This one is from the Katy Perry sp (surprising, I know). AF only, has all morphs. There's some clipping with the legs, but I tried my best. I made 5 recolors, but here's the PSD for recoloring. I made these for C&K's Extended Material Shader, so it's recommended (the shine looks a bit different without it). Shoes are by Sentate :)
I edited pc_sims’ surgical station. Now the height of Sims lying quite matches animations. Moreover, the patient will change into underwear for surgery and after it, they will change back into everyday the outfit they wore before the surgery. I slaved station to original surgical dummy. I also extracted heart from original surgical station. It can be found in deco/misc for $0. The heart file is required for surgical station, because it is needed for Sims to pull heart from patient’s body. Heart is repositoried to surgical dummy too.
As a small addition, I made deco version of Maxis’ bedding. I changed a bit shape - I made it rounder and shorter. I cloned it from SilentLucidity’s Shiftable OMSP, but it’s not good idea to place anything on it, it won’t match, sorry. Repositoried to bedding, can be found in deco/misc for $15.
Credits: pc_sims’ katy_76, SilentLucidity
Download at SFS
Download at SFS (currently not working)
Download alt
Edit 18th of June 2019: now monitors animate and flatline properly.
Update 5th of December 2020: heart deco is no longer required. Sims can now also pull out liver.
Update 18th of August 2021: surgical station won’t display Sims younger than teens as potential patients. There are no anims for them anyway.
Update 11th of November 2021: now if the surgery stops on patient’s account, they will wait for a doctor to stop instead of getting up in the middle of the surgery. Also a doctor will wait for a patient to lie down on the surgery table instead of starting the surgery without the patient.
Update 13th of May 2023: added “risky” version. If you choose that version, patient will die if doctor fails to resuscitate them. Sims from the active family won’t die if they are on community lot or in hospital. Moreover both versions now won’t be looping until action is cancelled or surgery is stopped on patients account - it will end if doctor fails to save patient (risky version only) or if doctor successfully performs surgery by sewing patient up. Cancelling the action still works, though. Playable ghosts, skelebros and Sims with ‘immortal’ trait won’t die, they’ll only shout at the incompetent doctor.
Update 12th of June 2023: added dialogs to “risky” version. Servos and non-playable ghosts can’t be subjects to surgery (plastic surgery as well) in both versions any more. I improved a bit the timing of plastic surgery.
Update 17th of November 2025: changed catalog descriptions to differentiate versions more easily
Update 29th of March 2026: now the patient will animate accordingly to chest compressions and respirations instead of lying still like a lump of wood. Animations aren’t in perfect sync with doctor’s animations, but I think they work quite alright.
Update 4th of April 2026: added “gown” versions of the surgical station. With any of “gown” versions, patient will dress into solid light blue hospital gown (by @latmosims). Any of “gown” versions require Latmos’ TS4toTS2 conversion of hospital gown - meshes and solid blue light recolor (included for convenience) and my hospital gown GUID file (also included). The bug (or feature, depends on how you look at it) is that patients who died during surgery will spawn as ghosts wearing hospital gowns. I also updated all versions to make patient dress into the outfit they wore before the surgery rather than always dressing into casual.
Hello, The Sims lovers! 🥰 Any vacation plans? Because the journalist trio in the next episode of the SIMWOOD series have their hands full!
This time, the studio is investigating one of the oldest families that helped establish it. There is a dark curse hanging over the entire family, and its last remaining member seems to be hiding in a hotel with a rather familiar name, White Oleander.
This episode took me about 5 months of work and is absolutely packed with references and easter eggs for both The Sims 2 and The Sims 2: Castaway 🐒
As previously, the episode is available with two audio options: POLISH and ENGLISH. I would be absolutely thrilled if you checked it out! ❤️
More Royalty and Legacy conversions, this time for men only because the bone assignments were a bit of a headache. It turned out great though so I'm happy.
TM-EM, categorized as everyday/formal/outerwear, comes in all the original EA swatches, all morphs. Download Simblr.CC
My name is Ayaa from Gaza city, I am a children’s teacher, 24 years old, living with my parents and siblings. We all used to live a peacefu
Hello friends,Thank you for your continued support, but I would like to inform you about something. Recently, donations have become very low or almost nonexistent. I don’t know exactly why, but I believe it may be due to the presence of many scammers. Unfortunately, there are some people who exploit others. However, my campaign has been reviewed and verified by trusted individuals.
