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Basemental Mods
Basementalmods
The logo on the Basemental Mods website.


"Basemental Mods" is a well-known pairing of mods, "Basemental Drugs" and its add-on "Basemental Gangs," that add actions and interactions featuring drugs, alcohol, and gangs, among other things, to The Sims 4. While "Basemental Drugs" requires only the base game to work, "Basemental Gangs" requires both the former mod, as well as Get To Work, to function. Both mods can be downloaded here.

Drugs[]

The most prominent feature of the mod is its range of drugs for sims to experiment with. The list includes cannabis (weed), tobacco, cocaine, amphetamine, shrooms, MDMA, ayahuasca, xanax, lean, adderall, LSD, and steroids. The mod also includes edits to mixology that adds new drink recipes, as well as the ability for sims to become drunk, and even alcoholics. The drugs are acquired in differing and semi-realistic ways, with not all being available for purchase in buy mode. The only drugs available in buy mode are cocaine, amphetamine, MDMA, and tobacco. Cannabis seeds are included for gardening (incorrectly categorized in Indoor Plants, rather than with the other seed packets in Outdoor Activities), as well as rolling papers, weed curing jars, and bongs. Drugs can form addictions (which will result in an addiction moodlet for the affected sim), and repeated use of drugs in a short period of time can result in a sim's death by overdose. If WickedWhims is installed, sims can pay dealers for drugs with sex. A sim or household that frequently sells drugs may be subject to police busts or swat raids, in which they will be taken to jail and have their inventory items confiscated.

Cannabis[]

There are eleven strains of cannabis: Pure strains Northern Lights, Trainwreck, Komorebi Fantasy, OG Kush, AK-47, Sour Diesel, Purple Haze; and hybrids Sour OG, Purple Lights, OG Wreck and Purple AK-47. If no dealers exist yet in the world, gardening is the only way to acquire cannabis. Once 15 uncured buds are harvested from a cannabis plant, they can be cured in a weed jar. The cured buds can then be rolled into a joint or put into a bong, hookah, or vaporizer, or baked into edibles. Sims high on cannabis will get a dazed moodlet.

If dealers have been assigned to the world, cannabis can be purchased from them. Sims can also learn the Dealing skill from these dealers and purchase cannabis through the dark web once they reach level three.

Tobacco[]

Cigarettes and cigars can be purchased in buy mode, either directly or by purchasing a dispenser. Smoking will give sims a happy moodlet. Sims who smoke often risk getting cancer. A sim with cancer will need to make a doctor's appointment through the phone, after which they can begin chemotherapy. Sims with cancer will experience both symptoms of the disease, as well as side effects from chemotherapy. A Cancer Immunity trait can be purchased from the rewards store. If the player does not wish for cancer to be possible, it can be toggled off through settings.

A sim will get an uncomfortable moodlet upon trying their first cigarette, and will refuse to smoke another until the moodlet has expired, After their second, they will get a happy moodlet instead, saying that they feel "relaxed."

Cocaine[]

Cocaine can be purchased in buy mode in different-sized bricks, as well as in varying levels of quality. From the brick, the sim can then form lines of cocaine and snort the lines once they are placed on a surface. Cocaine bricks are extremely expensive. Cocaine will result in a confident moodlet.

Amphetamine[]

Amphetamine, also referred to as "speed," functions similarly in the game to cocaine. It can be bought via packages in buy mode at varying qualities, and can be broken up into lines that can be snorted when placed on a surface. Amphetamine use will result in an energized moodlet.

MDMA[]

MDMA can be purchased in a bottle in buy mode. A bottle will produce a few pills of different colors, each of which provide slightly different trips. A sim who has taken a pill will temporarily have a playful moodlet as their trip begins, as well as an uncomfortable moodlet as their trip ends. The moodlets during their trip may vary.

