computer bluescreened when i alt-f4'd paralives (it froze while saving). So uh. Don't do that

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blake kathryn
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we're not kids anymore.

titsay

⁂
taylor price

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dirt enthusiast
i don't do bad sauce passes
AnasAbdin
Aqua Utopia|海の底で記憶を紡ぐ

Product Placement
d e v o n

@theartofmadeline

Andulka
Show & Tell
Cosimo Galluzzi
TVSTRANGERTHINGS
trying on a metaphor

seen from France
seen from Israel
seen from United States

seen from Germany

seen from Germany
seen from Russia

seen from T1

seen from Oman

seen from South Africa
seen from Slovakia
seen from Germany

seen from United Kingdom
seen from Germany
seen from Brazil
seen from United States

seen from Singapore
seen from Malaysia

seen from Canada
seen from T1
seen from Germany
@alkesims
computer bluescreened when i alt-f4'd paralives (it froze while saving). So uh. Don't do that
I see you being Canadian, Paralives. I see you.
So many hours of my childhood spent around these. Holy crap.
POUTINE LOCATED
fun fact the parent company of the irl location is called overwaitea. like overweighty.
Did you know sims in this game are supposed to autonomously tease eachother for their bad memories just like how they congratulate their good ones? Unfortunately they broke the teasing feature in a patch at some point.
To be exact, the teasing was broken with Nightlife. It never worked anymore after as the error they introduced was never caught in any patch after that.
A while ago I have released a mod that fixes this as well as issues with the Congratulate interaction where Sims could congratulate each other on bad memories. Here’s the link. Look for “Stupid Congrats and Tease Begone!” :)
For anyone wondering what went wrong: Firstly, Maxis changed the Guardian BHAV in a way where the game would never recognise a memory to be negative because the wrong Temp value got checked.
And secondly, they also reworked a large table with all sorts of constants for each social interaction, likely switched some places around and accidentally gave Tease the “Kiss of the Vampire” values, which of course are all wrong (e.g. leading to Teasing increasing the Attraction Score, or unintentionally locking the interaction from children).
Source: https://www.reddit.com/r/sims2/s/cBkFpNtaa5
Object Limit 2: Electric Boogaloo
Good Bad news, everyone!
I have returned from a grueling 48-hour adventure deep within the Maxis mines, and have witnessed unspeakable man-made horrors with my own two eyes — the object limit is very real and there is nothing that can be done to fix it! The end times are upon us!
Okay, I'm being slightly dramatic. It could be fixed fairly easily, but not with a simple patch, and likely not without access to the source code (anyone else tired of hearing that excuse?).
The issue is that the limit isn't localised to purely the Build/Buy menu — it's integral to every aspect of the game that involves objects. Here are just a few examples of the game's functionality that would need modifying to remove the limit:
Sim pathfinding and routing.
Mapping tree tables to objects.
Interacting with objects.
Manipulating objects within lists (reading/writing/deleting them).
Objects being unselectable in the Build/Buy menu was also a result of this limit and I managed to fix it very quickly, but because The Sims 2 is a house of cards with the limit as its foundation, everything started falling apart almost instantly.
"So, what is this limit?", I hear you ask. 32,767. Yes, you read that correctly. The game is only willing to accept object IDs up to a meager value of 32,767. In computing terms, this is the maximum value of a signed 16-bit integer. It can store many more objects than this in a list, which is why you can still see all your 4t2 objects in the catalogue, but it isn't designed to recognise this many IDs and thus can't do anything with them.
Why are integers signing things? Are they famous or something?
'Signed' refers to the fact that these are integers (an integer is just a whole number btw) that can represent both positive and negative values — negative numbers have a negative sign before them, hence the term 'signed'. An unsigned integer is therefore one that can only represent positive values.
While they can both represent the same total of different values, the range of representable positive values differs. Using 16-bit integers as an example:
Unsigned: 0–65,535 Signed: -32,768–32,767
This shows that both can represent 65,536 different values, but the range of positive values for signed integers is half of that of unsigned integers. Object IDs cannot be negative, which means Maxis deliberately chose to use signed integers as a way to cut the ID limit in half.
The cherry on top of all this is that the game is manually converting 32-bit numbers into 16-bit numbers to enforce this limit. This is why I could fix objects not being selectable in the Build/Buy menu easily, as all I had to do was patch out the conversion. Could EA do this across the whole game themselves if they wanted to? I imagine so. But then again, if I had billions of dollars, I probably couldn't be arsed either.
