal with the match/fat/thin morphs as well, just the basic one.

Here's what I did:1. Herb the LODs from your.bundle. Store items often don't have the LODs named, so in purchase to know what LODs you are usually making use of without having to open up them in other programs, obtain, move to the Package Tools tab, find your.bundle and go for 'Add Brands'. This will name the items of your.package deal and you'll know which GEOMs are which.

Today proceed to your.package and export all the GE0Ms to a foIder (you'll see they are named right now).2. Perform whatever work you need on your package in TSRW, export it as a.deal.3.

Open Mesh Toolkit again, go to the Bundle Tools tab and after that to the Add Morphs to Clothes/Hair tabs. Open your.package, select the Use GEOM Morph Meshes radio key and a lot of options will show up. If you wear't notice the 'Select File' control keys to the perfect, increase the plan window. Now click on on the Fat radio switch at the best, and select your LOD1, L0D2 and L0D3 in the suitable fields (you gained't possess anything under LOD0, that'beds for add-ons). Click on the Increase Morph to Deal button.After you're also performed with the excess fat morph, move on to the fit 1 and do the exact same.

Same will go for the sleep.Again, you can avoid all this if you just need to perform texture edits, by cloning the.package deal and operating with usually.Edit: forgot a word.Edit2: forgot that TSRW provides the awful tendency to fall resource brands. If therefore, repeat step 1. View out, it'h gonna get difficult.I just want to include, and I put on't understand why I didn't create be aware of it previously, that this shop product I've been recently working with does not possess divided GEOMs for thé morphs. I'michael not sure why some CAS products perform and others wear't, but this one doésn'capital t.

It has 3 GEOMs, one for each LOD, and all I've been trying to do is edit one of them (and very extensively) so. So any tomfoolery with additional GEOMs would end up being ineffective in this instance. And, l'm sure thát I wouIdn't want to possess to perform the unpleasant work of shuffling thé geometry around ón those two GE0Ms like I possess on the very first one. It'd consider age range.And in Milkshape't Joints tabs, everything looks to become as it shouId.

The vertex dumbbells possess their little coloring and everything. If I add the.deal, can anyone appear at it fór me?It's also unusually large, for some cause. Might end up being the.DDS texture documents, which are a megabyte and a fifty percent each, and possess duplicated for some cause.

Took a small appearance at it in Beds3PE, since I wear't actually have got the period to proceed all in depth and it appears like the GEOM morph documents happen to be 'unlinked' with the actual morph mésh. With that, l generally imply that it uhm. Most likely never linked your morph mésh with thé BBLN documents.

(besides the base a single) Which furthermore indicates that your BBLN documents are vacant as well,. Well, just doesn'testosterone levels possess the morph/slider data that'beds needed for it to work correctly ^- Meshtoolkit however, offers a 'auto-mórph' maker for GE0M just like with TSRW. The setup however, looks quite store-ish, so you miiight end up being better off recloning a bottom game item and go with that?Unless Sweetdevil has some type of trick to get it to work without a workaround of training course ^-. Got a little look at it in S i90003PE, since I put on't really have got the period to move all in level and it seems like the GEOM morph documents take place to end up being 'unlinked' with the actual morph mésh. With that, l generally indicate that it uhm.

Probably never connected your morph mésh with thé BBLN files. (besides the foundation a single) Which also indicates that your BBLN files are clean as well,. Nicely, merely doesn't possess the morph/slider information that'h needed for it to work properly ^- Meshtoolkit however, offers a 'auto-mórph' maker for GE0M simply like with TSRW. The set up however, looks pretty store-ish, so you miiight be better off recloning a bottom game product and go with that?Unless Sweetdevil has some kind of technique to get it to function without a workaround of program ^- Sorry to inquire, but can you probably replicate that in English?I obtained the component where I need to download Meshtoolkit, click on a switch and after that wish something great arrives out óf it, but thé relaxation can be unintelligible to mé. And if thére will be no morph data, what's the coloring that I discover in Milkshape when I enable vertex dumbbells?@Sweetdevil. Damnit Sweetdevil! I was just attempting to operate away from my issues!

(I'meters joking of training course XD)Buuut you did the vertex component right so I'd simply ignore the pieces of that oné, but I think the problem here's that, due to getting some actually hard-to-follow- morph tutorials, you miiight have overlooked to allow meshtoolkit generate stuff for you.Simply uhm. Keep in brain that this is usually like 2 decades ago for me, after that I simply went all 'mess this' and turned to TSRW which, I imagine I might switch back to because I suppose it's just so much more comfortable to work.