Ayahuasca[]

Ayahuasca can be purchased from a shaman, who can be summoned via the cell phone. The shaman will then guide your sim through their trip upon taking the drug. Taking the drug will first result in the sim getting a nauseous moodlet, then becoming dazed. After a few hours, the sim will get the option to "close their eyes and drift off," which will result in the sim having a vision that can be navigated by providing choice cards similar to those presented when accessing secret lots Sylvan Glade or Forgotten Grotto.

Xanax[]

Xanax can be acquired from dealers or the dark web, similar to cannabis. It also has a chance of being prescribed during a doctor's appointment if your sim attends with a negative emotion. Xanax will give sims a happy moodlet, but can still result in addiction and overdosing.

Lean[]

Lean can be purchased from assigned drug dealers under "prescription drugs." Taking lean will give a sim a dazed moodlet.

Adderall[]

Adderall can be purchased from a drug dealer in the exact same way as purchasing lean. It also has a chance of being prescribed by a doctor if the sim has the custom ADHD trait, or and very small chance if they have the Active trait. Taking adderall will give sims energized and focused moodlets, and will cancel out the effects of the ADHD trait.

LSD[]

LSD can be acquired from dealers or the dark web. LSD trips can be random, and therefore the associated moodlet is unpredictable. Sims gain a boost of tolerance briefly after having one LSD trip, and therefore will have a weaker trip if they continue LSD during this time.

Steroids[]

Steroids can be acquired from dealers or the dark web. The two steroids are the weaker testosterone enanthate and the stronger trenbolone. Both steroids give the sim who injects them an energized moodlet. Sims will also build fitness skill and muscle mass quicker while this moodlet is active. According to the mod's website, concerning alien and vampire usage of steroids, "aliens will not respond to steroids the same way humans respond to steroids. I am not going to give this away, but if you have an alien Sim, give it a go. Vampires will not get the most severe of side effects from steroid usage, and they can also drink the blood of steroid users, instead of injecting, to get the steroid effects." Sims can begin post-cycle treatment if they have excessively used steroids by contacting a doctor.

Alcohol[]

Alcohol is added alongside the other drugs, which adds various real-life drinks for mixologists to make, and changes "juice" added in Discover University to beer. Sims drinking lots of alcoholic drinks will become drunk, and prolonged drinking may give a sim the alcoholic moodlet. Sims can also drunk text while drunk. Lots can be given the "Bouncer" lot trait, which will add a bouncer NPC to the lot that will stop teen sims from entering at the door. Teens can get a fake ID from a dealer that will allow them to bypass the bouncer.

Real-life drinks added to the game include:

  • Vodka and soda
  • Screwdriver
  • Rum and coke
  • Mimosa
  • Gin and tonic
  • Dark and stormy

This will also change the drinks on the Luxe Drink Tray from Spa Day to be mimosas.

Gangs[]

A sim who has maxed a drug dealing skill can create a gang by using their cell phone. The sim can then choose one of four gangs to start in that world, and that gang cannot be started by another sim in the world later. Sims can then use their phone to manage their gang members and hire new ones. Gang members can complete missions and have their progress tracked, such as robberies, enforcer missions, and drug pushing. Gang leaders develop the leader skill, and each level of the skill unlocks new capabilities as a gang leader. All four gangs have rival gangs. Gang members have a hidden set of loyalty point that increase with each successful mission. Increased loyalty increases the chance that the next mission will be successful. Gang leaders can discipline their gang members by yelling at them, or possibly beating them up. Gang members can also be promoted if they reach maximum loyalty. Gang members can also be replaced if they are performing poorly. Gang leaders can also assign a "right hand man" in their gang that will present them with opportunities, which will present the sim with a task needing to be completed. At a certain level, gang leaders can also purchase a gang HQ. Gang wars can potentially be started with a rival gang, which will provide the gang with extra missions relating to attacking the rival gang.

Known Issues[]

  • Sometimes, when the game is patched, the mod will cause all doors on every lot to disappear, making it impossible for sims to enter their house or travel between rooms. Purchasing a door will cause it to disappear again. This can be ameliorated by turning off the mod, using cheats to teleport sims (or automatically fill their needs if that is the main goal), or waiting for the mod to be updated.
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