yaaasss sims 3 ai slop x64 yaaasss israelgpt how do i fire the subnautica developers and make a slop life sim i love slop!!!
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@blueybre
yaaasss sims 3 ai slop x64 yaaasss israelgpt how do i fire the subnautica developers and make a slop life sim i love slop!!!
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).
HUH???
2026, the year of Sims 2 becoming the most stable Sims entry, somehow?
This is massive for CC lovers!
Some compatibility patches for @jellymeduza's School Project Project
@jellymeduza already has a ton of compatibility patches for their fantastic "School Project Project" mod/CC pack, but it was still not enough for my complex mod setup, haha.
So, without further ado, here's a couple more patches to add on to their already large list of patches!
1. School Project Project made compatible with simler90's School Work Lecture Mod. Don't worry, this is fully compatible with my previous compatibility patch for School Work Lecture and School Sick Days! Just make my patch load after everything else.
DOWNLOAD
2. School Project Project made compatible with Phaenoh's Summer Vacation Winters Day AND piqiwi's Prom + Afterschool Activity. To avoid a potential conflict with "a future alternate version", I picked specifically the "Homework Sometimes" compatibility patch to fix the Text Lists conflict that was also there. Just make my patch load after everything else and all will be good.
Don't worry if you don't have the Prom/Afterschool Activity mod - it's just a bunch of extra text strings for a "just-in-case" scenario so you can use this patch even if you don't have that mod specifically.
DOWNLOAD
Explaining the Pink Soup (In Layman's Terms)
Hi everyone!
First off, I just wanted to say thank you for all of the positive feedback I've received over the past few days — I'm really pleased to see that my mod seems to have been effective for so many of you!
I am aware that my dissertation/thesis is really rather technical, filled with lots of academic/flowery language, and probably quite overwhelming to try and understand if you're lucky enough to have not studied computer science, so I wanted to attempt to break the key parts of it down into the simplest terms possible, to hopefully help answer some of the questions I've seen people have.
What is the pink soup?
The pink/purple strobe lighting we all know and love is 1 of 4 uniquely coloured shaders the game uses to indicate a specific type of error has occurred when trying to display something on-screen. The 3 other colours it uses (you've likely seen at least one of them) are red, blue, and yellow.
These shaders serve two main purposes:
To let you know something has gone wrong in an obvious (albeit obnoxious) manner.
To allow the game to keep running in spite of whatever error has happened (otherwise it would just crash).
Internally, the error that the pink soup represents is known as a "material parsing failure", i.e. the game has failed to understand some piece of material data (textures, rendering properties etc.) about an object it is trying to render.
Part of the process the game goes through before rendering an object to the screen is checking that its data only contains specific characters (numbers, letters, and certain symbols) — an example of when this would fail and trigger the pink soup would be if the game came across a random emoji during these checks.
What does 32-bit/64-bit mean?
A 'bit' is just a single digit of a binary number. All you really need to know is that a 32-bit number is a binary number that is 32 digits (bits) long, with the largest binary number possible being 32 consecutive 1s (1111111…).
I'm not going to bore you to death and show you how to convert binary numbers to decimal, so you'll just have to believe me when I say that 32 consecutive 1s in binary is equivalent to 4,294,967,295 in decimal.
4.2 billion might seem like a pretty high value to be able to represent, but if I said this is roughly equal to 4GB, you might be able to start to see how 32-bit computers/software could be a bit (no pun intended) limited memory-wise. For comparison, the largest decimal value a 64-bit binary number can represent is 18,446,744,073,709,551,615, or just under 18.5 exabytes (EB)!
But what if I wanted to represent the number 5 billion in 32-bit binary? Here's the fun thing — you can't. If you tried, the binary number would 'wrap around'. As in, it would max out at 32 consecutive 1s before resetting back to 0 and continuing to count up until it reached the binary value of 705,032,705 (5,000,000,000 - 4,294,967,295 = 705,032,705).
This is what is meant when we say that The Sims 2 can only use up to 4GB of your computer's memory (RAM) — it is physically unable to access/store data in more than 4,294,967,296 different memory addresses (it's 4,294,967,296 because the range of possible addresses would be 0 to 4,294,967,295).
If you're not sure what I mean when I talk about 'memory addresses', you can think of the concept as being like your home address (your house number, street name, and postal/zip code). It's just the location a piece of data lives at in memory so the game knows where to find it if it needs to use it for something.
Once the game has run out of memory addresses to use to store things, it will crash. The only way this could be fixed would be if EA magically decided to rewrite the game's engine to be 64-bit, thus allowing it to use an exponentially larger number of addresses.
Why does the pink soup happen?
This is where things get interesting. While the game is loading, the material data for the objects in your neighbourhood/lot is stored at individual addresses in your computer's memory so it can be processed.