What's an object ID?
An object ID is just a number from 0–32,767 that the game assigns to each new object it places into a list, presumably starting at 0 and incrementing by 1 for the next object. It would appear that CC objects are given IDs first, which is why it was solely Maxis objects becoming unselectable after passing the limit.
Sims and objects are stored in separate lists, but I believe they both contribute to the overall limit. My single piece of evidence for this is that I experimented switching between several hoods and observed that the IDs of objects in the Build/Buy catalogue fluctuated across them. Objects in hoods with subhoods attached had higher IDs than in those without.
What was causing the Build/Buy menu crashes?
The same thing I explained in my original post (the game trying to access null pointers), except the creation of these null pointers was no accident and not the result of something going wrong.
The game merely checks whether the ID for the object it is looking at is above 32,767, and if it is, it deliberately sets the pointer to its address to 0. This would be fine, if it didn't then try and access this nullified pointer immediately afterwards!
I'll cut Maxis some slack here, because surely no one would be crazy enough to want more than 32,767 objects in their game, right guys? How could they ever have predicted such a scenario? (2004 was a simpler time).
Wait, so you were wrong about there not being an object limit? Not so cocky now, are you?
Whoa there, cowboy — hold your horses. If I may direct your attention to this excerpt of an email I sent to @teaaddictyt on the 22nd of April 2026 at 13:42 BST:
As you can see, I was right all along!!!
In my defence though, we thought the crashing was the only thing we had to solve, which is why I missed the completely obvious 16-bit conversion that was occurring within the functions I patched. Unfortunately, I am only human, but I understand if you want to destroy all the spockthewok posters I know you have hanging on your walls...
In light of these new findings, if you want to hear my updated opinion on the existence of the object limit, watch this video.
Is your patch useless?
Yes, but also no. It's not fixing the object limit (I should probably rename it tbh), but it is fixing those annoying crashes caused by it.
At the moment, not having the Build/Buy menu crash when you try and use it is the best we can do. It's up to you which you find more annoying — crashing, or not being able to buy x number of objects in the catalogue. Like the 4GB memory limit, this is going to be an additional constraint we'll have to learn to accept :/
Another alternative would be to join me and the 12 other weirdos who play with no CC, and never have to worry about any of this. No? Oh well, it was worth a try...
Will you ever actually fix the object limit?
If it's even possible without the source code, then not by myself, no.
Because of the number of core areas of the game that would need patching, I don't trust myself not to miss something and have the game explode. Unless someone wants to assemble a modding strike force to try and tackle the issue as a team over several months, I'm not touching it with a 10-foot pole (for your safety and for mine).
Should Maxis go on trial at the Hague for crimes against humanity?
Probably.
Anyway, that's all from me, apologies for the false hope :( One small positive is that I did manage to map out a reasonably large chunk of the game's code while I was frantically searching for solutions, which should make my life easier when looking at your requests. I feel like I need to successfully complete some of them now to make up for this dud!
Will
(Thank god I didn't look at this for my dissertation, I would have failed my degree).
watching lgr's paralives video and oh no. oh no i'm interested.
Get yer photorealistic skies here! :) I was going to release these with some others, but I’ve been dragging my feet on those others, and since we’re getting ready to migrate and these were all done and stuff…Well, I decided to upload them by themselves.
If these look familiar to you, that’s probably because you have these skies by @nimitwinklesims in your game. :) Heck, I even used her names because, frankly, I suck at naming things. :) This is simply the textures from those skies put onto @lowedeus‘s higher-res skyglobe. Because thankfully Nimi still had the gigantic original texture files. These particular textures are quite lovely 360-degree ones. I tried to get as much of each one in the pics above, but it’s still only about half the full image.
