Announcement & Teasers ✨
Hi! I haven't been active on here in a while. I'm still alive and making cool stuff for TS2.
I'm pleased to show off my own site. I think it's turning out pretty cute!
https://maxismatchmodding.com/

titsay
AnasAbdin
Cosmic Funnies
Mike Driver
Sweet Seals For You, Always
d e v o n

★

roma★

izzy's playlists!
Lint Roller? I Barely Know Her
i don't do bad sauce passes
NASA
almost home
art blog(derogatory)
we're not kids anymore.
todays bird
Monterey Bay Aquarium

Kiana Khansmith

@theartofmadeline
$LAYYYTER

seen from Netherlands

seen from United Kingdom
seen from Germany

seen from Mexico
seen from Brazil
seen from Türkiye

seen from Spain
seen from United States

seen from Malaysia
seen from United States

seen from Indonesia
seen from Türkiye

seen from United States
seen from United States
seen from Algeria
seen from Indonesia

seen from United States

seen from Netherlands
seen from United States

seen from Malaysia
@bstu
Announcement & Teasers ✨
Hi! I haven't been active on here in a while. I'm still alive and making cool stuff for TS2.
I'm pleased to show off my own site. I think it's turning out pretty cute!
https://maxismatchmodding.com/
Podium Default & Lecture Podium Recolor
I have a tiny (413 KB) default for the Law career reward "I Object" Litigator Podium and a replacement recolor for the podium in beestew's Active Uni Classes mod to share.
I removed the seal and retextured the area that had shadows on the front. I used textures from the original podium so it's maxis-match. I think it's more versatile without the seal!
I used @episims defaulting method, so there should be no conflicts with mods, etc. This podium and the Law career came with Seasons, so Seasons is required.
Hii, thank you for making Active Uni Classes mod!
I've been using it in the past and it worked great for me.
Now in a new neighborhood I can't see where I can generate a Professor NPC without creating a uni subhood 🤔 I've read on MTS it isn't necessary but just to clarify - I have to create a university subhood either way to make the mod functional?
Hi!
I believe you can generate one using the NPC and Townie Maker (shift-click a Sim, Spawn.../NPC and Townie Maker) or by shift-clicking on the mailbox, both available through testingcheats. There are also various hacked objects available that allow you to spawn all sorts of NPCs which may help.
It is not necessary to have a Uni subhood attached to the hood for the mod to work.
Glad you're having fun with the mod 🙂
Extended StandardMaterial Shader for the Sims 2
BCON Limits
BCON Limits
At first glance, it would appear that global BCONs run from instance 0x0100 to 0x0FFF, local BCONs from 0x1000 to 0x1FFF and semi-global BCONs from 0x2000 to 0x2FFF - like BHAVs. And the number of entries in any one BCON from 0x0000 to 0x7FFF. But this is NOT the case.
BCONs have to be accessed via the "0x0002 - Expression" primitive and that imposes additional restrictions.
There is a lot of "received wisdom" out there, but no hard facts, so I decided to do some digging.
Full details are on the web page.
Door Adjusters
When placed next to a door, these adjusters change the logic the door is opened/closed with, or if it can be used at all. The adjusters turn invisible in live mode. There are 4 of them:
Stay open: the door will stay open after a sim walks through it, and continue doing so until the adjuster is removed.
Close behind: the door will close after a sim walks through it, even if there's a sim blocking it.
Weather based: the door will stay open after a sim walks through it if the outdoor temperature is above 0 and it's not raining. The door will close on its own if the outdoor temperature drops to 0 or below or it starts raining.
No in use: sims will not use the door. If the door is multi-tiled, sims will only not use the side that the adjuster is placed on.
They come with a mod that's required for the adjusters to work. The mod includes a global fix for doors getting jammed by objects, so that can't happen anymore. Sims standing in the way will still prevent doors from closing, unless you use the close behind adjuster.
The adjusters should work with all kinds of doors. Here are examples of the placement with different door types:
A note about sliding doors: their animation makes it impossible for both sides to be open at the same time. If you want to make them stay open (either permanently or based on weather), use the not in use adjuster for the other side of the door. Sims will then obviously only use the side of the door that's open.
The adjusters are intentionally not quarter-tile enabled to make them easier to place. There are two versions of them: others show up in the catalog under build/doors, while the others are only accessible through a collection. Only use one version at a time.
