SimCity Downtown Museum of Nature & History
Monterey Bay Aquarium

Origami Around
TVSTRANGERTHINGS
occasionally subtle

Kaledo Art

pixel skylines

tannertan36

ellievsbear
art blog(derogatory)
wallacepolsom
Alisa U Zemlji Chuda

izzy's playlists!

oozey mess
Show & Tell

Discoholic 🪩

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Product Placement
Game of Thrones Daily

⁂
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@bellashoggoth
SimCity Downtown Museum of Nature & History
Tutorial: Multi-Lot Harbours
I promised this tutorial a while ago and just started making my harbour for my current hood. I figured I may as well kill two birds with one stone, so here it is! This technique is completely modular, allowing you to create harbours of any length. As you can see, I've already done one of the lots, just to show you how they fit together. You will find yourself saving and exiting quite a lot with this method!
Requirements
LotAdjuster
A neighbourhood with accessible shoreline
Possibly some understanding of the 'boolprop constrainfloorelevation false' cheat
Important: I do not use beach lots for this method. I find this method gives me more control.
Step 1: Place Your Lot
Start with a lot that is 20 tiles deep. This gives enough room to create a stone harbour wall and dock area. This is preference, but I find any bigger looks dumb.
The lot should be 10 tiles wider than the harbour segment you ultimately want. For example, if you want a final harbour segment that is 40 tiles wide, start with a 50 tile wide lot. That is what I've done here.
Bring the water as close to the lot edge as possible. If necessary, use the cheat 'modifyNeighborhoodTerrain on'
The terrain should slope down naturally towards the water.
Step 2: Mark the Tiles to Remove
Measure 5 tiles in from each end of the lot.
These tiles will be removed later with LotAdjuster.
For a centre segment, mark 5 tiles on both ends.
For a left-end segment, mark 6 tiles on the left side.
For a right-end segment, mark 6 tiles on the right side.
Step 3: Build the Stone Harbour
Create a foundation within the remaining space. This can be as big as you want.
The foundation walls should extend flush (but not connect along the length) to any edge that will connect seamlessly to another lot.
I use Numenor's custom foundation walls, but you can achieve the same effect using standard walls with the cheat 'constrainFloorElevation false'. Just flatten the walls after placing them.
Cover the foundation with floor tiles of your choice, filling in that gap.
Important: Do not place walls along any edge that will connect to another harbour segment.
Step 4: Add the End Cap
At the opposite end of the harbour wall, add a small "cap" section. It will not stretch out as far as you want, but that's okay. Again, make it as big as you want.
This creates a natural transition point where stairs can lead down to the wooden docks.
Step 5: Build the Dock
Lay out the wooden dock below the stone harbour. Mine was a full story (16 steps) lower than the stone.
As before, don't place foundations flush against the lot edge. Use floor tiles to create the seamless connection instead. You will know it's correct if there's no stilt on the 6th tile from the edge.
Again, at this stage, don't worry if the dock isn't the exact width you want.
Save and exit the game.
Step 6: Extend the Lot
Open LotAdjuster and add 20 tiles to the back of the lot.
Do not change any other settings.
Step 7: Finish the Waterfront
Load the game, and then the lot again.
You now have what is effectively a custom beach lot. I usually add terrain paint to match my shoreline, otherwise the extended area remains grassy.
You can now adjust the dock to its final width. In my example, I created a dock that was 5 tiles wide.
Step 8: Plan the Dock and Bay Pattern
Decide how many docks and bays you want. Bays should be big enough to fit ships.
The harbour should always end on half a bay, so that adjoining lots complete the bay when placed together.
Do this before shrinking the lot. Once the lot has been reduced, you won't be able to place floor tiles on the very edge.
For my example:
Dock width: 5 tiles
Bay width: 10 tiles
This creates the pattern: 5 (half bay) - 5 (dock) - 10 (bay) - 5 (dock) - 5 (half bay)
I also made them 15 tiles long. You can do literally whatever size you want.