IMO, these work best when used with a horizon. Doesn’t matter what one, GreatCheesecakePersona’s, Criquette’s, mine when I get off my ass and finish/share them. The horizon shown in the pics above is one of the latter, which will be shared…one of these days. When I finish them all. Anyway, the best thing to do is place the horizon globe rather low on the terrain and then place the sky globe rather high. Otherwise, these skies tend to look really close to the ground, which isn’t really the effect you want, and if you don’t use a horizon, you end up with a pretty big gap. Here’s the placement I used for the pics above:
These have custom thumbnails, like so:
You’ll find them in the Effects category of the neighborhood deco catalog. They’re big files, high-res. Use with caution, especially if you’re layering them with horizons plus animated skies. If you’d rather skip the high res and the subsequent drain on your machine’s resources, you might prefer the original skies. If so, you might be more interested in these, where I edited the settings of Nimi’s original files to make them compatible with Skyfix.
Download here.
Remember Me Loading Screen PT.3 by FeverDream Studios on Patreon. Join FeverDream Studios's community for exclusive content and updates.
Continuing on from our previous iterations of the Remember Me Loading Screen series (PT.1 and PT.2 found here), we decided to bring it back to basics with the 'plain' loading screen.
This function similarly to the other two in that it showcases your Sims precious moments, taking pictures directly from your screenshot folder, and displays them alongside a REAL progress bar. For those minimalistic users who still want to enjoy the original benefits in a new, and clean, way.
Additionally, we've made different variations of this that resemble our 'Skilled Up' loading screens featuring new progress bar colours, Plumbob colours, and fun vignettes!
With eight different colour variations, you'll always find something to highlight those special Sim's moments so that you never forget them.
And of course, we've created an additional 'Screenshot Converter' tool that allows you to upload photos you've taken with external programs (like gshade/reshade, or even a Sims edit you've made!) and slot them straight into your screenshot folder.
^ More info on this in the Patreon post, where you can also download these loading screens.
Terms Of Use:
Please do not redistribute the original files.
Editing of the loading screen for personal use is fully permitted.
If you want to share a new version using our code, please credit so we can see it!
Never put any mod based on this behind a paywall / early access.
Access the Screenshot Converter tool HERE
^ For those having issues with the web version, please download the new program we've created below! More information here on why it may not be working for you.
Access the Screenshot Converter Tool Video Tutorial HERE
@alwaysfreecc :)
Sims 2 Object Limit Fix
Soooo... I didn't intend for two highly requested fixes for The Sims 2 to drop within the space of a week and a half, buuuut...
Here's where you can download an experimental patch to fix the so-called 'object limit'!
https://github.com/spockthewok/TS2ObjectLimitFix
(Ultimate Collection only at the moment, I'm afraid).
The good news is:
Both @lordcrumps and @teaaddictyt have tested it with stupidly large CC folders and report that it works.
There isn't a dissertation the length of Tolstoy's 'War and Peace' you need to read through to understand wtf is going on.
The crashing wasn't caused by some hardcoded object limit at all! (That I know of).
An explanation of the issue for programmers:
And for everyone else:
The code for the Build/Buy menu was missing basic checks to confirm that the data it was trying to do things with was actually valid. No, I'm not joking.
Basically, it appears that all of the objects you can buy in the game are stored in something you can think of as being like a big, long list, which grows in size with the more custom objects you have.
The only purpose of the code that this plugin patches is to sort the items in the list into some kind of order. This is done by assessing if the value of the previous item in the list is larger than that of the item currently being looked at, and swapping their position if this is true (also known as an insertion sort).
In short, the game wasn't asserting that the data it was about to compare for sorting was valid before accessing it, and then promptly blowing up when it tried to do so and discovered it wasn't.
I imagine that the odds of the game making an oopsie and dumping some funky data into the list increases with the number of objects it is having to process - this might be why this issue only presents itself to those using multiple GB of Build/Buy CC. It was much easier to patch the code encountering the bad data within the list than to try and hunt down the mysterious culprit putting the data in there to begin with, so this is all the information I have at the moment unfortunately.
Either way, one of the first things you're taught when learning to code is to ALWAYS check that the data you're operating on has been initialised (i.e. it holds some kind of value). I guess someone at Maxis must have skipped that lecture :D
Is the 255 objects per subcategory limit theory true?
