So as far as Sims 4 vs 3: I do understand how in 4, they took away some of the flexibility with Buy / Build mode, as well as diversity to skin tones. While I think it took them about a decade, a lot of the later expansions have provided back some of the freedom for this (the Skin Tone was just re-added a month ago as a slider-style system.) While 3 would be more complete in terms of classic sim feel, 4 also reduces the complexity with the view / multitasking without having to switch in and out of so many game modes all the time. (viewing / acting upon a Sim.) It looks like modding wouldn't be an issue probably on either, though I do know that Sims 4 uses Python 3.x for this. I also know that in order to play, you need to enable mods in settings / options. There might be a way to set a config flag (or import someone else's starter config to bypass this.) Sighted help would be required to enable the use of mods in the game options themselves.
I found a list of Sims 4 keyboard shortcuts for various modes / views here. Unfortunately I'm not sure what navigation is available in the main menu, since after I launch the game I'm pretty stuck but can OCR the main menu screen. I tried even with an XBOX controller but could not move passed the menu. (The same for Sims 3)
https://www.carls-sims-4-guide.com/controls.php
David's Sims 4 Access Mod is also open source. By this you can check how it interacts with the game. It looks like some type of cloud service is used to get object reading, which is why you're needed to e-mail him first (probably to get an account set up that this Mod would connect to via an API.)
https://framagit.org/DavidLibeau/gametospeech-thesims4
I don't think it would provide menu narration for now, but it's clear to me that his intent is probably to make the game playable. See this Reddit post:
https://www.reddit.com/r/thesims/commen … scription/
Onto Stardew Valley. I tried the Mod and got started planting, selling my first batch of seeds. This has been a blast so far. I saw 1.0.8, the fact that this dev puts stuff out on Christmas day is truly a miracle and a good reason to donate on his Patreon. Either way, with ten changes it's a solid update. I'm still hoping it will be easier to move around - part of me wishes there was a way to jump to specific coordinates on the map after you know them. If you type "help" at the second command line window (you need to launch the game not with the same executable but with the modAPI . exe file to get it going,) the mod (Harmony API) this is built on comes with some other useful functions. You can do player_freeze_time to freeze the time, among other things. Some features will let you set health points and such but I don't see a teleporting one. Perhaps some may see a few of the features as "cheating" but this is where there's a borderline between features we need to make the game more easy to play (returning to your bed at night is essential and stumbling around your farm to do it will cause you to lose money if you're not in bed, + you can't save unless you use it) vs features that could be an advantage. I do know this game has a co-op function, but it might be that mod use gets disabled during co-ops, as can be typical of many video games.
I do have both Sims 4, Sims 3. I'm keeping them around because I have a feeling that sooner than later it will join the list of semi-usable modded games. Stardew Valley is much more than just a "Farming" game. You can go into the town, start relationships, visit the mine (and do some mining) + pick up skills. There's interacting with NPCs in the world, and finding about their stories. So while on the outside it may look like something similar to Farmville or whatever, I love the depth that was put into this game to put it beyond that into a world anyone can escape to.
Regards:
tomi