So I might mess this up XD I'm pretty significantly reffering to this guide though, so you could follow this: (using web,archive just for the benefit of images).Or even.Greenie't ultimate guidebook for individuals who wear't know shit on how to make morphs the good ol designed method!:D- First things first, allow's obtain those meshes! So open up up CTU, and select a arbitrary full entire body mesh, female in your case.- Click on the magical 'extract meshes' button and delete the VXPY just for the sake of arranging.Let's get magical here! Open Meshtoolkit.- Go to auto equipment for Morph making under the 'Car tools for GEOM' tabAllrighty, here things get quite complicated because no one really informs you that you have to replicate this progress over and more than once again for EVERY. UnIike TSRW of course.

Lemme describe the parts that no 1 really appeared to have got covered in their tutoriaIs:1. The 'GEOM foundation mesh to morph' is your bottom mesh!, meaning, Meshtoolkit will make use of your mesh to notice how and whére it should tweak the mesh to make your mesh look properly suit or thin or fats, etc.2. 'guide bottom mesh' is your Benchmark base mesh! This one's fundamentally the reference morph's assistant on understanding how to properly copy it to your mesh!3. 'referrals morph' is definitely your Research mesh's GEOM file (or BGE0, but l'd go with GEOM). You know how in it states 'LOD1Body fat, like right here?:(Thanks whiterider/nyshá for the research!)in the reference base mesh area thingy, you NEED to add the reference point mesh where we just taken out the meshes from its GE0M LODMORPH NAME.

Once again, this improvement is certainly a one-by-one improvement, so after you do the Body fat lod, you need to replace it with the thin, etc. Based on what morph you're working on. I imagine when you set up everything, the just point you have to change each time is certainly the 'research bottom mesh'- Allow's obtain began with the fat morph. So you should have set it up Iike this now:1. GEOM foundation mesh to morph provides your bottom GEOM mesh (To be exact, LOD1)2.

Benchmark bottom mesh has the extracted base GEOM mesh (To become exact, LOD1)3. Referrals morph should have got the GEOM LOD1FAT- Allow's create our extra fat morph!

Click the 'Create morph mesh' button.- Now save it and contact it something like 'Fatmorphmeshlod1' so you know what you just exported.Redo the whole improvement for the:1. Special (optional of program, this can be the maternity mesh!)Now allow's move to the BGEO tab, it's generally the same improvement. Since we're not making any tresses works or accessories, perform NEVER but actually, NEVER make use of the LOD0 part of it.

LOD2 is usually the moderate degree of information (Which, if yóu wanna, and l would suggest you do, possess to make morphs for too, therefore if you didn't do the exact same entire improvement but with thé LOD2 and L0D3 version of everything ^- ) And LOD3 is definitely the reduced degree of information.I'd follow action 5 of this tutorial for the BGEO component. Can'capital t describe it any better!Aaaand right now I'd just use the Package tools Include morphs to clothing/hair. And open your bundle, and from presently there you essentially override (If I believe, it will override your GEOM data files, else I imagine you could remove them and do that rather, but perform consider the overriding thing very first). And transfer them.Hope that assists! Let's obtain began with the fat morph. So you should have arranged it up Iike this now:1.

GEOM base mesh to morph offers your foundation GEOM mesh (To be specific, LOD1)2. Research bottom mesh has the extracted bottom GEOM mesh (To be specific, LOD1)3. Referrals morph should have got the GEOM LOD1FAT- Let's produce our fats morph! Click the 'Create morph mesh' switch.- Right now save it and call it something like 'Fatmorphmeshlod1' so you know what you just exported.Riiiiight, therefore here's the factor. There's no Body fat lod. There's i9000 LOD1, LOD11, LOD2, LOD21 and so forth. It doésn't accept ány of them, bécause 'the referrals morph mesh is definitely not a valid morph mesh'.

I've checked, none of them of the 5 reference full entire body clothes I've looked at have any type of 'Match' or 'FAT' mesh.And to whomever emerged up with the words 'morph mesh', I detest you. Mooble goobIe mish mash mórph mesh. Nicely there's a function around where you put on't possess to exactly. Well, possess to make use of Mesh toolkit but I used to do it like thát because it't just method quicker.

Which is definitely explained in the web archived version of the tutorial I referred to. Where you just possess to perform it by hand in Milkshape. Which is certainly great when you're functioning with maternity morphs but I rarely perform it for all those some other morphs.Howeverrrr the reason why might end up being owing to most later-ish CASpárts (Like after Dogs and cats I believe) And the common 'GEOM mórphs' which you wánna select in your reference point morph' part, some of them seem, especially shop items, happen to only have got the BGEO files for the morphs. Maybe that's leading to the mistake? Ooor check in Milkshape whether the responses in the mesh/GEOM/Group is in fact there, just to check out the benchmark mesh and your bottom mesh.Eeeelse I speculate I should proceed attempt it out once again since it's like 2 yrs ago for me, I believe 4 to become fair? Well there's a function around where you put on't possess to precisely.

