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The Transmogrifier (aka Object Script Changer)

by icarus_allsorts Posted 26th Mar 2017 at 10:38 PM
109 Comments / replies (Who?) - 3 Feedback Posts, 6 Thanks Posts
This is a featured upload! It showcases the best talent and creativity available on MTS and in the community.


This mod lets you "change*" the script class of an object in game. Basically the script class describes how the object functions as opposed to how it physically looks - the "spirit" inside the "body" of the object if you will. So like in the whimsical example pictured above, you could for example use this mod to switch out the script class of an ordinary rug object with the script class of a hoverboard to get a new object that looks like a rug but functions as a hoverboard.

* IMPORTANT What actually happens is that the original object is cloned and the cloned object is given the new script class. If successful, the original object is DELETED (not undo-able) and replaced with the clone. If that worries you, save before using to avoid potential regrets.

How To Use (i.e. How to make a flying carpet)

1. Enter Buy/Build mode.

2. (Skip if you already know the script class name that you want to give your object) Ctrl+Shift and click on an object that uses the desired script class - in this case, a hoverboard. Choose Copy Script. You should get a notification telling you the exact script class name you just copied (Sims3.Gameplay.Objects.Hoverboard).

3. Ctrl+Shit click on the object you want to "change" the script class of - in this case the rug. Choose Change Script.

4. In the window that appears, (the current script class of the object is displayed on the top for reference) type in the new script class you want to give the object OR if you copied the script class of another object in step 2, the copied script class name should automatically be typed in for you. Confirm, and if all goes well (i.e. no typos) the object will be replaced with an exact clone that uses the new script. Here, you would get a (very stiff) flying carpet

Warning about this particular example: rugs can't be hand dragged, so any "flying carpet" will be stuck in the inventory of any sim that uses it. You'll probably need Master Controller to transfer it to the family inventory to remove it.

More (Practical) Example Uses

1. "Upgrade" beds and vehicles by giving them the script class of a higher quality bed or a faster vehicle (the Into the Future ones especially give interesting results ).

2. Change rabbithole exteriors: you could for example turn a combo city hall/police station/military building into just a city hall by giving the building the regular city hall script class. The Lunar Lakes portal versions for rabbitholes from later expansions can also be created this way. (You may want to avoid the movie studio and the default resort tower script classes, the studio will glitch if the game is unable to place the set prop attached to it, the resort towers script will place the default tower models over your object)

(Note on rabbithole rugs/doors: You can't just take an ordinary rug/door and give it the script of a rabbithole to create a rabbithole rug/door unfortunately, the resulting "rabbithole" is usually unusable since the object does not have the rabbithole entrance slots required for sims to enter. You CAN however use an exisiting rabbithole rug/door and change its script class to that of another rabbithole)

3. A quick way to turn any object into Arsil's Generic Food Maker or give food objects Nona's custom food script (the script names should be on their respective pages)

4. Make Store/CC beds Nraas SleepFreedom compatible: if you have a double bed unaffected by SleepFreedom (i.e. still uses one of the default double bed scripts), just copy and paste its current script name and add NRaas at the end (e.g. Sims3.Gameplay.Objects.Beds.Mimics.BedDoubleColonial -> Sims3.Gameplay.Objects.Beds.Mimics.BedDoubleColonialNRaas)

5. Remove object functionality: if you want to have an object for its aesthetic purposes but don't want sims to interact with it at all (the urinal display in the Bridgeport art museum comes to mind...), consider giving it the script class of any generic sculpture/decoration.

You can give any object any existing script class really, but there is NO GUARANTEE that the newly created object will actually work as intended if at all. The most common failure is that sims can't use the new object because the interactions attached to the script require slots that the object does not have. Another being certain script classes require additional data that the mod is unable to provide. I leave it to your imaginations to see what combinations of object and script work or fail.

Note on Lot Sharing

What happens if you want to share a lot that has objects with script classes changed by this mod?

I've only tested with saving lots to the library and placing copies of the lot. The results always went along the lines of:

1. Used mod to give object A the script class B.

2. Save lot to library. Place a copy of the lot from library (even in a new world/save file)

3. Check the new copy of the lot. Object A on this lot still has script class B (Yay!)

4. Save, quit, reload, check lot again. Object A on this lot has reverted back to script class A (Boo...) (Object A on the original lot still has script class B at least)

Why this happens, I have no clue. The only workaround I can think of is after placing the lot from the library, use the mod to manually reapply the script class on the object(s) before saving/quitting. Since the affected object still has the new script before quitting, just using Copy Script and Change Script once on the object itself should be enough (no need to go searching the catalog for object B again)

End Notes

Built on patch 1.67 but should be usable on all patch levels. No expansions required.