Save and exit once the layout is complete.
Step 9: Trim the Lot
Open LotAdjuster again and remove 5 tiles from both the left and right sides.
This is the step where you're most likely to run into problems. I certainly did while creating this tutorial!
If LotAdjuster throws an error, reload the lot and make sure there are no walls, fences, or foundations crossing the line where the new lot boundary will be.
When you reload the lot:
End pieces should have one side flush with the lot edge.
Centre pieces should be flush on both sides.
These flush edges allow the harbour sections to connect seamlessly.
Step 10: Repeat
Repeat the process for as many harbour segments as you need. If they don't line up, you can't just pick up the lot and move it. You have to use LotAdjuster to either move it left or right. I had to do so in this very tutorial.
The good thing is, you can use the original dock as a visual guide for widths! Also, make sure the wooden dock is on the same elevation across both lots.
For this example, I created a left and right segment and mirrored them, but you can continue adding centre sections indefinitely. I tend to add stairs in the very middle if I do that. You need a flight of stairs to get down to the harbour.
Finishing Touches
Once your harbour is assembled, decorate it however you like.
I usually place lots like warehouses, taverns, fishmongers, market stalls, or more on the stone harbour, and use neighbourhood deco ships (or this refurbished version of the Bon Voyage ship) in the bays. I also decorate the docks with crates, barrels, dead fish, etc. For some extra fun, add invisible fishing spots to the end of the docks!
The result is a fully modular harbour that can be expanded to fit any waterfront.
I hope this tutorial helps! If anything is unclear, feel free to ask.
update: i added a harbour onto the harbour, for smaller fishing boats. i quite like it.
Thoughts on the Loss of GOS & Sims2Artists
I am not usually someone who gets involved in Sims community discourse or public callout-style posts, but this genuinely breaks my heart to see.
A massive amount of the custom content, creativity, and inspiration behind my work on Vermillion Sins came from communities like Garden of Shadows and Sims2Artists. They were huge pillars of the Sims 2 creative space for years.
What hurts most is not even just the shutdown itself. It’s the lack of warning.
These sites were not just forums anymore. They had become archives of nearly two decades of community history: old creators, inactive creators, forum attachments, resources, tutorials, contests, shared knowledge, and years of creativity that helped shape this community into what it became.
A simple “hey, this may go offline permanently soon, please archive what you can” would have allowed people time to preserve pieces of Sims 2 history before they vanished. Instead, so much appears to have disappeared overnight.
And to be clear, I do not think anyone is owed endless unpaid labor or permanent site maintenance. If someone no longer has the time, energy, money, or interest to continue running something, that is completely understandable.
But I do think the community should have at least been given the chance to help. People absolutely would have pitched in through backups, mirrors, technical help, donations, archival efforts, or simply having enough warning to preserve pieces of history before they disappeared.
The Sims 2 community has survived because people cared enough to preserve things. Without archivists, backups, mirrors, and Wayback captures, huge parts of this game’s creative history would already be gone forever.
And honestly, I hope this becomes a wake-up call moving forward. Preservation should matter.
TOUs and repost policies should not become barriers that result in entire pieces of community history disappearing forever the moment a creator or site owner leaves, especially in a community where everything is interconnected.
I respect active creators wanting credit and boundaries. But abandoned content should not be treated like untouchable lost media while the community watches it disappear forever. Communities preserving older Sims games and their content are a huge part of why those games remained alive and accessible long after EA itself had largely moved on from supporting them, and likely played a significant role in renewed interest surrounding things like the Sims 2 Legacy release.
I hope more people begin supporting archival efforts, mirrors, and preservation projects before more Sims history is lost for good.
LIGHTING MOD ULTIMATE COLLECTION v1.3.0: Light Direction Update
At last, the long-awaited light direction feature is here.
