![sims 3 default skin apple sims 3 default skin apple](https://2.bp.blogspot.com/-KzZRZwkSR34/U1g06d2WTgI/AAAAAAAEsWo/XdaKup0v9lY/s1600/tumblr_n4i25kexkW1sa7cepo1_1280.jpg)
In my skin setup specifically, it’s built around using Lilith’s Honey as defaults to replace S1-S4. The scale can be filled with one skin on every decimal, or even overlapping – you can give two skins the same decimal value, and they’ll just sit on top of each other and add to the likeliness of being inherited between certain ranges. If you’re a more visual creature, here’s an image that shows exactly what is meant by “a decimal scale that ranges from light to dark”:Ġ,5 should be the middle, and then imagine the four standard shades in their designated spots (0,1, 0,3, 0,6 and 0,9). There’s no way to remove the four standard shades.
![sims 3 default skin apple sims 3 default skin apple](https://64.media.tumblr.com/25138979d68bf7107aa0b287472fbad6/tumblr_o0vlseHKIM1swwzeyo2_r2_500.png)
There’s no rule or reason for this, and all four can be replaced with anything, they don’t necessarily have to be replaced by a skin the exact same shade as it is normally – because of this, when you go into geneticized skins, it’s really important that you know what your defaults are and what shades they use. Most people use default replacements for the 4 standard shades, which means they’re replaced to look like a custom skin. This includes S1, S2, S3 and S4 – which always have a fixed position on the scale, and this can’t be changed. The genetic system in TS2 is a decimal scale where each skin is given a set value between 0,01 and 0,99 - where 0,01 would be really light and 0,99 would be really dark (note that this is most commonly, you can go beyond these decimals too, but I’ll explain that later as it’s not relevant to this basic explanation of the genetic scale). On the flipside, if a sim with S1 (the palest) and S2 (slightly less pale) have a baby, their child can only come out with one of those two - there’s zero possibility of their child having S4 (the darkest), because it lies outside their genetic range. So for example, in a standard game, if a sim with S1 (the palest skin) and S4 (the darkest skin) have a baby, their child might come out with any of the four skintones: this is because S1 and S4 are on the outside ranges of the scale from each other, and S2 and S3 lie between them. These four tones are called S1, S2, S3 and S4 – in order from light to dark. If you have zero geneticized skins in your game, this only concerns the 4 standard skintones you’re presented with in CAS.
![sims 3 default skin apple sims 3 default skin apple](https://deadline.com/wp-content/uploads/2021/10/3-shot.jpg)
Geneticized skin means that the skin operates within the range of genetic inheritance in The Sims 2. Now, there’s little point in having a skin that’s only townified and not geneticized because…: This is random and out of your control if you have townified skins, the game just rolls the dice and gives freshly spawned townies a random skin. In other words: delivery people, the matchmaker, non-playable apartment residents, holiday locals and everything else you don’t specifically create in CAS. Start out simple: townified skin means that the skin can spawn on townies and NPCs your game spawns for you. Since I uploaded my setup of geneticized and townified skins almost 3 years ago, I’ve gotten a lot of questions about what it means, how it works, what to do, what not to do and everything in between – so I thought it was probably time to make the whole thing its own separate page explaining everything I’ve ever gotten questions about regarding it, to clear everything up once and for all, in one place.