Part of this processing involves the game taking all of the shader code found in the Materials.package file and linking the relevant shaders to the relevant pieces of material data of an object (e.g. a reflection shader would be linked to the glass part of a mirror object), creating shader 'packages' for the whole object. Again, both these packages and the information that links them to the object are also stored in memory.
As you can probably imagine, if you have a large number of different objects in your hood/lot (particularly more complex/detailed objects with many rendering properties), the amount of free memory the game has to use to keep storing things starts to decrease FAST.
Back in ye olden days of 2004 when The Sims 2 was released, 32-bit was the most commonly used architecture for consumer-grade hardware and software. Despite its known drawbacks, the 4GB memory restriction was not really a huge issue, as the technical limitations of the time meant your parents' PC would likely catch fire and explode long before this level of memory usage could be reached in-game.
Windows XP (the operating system the game was primarily developed for) was also a 32-bit operating system. The way XP handled the 4GB memory limit was simple:
2GB was given to the kernel (the core of the operating system).
2GB was given to applications (i.e. The Sims 2).
This is why it is commonly recommended to apply what is known as a '4GB patch' to the game, as by default, it still thinks it's living in 2004 and is only allowed to use 2GB of memory — the 4GB patch therefore permits the game to use the full 4GB of memory it is able to support.
So, where does the pink soup come in to this?
Basically, there is a piece of logic within the game's code that is used during the process of linking shaders to material data described above. All this logic does is check whether the material data it is being given is stored at a memory address above or below the 2GB mark, presumably some kind of relic of the Windows XP days.
For whatever reason (either due to a bug or intentional design), for data stored above 2GB, the game performs additional checks which will ALWAYS FAIL, and the game will treat this data as being malformed/invalid, refusing to link any shaders to it.
Hopefully, the chain of causality should now be clear:
The capabilities of our hardware has increased dramatically in the past 20+ years.
We've all been applying a 4GB patch to the game to allow it to make use of more of our RAM.
We've also all been installing a load of cool custom content and creating highly decorated hoods/lots because our fancy graphics cards can handle them easily.
All of these objects are causing memory usage to quickly surpass the originally intended 2GB range.
The game is considering any data for the objects stored above this range to be invalid and refusing to do anything with it.
The pink/purple error shader is instead being applied to these objects because the game thinks there is something wrong with their material data.
In conclusion, The Sims 2 is confused and elderly, frequently soiling itself when presented with high-tech information from the far off future of the 2020s that its puny 2004 mind can't possibly comprehend.
What are the differences between v1/v2 of the mod?
Both versions of the mod patch the same piece of logic in the game's code, but with differing approaches.
With v1, the additional (and always failing) checks the game performs on material data stored above the 2GB mark are essentially patched out, meaning they are not executed and shaders will always be correctly linked to them, regardless of their location in memory. This is great, as you should never see any pink soup that would usually be triggered by these failed checks. Consequently however, the game will give you no indication that it is running out of memory, except for when it inevitably crashes once all free memory has been used up.
On the other hand, v2 makes use of these faulty checks. Instead of removing them completely, they are repurposed to warn you of high memory usage, with the game not performing these checks until material data starts being stored above the 3.5GB mark. This means you will still see pink soup, but only once memory usage exceeds 3.5GB. This is intentional, and is meant to be a trade-off between allowing the game to correctly process more data in memory, but also still letting you know that a crash may be imminent some time after the pink soup appears, giving you enough breathing room to save and restart the game before this happens.
To illustrate these differences better, here is roughly what the code is doing in the vanilla game, v1, and v2 of the mod:
Vanilla:
if memory address <= 2GB everything is fine, continue as usual if memory address > 2GB pink soup time!
V1:
if memory address <= 2GB everything is fine, continue as usual if memory address > 2GB everything is fine, continue as usual
V2:
if memory address <= 3.5GB everything is fine, continue as usual if memory address > 3.5GB pink soup time!
Which version should I choose?
There's no correct option, but if you play with a lot of CC or with highly decorated hoods/lots, I would probably recommend starting with v2, only for the so-called 'safety' reasons I outlined above.
I personally use v1 because I play very vanilla, so I know memory usage should never really get that high. If you're like me, or you just don't care about potential crashes and want to be rid of the pink soup, then v1 of the mod is the one for you :)
I know people likely still have many questions, so I've enabled the 'Ask me anything' option on this blog - feel free to use it!
Thanks again,
Will
Thank you, Will 🙏🙏🙏
Sims 2 - Is there actually an influence of a Sim's car on the Date Score?
While looking to edit some custom cars (Fresh-Prince etc.) for myself to adjust their prices, descriptions and motive gains, I noticed there are some constant tables labelled "Date Score Tuning Values", too. Based on a statement from the Prima Guide for Sims 2 Nightlife, which car your Sim takes their date to a community lot with has a direct influence on the date score. For example, Serious Sims love it when you take them out in a Yomoshoto Evasion (sedan), while Romance Sims will find it horrible to be taken on a date in a Landwhale (minivan). I am guessing that's what these tables are for.