I am responsible for taking care of 8 members of my family, and there is no provider or source of income for them except me. The situation is extremely difficult. The war has not ended every day there are many innocent people losing their lives for no reason.
Prices have risen drastically. For example, even a small plate of vegetable salad now costs more than $10, and many other basic items are very expensive. In addition, the value of the dollar has dropped against the shekel, where $1 is now about 2.9 shekels, while it used to be around 3.8. There is severe inflation and a very high increase in prices.
So please try to support me. If you are unable to donate, you can still help by sharing. I am trying my best to take care of my family.
What's up 👋 Here's are a compilation of celebrities I made in the sims 2 last year (I know)…These were fun to make and are hopefully identifiable? Have an awesome day, twin. Cheers.
To honor the traits project, I looked at Workaholic effects for Sims 3 on Sims 3 wiki. Workaholic in Sims 3 complete homework 27.8 faster. I rounded up, but with this mod, workaholic teens and kids complete their homework faster: 8 points per loop out of 100 instead of 6 points per loop out of 100.
Download Sim File Share - Filehosting for Simmers
Does not conflict with Meduza's Project OR faster homework. Requires Easy Inventory Check
Grim and I are old buddies. Especially when playing Medieval Sims 2.
Traditional Medieval Challenge rules often involve things such as rolling for mortality, having sims die often, using a ROS can result in much death also... ahh, yes, hello darkness my old friend...
I have made some death-related mods, ranging from funny to downright sitting here asking myself if I am okay??
These mods will NOT be for everyone. That's okay. Move along if this is not your thing, please and thank you.
3 mods and related info under the cut:
Evil sims laugh at death.
"How did they die?" debug option on gravestones
The Mortality Roller
1. Evil Sims Laugh At Death
Evil Sims laugh at death is a relatively simple trait mod that makes sims with the evil trait find death funny.
When a sim dies and others gather around to mourn, no matter how close they were with the deceased, they'll laugh. If you direct them to "mourn" at the gravestone, they'll laugh.
While everyone is sobbing, they're thinking the whole thing is rather hilarious.
Why did I make this mod? Because I was tired of my "Black Widow" evil witch Louise Aire crying over the sims she had literally killed lol. Silly woman.
Download here
2. "How did they die?"
This mod was made upon request by someone on Discord who was playing a newly downloaded hood and wanted to know how all of the dead sims had met their grizzly ends.
If you have "boolProp testingcheatsenabled true" turned on, you can shift-click on a gravestone and select "how did they die?"
Which will give you a popup informing you of the details of their untimely (or perhaps timely) demise -
And, well, yeah. That's it, that's the mod. Shouldn't conflict with anything, hopefully.
Download Here
3. Tea's Mortality Roller
Okay, this one is the most complicated and will take the longest to explain so bear with me.
In many "historical sims challenges", mortality rolls are a feature of the challenge rules. Basically, you're rolling to see if your sim will die at a given age in their lives.
Previously you'd maybe use a spreadsheet and dice or RNG for this, like what I had here -
But no more!
I have coded a mod object that will move all of these shenanigans in-game, interjecting itself at key moments and rolling mortality for sims, including infant mortality, with the power of tuning BCONs and BHAVs and maths. Yay, maths...
The Mortality Roller works mostly based on Medieval Caste Traits, for example here, here and here. If you don't have these in your game this will have less functionality, and/or not end well for you because if the mod can't find a caste trait, it assumes "middle class".
Everything about this mod is tuneable. Firstly, the in-game options:
Here you can select whether you want to roll "all ages at birth" or "per birthday". Rolling all ages at birth will tell you right off the bat at what age this sim might be "destined" to die. Alternatively, you can choose to "roll at each birthday" which will give you a popup after the sim ages up to tell you how near or far Grim is...
This mortality roll has zero practical effect. Your sim isn't gonna immediately drop dead - it just tells you the result of the random roll and it's up to you to interpret it, and build it into the gameplay and the sim's story.
The "Toggle Infant Mortality" option should be fairly self-explanatory. All detailed tuning for infant mortality is is BCONs that you can edit with SimPE, which we will get to later.
If infant mortality is enabled, a baby has a chance of death at birth. These chances are influenced by:
The Mother / Father / Family's social caste trait
The presence of a midwife on the lot (recognised by the Midwife trait or career)
The number of expected babies (death odds increase significantly for multiples)
If the baby rolls to perish, you will get a pop-up after you name the baby asking if you would like to accept or fight fate. If you accept, that baby will be put down on the floor and perish. If you fight fate, baby will live, simple as that.