I integrated Hook's lot light direction changes to each lighting mod (24 files!). See the README on how to update your userStartup.cheat file for all the aliases (And there are many!)
Also did some measures to reduce duplicates, and will continue to clean up in next updates.
DOWNLOAD HERE
Simaddict99 Transformer cribs
5 transformer cribs made from cribs by Simaddict99.
These are 2-in-1 crib/toddler beds. Just one click on the bed to convert it from one model to another. The crib can be used for babies and toddlers, the toddler bed is for toddlers only. They can use the toddler bed by themselves.
Updated broken SFS links
Some of my SFS links got broken, therefore I re-uploaded some content with new links:
Contempto Good Livin’ chair-bed
Satinistics sofa-bed
pc_sims’ surgical station revamped
vampire sunblock
PSR Santana
lukz_gz’ guitars with Argon’s hack
swimmable lounger
TS4 RoM mop as a broom
Klyntar mod
symbiote fight and symbiote scare
symbiotes howl
custom cellphone mod
poison other Sims
spy crafting station
Bigfoot mod
diving mod
I left old SFS links with a note they are currently not working, in case they'll be fixed. I encourage you to reblog these posts with new SFS links if you have reblogged them earlier.
It's very likely there are more broken links that I have missed.
It is also likely that more links will be affected in the future - it seems that links tend to get broken during updating an upload, and I update my cc quite often. :(
hi Jelly! I was just wondering; with GoS officially down would it be possible to post a direct link to your medieval cat toys?
Hi! Direct links to SFS and OneDrive are in this post, just scroll below pictures. :)
And man, I wish we were informed about GoS' closing beforehand. Now descriptions of my stuff uploaded exclusively to GoS, like Founder Day's gifts and CiJ are gone. 😩 If I had known, I would have copied them over to my tumblr.
Does anyone know how to fix the shadow of the Instant Giant barstool?
Update: @pforestsims fixed the bug and allowed me to share the link. All credit goes to them.
Download (SFS)
Wayback Machine still has the S2A life stories post for me, but if anon still can't see it, here's your SFS for the buy bundle stuff, and the build bundle is still at MATY.
Aah friend thank you! I'm not very good with Wayback Machine, thanks again <3
GOS backups
https://simfileshare.net/folders/189789/
HERE are all the backups I have from GOS. Quite a few, but not all, monthly themes are archived. Wayback machine is no help.
Hopefully the site gets back up and running soon.
billie you'll never guess what happened to GoS
I JUST FUCKING SAW, BITCH.
Okay okay, wait let me collect myself.
First, let me say that I'm actually so sad to see it go. It's been a huge part of my time in the sims community. It's a shame that was so sudden. I really loved the community and I think it's a shame that it happened like it did.
With that out of the way.
BITCH, I TOLD YOU. I TOLD ALL OF YOU. I told ALL you motherfuckers exactly what would happen and everyone bitched like "Oh!! Well, WHY would you do this? Especially when it's not like GOS is closing down anytime soon???"
I got hate mail for months. Bitches poured out of the woodwork like "Mmmm I've always hated Billie, just another thing he's done to add him to my shit list" Then HL bitched at me and acted like the scrape cost him a huge amount of case in data usage when that shit was fucking cents on the dollar. I even offered to pay HL back the like 2 dollars that it *may* have costed him to scape.
Well GUESS who fucking took their ball and went home with very little warning?
This is the entire site's worth of custom content scraped. There are a few things that you need to know.- This is not checked to see if depe
Here's the fucking scrape. It's missing 2024-2026. I be that stuff can be scraped as well though, but since it'll have to be done through Wayback it's gonna take time.
SimCave
The news of what happened to GOS makes this a good time to mention, probably, something that I didn't mention earlier because of the hate I received when I scraped GOS.
But I also scraped SimCave.
Simaddict99 Transformer cribs
5 transformer cribs made from cribs by Simaddict99.