There's just one problem. I've looked everywhere - the phone calls, the date controller, and the ControllerGroupGlobals which hold some data shared between outings and dates. There is no evidence in the code suggesting that all the work Maxis put in, to give the choice of car a meaning on dates, ever gets used.
It is referenced here and there. There is CT - Setup 4 in the ControllerGroupGlobals, which references Score - Car Modify, which calls CT - Get Date Score Tuning Values and grabs all the values stored within each car's Privates and works with them. The values are even unnecessarily duplicated within the Controller - Date object as a bunch of separate constant tables.
But all of that is simply never a part of the main routine that runs when Sims start a date - which is where a car bonus should realistically be added. Any date instead always seems to start with a score of 300 (labelled as "Lame") plus 10.
So, a question into the round, to both modders and players - am I missing something? Does the Sim's car play a role after all, or is this a thing the Nightlife Prima Guide got wrong?
Thanks in advance!
The Sims 2 Purple Flashing Patch
(yes, PURPLE, because I always saw it as purple and the shader name is literally called the purple error shader. Sue me!!)
Just in case anyone missed it, "pink flashing" in The Sims 2 has finally been busted wide open by a lovely chap named Will Nixon, see here.
I thoroughly recommend reading through the entire dissertation pdf, it's a good read! Even if your eyes glaze over and you skim past the super technical computer engineering jargon, you'll pick up some interesting tidbits from it. Just wanted to share that
1) the patch is fully compatible with Linux and works to improve Linux performance even further, as testing by myself and my dear friend @niamh-sims
2) Some screenshots from testing my medieval hood on Windows 11:
No patch:
With patch:
I also stress-tested the hood by loading into the main Castle lot and having a sim travel between 4-5 different lots with my settings on max. (This is how I play on Linux now so I've gotten used to it, no more turning neighbours and hood deco off for me!!)
Without the patch in, the game crashed and wouldn't load the castle lot for me at ALL, so that was a great start.
Ooft, lol.
With the patch in, I could load into the castle and travel freely around the hood. I noted that that game also generally felt smoother.
This is an absolute breakthrough, people. Linux is no longer absolutely required if you want to play TS2 without pink flashing! Get excited!!
I will personally continue to play on Linux because I honestly enjoy the OS and prefer it over Windows, and my game still loads faster and runs smoother on Linux, but I recommend every simmer download Will's patch (V1 or V2, but V2 is likely safer) and keep it in your essential mods list forever.
FIX: Sims 2 custom videos not showing (black screen) – Linux Mint / Lutris
ok I need to document this because I’ve just fixed something that refused to work on the SAME machine under Windows 11 😭
Sims 2 custom videos (black screen / not showing) on Linux Mint – FIX
I was having the classic issue:
custom AVIs not showing on computer screens / TVs
black screen or nothing happens
files work fine in VLC so it makes no sense
this is NOT a mod issue. it’s a codec problem.
what’s actually wrong
Sims 2 uses an old video system (DirectShow + VP6 codec)
Linux doesn’t include that properly in Wine by default, so the game literally can’t read the video even though the file exists.
how I fixed it (Lutris method)
open Lutris
select The Sims 2 in your library
at the bottom of the window, next to the Play button, click the small arrow (▲)
click Winetricks
you’ll get a window asking what to do:
👉 choose “Select the default wineprefix” → OK
next screen: 👉 choose “Install a Windows DLL or component”
install these:
quartz
wmp9
lavfilters
let everything install, close Winetricks, then launch the game
result
custom computer screen videos → WORKING
custom TV videos → WORKING
no black screens anymore
important note
if you copied your Sims 2 install from another OS before, don’t overwrite the VP6 folders inside the game files. those are OS-specific and can break video playback.
honestly???
this worked better on Linux Mint than it EVER did on my Windows 11 setup 💀
if your Sims 2 videos are broken and you’re on Linux, try this before doing anything else.
YEEEEEEES
IT ACTUALLY WORKED!!!
This was the last thing I was missing in Sims 2 on Linux and now I can enjoy my stupid memes on the in-game TV sets again!
We are SO BACK 😭
For those who saw my previous post: it was Quartz I was missing. I also installed wmp9 through the Terminal instead of going via Lutris, and even tho installation apparently failed it still ended up working for me. Finally!!
the amount of ai cc i keep seeing ew. omg you people really can't do anything. and then have the nerve to charge people for it. grifters.
*smacking the sign over and over again* STOP USING AI. it is ACTIVELY hurting our ONE AND ONLY!!!! planet we have live on!!!
so unless you know of another planet where we can all live, STOP. FUCKING. USING. AI. its also incredibly:
lazy af
tacky af
unnecessary af
not real art
not worth paying for (well no CC is but esp AI-made 🖕)
i do not care and will get louder and more aggressive every single god damn time.
A Study of Sims 2 Diseases
Expanded and updated.
