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Field Researcher
Original Poster
#1 Old 7th Feb 2026 at 8:02 AM
Default Can someone please help me with SimRipper? (request)
Hello. I was recently inspired by LadySmok's bot shop cc to make my own plumbot! I'm trying to make a chrome girl wearing normal clothes. I can't seem to export the mesh of my sim face model using the latest version ts3 simripper; I always get a 1kb file that has no mesh. I also keep getting a Microsoft .NET Framework error that says "unhandled exception has occurred," even with a vanilla sim.

I'm aware the creator is no longer with us, so I don't expect any troubleshooting. I was wondering if someone could extract and share an untextured .OBJ of the sim I've attached below.
Attached files:
File Type: rar  sim to rip.rar (172.4 KB, 3 downloads)
Scholar
#2 Old 7th Feb 2026 at 4:28 PM
Quote: Originally posted by makiura
Hello. I was recently inspired by LadySmok's bot shop cc to make my own plumbot! I'm trying to make a chrome girl wearing normal clothes. I can't seem to export the mesh of my sim face model using the latest version ts3 simripper; I always get a 1kb file that has no mesh. I also keep getting a Microsoft .NET Framework error that says "unhandled exception has occurred," even with a vanilla sim.

I'm aware the creator is no longer with us, so I don't expect any troubleshooting. I was wondering if someone could extract and share an untextured .OBJ of the sim I've attached below.


First thing is to update your .NET.

Shiny, happy people make me puke!
Scholar
#3 Old 7th Feb 2026 at 6:19 PM
So, I'm not sure what you are trying to do. I did some testing with Sim Ripper. That's how I made the several statues I did. As for FemmeBots, the latest models use Sim CAS skins for the skin parts with bot shader bodies and glow shader. Those can be 4 or 5 mesh groups. Older models are "painted" in Plumbot CAS... some are metallic using bot shader. I had VERY limited success making "clothes" for bots as accy. A lot of clipping and a lot of time weight painting meshes to minimize it. Not worth the effort to me.

You can try making a skin for regular Sims using Skininator, but the mesh will still be SimSkin shader and adjusting the specular won't give the same effect as the bot shader. You can make garments where the skin uses bot shader, but the head is generated by the game, and will be SimSkin shader, and I don't know how to change that, and if you did, would most likely change EVERY Sim's head in your game.

Shiny, happy people make me puke!
Field Researcher
Original Poster
#4 Old 8th Feb 2026 at 11:54 AM
Quote: Originally posted by LadySmoks
So, I'm not sure what you are trying to do. I did some testing with Sim Ripper. That's how I made the several statues I did. As for FemmeBots, the latest models use Sim CAS skins for the skin parts with bot shader bodies and glow shader. Those can be 4 or 5 mesh groups. Older models are "painted" in Plumbot CAS... some are metallic using bot shader. I had VERY limited success making "clothes" for bots as accy. A lot of clipping and a lot of time weight painting meshes to minimize it. Not worth the effort to me.

You can try making a skin for regular Sims using Skininator, but the mesh will still be SimSkin shader and adjusting the specular won't give the same effect as the bot shader. You can make garments where the skin uses bot shader, but the head is generated by the game, and will be SimSkin shader, and I don't know how to change that, and if you did, would most likely change EVERY Sim's head in your game.

Hi LadySmoks! I'm using your femmebot text as a guide. The detailed instructions and tips are really helpful. My bot will be wearing a top, boots, and pants, which will all use the simskin shader. The clothing is all its own mesh and I used blender's knife tool to cut out the parts where the bot shader parts are showing. I don't know how I'll fix the seams, but that's a problem for later.

This is how I plan on separating the parts:
arms (bot shader) - hair
legs (bot shader) - neck, arms, ankles
head (bot shader) - head
bot body (simskin shader) - shirt, pants, shoes

My plan is to auto-assign bones, import the .wso into tsrw. Reopen it and export the .bin file as a .geom file. Then I replace the geom in the cloned plumbot package.

I installed the latest .net for windows and restarted my laptop, but it's still giving me the same error.
Screenshots
Field Researcher
Original Poster
#5 Old 8th Feb 2026 at 11:55 AM
forgot to attach the clothed model
Screenshots
Scholar
#6 Old 8th Feb 2026 at 6:40 PM
First thing, forget using Sim Ripper for this if you have a Sim that looks as you want the bot to look. Any changes to the mesh from Sim Ripper will create misalignment of the EA rigs!!!!!! Especially facial bones. When the bot is in game, use Nraas MC> Advanced> Transfer Genetics from the Sim to your bot.