You can remove the mod at any time, changes made to objects are permanent and do not require the mod to still be installed.

Oh, if you're wondering about the name, I was just feeling nostalgic and decided to nickname the mod after a modding tool for The Sims 1 back in the day (has absolutely nothing to do with its functionality though)

You must have the expansion, game version or stuff packs listed below installed to use this custom content. Please see the post text for any exceptions.

Sims 3
Built with Game Version: 1.67
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date

Size: 4.1 KB · Downloads: 8,321 · 26th Mar 2017
4.1 KB 8,321 26th Mar 2017
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
Basic Download and Install Instructions:

See: Game Help:TS3 CC Basicswiki for a full guide!
109 Comments / Replies (Who?) - 35 Feedback Posts, 70 Thanks Posts
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Mad Poster
#101 Old 9th Apr 2019 at 1:43 PM
Originally Posted by karjohbla
Does this enable adding multiple scripts to a single object?

Anyone got an answer?

P.S. Sorry for my bad english.
Lab Assistant
#102 Old 31st Jan 2020 at 12:38 AM
Originally Posted by jellycandy
I changed already so many objects in game. Here some exemple of what I made for the moment :

- my own custom zephyr station, working perfectly in my new world. (NO MORE UGLY STATION RABBIT HOLE !!! ).
- a bank/money dispenser which i made working with this mod + this object ( /
- a real phone cabine , i disable all the cellphone in my town and i put different phone cabines in different places. To make it You will need this : / / a wal phone (findable in the base game).
- a general mail box for all the townies ( / the original base game mail box ).
- a cigarettes/newspaper dispenser.
- a shop for clothes using this ( / Clothes Rack )

I still have so many things to combine together and it's SO satifiying to finally can ! Thank you very much for this genius mod.
I have one question : Is it possible to setup the copy/past script in non-building/buy mode (because i have 2 or 3 objects that i want to combine with another ones but i can't remove from the sim inventory) ?

Saw this comment earlier in this thread - does anyone have an idea of how Jelly used the transmogrifier to do a custom zephyr station? I mean I understand the mechanics of how the mod works - pull a script from one object and stick it in another, but I'm wondering what object specifically he might have used to house the station? Has anyone else tinkered with this?
Lab Assistant
31st Jan 2020 at 2:47 AM
This message has been deleted by Crashley1784.
Mad Poster
#103 Old 18th Feb 2020 at 3:12 PM
Do these changes carry over when placing a lot in CAW?
Test Subject
#104 Old 15th Jun 2020 at 1:48 PM
Originally Posted by Ciane
You know you are a genius! We know it too.

I just used this to change paintings into televisions. No more modern electricity needed. Have your sims stare at a painting forever and like it!

I could change a sink to a washing machine, but the sims always dropped the laundry on the way or were reset. So a sink with its own options to clean and break didn't jive well with the washing machine's cycles.

I had no problem with the simple "upgrades" to expensive like items, however.

Same, couldn't turn this medieval sink into an eco-freak (who's currently broke)'s laundry machine, I'm sooooo sad!

Still, I looooooove this tool!
Test Subject
#105 Old 21st Jul 2020 at 3:20 AM
I can’t wait to use this on sinks so my babies can bathe in them!
Test Subject
#106 Old 18th Aug 2020 at 1:30 AM
Yay! Time to sleep on a TV!
Test Subject
#107 Old 9th Sep 2020 at 3:34 AM
can we change deco vehicles into real cars? I want to have garbage trucks in my game.
Lab Assistant
#108 Old 17th Sep 2020 at 12:35 AM
Lovely! I've been testing this with tomb objects and made an interesting discovery: the scripts for the WA diving wells and the Store's wishing well can successfully be swapped. Sims'll be able to fish and throw coins into the first, and 'explore' the later. I've also tried giving the readable plaque's script to a coupe of deco objects (successful), a treasure chest's to a dresser (didn't work), a pushable statue's to a deco one (didn't work), and a keystone's to a decorative jelly (pickable, but reverted to its cresent shape in my sim's inventory).
Test Subject
#109 Old 23rd May 2021 at 11:10 AM
wow this mod is amazing! thank you for sharing
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