A downloadable mod
Last updated March 8th, 2025
Latest Patch Notes
3/8/25
1/30/25
1/20/25
11/1/24
10/18/24
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12/9/23
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This is a companion mod toHome Regions. Getting townies to live in their own town was just the start. Now it's time for them to actually look, dress, act, walk, and be named differently depending not only on the World they're from, but each individual neighborhood, too.
Each neighborhood now comes with a set of unique attributes for Sims who live there, including:
For example, Sims living in Willow Creek are more likely to have African features and use a mix of French and Spanish names to match their Creole heritage. Sims from the the snooty Sage Estates neighborhood will have a Polished or Preppy fashion style and know a bit about Gardening, while Sims from Foundry Cove wear more Basic clothes and have a knack for Handiness.
Sims throughout Oasis Springs are more likely to have Latin features, use Hispanic names, and can handle spicy food. Sims living in the nicer neighborhoods like Skyward Palms wear Hipster or Preppy clothes, Sims living in town wear more Basic or Outdoorsy clothes, and Sims living in the eccentric Bedrock Strait wear Rocker and Boho styles.
Sims in Windenburg are more likely to have European features and use names from Germany and Northern Europe. Sims living in the rural parts know some Gardening, while Sims living out on the island have Fishing skill.
The shadowy denizens of Forgotten Hollow know a thing or two about Vampire Lore, and they are likely to be vampires themselves! They will all dress the part with various vampire styles, use Central European names, and some are easily spotted by their creepy walk.
Sims living around University of Britechester tend to have some Writing skill, while those around Foxbury Institute have some Programming skill.
Sims in Tartosa have Italian names and good Cooking skill, and (if you havePizza Preferences installed) they are born with an innate hatred of pineapple on pizza.
These are just a few examples.
As a side benefit of telling Sims to use a single fashion style at a time, their outfit choicestendto be a little better. No mismatching suit jackets and swim trunks, just poor color coordination.
Existing Sims and any user-created Sims are not subject to these templates, and even randomly generated townies always have a chance to bypass most of the template so that neighborhoods do not become too homogeneous.
Note: No changes are made to the Spice Market, Art Quarter, and Fashion District neighborhoods, as well as the residential areas of Sulani, Mt. Komorebi, and Selvadorada, as these neighborhoods already have templates in an unmodded game.
WhileHome Regions is not strictly required to use this mod, you're less likely to get many local townies who will use these new templates without it, so it is highly recommended that these two mods are used together.
With this mod andHome Regions installed, when townies spawn in a World, they also get assigned to a neighborhood by a random weighting. By default, townies are more likely to be assigned to dense or working class neighborhoods, and less likely to be assigned to sparse or upper class ones. These weights can be changed in theHome Regions settings.
Pets and strays (if you havePets Everywhere installed or any other mod that adds strays to more places) that spawn in neighborhoods with a custom name set will get human names and surnames due to how non-default name lists are prioritized. This is apparently an issue in an unmodded game as well, but it usually only happens in Selvadorada since that's the only place with both a Townie Demographic template and a non-default name set. I'm not aware of a good way around this, but it's very low priority for me. Plus, sometimes the names are cute.
This mod uses the game's own localization data and can be used by all languages. The only added strings are for error notifications.
The error strings have been translated into the following languages:
Spanish (thank you,LeRoiDeTout!)
Italian (thank you,ISY!)
German (thank you,NeedCoffee4That!)
Russian (thank you, Jane_Moriarty!)
Traditional Chinese (thank you, WANZI!)
Simplified Chinese (thank you, WANZI!)
Polish (thank you, Aarathiel!)
Dutch (thank you, gemberveer!)
Supplementary names have been provided for the following namesets:
Italian (thank you, MasSIMo!)
Finnish (thank you, pautsi!)
If you would like to provide more names for a particular nationality or group, or create namesets for non-Roman alphabets, please contact me directly on Discord.
This mod only requires the Base Game, but supports all packs.
This mod isn't likely to conflict with other mods because of how the script interacts with the game assets. There are no direct tuning overrides.
Andrew and The Sims 4 Studio team for making Sims 4 Studio
LeRoiDeTout for creating the Street Weighting script
and the greater The Sims 4 creator community for their continuous help and support throughout the whole modding process.
For bug reports, live troubleshooting, discussion of my mods, and general chit-chat, please join us on the Sims After Dark Discord server. It is a joint mod support server for LeRoiDeTout, Shinobu Nox, NC4T/Keke, and myself.
This mod and all of my others are free to download and will remain so. If you'd like to support their continued development, you can donate to my Patreon. I occasionally post progress updates and exclusive access to beta versions of my newer mods.
Updated | 15 days ago |
Status | In development |
Category | Game mod |
Rating | Rated 4.8 out of 5 stars (8 total ratings) |
Author | Kuttoe |
Extract the files from the zip archive. Add the package and ts4script file to your Sims 4 Mods folder or a subfolder which is only one deep.
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It's sort of a weird edge case, but heads up that this seems to prevent the Henford required NPCs from being generated if they've been deleted (e.g. in Srsly or Midnitetech's blank save.) Trying to enter Live Mode on a Henford lot under such a case kicks you to the world select with a 109:e56fc6bb:c8a07c87 message, much as the vanilla game did during that period where the "opt sims out of fame" bug was preventing NPCs from working right. I tested with only Townie Demographics and Better Exceptions to be sure.
Is there any chance you'll make this mod customizable sometime in the future? I'm working in a medieval save file in which every word is a country (like Willow Creek as China and Oasis Springs as Egypt), so this current version wouldn't work for me, but a customizable version would absolutely come in handy!