🚪 Download (SFS) (alternate)
The files are compressed and a collection is included. The adjuster mesh is 2 polys and uses 128x128 texture.
🚨 The mod conflicts with the doorjamfix by Pescado and the blocked doors can close hack by @julsfels. The mod fixes the same issues so they won't be needed with it.
The weather based adjuster only does anything if you have Seasons.
Cutscene Audio Fixes
Download At MTS
New Primitive Wizards for SimPe
SimPe Primitive Wizards
I have ascertained how to add wizards to SimPe and added 17 new ones for the following primitives.
0x0007 - Refresh
0x000B - Distance
0x000C - Direction
0x000D - Push Interaction (shown below)
0x0012 - Remove Object Instance
0x0016 - Turn Body
0x001D - Set Motive Change
0x002A - Create New Object Instance (CNOI) (shown above)
0x002E - Snap
0x006C - Animation Stop
0x0070 - Effect Stop / Start
0x0071 - Snap Into
0x0074 - Reach / Put
0x0077 - Message
0x0079 - Change Outfit
0x007A - On Timer
0x007E - Lua (shown below)
These are known to work for versions 0.72.01, 0.73.44 (the last QA version), 0.75.68/9 and 0.77.69.
Make sure you fully read the web page before using!
Active Uni Classes (Beta)
Beta at MTS
Sims 2 Mod: Functional Umbrella for “Immersive Rain”
I combined the “Immersive Rain mod” by @bstu with the Umbrella prop by Adele and Decorgal and added some things to it. I did this for my game because I wanted to have functional umbrellas, like what Sims 3 and 4 have. It’s not a perfect mod, but I’m happy with it, if you have suggestions or want to make your own version please do it.
HOW TO USE IT
The Umbrella object is in the Decorative/Miscellaneous category. Put it in the inventory of your sim, you can give it away to non-playable sims too and they will use the umbrella when it rains. It works with any sim from child to elder. I made 4 versions to add Color Traits compatibility and Mermaid Trait compatibility (which the original Immersive Rain doesn’t include)
REQUIREMENT for the Color version: Easy Inventory Check and the color traits of course.
If you already have the “Immersive Rain mod” or the Umbrella objects from Adele/Decorgal you have to REPLACE them with this.
DOWNLOAD, pick one:
Regular version
Color version
Mermaid regular version
Mermaid Color version
Note: The default color of the Regular version is Red, the default color of the Color version is Gray (if your sim doesn’t have a favorite). I couldn’t link the original recolors of Adele’s umbrella with the mod, so it can’t pick that up. EXTRA DOWNLOAD, a manual interaction to use or close the umbrella, only appears when the sim have the umbrella in their inventory. Pick one:
Regular interaction Color interaction
Note: You can use this extra without the “Immersive Rain” part of the mod, but you need the umbrellas, and it would be only for show.
Credits: * @bstu for the “Immersive Rain mod”, thanks for answering my questions too.
* Adele and Decorgal for the Props and Hack that included the Umbrella and its animation, sadly they are no longer active in the community.
* @episims for the Color Traits, thanks for helping me with my doubts about adding recolors to the umbrella.
To RWBY’s character: Neopolitan, for pushing me to finish this.
And thanks to you for reading and (possibly) downloading this.
TOU: You can do almost whatever you want with this mod, but please read the credited creators TOU’s if you want to use their work, and if you upload something related, a new version, or an upgrade, give us some credit for it.
Very cool 😎☂️
Teen Graduation Yearbook
Download At MTS
Your immersive rain mod still trow random errors when rain on the sims :(
Hi, some error logs to help me resolve this issue would be great. Also, make sure you check for mod conflicts using HCDU whenever installing new hacks.
Learn how to: -> Change which hobby’s enthusiasm is gained upon viewing a deco object. -> Change which hobby’s enthusiasm is gained from an interactive object. -> Add hobby enthusiasm gain to an interactive object.
Keep reading
Hi! Do you know if it would be possible to re-size objects in-game in TS2? Has anyone figured out how to do that yet? I think I've seen people say they can do that in TS3, so could it be done in TS2 as well?
I had a concept for a janky prototype using lazyduchess' hotkey mod that would let you resize specific items, or more accurately, toggle items between their regular and then differently scaled versions of their mesh. Unfortunately there's some drawbacks. - You need multiple copies of the one mesh installed, just as different sizes. - The other user (if you are e.g. sharing a lot) won't see the scaled item if they don't have the extra meshes installed. - The size adjustment is discrete and not continuous, thus inhibiting actual utility. Unless you made even more spare meshes... - You could only scale the most recently bought item (i.e. highest object id) I think there is something in the Scenegraph to do with the scale of how items are displayed, but I'm not sure if I'm remembering correctly, or if it's useful in this case. Hood view items are miniaturized for sure, though, as evidenced by my tree mod. My own conclusion is that the engine possibly has some mesh scaling capability, but it seems that nobody has figured it out yet.