These are 2-in-1 crib/toddler beds. Just one click on the bed to convert it from one model to another. The crib can be used for babies and toddlers, the toddler bed is for toddlers only. They can use the toddler bed by themselves.
On A Roll (Download)
***These objects will OVERWRITE the original versions. Guatla’s 2 toilet paper objects, Zx_Ta’s 3t2 toilet paper roll, Veranka’s io bathroom toilet paper roll, Parsimonious’s toilet, & MLC’s toilet paper shelf, are all meant to be REPLACED by my objects.
Toilet roll sensibility
Repositoried to one roll
Start at the same wall position
Shiftable
Reasonably white
Reasonably sized
Separate rolls
Guatla’s Broken Bathroom toilet-paper pack made quartertile-able & stretched to accommodate a proper roll size
New mesh: single roll, can be placed on slots.
No random rolls
Parsimonious stump toilet no longer has attached roll
Guatla toilet brush no longer has attached roll
Requires moveobjectson to place, I just separated the roll from the brush & the brush still thinks it’s a painting
Recategorized objects for easier finding
All toilet crap (pun definitely intended) is in Plumbing/Misc now.
All Meshes & the required Master object+recolors for MLC’s TP shelf are included
Thanks to Zx_ta, MustLuvCats, Guatla, Parsimonious, Veranka, & everyone else whose stuff I cannibalized for this set.
Why did I do this?
Buttwipe.
If you liked it, maybe Buy Me A Coffee.
Edit of EarlyPleasantview's magic duel
This is an edit of @earlypleasantview's Magic Duel.
To my knowledge EPV's mod has never left testing stage, but I've been using it for years with only some minor issues. Thus, I decided to polish it's rough edges a bit. :) I also changed filenames to make them more distinguishable.
From EPV's description of the mod:
Dueling – how it works – Available for Witches/Warlocks. Non-autonomous. Needs at least one selectable witch/warlock. Builds Magic Skill, but does not affect alignment. Non fatal. Scoring is based on Magic skill level, Plus number of successful hits. The Sim with the highest magic skill and the most successful hits win and a random magic reagent is placed in their inventory. Successful Hits – Every Body point gives a Sim a 7% chance of dodging out of spell’s way. Every Logic point gives a Sim a 7% chance of predicting that the other Sim is going to dodge and hitting them anyway. Round ends when one Sim casts five spells or when both Sims cast three spells each.
I made changes to the dodging mechanic. Now Sims will jump forth and back, instead of only jumping back, which looked like teleporting. Moreover, I added a chance of parrying an attack instead of jumping away - chance of dodging/parrying still depends on the body skill, but now witches/wizards with high magic skill have a chance of parrying. I converted two parry animations from TS3 magic duel. :)
Additionally, I added projectiles - if a Sim dodges or parries an attack, you'll be able to see a jet of light flying in their direction. For this mechanic you need my file called "Meduza_AccObjectBending", included in the upload. However, there are no projectiles if a hit is successful, because I also like an idea of spells working remotely and it felt like a good compromise.
The duel will work without the projectiles object, but you won't get cool effects.
Credits: @earlypleasantview
Download at SFS | alt
Wandless magic
This is an edit of @midgethetree's Pick Your Wand.
I edited @gryning's version, so it includes their TS4 wands.
Replace original files with my edit.
With this edit, your witches and wizards can cast spells without a wand. You need to buy "Magic Hands" trait, found in General/Misc for $0. This trait is different from other traits - placing it in Sim's inventory won't do anything.
You NEED to click on it as select "Set As Wand" option. After that you can place the trait in Sim's inventory, but that's not necessary.
Alternatively, buy one of wand stands and choose "Change Wand…/Magic Hands".