I am a collector of all mods related to sickness/health in my Sims 2 gameplay. For a current WIP, I needed an overview of the available diseases. It's quite technical. But maybe someone else enjoys this overview.
So far, I am aware of:
STD by Chris Hatch or its medieval replacement of the Great Pox by @hodgekiss. The unique disease ID is 96.
@lamare-sims Elder Cough and Adult Weakness (inside of the RandomDeathSickness mod). The unique IDs are 34 and 314, respectively.
MidgetheTree’s Guinea Pig Disease. Uses the IDs of maxis mysterious disease from 100-200.
Nyami's Chronic Illness mod uses a unique token instead of the "disease token" of the game, therefore representing a whole new class of disease. More details below.
Are there more mods out there, that assign a unique disease ID? Or create a new disease?
Recently, I noticed a shift in terminology regarding disease token properties—e.g. in code and mods by @episims, @lamare-sims or @blueybre (formerly know as LimeYoshi). My guess is that Maxis updated the disease properties BCON with labels in a later expansion pack. Because, if you open the latest object.package, you will find:
BCON x1001 (group ID 0x7F8A70B6)
The disease ID is still labeled as "SH: sympton hash" in maxis plague dialog string and in the early disease studies by Chris Hatch, Cyjon and J. M. Pescado. (Did I forget someone? let me know in the comments.)
If you use the FFS Lot Debugger (which uses maxis coding and labels) you might be familiar with the earlier terminology.
Terminology in modern mods are labeled green.
SH: Symptom Hash became disease ID LD: Lethal Dose == deadliness. (Lamare called it the "Death Threshold"—my personal favorite). CS: Current Severity (if CS >= LD, sim dies) == severity CT: Contagiousness (if -1, no disease tiles are droped and other sims can't catch it.) RP: Recovery Points == avarage care (positive means your sim is recovering, negative means it will get worse) RHC: Recovery Hour Count == loops since update (recovery points are subtracted from severity at fixed intervals. Popular mods let you adjust those intervals, making diseases more deadly.) UNK: Pescado wrote "Your guess is as good as mine. ChrisHatch wrote that it is the 8th value and might be the diseasID." Which turned out to be incorrect, as we now know it is called initial severity.
From a coding perspective, I needed to learn which values I had to give the disease token to make a Sim sick with a specific disease. Below is an overview of the values that define and characterize the available diseases. These are the initial values that are set by the code and from where the disease will progress.
A wonderful feature of @lamare-sims mod is that some of the disease properties for Adult Weakness and Elders' Cough are BCON-tunable. The table above should help you to put these values into perspective.
The CS and IS values of the Maxis Mysterious Disease use a complex calculation based on skills and mood when the virus is generated via the Biotech Station.
I used Epi's Biotech Station to infect a large number of Sims (hehehe) to boil down these values into something more easily codable. My tests showed a rough d40+50. Epis code use the same value for CS and IS. d40+50 gives the same maximum severity as food poisoning and pneumonia (90), but the average level of severity is higher upon initial infection. Making it the more dangerous disease. And, the Mysterious Disease has the highest contagiousness of all.
MidgetheTree, like Epi, used the same value for CS and IS in the Guinea Pig disease. There is no calculation involved and the code sets the values as a d50. Making the Guinea pig disease a little less dangerous than the maxis MD.
For my project, I decided to use d40+50 for CS but an IS of d50.
The STD has code, that assigns different values to playables and townies. Clever, since the disease of townies does not progress.
Nyamis Chronical Illness does not use the ingame "disease token". It codes a unique new token. That means, ingame features and mods alike that search for the GUID of the disease token (comfort soup, immunity, spells, ginie wishes, the lot debugger, the simmanipulator, Simlers90 disease mod etc.) can't report or affect this disease. It is indeed a very unique illness.
One question for me remains after all this:
What does initial severity do?
My in-game tests did not reveal what this value does. It never changes when a disease progresses. It isn't really 'initial' in the sense that the sickness starts with it, because that is the value of CS. CS then changes as a disease progresses.
Is it more like a minimum value for severity that CS can't drop below? That doesn't make sense, though, because if CS becomes ≤0, a Sim is 'healed.' My tests confirm Sims are healed through sleep for an STD.
Is someone out there that can explain it? Point me into a direction?
Great write-up from @eisbae-r here!
Allow me to pitch in with the Initial Severity because I had actually studied this before, myself, and written down some notes in case they were ever needed. I guess now is the time.
Initial Severity is only used for the mysterious disease, and it fulfills an important purpose for this disease only.