Hey, thanks for fixing the low resolution trees! I love TS2, but I think the thing I hate most about it is how horrendous the graphics are outside of your current lot, haha. Any plans to fix the low resolution things that appear front-and-center on every lot, like the trashcans, mailboxes, community phones...?
It's on The List™ - that is, it's something relatively harmless that I could do that I put off because it's just tedious. I would love to give things like chairs and tables impostors while I'm at it so that outdoor dining spaces look less bare in hood view. For the interested: The easy way to make hood view impostors match their lot view model is to locate their LOD (Level Of Detail) CRES, locate the SHPE of the model you wish to swap it to, and then change the instance numbers in the Reference Tab of the LOD CRES to reference the instance numbers of the SHPE. Cres -> Shpe For trees/items which have different models depending on the season you may have to locate additional LODs. These may have the SWX affixation, with the convention being: SWX01 = Spring SWX03 = Autumn SWX04 to SWX06 = Winter + Snow Depth variants. This is actually kind of cool because this means the trees could be defaulted with three different model variants with varying amounts of snow (@ Sims 2 creators... 👀)
Do you know if anyone has ever made a mod with real time, seasons, and needs? Sort of like Animal Crossing I suppose. Where time and seasons pass as they do in the real world. And with Sims' 'Needs' bars depleting and filling as a real human's would. And the real time and seasons would work on each lot we load? I know it sounds crazy, but I'd love to have it if it exists. :)
Hi anon!
If I understand correctly, you're looking for a mod that makes one Sim second on par with one real life second, correct?
To my knowledge no such mod exists. The most elegant solution would be to adjust the tick speed of the game, but this is not something that's defined in easily accessible .packages, and I'm only just now getting my head around program structures and assembly and have no idea where one would search for something like that (or even if that's something defined in a single value).
Here are a couple of workarounds!
- Play with a low slowMotion cheat value (~1.8, higher to suit your taste) I do this sometimes when I have the time and am in the mood for a more chill game. (Might be worth trying to find if this cheat writes to a value in memory...)
- It is possible to adjust the seasons of a hood globally in hood view - simply set all seasons to the irl one to achieve the desired effect.
- I'm not sure if mods that alter need decay exist...? But I plan on releasing a few anyway. No promises on when ^^;;
The very silly solution:
Create a controller that runs a constant loop that manually sets the simulator time to the current second (x =< 60?) number of times before allowing clock over to the next second, effectively stalling the game speed to match real life.
This is incredibly silly!
You would also need a separate mod that slows default need decay to an equivalent amount. There's also the additional problem in that most objects in the game have their need fulfillment scaled to normal time progression, so you would have Sims getting crazy need gain from 3 irl seconds of e.g. watching TV. In other words: Need gain from objects is not tied to default need decay and would end up horrendously disproportionate as a result.
But now I kind of want to try this for the laugh, just to see if it works...
Thanks anon for the interesting ask!
Hello! Firstly - thank you for all of your mods, they’re quite unique and I really enjoy them!
I have a modding question and I am hoping you could help.
I want to create a mod that disables the Buy Groceries interaction on phones, i.e. it would not appear in the pie menu. The aim is that my sims would go to a community lot to buy groceries, and I want to remove it from the pie menu so that I don’t accidentally do it over the phone. Would you know how to do this / be able to provide instructions? I have basic SimPE experience.
Thanks in advance!
Hey, sorry for the late reply - I'm happy to hear you enjoy my stuff! Info on how to make interactions not show up in Pie Menus under the cut.