im nez (they/them) and this is my sims blog! mostly ts2. am wcif friendly! i follow back from @vampiremilfs.
general links
simfileshare folder
patreon
simblr.cc
downloads tag
🏙️ san simada
an ambitious but relatively relaxed uberhood where i play a combination of maxis premades, townies (both maxis and game-generated) and my own custom sims. san simada is an alternative name for SimCity which serves as the main urban hub for pleasantview, strangetown, veronaville, and custom hoods of my own!
keeping up with the goths and the don/cassandra nuptials are still ON unfortunately! i like to think mary sue has been helping cass finalize the details—a much needed reprieve from her ongoing divorce (an autonomous one at that). now if only i can keep mortimer and bella from killing don before he even hits the altar...after all, they may be grandparents sooner than they think 💀
Hi! This is the official blog for The Sims Mod Manager, a free and open source app that handles mods for The Sims 1, The Sims 2, The Sims 3, The Sims Medieval and The Sims 4 in one place.
You can install, enable, disable and organize your mods without digging through game folders. It runs on Windows, Mac and Linux, finds your mods folder automatically (even localized ones), and shows the artwork hidden inside your .package files so your library actually looks like something.
It's still an early version, so if something breaks or you have ideas, I'd honestly love to hear about it. Bug reports and suggestions are a couple of clicks away inside the app.
Announcing OpenSO alpha testing 🧪 Signups are open now!
OpenSO is a revival of FreeSO, a fan-hosted recreation of The Sims Online, upgraded with a modern foundation:
Runs on .NET 10 LTS with the latest MonoGame. GitHub Actions automatically builds client, server, and updated shaders for all platforms.
A C# launcher replacing the old Electron one, with an integrated patcher and self-updater.
Replaced the Mina.NET dependency with a rewritten networking and buffer stack supporting TLS end-to-end encryption.
Updated rendering pipeline: dynamic frame rates >60FPS, resolution scaling, new AA options, and optional post-processing effects for 3D mode.
New features: rebuilt Create-A-Sim with zoom & rotation plus larger icons; edit your Sim's gender, appearance, and skintone at any time from the Select-A-Sim menu; a Social Bunny NPC who shows up to help your Social need when your Sim is alone. 🐰
Fixed long-standing nitpicks, like the window scaling/mouse glitch.
Always free and open source, with no pay-to-win or donation perks.
OpenSO is early in development, so things may break or be rough around the edges. Expect frequent updates.
Player feedback will be crucial in shaping the game's direction. Once the foundation is tested under a real player load, the beta release can shift focus to new content & gameplay changes while staying faithful to the original game — as well as events, documentation, tools, and quality-of-life features.
The alpha provides starting funds of $100k to begin building. The testing world, Genesis, will be wiped for the public beta.
Signups are open now and public for anyone who wants to help playtest, report bugs, or contribute ideas and changes.
🔗 Sign up + download: openso.org
💬 Discord: discord.gg/3U3sqPnPB7
💻 Code: github.com/voicemxil/OpenSO
not affiliated with EA, no copyrighted assets included
I know you did those squea's beetle eye conversion forever ago but I do have a question. Are v1 and v2 completely different swatches? And having both genetic versions in game should be fine right?
hello!!! yes, they have completely different swatches and you can view them on patreon here (v1) and here (v2). you are fine to have both in your game, as i do myself!