Credits: @midgethetree, @gryning
Download at SFS | alt
As I edited "Meduza_AccObjectBending", I also had to update part 1 of bending mod, bending duel and witches can practise magic. Unfortunately, in the process SFS links to part 1 of bending mod and witches can practise magic were broken, so I had to replace them with new SFS links, fyi. :(
I love earlypleasantview's work, and to have the incredible Meduza's polish on it promises that this will be awesome addition to the game! 🪄
Vehicle Maintenance 2.0
@teaaddictyt and I are back again with another (HUGE) update that changes basically everything. It is recommended to delete vehicle maintenance 1.2 and start from scratch here since here have been lots of fixes, changes, and additions.
Fixes / Updates / Improvements:
Some files have been renamed for better organization (Me)
Fixed motor oil's category, the "Function - Init" wasn't setting it properly (Tea)
Fixed & Updated Code for Maintenance Checks and Decay. Added new checks and organized (Me)
Fixed animation strings for the fuel pump, bhavs were calling on the wrong animations (Me)
Fixed a coding mistake in the "add fuel from jerry can" interaction, this is working now (Me)
Updated all objects "keep buying" when holding shift in buy mode (Tea)
Updated the parking block object footprint and reduced to one OBJD (Tea)
Recategorized Dee's parking meter to driveway category to match with parking block (Tea)
Updated deviance interactions (Steal battery, Slash Tire, Siphon Fuel) available to any sim who meets criteria: Sims in criminal career or with evil trait, now uses "Easy Inventory Check", added availability for sims with <= 2 nice personality points, removed limitation on family members being deviant on family car and replaced with relationship checks (Tea & I)
Updated the quality of oil depend on sim's mechanical skill during an at home oil change (Tea)
Added motive changes for Deviant interactions, depending on niceness personality points and/or traits (Tea)
Added maintenance interactions edited to check 1) is it a community lot? 2) is it a business lot? 3) is it a service station? 4) am I staff / family / employee? (Tea)
Added motives gain & loss for vehicle maintenance will differ slightly if sim has "Vehicle Enthusiast" trait or not (Tea)
Merged Interactions into one and removed unnecessary/bugged code, saving space and instance numbers (Me)
New BCONS! Maintenance is now tunable, as well as all maintenance objects in their individual files (Me)
New motor oil mesh and texture (Me)
New animation for the "Add fuel from jerry can" interaction (Me)
New animation for the "Change Oil" Interaction (Me)
Updated Fuel Pumps, Each pump had been split in half to allow access on both sides (meaning a double-sided pump is now two tiled) (Me)
Updated Tires, you now have 4 separate tires to deal with (Me)
Updated CAPS to check if the driveway is empty before linking to it, fixing problems with new updates (Me)
Updated "Check Fuel Gauge" interaction. Sims no longer need to be sitting in the car to check the fuel level (Me)
Updated Tire meshes and textures (Extracted from DeeDee's Tire Pile) Two versions, one with a rim and one without, all three of these objects can exist in your downloads folder simultaneously (Me)
Updated Car Wash mesh, slightly moved over to accommodate additions (Me)
Maintenance interactions are now available if the object is on the lot or in sims inventory (Tea & I)
New custom semiglobal dialog strings. This will help avoid conflict with other mods, as well as having nicer, neater code (Tea & I)
The "Go To Casino" addon/interaction has been removed since I stumbled upon These
Additions:
Edited all driveways with a new routing slot, this should make working on engine look more realistic (Tea)
Storage Tire Rack. Store Tires @ Home / OFB Tire Rack. Sims can now buy/sell tires on business lots (Tea & I)
Added new code parking blocks and parking meters to spawn in and out cars every so often (random intervals) to simulate cars arriving and leaving the lot. This means all parking meters and parking blocks will now try to find an empty, unused driveway to "link to" Intervals are shorter on a "servo" lot, longer on any other lot (uses Mog's original code). These spawned in cars have a new limited tree table with maintenance & deviant options only, along with having a 50% chance of having an alarm installed (Tea)