To explain, let me go into more detail on how the disease token attributes for mysterious diseases are set up when a virus made on the Biotech Station, as @eisbae-r makes a few wrong assumptions along the way. Note that the attribute numbers are shifted by 1 when compared to the BCON 0x1001 mentioned above:
0x00: always 5 (object category: Diseases) 0x01: random number between 100 and 199 (disease ID) - it is NOT 100 to 200! The ID is 100 plus a random number between 0 and 99. The primitive 0x08, the game's random number generator, always excludes the upper number, so 100 can never be a result of this. 0x02: always 120 (fatal severity) 0x03: Param 0 (current severity - this is also the starting severity, in this case) 0x04: random number between 10 and 99 (contagiousness) 0x05: always 0 (average care, starting point) 0x06: always 0 (loop count, starting point) 0x07: Param 0 again (initial severity)
Param 0 is imported from an earlier BHAV, where the severity of the virus (which mysterious diseases are always created from in an unmodded game) and calculated as such:
An initial value is defined to be 50. Then, 1/100th of the virus creator's Logic skill is added; as skill levels range between 0 and 1000 internally, this makes the value range between 0 and 10. Then, 1/10th of the virus creator's Mood is added; this value can range between -10 and +10. Then, 1/100th of the virus creator's Niceness is subtracted; this value can range between 0 and 10. Then, 1/5th of the virus creator's Hygiene is added; this value can thus range between -20 and +20. This makes the final value range between +10 in worst, and +90 in worst case. Finally, the actual severity of the created virus is randomised between 0 and this calculated number, thus taking on a value between 0 and 89. (Keep my note on Sims 2's RNG in mind, so 90 can never be a result here).
And as a consequence, the Initial Severity 0x07, as well as the Current Severity 0x03, take on this value between 0 and 89, but with the higher values being rather unlikely as they would require the "perfect mad scientist" who has a maxed out Logic skill, 0 Nice points, maxed .
So yes, this 0x07 in this case is an indicator of the starting point for mysterious diseases.
That said, no, it does not play a role in future calculations anymore. It always stays the same up until the point the disease token is deleted, and the values are also carried over 1:1 to the Disease - 1 Tile Marker objects that are created when a sick Sim shows symptoms and which are responsible for spreading diseases to other Sims. The only exception is the contagiousness which is re-rolled for each disease marker.
I hope this helps!
Hiya! Thank you so much for your "Healing Sims 2 with Linux" tutorial, I followed it to successfully get Sims 2 running on my brand new Linux Mint install :)
I was very surprised to notice that the RPC Launcher and RPC plugins (such as Pick'N'Mix's Loading Screen Randomiser and Lazy Duchess' Need Solve Hotkeys) also still work!
I did need to deviate or improvise here and there though. For example, I never got the option to choose ge-proton as the version of Lutris I got from the official packages was not the most recent one that included this Wine build. So I got that from Github instead.
Also, step 7 just does not work for me. I cannot pick a GPU as it's greyed out altogether. That said I only have one graphics card, maybe that is why? I do still get pink soup but it's become super rare.
Anyway, I am writing about something else entirely. An actual problem I am having after following the tutorial.
I use custom TV and video game clips. A LOT of them. I've replaced every single video game and TV station with custom clips (mostly memes) and added a bunch of new video games and TV stations, too.
The issue is, now that I'm on Linux, none of these custom clips work anymore. I just get a material error, or in other words, a grey TV screen with a red X to cross it out, and the TV station's material name (tvstation_sbn, for example) plastered all over, together with massive lag. Audio doesn't work either.
Nothing I try to remedy this works. I installed the VP6 video codec manually. I installed DivX, Xvid, ffdshow, many many more. I can play the clips perfectly fine using VLC on Wine but Sims 2 just never reads the files properly.
I also encoded my custom AVI video clips into any other codec I could think of using VirtualDub on Windows. None of them worked. Ever.
The game's default game and TV clips work, but I do not want those. I want my custom clips.
As the one who seems to be a bit more into Linux than I am, have you got any advice on what could get my custom video clips working in Sims 2 on Linux?
Thanks in advance!
hey! i'm replying asap so you know i've seen the post.
github is a solid way to get lutris, i use it too now. regarding your graphics card: if you're on a non-gaming laptop you might not have a second, dedicated graphics card, only a built-in one in your CPU. usually it's Intel UHD Graphics. It handles TS2 well until you're on a couple of lots per game session. speaking about your custom clips problem. i've never actually did this thing in my game, but i suppose it is indeed a call to use winetricks and install SOME redist... which one - no idea, to figure out one would need to study which tools TS2 uses. unless you've installed them all already? the second logical thing would be configuring linux itself. please specify, did you only install DivX/Xvid/etc inside Winetricks? have you checked if your linux system has them and other AVI playback tools as a whole outside of Wine fake environment? if not, I would recommend googling which packages you need to install for correct AVI playback through the terminal system-wide, including some legacy/outdated solutions. checking files through VLC outside of inside Wine environment doesn't ensure anything i think, because this program might have all the needed playback tools in its isolated code, but it doesn't mean they're installed system-wide. VLC is notable for playing everything on-the-go while other players can't, so using it as a benchmark isn't productive. if you did everything that i said above and nothing works, please let me know! i'll send your problem to my local community at Vk.com. there's a bunch of people way more knowledgable than me about TS2 code and computers.