If baby rolls to live, you'll just get a text notification letting you know that the Watcher is smiling upon the new bundle of joy with favour instead.
If baby perishes, they will fade out and a gravestone will appear. Grim does not spawn, cos that got put into the "too hard" basket. The model of the gravestone will vary depending on mum's social caste trait. These are NOT the same as a Maxis Gravestone, which are super complicated. So you can't, for example, "move gravestone to another lot" in the same way you can move Maxis gravestones. I am not sure what would happen if you moved it via sim inventory to an owned business lot - it could work? Needs testing.
I did code a custom "mourn" interaction, which gives a pop-up to let you know who rests there. The message differs slightly on caste trait again, or "literacy levels" as you might put it.
Peasants can't write or read much so that one's pretty basic 😂
Baby will remain in the family tree, greyed out, and sims will get a memory of them perishing. I do not believe that "baby ghosts" are a thing, nor should they ever spawn.
If you want / need a baby to perish for "story purposes", there is also a debug option on the mortality roller called *Infant Perish - you won't see this unless you shift-click with testing cheats on, but if you need to, you can choose an infant to perish with this debug option.
WHY DID YOU MAKE THIS MOD, TEA??? WTF IS WRONG WITH YOU??
Okay, look, these things are a part of life, and historically happened often. And also because the only other mod options were either a custom NPC Ogre mod (which I had been using but was rather clunky), or a certain ABSOLUTELY HORRIBLE WTF BABY BBQ that should NOT be mentioned. Seriously, I "borrowed" small parts of the code for my mod which meant I looked inside that mod in SimPE, and I did not like it in there, at all. I wanted something tasteful, done respectfully and sensitively.
For mortality to occur, the roller object has to be on the lot (each lot) . If you delete it, mortality rolls will not take place. The object is taken from and repo'd to Sunni's market pottery set, which I have included the master for in the download.
I tried very hard to make this mod sensitively and considerately, and everything is optional. So please don't yell at me 🙏🏻🙈
Now, onto the tuning BCONs, starting with caste traits:
For simplicity's sake I have broken trait castes up into 3 broad categories of low, middle, and high class. You enter a "0" if you want a trait to be considered low class, "1" for middle class, and "2" for high class.
These castes affect mortality rolls for infant mortality and also for birthday mortality rolls.
Infant mortality is highly tuneable:
The first 3 lines are the base % chance for sims belonging to those social classes. "Midwife Presence % Decrease" controls how much better off your sims will be for having a midwife on the lot when baby is born. The last 3 lines affect % chances for multiples.
You can ignore when I say "set all to 0 for no infant mortality" - this is an older screenshot and I deleted that after I added the in-game on/off toggle, but technically setting them all to 0 would also still work.
For "life stage" mortality (toddler, child, teen and adult), there are tuning BCONs for all:
Simply, you enter a % chance of mortality occurring within that life stage, for each overarching class. The mod does the maths.
Buuuut then I went a step extra and also incorporated some traits that will add or subtract from a sim's mortality risk, as seen here. This was a fun extra I am glad I added 😂 Always enter a "positive" number - the BHAV does the work to interpret "helpful" versus "unhelpful" traits.
Next up: COMPATIBILITY PATCHES (oh boy).
This. Was. Gnarly.
And I recently discovered a whole new mod I gotta try and patch (William's age up messages mod). This is currently incompatible with my mod, sorry.
However, here is what's currently included for compatibility:
If you have any of these mods, please put in the required comp patch in your Z_LoadLast folder. I think they should all work as intended, but if not, please do reach out to me.
As with all comp patches, you only need them if you have the mod.
The zip also contains:
You've gotta have my TA_MortalityRoller file, that's like, the mod. Then you have to have the gravestones and the Market Pottery Master (unless you already have it).
I hope some historical players will enjoy this mod. I put a lot of work into this one.
I would like to give a HUGE shout-out and thank you to @niamh-sims who was instrumental in the inspiration, development and testing on this mod. It wouldn't have happened without her.
And if you want it, you can
Download here
Good luck, and may the odds be ever in your favour!
Separates, sweater is unisex, skirt is girl-only, has fatmorph. With JaidynShoes, all from the Honeydew pack. I choose 10 colors for the skirt and 12 for the sweater. Textures are originally a bit overexposed, I changed it a bit after taking preview pics..
Grim and I are old buddies. Especially when playing Medieval Sims 2.
