Small Businesses Overhaul (Restocking, Sale anything and more!)
First of all, all these mods require Lot51's Core Library, I won't be giving support to people if it's clear they did not install this dependency.
Compatible with patch 1.113.297
Now to the juicy part. Have you ever dreamt of a better version of Small Businesses? Well, those dreams might come true with these mods. Small Businesses Overhaul is a series of five mods that aim to improve your experience with this new venue type. All of these mods are independent to each other, so can install only the ones you want to use.
This entire mod is modular, you can delete the packages you don't want/need except for the strings one.
1. Restock and Sale (Requires GTW)
This module brings back restocking and selling in a similar way Get to Work did by allowing the player to sell anything they want and also, enabling retail restocking. Watch the video below to see this module in action.
This is not a plug-and-play solution so once you install the mod you'll need to follow some steps:
You'll need to use the new "Set For Sale" interaction to enable something for sale. With this module, you'll be able to sell almost every item in the game.
For objects on Retail surfaces, the availability will depend on the surface's current state, meaning, that you won't be able to control it individually and that if you have objects on surfaces, you'll need to Disable and Enable Sims from the surface for the update to get updated with the correct state if needed. For already built business, objects on the retail surfaces should be automatically updated with the For Sale status after the first load.
NEW (April 10th)
I added a new Additional File named "Marquillo_SBO_RestockandSale_NoRestocking" that you should be able to download. This should disable restocking permanently until you delete it. Please note that right now, it might cause a small t-pose for a second and it's not my priority to fix it as I made this by demand.
Known issues
The wall TV restocking sign will be the one used for ground, there is no workaround for this as the game does not differentiate between wall and table TVs.
If you visit as a customer, the money from things your Sim or NPC's buy will be added correctly to the funds of the small business owner, but restocking will be free for them. Even though I didn't plan this, I figured out that it was the best option for rotational players, so I will not change that behavior.
When visiting as customer, objects in retail surface might have a repeated "Buy Item" interaction, you can use any of those.
If you drag an object from a surface with the "Sales Enabled" state and then drop it to the floor or a normal surface, sometimes said object will not be correctly marked as "Not For Sale". This system seems a little fragile, so I will not be changing this, as any attempt to correct it causes Last Exceptions.
Restocking does not count toward the financial report from the UI. Right now, there is no way to add it to any of the reports in the game.
2. Craftables (Updated on March 22, 2025)
This module focuses on correcting some weird behavior related to how the game handles craftables your employees create.
If you had this mod installed before March 22, please reread this section, as I made important changes on the way it works.
First, you'll need to assign the new "Move objects to inventories (Employees)" activity, to any household or non-household employees. I also recommend using the "Employee Activities" menu as it includes special activities crafted to work along this module.
This module adds two new interactions named "Give crafted objects to Business Owner" and "Remove Item". The first one will ran autonomously and will transfer all the crafted objects from the employee to the inventory of the business owner. This will create a notification and both NPC and household employees will do it.
The second interaction will also run autonomously and will look for completed paints, flower arrangments, Mini-Bots, Jewelry and Gems and Pottery items to clear the crafting tables and send those items to the inventory of the Business owner. Note that these items are items the Sim crafted, so this should prevent your employees from messing with other Sims craftables. This will create a notification and both NPC and household employees will do it.
3. Employee Activities
This module features a series of overrides focused on expanding the amount of activities an employee can perform. (Mostly NPCs)
Fabrication, Gemology, Flower Arranging and Woodwork can now be assigned to employees. I recommend combining this module with the Craftables module, otherwise, the objects crafted by our employees will not be added to your household inventory.
Note that what Sims crafts will depend on their skill level. I'm planning to expand the selection of craftables in the future.
Employees with the Scrap Crafs activity will clean robotic tables, as this seems to be an oversight from EA. I also added the Gemology table which goes well with the Craftables module.
The scrapping interaction from the Fabricator is now correctly set so employees can access it.
4. Employee Behaviour
For employees, this module will override some of their behavior so they focus more on the tasks they are supposed to be doing.
- The social need will decay slower, so they care less about socializing.
- Fun will be less important for them while they are working, so they should give priority to their activities.
A new interaction called " Ask (name) to not socialize with customers" will be available for your employees while the business is open. This will suppress autonomous socialization completely, and customers will not target your employees either. (Your Sim can still socialize with them, but not autonomously)
5. Customer Behaviour
This is the smallest module of the bunch, as customers seem to behave as you'd expect. However, I made some small corrections.
Customers will arrive with normal bladder and hygiene needs, fixing the issue of some customers arriving with low hygiene and bladder. If you like this feature, use Waffle's alternative.
Fun will decay a little faster (pushing Sims to do most activities) while bladder will decay slower. Social will matter way less for Sims. Another alternative to this module would be Waffle's mod.