I know it's technically considered an "issue," but I love strays spawning with full, normal seeming human names so much that I made an account just to comment on it. It brings me so much joy. I just love when my sims adopt a pet and it's like, "Hello, I am Christie Shin and this is my cat, Suzuki Watanabe."
Even if you eventually find a fix for this "issue," I sincerely hope there is an option to keep it.
Also the whole rest of the mod is great too! Thanks!
The way the templates are set up is pretty rigid and doesn't lend itself to easy customization. If you'd like to remove the template for Oasis Springs (or any other specific World) to return just that World to default behavior, you can delete the tuning for it in Sims 4 Studio without causing issues for the rest of the mod.
maybe we don't need to post what races shouldn't spawn where. maybe we keep that information to ourselves. especially if willow creek is based off of new orleans which is 60% afro. i cared more about the clothes, food preferences, skills, and names being adjusted for each world. i'm disappointed people are posting their racial preferences.i'm sure this comment section was not made to make anyone feel uncomfortable.
Hi this comment is really rude, ignorant, and uninformed.
Saying “only one district mustallow (wtf, is this 1960?) Africans” is a racist segregationalist statement. Adding that all “Africans” in that world are the descendants of former enslaved people is ignorant.Black people live all over New Orleans and not every Black American (not “African”) is the descendant of an enslaved person.
Why should the people of Oasis Springs be mostly Spanish.Latines are abundant throughout the American Southwest on which Oasis Springs is based. Most Hispanics/Latines are of mixed ancestry. Indigenous Mexicans are one of the largest group of Latin immigrants in the country. Black Americans also live in the American Southwest. And Asians too.
So only white people can be business people or in fashion?
San Francisco, a multicultural city, is famous for its street trams.
Why can’t Russians be from Del Sol Valley? Doesn’t make any sense.
Another really weird Russians statement with Evergreen harbor. The town is mostly based on Midwestern and east coast post-industrial centers (Pittsburgh, Detroit…)???
You’ve again requested an entirely white neighborhood, Brindleton Bay.People of all races and ethnicities live all over the world, including Europe. Just because they may not be common doesn’t mean they should be banned from being there.
I don’t disagree that Sulani is inspired by Hawaii but it’s also inspired by all Pacific Island and Polynesian nations.
Selvadora - newsflash!!! Afro-Latinos live all over Latin America and the United States too! (Rosie Perez, Zoe Seldana, Rosario Dawson, Giancarlo Esposito…) Especially in the region Selvadora is based on. So do darker skinned white-Latines!! This is a colorist, racist, and a-realistic statement.
Black British People exist you dolt. As do Asian Brits and Persian Brits, and Caribbean Brits, and African Brits and Pacific Islander Brits, and White Immigrant Brits.
Black people live in both San Francisco and Seattle. Famously so do Asians. So do latines. So do everyone else.
It’s very clear to me you would like a mostly white sims world. You only need to ask if there’s a way to customize. You didn’t need to share your racist racial preferences and ignorant assumptions. No one wants to hear it.
Well said. What I would like to be able to do is change/tweak the % numbers. The total % would have to equal 100%, with a minimum of 1% or 5% for each listed template. "Evil eye" or "Side eyed" could also be a moodlet... as in "did that person just give me the stink-eye?" This could be a form of racially based insecurity. (Or IRL a certain amount of paranoia based on historical group behavior and personal experiences of discrimination.) Class discrimination could also be considered as well... historically the upper classes discriminate against the lower classes for instance, and the lower classes resent the upper classes. In game, this is shown as the Snob trait, but is also greatly watered down. Sims 4 also does not include Bragging nor nagging. Then again, autonomous nagging WAS an issue in The Sims (2000).
For example, the area where I live (according to the US Census) is 54% white (including all national origins), 6.6% black, 0.7% American/Alaskan Native, 20.8% Asian, 0.8% Pacific Islander, 5.3% other races. Of these, 10.5% were reported of Latino/Hispanic origin, and 10.9% affiliated themselves with 2 or more races. This is before we even go into detailed national origin break down, such as Caucasian, Arabic, Semitic, Jewish, Eastern European, Northern European, English, French, German, Portugese, Spanish or Native/Aborigines.
Here's my Russian translation for the mod https://drive.google.com/file/d/1lXG9tKuygSajAAiHacri9fcvNNRanMgS/view
Will this mod conflict withCowplant's Cake New Random Names? I use it mainly to add more random names to CAS, but I know it also generates townie names (including the "ethnic" names from the EPs) but I prefer your version. If I could keep their CAS name generator + your townie demographics that would be the best of both worlds lol
You mean they're incompatible because that name generator works for every game language? If so, would it work with a mod that doesn't do that?
I'm asking because my game is in PT-BR and its vanilla name generator is very poor. I'm currently using the mod above, but I have a really old one (from 2016, before City Living) that I made myself. It keeps the name localization intact, only adding more names in PT-BR. I was using it until recently, but I replaced it because I completely unlearned how to do that mod, and I'm not sure if it would need updating.
Multiple completely unrelated other mods were giving me crashes with this error:
[manus] Error during initialization of service tuning_instance_manager. This will likely cause additional errors in the future. (AttributeError: type object 'Language' has no attribute 'SPANISH')
Until I removed this mod.
Happened with such unrelated mods as:
andrew_poseplayer.ts4script
adeepindigo_gameplaymods_DynamicTeenLife_CORE.ts4script
I happen to have the same Cowplant new names mod that mcgi97 mentioned above.
I had no idea that mod removed all name localization.
Even if I didn't want your mod -that's a severe change that would likely have all kinds of downstream conflicts.
Removing that mod and I was able to get into my game with your mod still there.