Thanks for reaching out so fast, I appreciate it!
I do have a desktop PC but only one graphics card inside, I guess that explains why I can't choose?
Now for the custom clips thing - I tried and the video clips do play natively on Linux too, I tried it in Terminal using mpv after you suggested to try it directly in command line instead of through VLC and it works perfect, even correctly recognises the codec as vp6.
Now...
no idea, to figure out one would need to study which tools TS2 uses.
I'd like to say I did already figure that out. The Sims 2 bundle "Best of Business" from the Ultimate Collection (or any repack, for that matter) comes with an extra "VP6" folder which contains an EXE that is normally run during installation to get the VP6 video codec installed. Running this through Winetricks does nothing at all - I tried. However, that folder also contains a vp6vfw.dll - the video codec itself - as well as a vp6.reg which contains necessary registry entries so Windows - or in this case, Wine - knows to look for this DLL when it comes across a video with the codecs VP60 or VP61. That's what I meant when I said I "manually installed it". I dropped the vp6vfw.dll into the SysWow64 folder inside drive_c/windows (because it's a 64-bit wineprefix, else it'd have to go into System32), and I manually added the registry entries into the correct place. I would dare to say that the EXE would do exactly that, although I cannot decompile it to check what it actually does. And... well, as I already mentioned, that did not help the game to play those custom clips.
please specify, did you only install DivX/Xvid/etc inside Winetricks?
That is correct, but since I am really only interested in getting VP6 to work, I already uninstalled them again after I checked and Sims 2 didn't accept those codecs.
have you checked if your linux system has them and other AVI playback tools as a whole outside of Wine fake environment?
VP6, DivX and Xvid all work without having to install additional codecs first. VLC, mpv and Celluloid all work. I assume VP6 is either natively included in Linux Mint, or I installed it through multimedia-codecs when I first set the system up.
if not, I would recommend googling which packages you need to install for correct AVI playback through the terminal system-wide, including some legacy/outdated solutions.
I did, to absolutely no meaningful results. According to suggestions I tried installing the K-Lite Codec Pack inside Wine, installing ffmpeg on Linux, or ffdshow, or lavfilters, none of which help me, unfortunately.
Then I saw by looking at the official documentation that Wine doesn´t actually read audio and video codecs from the Registry but the system.ini. Thinking I had something, I looked and... the entries for vidc.VP60 and vidc.VP61 were missing there. I put them in... no change though.
But suddenly...
Now, here's where the story took a weird turn. Still trying new things while I wrote my reply, I randomly installed wmp11 (Windows Media Player 11) through winetricks, not thinking much of it. After installation... something changed. Instead of getting the texture error, my game would suddenly crash instead when a TV was turned on.
I turned on logging in Lutris to see if it would give me something meaningful, as Sims 2 crash logs are utterly useless to me. Turns out that the winegstreamer.dll had taken over trying to play the in-game video, and this is the error it displays:
mfplat.dll is something to do with Windows' Media Foundation, apparently, but I neither understand what Media Foundation does, nor why there is an unimplemented function in there. I can tell how it would be important though.
I feel like I am THIS close to getting custom clips working in Sims 2, but now I am stuck for real.
I might need a technically literate person at this point. I'd LOVE to get it working.
Hey Blueybre! I saw your "More fridge rights for kids" mod on MTS and downloaded it and your updated cc fridges. This is such a cool mod! You wrote that you would try and add those changes to other cc fridges, if asked. So here I am asking, I guess? :D Could you look into adding your changes to:
ROOMIES Fridge by Jacky93Sims,
the sleek 'n steel mini fridge 4t2 from university by Jacky93Sims (or from nonsensical-pixels?),
BlueTeas Fridge with and without glass by Jacky93Sims,
Karlstad Kitchen Fridge by io7jeuu,
the stroda 4t2 modern fridge,
np 4t2 max20 bravo classic stove by nonsensical-pixels,
KKB Covered Vintage Refrigerator 4t2 by Pixelry (but the pforestsims mesh edit from 18th dec 2025),
Kitchen Basic fridge 1 and fridge2 by BoogyBooz,
Shakerlicious Kitchen fridge1 by BoogyBooz,
the 3t2 New Vintage Kitchen Refrigerator FT by Veranka?
The stroda 4t2 modern fridge I can't seem to find a link right now, maybe my information for that is incomplete? But I have the mesh downloaded.
I know those are a lot of fridges and this may certainly be a lot to ask. If I would have to choose just 3, maybe the ROOMIES fridge, the basic kitchen fridge 1 and shakerlicious kitchen fridge 1.
...weather you update none, some or all fridges, thanks for that mod and all your other great mods! :)
Hello!