The Downloads folder I was using for testing had ~672 objects in the Deco/Misc subcategory (Maxis objects included). With the patch, I can freely navigate throughout the entire subcategory with zero crashes, so I guess not?
What about the whole OBJD limit thing?
People have varying beliefs of what the limit on OBJDs might be, but HCDU reports my Downloads folder had an OBJD count of 20,787. Again, without the patch the game would crash when switching categories in the Build/Buy catalogue, with the patch, no crashing.
If you want to hear my opinion on whether such a limit exists, watch this video.
Do I even need this patch if I don't use much CC?
As it adds some fairly important crash-prevention checks to part of the Build/Buy menu's functionality, I'd probably recommend using it anyway, just to be safe - we all know how much this game loves to crash!
Aaaah! I'm still getting crashes with the patch!
I'm aware that a few of you CC addicts out there have Downloads folders larger than the total size of everything ever uploaded to the internet, so if you still experience crashing in Build/Buy mode with this patch, please take a look at the mod's GitHub page and send me over the information requested there. Fingers crossed that shouldn't happen, but if it does, I'll try my best to investigate :)
Anyway...
Will
(I wish I had looked at this for my dissertation, as it was literally only a day's work).
hey so Blender announced that AI company Anthropic is now their patron
Anthropic is joining the Blender Development Fund as Corporate Patron.
good news tho: they might reconsider. especially if more 3D modellers and artists tell them to.
Here's the contact information to do so!
Additionally, here are some of Blender's social medias you can contact:
https://mastodon.social/@Blender
https://bsky.app/profile/blender.org
https://instagram.com/blender.official/
Anthropic also works with Palantir, aka the "let's use AI to figure out which children to bomb" company.
Blender users, make some noise
Spockthewok (aka Will Nixon) wrote a master's thesis on pink flashing, figured out the cause and potentially found the first genuine fix.
The fix itself (along with the thesis for those interested) can be found here:
A patch to fix the 'pink soup' bug in The Sims 2. Contribute to spockthewok/TS2MemCapRemover development by creating an account on GitHub.
One of the reasons, why I stopped playing Twinhills, was pink flashing. I tested v1 of this fix. I loaded the neighborhood without this fix:
And a second time with the fix:
This is insane 🤯 And I have high graphics settings:
Man. This takes me back! I think, this fix works! 🤩🤩🤩🤩
(Increased lot skirt and enabled all neighborhood flora and on a big apartment lot, that has been flashing pink even on low settings.)
TIL: ACR 2.0 was totally super broken.
So, after a rousing discussion on my Discord about ACR, Romantic Standards, various mods, conflicts, you name it, we discovered that ACR's jealousy was completely and utterly broken. Romantic Standards in, or out. Just like, broken 😂
Don't believe me? Check out this otherwise vanilla folder test, in which using the "casual" interactions menu, Don Lothario can waltz up to Nina Caliente and kiss, hit on, goose, whatever he likes in front of his fiance Cassandra Goth and she does not care AT ALL, until I accidentally click the vanilla Maxis "make out" interaction at the end and she finally gets mad:
This was Cassandra's jealousy setting for this test:
So, erm, that's not great 😂 Should probably fix that hey...
(Today I also learned that I can't upload more than 1 video per post lol, but I did film a second video using the same "casual.../romantic kiss" interaction which this time resulted in immediate jealousy).
So. Yeah.
Basically, there were 2 "casual / kiss" interactions that actually worked and triggered jealousy where appropriate, which were Casual / Kiss / Suck Face and Casual / Kiss / Dance Kiss.
The rest, ZERO response. All flirts, hugs and other kisses, broken.
So, I worked out what the differences were, and I fixed them.
Here you go:
Download
** IMPORTANT: THIS IS NOT A COMPLETE ACR REPLACEMENT**
I have only included the socials that needed to be fixed. You still need the original ACR Controller Main files from either here or SimGiggleGirl's Romantic Standards compatible version here. But if you already have ACR, you will want to replace all of the socials with these versions.
And if anyone is curious, yes this totally works as intended alongside Midge's version of Romantic Standards. This mod is heavy and you've gotta read through the documentation, but here's a screenshot of my Romantic Standards files that work perfectly with ACR:
Thank you to @meltingmagnetz for opening my eyes to the issue, and to @guessimate and @katatty for contributing to the discussion and helping with testing.
*Edit: oh yeah, I forgot to say, part of the fix involved removing a weird BHAV that checked for "Game Engine Version" so, if you're not playing with Ultimate Collection or similar (full packs), I can't 100% guarantee this will work for you.