Traditional Medieval Challenge rules often involve things such as rolling for mortality, having sims die often, using a ROS can result in much death also... ahh, yes, hello darkness my old friend...
I have made some death-related mods, ranging from funny to downright sitting here asking myself if I am okay??
These mods will NOT be for everyone. That's okay. Move along if this is not your thing, please and thank you.
3 mods and related info under the cut:
Evil sims laugh at death.
"How did they die?" debug option on gravestones
The Mortality Roller
1. Evil Sims Laugh At Death
Evil Sims laugh at death is a relatively simple trait mod that makes sims with the evil trait find death funny.
When a sim dies and others gather around to mourn, no matter how close they were with the deceased, they'll laugh. If you direct them to "mourn" at the gravestone, they'll laugh.
While everyone is sobbing, they're thinking the whole thing is rather hilarious.
Why did I make this mod? Because I was tired of my "Black Widow" evil witch Louise Aire crying over the sims she had literally killed lol. Silly woman.
Download here
2. "How did they die?"
This mod was made upon request by someone on Discord who was playing a newly downloaded hood and wanted to know how all of the dead sims had met their grizzly ends.
If you have "boolProp testingcheatsenabled true" turned on, you can shift-click on a gravestone and select "how did they die?"
Which will give you a popup informing you of the details of their untimely (or perhaps timely) demise -
And, well, yeah. That's it, that's the mod. Shouldn't conflict with anything, hopefully.
Download Here
3. Tea's Mortality Roller
Okay, this one is the most complicated and will take the longest to explain so bear with me.
In many "historical sims challenges", mortality rolls are a feature of the challenge rules. Basically, you're rolling to see if your sim will die at a given age in their lives.
Previously you'd maybe use a spreadsheet and dice or RNG for this, like what I had here -
But no more!
I have coded a mod object that will move all of these shenanigans in-game, interjecting itself at key moments and rolling mortality for sims, including infant mortality, with the power of tuning BCONs and BHAVs and maths. Yay, maths...
The Mortality Roller works mostly based on Medieval Caste Traits, for example here, here and here. If you don't have these in your game this will have less functionality, and/or not end well for you because if the mod can't find a caste trait, it assumes "middle class".
Everything about this mod is tuneable. Firstly, the in-game options:
Here you can select whether you want to roll "all ages at birth" or "per birthday". Rolling all ages at birth will tell you right off the bat at what age this sim might be "destined" to die. Alternatively, you can choose to "roll at each birthday" which will give you a popup after the sim ages up to tell you how near or far Grim is...
This mortality roll has zero practical effect. Your sim isn't gonna immediately drop dead - it just tells you the result of the random roll and it's up to you to interpret it, and build it into the gameplay and the sim's story.
The "Toggle Infant Mortality" option should be fairly self-explanatory. All detailed tuning for infant mortality is is BCONs that you can edit with SimPE, which we will get to later.
If infant mortality is enabled, a baby has a chance of death at birth. These chances are influenced by:
The Mother / Father / Family's social caste trait
The presence of a midwife on the lot (recognised by the Midwife trait or career)
The number of expected babies (death odds increase significantly for multiples)
If the baby rolls to perish, you will get a pop-up after you name the baby asking if you would like to accept or fight fate. If you accept, that baby will be put down on the floor and perish. If you fight fate, baby will live, simple as that.
If baby rolls to live, you'll just get a text notification letting you know that the Watcher is smiling upon the new bundle of joy with favour instead.
If baby perishes, they will fade out and a gravestone will appear. Grim does not spawn, cos that got put into the "too hard" basket. The model of the gravestone will vary depending on mum's social caste trait. These are NOT the same as a Maxis Gravestone, which are super complicated. So you can't, for example, "move gravestone to another lot" in the same way you can move Maxis gravestones. I am not sure what would happen if you moved it via sim inventory to an owned business lot - it could work? Needs testing.
I did code a custom "mourn" interaction, which gives a pop-up to let you know who rests there. The message differs slightly on caste trait again, or "literacy levels" as you might put it.
Peasants can't write or read much so that one's pretty basic 😂
Baby will remain in the family tree, greyed out, and sims will get a memory of them perishing. I do not believe that "baby ghosts" are a thing, nor should they ever spawn.
If you want / need a baby to perish for "story purposes", there is also a debug option on the mortality roller called *Infant Perish - you won't see this unless you shift-click with testing cheats on, but if you need to, you can choose an infant to perish with this debug option.
WHY DID YOU MAKE THIS MOD, TEA??? WTF IS WRONG WITH YOU??