Unfortunately, I will not be able to make the changes to Veranka's and Buggybooz' fridges as I would need to re-upload the fridges to make those modifications and their TOU simply don't allow that. And I am someone who does respect people's TOU.
For these fridges, please instead use my DIY kit. None of the three are mini-fridges so it should be fine.
I'm also not sure on the Karlstad Fridge by @i07jeuu as I am not able to find any Terms for this creator. Maybe he can give me a nudge in the direction (that's why I tagged him).
The rest I have downloaded and I will be making the needed changes as soon as I am able to.
Could you send me the mesh for the Stroda fridge please? I am also not able to find it online, but I'd be interested in preserving this bit of CC for others to enjoy.
Thanks for the suggestions!
hi blueybre! hope you're doing well. just wanted to report a conflict with your recent "more attractive gaming competitions" mod and jellymeduza's more computer options (/ post / 666938990943944704). thanks so much for sharing your write-up about the simpe error, it was really interesting and i learned a lot about TTABs haha
Hello Anon!
Thanks for the report, I wasn't aware of this. Because there's no way of fixing this conflict otherwise, I released two new versions, version 1a and version 2a, which will work with @jellymeduza's mod. Version 1a works like version 1, and version 2a works like version 2. I updated the original post accordingly, too.
Quick disclaimer as well - these versions are best used with Meduza's version that Anon referred to (here's the link again). If you don't use this specific version of the More Computer Options mod (like, for example, the original by @midgethetree) and use these special versions anyway, you will get a bunch of unlabelled and non-functional computer options, which may be undesirable and may lead to some Sims seemingly standing around doing nothing as a few of these missing interactions are autonomous. The game won't break and computers won't throw errors though so don't worry too much if you use them anyway.
Fix for Midge The Tree's "More Attractive Gaming Competitions"
EDIT (27.04.2026): All versions now, by default, include functionality to allow teens to Find Own Place or Search For Roommates on computers after I overheard feedback from @jellymeduza and @daydreamingdrawerette.
EDIT (10.02.2026): Added extra versions 1a and 2a that are compatible with @jellymeduza's Even More Computer Options.
As I had previously lined out, our understanding of how a TTAB's "Human Motives" tab in SimPE worked had been flawed for years. As of version 0.77.69.24, the error is still not patched out of SimPE, so my notes are still relevant.
Today it came to my attention that @midgethetree also fell for this error in a mod they had created to fix Sims rarely, if ever, starting or joining gaming competitions (link).
Their mod ends up doing a completely different thing from what they intended. In short, it doesn't actually change who it advertises to (which is actually Playful Sims seeking Social, and Lazy Sims seeking Fun), and instead makes it LESS likely for Playful Sims to consider starting or joining a gaming competition.
So, I fixed it.
I made two versions. Version 1 changes the values exactly to what Midge set out to do:
advertises to Playful Sims only,
doubles the personality advertisement bonus,
leaves base ads untouched.
I have to warn you though that these values are not very sensible for gameplay. You'll likely find that Playful Sims will only EVER want to start or join gaming competitions with this mod in, as the bonus advertisement is now CRAZY high. Knowing this, I made a Version 2 that attempts to make the advertisement a bit more sensible:
advertises to Playful Sims only,
changes the base Fun ads to be the same as playing a single-player game,
leaves bonus ads as-is.
With my version you should see that Sims will pick a single-player computer game or a gaming competition roughly equally likely, unless they also seek Social in which case they'll much more often prefer gaming competitions. This applies to both the Playful and the non-Playful Sims, but as Playful Sims still get the bonus advertisements you'll see them join a computer nearby for a LAN party way more often than other Sims. This is intended behaviour.
DOWNLOAD version 1
DOWNLOAD version 1a (for use with @jellymeduza's Even More Computer Options only!)
DOWNLOAD version 2
DOWNLOAD version 2a (for use with @jellymeduza's Even More Computer Options only!)
If you're curious about the technical deep dive, look under the cut.
Happy Simming!
Hello! I just recently discovered your Community Time mod fix and I love it but theres one problem that I did encounter while using it. I receive an error when my sims arrives to a community lot in a taxi. I used "WhatCausedThis" and your mod popped up. Is there a way to work around it? I do like using taxis in the Sims lmao. Thank you in advance!!
Hello! Please help me to help you and send me the error log that was generated when the error occurred. Otherwise I will not be able to locate where in the code the error occurred, what variables might have been at play here and what else the game did before it ran into the error. Since I use taxis myself and never ran into an error with them and my fix, I’m suspecting that some other mod sets a bad value somewhere, but I’ll need the error log to really break that down and hopefully give you a solution. Thank you!
Fully understand if you'd rather not answer, but I have to try to find out: What are all the usernames you've used before on MTS and other Sims 2 modding sites? Are you Dizzy too, or am I just confused?