Well, possess to make use of Mesh toolkit but I utilized to do it like thát because it't just method quicker. Which is described in the internet archived edition of the tutorial I referred to.

Where you just have got to perform it manually in Milkshape. Which is definitely great when you're operating with being pregnant morphs but I seldom perform it for all those other morphs.Howeverrrr the cause why might become credited to many later-ish CASpárts (Like after Pets I think) And the typical 'GEOM mórphs' which you wánna choose in your reference morph' part, some of them seem, especially shop items, occur to only have got the BGEO files for the morphs. Maybe that's causing the mistake? Ooor check out in Milkshape whether the comments in the mesh/GEOM/Team is in fact there, simply to verify the reference point mesh and your foundation mesh.Eeeelse I think I should go test it out once again since it'beds like 2 yrs back for me, I think 4 to end up being fair?So some CAS parts do have split GEOM morphs and others don't? Because I only have the bottom game types in Meshtoolkit and they do not possess the separated morphs.

Nicely some research CASparts (Existing EA meshes) Don't show up to have got them. Think it's a 'conserve the room!'

But to save you from uhm. Ramming your human brain?But simply making something certain here, you did acquire the works with CTU- the referrals works. NOT your meshes, right? And then used those exported meshes as your referrals mesh.

Elsee you could try just cloning an existing EA CASpárt with CTU, savé the package, export the BGEO ánd the GEOM ánd use those as benchmark instead of getting to move everything.

There are usually two parts to Thé Sims 4, the development component and the daily life component. They're practically distinct games (although you can create in your home while residing your sim lifestyle), so let's crack them down separately, shall we?The initial matter you do in the sport is produce a sim using the 'Create-A-Sim' setting. The choices on offer are pretty impressive. With the cIick-and-drag óf the still left mouse switch you can modify the dimension and form of generally any specific component of a body, from calves up to nostrils, allowing you to generate some pretty detailed replications of individuals. It'h not all sunlight and lollipops, nevertheless. While you're also capable to morph yóur Sim into ány entire body shape you need, beyond that the options are considerably restricted.

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It's amazing to extremely quickly flesh out a household, but their likenesses lead intensely to the dessert cutter feeling I get sometimes when wandering through the entire world.After you've produced a household, you can place them into the entire world possibly in a pre-built house or you can construct one yourself. Thé pre-built houses array from beautiful to down-right unattractive, so you're possibly much better off developing something yourself. That's i9000 where the Build mode arrives into play. The brand-new Build mode is quickly the best feature of Thé Sims 4. It enables you to extremely quickly and fairly easily create a home full of things, whether through thé pre-built room tool or by merely eye-dropping your method to success. Each room type (bedroom, living room, etc) provides a amount of established options obtainable for participants to select from, and as soon as placed you can modify the proportions of a room by getting and pulling arrows outwards. Certainly you nevertheless have full handle over building your home beyond these pre-set areas, but the option is great to have got.When I say full control, I should state of mind the concept.

You're still stuck on the grid, developing areas in shapes that conform to the sides of 1x1 metre squares. You can create diagonal wall space (at 90 degrees only), but curled walls, and also elongated rhomboid areas are usually out of the query. Interestingly, you can include curves to roofing, permitting the tiled best of houses to exhibit more than the area beneath them.Beyond dimensions up areas, functioning out where to put stairs and making certain your areas have sufficient lighting generally there's a entire selection of issues for you to put into your Sims' home, from normal junk like beds, baths and beyond all the way up to a rocket ship.

Like the Créate-A-Sim mode though, Construct mode isn'testosterone levels without its disadvantages. For some cause you can't transformation terrain heights, so your garden efforts are likely to end up being a little. In reality, nothing is present below the terrain flooring in Thé Sims 4, which means cellars and garages . and pools arén't óptions in the gamé. The auto-páint device, which will make all wall space in one space possess the exact same paint design if you easy shift-click, can end up being wonky, and on even more than one occasion I discovered the outside of my home covered in wallpaper.The local community access device, which allows you to publish your creations - from family members to pre-made areas and up to full-blown houses - are usually the greatest feature of Thé Sims 4. It's i9000 very easy to leap online and get the amazing creations various other people have got produced and place them into your game entire world.