Okay, look, these things are a part of life, and historically happened often. And also because the only other mod options were either a custom NPC Ogre mod (which I had been using but was rather clunky), or a certain ABSOLUTELY HORRIBLE WTF BABY BBQ that should NOT be mentioned. Seriously, I "borrowed" small parts of the code for my mod which meant I looked inside that mod in SimPE, and I did not like it in there, at all. I wanted something tasteful, done respectfully and sensitively.
For mortality to occur, the roller object has to be on the lot (each lot) . If you delete it, mortality rolls will not take place. The object is taken from and repo'd to Sunni's market pottery set, which I have included the master for in the download.
I tried very hard to make this mod sensitively and considerately, and everything is optional. So please don't yell at me 🙏🏻🙈
Now, onto the tuning BCONs, starting with caste traits:
For simplicity's sake I have broken trait castes up into 3 broad categories of low, middle, and high class. You enter a "0" if you want a trait to be considered low class, "1" for middle class, and "2" for high class.
These castes affect mortality rolls for infant mortality and also for birthday mortality rolls.
Infant mortality is highly tuneable:
The first 3 lines are the base % chance for sims belonging to those social classes. "Midwife Presence % Decrease" controls how much better off your sims will be for having a midwife on the lot when baby is born. The last 3 lines affect % chances for multiples.
You can ignore when I say "set all to 0 for no infant mortality" - this is an older screenshot and I deleted that after I added the in-game on/off toggle, but technically setting them all to 0 would also still work.
For "life stage" mortality (toddler, child, teen and adult), there are tuning BCONs for all:
Simply, you enter a % chance of mortality occurring within that life stage, for each overarching class. The mod does the maths.
Buuuut then I went a step extra and also incorporated some traits that will add or subtract from a sim's mortality risk, as seen here. This was a fun extra I am glad I added 😂 Always enter a "positive" number - the BHAV does the work to interpret "helpful" versus "unhelpful" traits.
Next up: COMPATIBILITY PATCHES (oh boy).
This. Was. Gnarly.
And I recently discovered a whole new mod I gotta try and patch (William's age up messages mod). This is currently incompatible with my mod, sorry.
However, here is what's currently included for compatibility:
If you have any of these mods, please put in the required comp patch in your Z_LoadLast folder. I think they should all work as intended, but if not, please do reach out to me.
As with all comp patches, you only need them if you have the mod.
The zip also contains:
You've gotta have my TA_MortalityRoller file, that's like, the mod. Then you have to have the gravestones and the Market Pottery Master (unless you already have it).
I hope some historical players will enjoy this mod. I put a lot of work into this one.
I would like to give a HUGE shout-out and thank you to @niamh-sims who was instrumental in the inspiration, development and testing on this mod. It wouldn't have happened without her.
And if you want it, you can
Download here
Good luck, and may the odds be ever in your favour!
Dazzling Dragons - Optimization & Add Ons Deco Poses
A slight optimization update to the Draco Majors specifically.
Redid the MMATs for Draco Major to allow for deco versions to exist.
Repositoried the vehicle dragon to the Draco Major female. Vehicle specific recolors have been removed from archive in regards to the dragon. Saddle recolors stay the same.
Training dragons now gives you a hunter or vehicle dragon in the right color, no need to recolor to match.
Removed no longer needed vehicle TXMTS from recolor files
Supply Crates repositoried to Wine Cask/Market Board, use refined granting BCON code, can be opened, can be destroyed, or stolen by other sims. Slot added for stacking.
Fixed a minor dialog issue.
Draco Major Poses Add On
22 Adult Poses, Repositoried to Draco Major female. Same size as adult livestock dragons.
22 Dragonling Poses, Repositoried to Draco Major female. Slightly bigger than freshly hatched dragonlings with developed horns.
Collection file for poses separate from functional livestock versions.
My alpha edit of Zanki FH03 with four colourful Harajuku undercut styles- I get the inspiration for these from various FRUiTS snaps usually, and every so often a hair mesh will come up with just the right scalp texture to do another batch, aha. Drawing on the sim's head is always a good time. The colours are a mix of the Afterglow and Pooklet's actions.
Mesh + base textures are in the zip, in case you'd also like to make your own undercuts for this mesh ^^
Download Zanki FH03 Harajuku Undercuts
ALT: Download on Simblr
Additional credits: Antoninko for the afterglow textures and actions, Pooklet for their colours! Check @the-afterglow-archive for more Afterglow ₊˚⊹♡