I will need to do some research on a couple of things. My latest head uses CAS skins. But, I think that a body and head using bot shader and the white to black skin tone will work as you want. Open the "skinjob" head in s3pe. Select a geom. I know that for LOD 0 head, group 0 is scalp, grp 1 is eyes, grp 2 is face and grp 3 is teeth. 0, 2 and 3 are skin shader. If you want metallic teeth, you can basically change all of the geoms with skin shader to bot shader in GRID. 0x1C608236 (476086838)

Shiny, happy people make me puke!
Field Researcher
Original Poster
#7 Old 8th Feb 2026 at 11:21 PM
Quote: Originally posted by LadySmoks
First thing, forget using Sim Ripper for this if you have a Sim that looks as you want the bot to look. Any changes to the mesh from Sim Ripper will create misalignment of the EA rigs!!!!!! Especially facial bones. When the bot is in game, use Nraas MC> Advanced> Transfer Genetics from the Sim to your bot.

I will need to do some research on a couple of things. My latest head uses CAS skins. But, I think that a body and head using bot shader and the white to black skin tone will work as you want. Open the "skinjob" head in s3pe. Select a geom. I know that for LOD 0 head, group 0 is scalp, grp 1 is eyes, grp 2 is face and grp 3 is teeth. 0, 2 and 3 are skin shader. If you want metallic teeth, you can basically change all of the geoms with skin shader to bot shader in GRID. 0x1C608236 (476086838)

I have tried that, but I want the face to be teen-proportioned and be exactly the same. I also want her earlobes to have holes, which I can only do with a ripped head. You stated in your text that teen plumbots aren't possible, so I was thinking of using the edited teen head as my plumbot head and then making her shorter with bone sliders. Could the misalignment of EA rigs be fixed by auto-assigning bones in MTK?
Screenshots
Scholar
#8 Old 10th Feb 2026 at 1:00 AM
Quote: Originally posted by makiura
I have tried that, but I want the face to be teen-proportioned and be exactly the same. I also want her earlobes to have holes, which I can only do with a ripped head. You stated in your text that teen plumbots aren't possible, so I was thinking of using the edited teen head as my plumbot head and then making her shorter with bone sliders. Could the misalignment of EA rigs be fixed by auto-assigning bones in MTK?


What happens, is EA only recognizes A/YA bots. You can add teen to the bot Caspart, but it will always show an error in Dashboard. But, going into CAS to change the bot to teen, may cause CAS to make a new head as it changes age states.

As for the error in Sim Ripper, I think you have to save as object. Been a while since I used it. I think it also has issues with hi poly hair.

I did experiment with a teen head, once, but that was when I first started working on bots. It didn't work well, and I scrapped it. However, I learned a bit since then. Still, I don't remember how Sim Ripper sets the UV for everything. I believe it creates a single UV of all CASParts, similar to how the game stores Sims... which is fine for making statues, as I did. Anyway...

What you can try is exporting a tf face and tf scalp from s3oc. You'll need the scalp regardless of how you proceed. Open in S3PE and export L0 face parts and scalp. Open my latest bot head in s3pe, and export the geoms for L0. Import them to Blender, select all and go to edit mode. Export a copy of the UV. You'll see I don't use EA's eyelashes, and instead include the scalp. I use S-Club eyelashes in CAS make up.

Repeat this with the S3OC head parts. don't include the scalp. Import it, go to edit mode, and you'll see why the UV must be adjusted later.

You can try converting your ripped face to geom, but do NOT merge vertices! Strange stuff happens with the mouth! You can try transferring bones from the S3OC face parts to yours in MTK. I don't know how well that will work. Also, because of the holes in the ears, you'll have to renumber the mesh, and I believe that will prevent some facial sliders from working on your head, as they are geom sliders, keyed to the EA vertices numbering sequence... but, sliders are already applied to your head.

Import your head parts and match to the UV from the EA tf head parts. Now, import the scalp, fold the UV in half, resize the UV and move it to an open area so it doesn't interfere with your face parts. Export the parts.

Open a tf face in TSRW and export the package. Open the package, and change the shaders to bot shader for whatever you want to be shiny. Open THAT package in TSRW. Convert your head parts to ,wsos and import them to TSRW. Save that work, and export your package to test that L0 does what you want before doing other LODs.

That head will only match up at the neck seam to the tf body you make. You can make as many bodies as you want using a tf base, but every part MUST be listed as A/YA and tf.

See if that works, and let me know if you have specific questions on any part of this. Good luck!

Shiny, happy people make me puke!
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