You can rate masterpieces and follow designers, producing it pretty simple to stay on best of the things you like in the area. It furthermore provides a wonderful little shortcut to people who put on't possess the period to sit down now there for hours creating a house from damage.Overall the innovative equipment on offer you in The Sims 4 are usually wonderful. They're not perfect, and they could use some improvement, but overall they've changed what utilized to end up being a slightly painful encounter into something which is easily obtainable.I wish I could state the same about the Lifestyle element of the video game.As soon as you've built your homes and produced your family members in The Sims 4, things begin to drop apart a little. The term 'if a shrub falls in a woodland' comes to brain.

You start essentially trapped in your home. To visit another home you definitely have to vacation presently there, which means loading screens and the planned command to 'journey'. You can't walk out of your home and walk into another any much longer - the sport isn't open in that sense, hiding everything behind loading moments.This wouldn'testosterone levels be so poor - in truth it would end up being downright easy to understand - except in Thé Sims 4 the game needs you to basically hand-hold every created Sim from thé get-go. As considerably as I could inform, without you controlling them - obtaining a job for them, creating relationships for them, living for them - Thé Sims in yóur globe will fundamentally do nothing at all while you're also not there.

They possess a restricted sense of automation, ánd they will satisfy any needs that occur - they'll proceed to the bathroom, or sleep, or eat when they need to - but béyond that they put on't exist. It'beds like a video game of peek-á-boo, except whén the players eyes are usually covered the relaxation of the globe really will stop to exist.This means that a household with just one person is essentially worthless. You need to actively mind out and create romantic relationships with others in the game, because they'll in no way arrive to you. You can satisfy them by standing up out on your pavement and talking to them whiIe they jóg by (jogging around the neighborhood appears to suit into their automatic events user profile), or by positively visiting their homes, but thát's abóut it. After yóu've effectively fulfilled everyone in the area you'll ultimately be invited to points (or, more most likely, they'll request themselves ovér), but it's hard to get rid of the feeling that these individuals only can be found because you do. While playing as your own created Truman Burbank, yóu can't escape the Truman Display sensation. It'beds meta to the point of becoming discomfitting, ánd it doésn't go apart until you control every home and drive them to communicate with one anothér.

In a way it promotes players to make sure their family members possess at minimum a simple degree of personality in them - a job, information of the additional personas in the planet and romantic relationships with the people they reside with - but in practice it ruins The Sims impression.There are highlights to 'the existence', if you can contact it such. Sims multi-task right now, so as soon as everyone knows everyone you can discover them talk to each additional while eating and drinking, or individuals can pay attention to music while functioning out. When théy're all collectively, when they really can be found to one anothér, the Sims seem more lifelike than ever before, and it's great that you can permit automation to take over and discover how the pre-determined personalities of your sims form their relationships with one anothér. Some of thém take action badly because they've acquired a difficult lifetime, or have got been mistreated.but, like individuals, some of them are usually simply jerks.Once you have got more than enough Sims in the one household, keeping all the china spinning becomes a exciting (and occasionally tense) problem, which is certainly specifically what individuals have enjoyed about the collection from its genesis, and so to a education what makes The Sims 4 a 'Sims' video game is definitely on screen. With an accomplished Build mode, a good (if a little stunted) Create-á-Sim maker ánd sufficient time purchase into making certain everyone in your area has at minimum a fundamental life made, The Sims 4 is usually nearly a good sport. Like every The Sims game before it, Thé Sims 4's success will hinge on thé DLC that accompaniés it - what yóu have here is simply a solid base. The Sims group needs to perform some heavy duty function on the automation aspect of things, but otherwise they've developed a good location to develop from.

Obtained it generally for wifey but I do play as properly. She adores to get all creative with the Sims and prefers all the accessories number 3 offers to provide as the stock has more clothes and styles likened to share 4. I appreciated the more editable entire body components and the fact that the areas are pre-madé in the buiId part. But for me it seems the exact same as previous games simply a revamped interface.

I hate how it has to fill the map to go to various other areas, that function was faster in the earlier game even with the million DLC't added. My very first guy passed away in the initial day burning up in his kitchen area producing a grilled parmesan cheese while I tried to number out why no fireman came and how to place out the fireplace, my second attempt lead in another fire (with smoke alarm installed, and still no fire jet fighter) but got it out. I after that realised my man should understand to prepare very first before becoming allowed in the cooking area.The drawback that your evaluation said that they didn't 'reside' without you controlling them can be simply a free will placing in the menus, along with incorporating to the life-span. I appreciated the fact that you can produce multiple households in the one save file and they carry on without you. I put on't use the secrets and cheats but the wifey does it to 'start' her games to get the house she wants then will go on regular.Some cheats that some people might enjoy.Motherlode - $50,000FreeRealEstate - House/Land are free.Dying.Toggle - Cannot Die/No Reaper.