Added & edited a new modded object: Engine Hoist by Oce / Blue Heaven Sims. This object can spawn in cars needing maintenance so a sim can work on the car and be paid for a service. They are paid $50 x their mechanical skill (Tea)
Added New Feature - Engine. Driving a vehicle with low oil and/or fuel will decrease the condition of the vehicles engine, which can lead to engine failure (Me)
Added new modded objects: Fuel Maintenance Hole, Fuel Maintenance System. The Maintenance Hole will restock nearby fuel pumps. When empty, owners and employees unlock the interaction "Order Fuel Delivery" on the Fuel Maintenance System. I did it this way, so each pump doesn't have to be restocked individually. It's also more realistic in my experience from working at a gas station. Fuel price is based on the BCON in the main vehicle maintenance file, the "set price" interaction will go off of that and do maths :) (Me)
New Compatibility Patches (Tea & I)
Vehicle Maintenance & Taxi's Charge Money
Burglars And Alarms & Visit Other Sims
Taxi's Charge Money & Visit Other Sims
Institution Sign & Visit Other Sims
Added Fuel/Car Wash Simulations (With Traits). Sims from the neighborhood who own a car and have a driver's license will now arrive under conditions (spawn in if their schedule is cleared, with weather checks and Traits: Hydrophobic, Loves The Rain, Loves The Cold, Night Owl) at gas stations to get a random amount of fuel or wash their vehicle, which is paid to the business, but not actually taken from the sim. Passengers can spawn in if their schedule is cleared and they meet various criteria: spouses, children, friends, along with weather checks and traits (Hydrophobic, loves the rain, loves the cold, night owl, loner, social butterfly, family oriented). Basically, we made actual functional gas stations/car washes. Yes, you read that correctly! :)))) (You can ban sims with visitor blocker) When recoloring a vehicle after a sim takes ownership, you can click the "Update Vehicle Token" which will update the token to be the correct color for when they spawn in (Tea & I)
Known Issues:
during fuel/car wash simulations, some vehicles will not let sims snap to slots. to combat this, they just disappear and leave until I can figure out a better solution (slots will be the death us)
Almost every vehicle has a different length, so animations for getting to the hood can be goofy, or spot on! like i said, the slots will take us out. some pics for comparison (i stole these from Tea lol):
The OFB tire rack gives back the business a small percentage of the tires price, instead of a larger amount and I don't know how to combat this (if anyone wants to help, OFB code is a nightmare lol)
Requirements:
The Sims 2 Ultimate Collection OR Disc Version, All Expansions & Stuff Packs (Either recommended)
HB_easyInventoryCheck
FireFlower_EasyLotCheck
MT_MaxisCategoriesBCONOverride
maxis-ownable-cars-Mog-20090327
Siknoy336_EasyObjChecksAndGrabs
Installation:
All wanted files go into This PC > Documents > The Sims 2 > Downloads This is designed to be as compatible as possible with all other car mods. You can choose which ones you want to have, just make sure to load them before any vehicle maintenance content. If you were playing with all car mods (that I know of) the setup would look something like this:
DOWNLOAD: SFS
Happy Simming :)
One of the major mod pies I've had my fingers stuck into lol. I have no business being this involved in Siknoy's brainchild (he also gives he FAR too much credit, this is mostly him, with me occasionally providing ideas and code checks lol), but this update is major and IMO, really really cool.
Installation is easier, compatibility patching should be easier, all pie menus are better organised and easier to navigate.
There's also a version of my "Go Out with Cars" included, along with a version of my new mod for "Go Out Return Time Notification". These are all in the "add-ons" folder when you download the mod.
I am committing to continuing to help out with bug reports and compatibility as things come up x
Amazing work as always @siknoy336 ❤️❤️
TS2 Default: AL heavy metal chairs
The Apartment Life heavy metal barstool and dining chair are another eyesore set in the game: they look promisingly grungy, but IMO end up too cartoony for good dive bar vibes. So I've made an alternative!
Worn polyester seats that will definitely stick to the back of your sim's legs.