Hiya! Dizzy2 is someone else entirely. The only MTS (and Tumblr) username I had in the past was LimeyYoshi. Most of my mods still carry that handle. Changing filenames across all my mod files would be too much of a hassle, changes load order with some conflicts and might lead to people having a duplicate mod file in their folder without noticing, so I’ll leave them as-is. :)
WCIF a hair like this?
Hello Simblr enjoyers!
There's a specific hair that I - or rather, my fiancée - is looking for, for an OC she is trying to recreate in Sims. That OC's hair looks similar to the hair seen on the Pokémon anime character Serena.
There's plenty of ponytails, a lot of long female hair, but NONE that is tied lowly like that. Anywhere.
The closest I could find was this TS4 hair by SimAndy, which does kinda showcase what I am looking for, but it's twintails :(
After exhausting all options and search terms I could grasp, I am reaching out here as a last resort, hoping that someone may have at some point stumbled upon this sort of CC, or knows someone who just happens to be working on a similar hair.
It doesn't matter whether Sims 2, 3 or 4, any CC that goes in this direction is welcome!
Thanks so much in advance!
Right, so, after reading some error logs, obtaining a copy of the objects.package that shipped with the Sims 2 rerelease, and talking about this with Lazy Duchess, I have a conspiracy theory about why the rerelease is so damn broken
So first, I looked at an error log that was happening in the Enthusiasm Tracker. It was coming from the function that signs sims up for a magazine subscription after they choose that option on the phone. It's a very short function, all it does is 1) check to see if the family has a magazine subscription token, 2) create one if it does not already exist, and 3) set a property on the token regardless of whether 2 was necessary or not. All three of these actions make use of the Manage Inventory primitive, which controls not just sim inventories, but also tokens like this, memories, and gossip. I compared all like five lines of this function to the one in my objects.package, that I have from the Ultimate Collection, and they were exactly the same. But for some reason, in the rerelease, this throws an error. There is no explanation at the level of this function. I kind of scratched my head and thought, maybe they changed how the magazine subscription token works in this version, and forgot to update this function? Or something?
Next, there was an Too Many Iterations error log that had a very obvious cause: for some reason, the active family had over 500 tokens in its inventory. The family inventory isn't listed in the error log, so have no idea what those tokens were, or how there came to be 500+ of them. BUT. The aforementioned magazine subscription token is a token that goes in the family inventory. Maybe these two problems are somehow related. Are those 500 tokens all magazine subscription tokens, or something?
And then there is the infamous error that the game now throws when a sim goes to get abducted. I didn't see an error log for this one, but I was making a post on MTS listing all of the known issues with the rerelease, and someone mentioned there that the issue is not so much with the abduction as it is with other sims reacting to the abduction, and if there are no sims on the lot to react to the abduction, the error does not occur. Someone else then mentioned that the Abduction Reaction Fix mod that I made actually fixes this error. I made that mod, I know exactly what it does. What does it do?
Well, you see, objects in the game all have what is called a tree table, which is a table of interactions and the functions that need to be called when those interactions are triggered. One of the interactions on the telescope is the interaction to run to the telescope after someone has been abducted. But, in the Free Time expansion, a lot of new interactions were added to the telescope, and for some reason, EA decided to renumber all of the functions when they did that. They forgot to update the tree table, which references functions by their numbers, and as a result, the function that was called when sims were supposed to do the run-to-telescope interaction was actually the function that gives sims credit for discovering a new planet. In my mod, I fixed this, so that when sims are supposed to run to the telescope, the proper run-to-the-telescope function is called instead.
So, the error happens when my mod is not installed (when the planet discovery function is being called erroneously) and not when it is (when the run-to-the-telescope function is called instead). So the error must be coming from the planet discovery function. What is in the planet discovery function? It is almost identical to the magazine subscription function. It checks for the planet discovery token, adds it if it isn't there, and then modifies a property on it, using Manage Inventory. So this is exact same bug. And other people are reporting that some sims cannot gain memories - another game function that is handled by Manage Inventory. There is also an error that happens after a sim cooks food - one thing that happens at that point is that tokens and memories are added to the sim's inventory marking that they have successfully (or unsuccessfully) learned to cook that food.
So at this point, my theory is that EA somehow broke the Manage Inventory primitive. It's used all over the code, to do all sorts of stuff, if you break something that ubiquitous and fundamental, of course it's going to cause a whole lot of seemingly completely unrelated errors. Manage Inventory is now going hog-wild, throwing errors, adding hundreds of extraneous tokens to inventories, refusing to give sims memories, and who knows what else. I can feel it, this is the answer
This seems to be the answer to mods like Community Time not working anymore. It relies on a Community Time Token that is added to a Sim's inventory, and updated with needed data to calculate how long a Sim should stay off-world until returning home. Without a token, or without correct data added to the token, Sims get sent home instantly.
Sadly I don't think Community Time can be changed to NOT require the Manage Inventory primitive, so unless EA fixes the primitive, this is where the Community Time story ends.
Way to go, EA.