But if you're not playing with Ultimate Collection (or similar), it's 2026 babe. Talk to me on Discord, we'll get you sorted 😂💗
How to install the Sims 3 and make it run smooth
With DXVK and S3SS living their high days, older Sims 3 installment guides are rapidly starting to become outdated. So here's a brand new and up-to-date step-by-step guide to go through when you do a fresh install of your game that will help you get the best performance you could possibly imagine for this old and laggy gem of a game.
Have Sims 3 installed, but is it performing abhorrently? I highly recommend a fresh install. You don't have to delete your saves or mods. Just get yourself a fresh bin to work with by uninstalling, going into your program files The Sims 3 folder and deleting any remnant files still in there. Then follow my guide!
All of the steps to follow are below the line ->
💝 500 Followers Gift 🎉
🍴 The TS1 Hot Date Set
originally made by AlexCroft on Patreon, converted to TS2 !
🍴 This TS4t2 converted set contains :
2 tables (one straight on one angled)
a single booth (as a chair)
an angle booth (decorative, can be used with a furnished invisible recolor of the Maxis Booth)
a functional restaurant podium
a counter (can't receive a sink yet)
a stool
a decorative Clown Sign
a wall clock (as a wall light)
a Collection File
Every item has the TS1 original names, descriptions and prices, both in 🇬🇧 English and in 🇫🇷 French. The meshes are still on high poly, and when I tried to reduce it, there were holes in it (i'm still a perfect noob). So If someone knows how to reduce them, I'll be happy to collab and update the meshes.
💾 DOWNLOAD : SFS - Mediafire
I updated my TS1 Hot Date lots, and neighborhoods.
🧰 How to Use the decorative Bel-Air Angle Booth ?
I've tried to cut off the mesh to make the booth functional but... I'm a noob... and I didn't went well. And then, I noticed that the new booth was narrower than the maxis one and the animation was weird. So I had to convert the entire Angle Booth as a decorative item.
I had the idea of making an invisible recolor of the Maxis Booth, and then place the decorative one beneath it. But the shape of the new booth didn't quite ligne up with the Maxis animations. You can see that Bettie seems miss placed. That's why I made a decorative booth separated from the booth's animation. I'm a noob and it was the only thing I was able to do.
I had the idea to use the Quarter Placement Tile to move the decorative booth, but then, it's the alignment of the decor that was a problem. So to make it good, you have to move the Maxis Booth and the table with the Quarter Placement Tile, and place the decorative booth on the right place.
Credits :
🏆 AlexCroft for the amazing TS1t4 recreations, and his permission to convert it in TS2 👏 🏅 and a very very BIG "Thank You" to @teaaddictyt for aaall the times she helped me with my non-working files 🤯
☕ All the content on this simblr is FREE but you can also support me on KO-FI
🚕 BIG UPDATE on the TS1t2 Project !
🚖 I've updated some lots from my TS1 Downtown Lots recreations, since we have now a functional candy display (thanks to @jacky93sims) but also a conversion of the Hot Date Vintage Diner Set by AlexCroft.
🍬 Now our sims can offer sweets to each other :
💬 3 🔁 28 ❤️ 84 · Confectionomicon Functional for The Sims 2 · Hi Illena! I hope you're doing well! ! I was wondering if you are willing to
💝 I send Bob buying a chocolate box for his wife.
🍴 And have diner in a brand new decor !
💬 0 🔁 1 ❤️ 1 · 💝 500 Followers Gift 🎉 · 🍴 The TS1 Hot Date Set originally made by AlexCroft on Patreon, converted to TS2 ! 🍴 This TS4t2
🍷 Bob had to take a lunch break during his shopping session...
☕ All the content on this simblr is FREE but you can also support me on KO-FI
GMDC Importer/Exporter for Blender 4.1+
You might have noticed that the GMDC importer/exporter by DjAlex88 doesn't work with Blender 4.1+. So I made a compatible version… with a new feature I needed.
Download on GitHub
I've never made a Blender add-in or coded in Python before, so I hope I didn't break anything.
Please let me know if it works the same as before once you have tested it.
Update (8 Feb 2026):
In Blender 5.0+, when you import a mesh with morphs, the shape keys created from them are no longer combined. For example, if a mesh has 2 morphs: fat and preg, the preg shape key will no longer be a combination of the fat and preg morphs.
Shape keys created from morphs are now muted by default, and have a value of 1.0.
Forest Edge Camp
98 Calamity Forest - The Sims: Makin' Magic (2003)
"Two acres of healthy green grass and a sprinkling of trees and shrubbery were all that occupied this old parcel until just last week when the mysterious migrant showfolk pitched their camp amongst the autumnal foliage."
This lot contains no CC, but may require all EPs/SPs or The Sims™ 2 Ultimate Collection.
Always use Clean Installer to install Sims2Packs.
DOWNLOAD (SFS)
For more Sims 1 lots, check this SimFileShare folder or this post.