MHair hatSafari replaced with @deedee-sims Afro Spikes
I don't like Pith hats because I think of England doing imperialism. So I decided to replace it. I thought it was gonna take a while for me to even be motivated to crack open sexy lady simspe, until I saw @familyfunds WIP defaulter. I said "I could try something new."
In 22 years, nothing has ever made me feel so relieved and capable. Not only because it was quick and exceedingly easy, but, because if it messed up, I knew all the ways to test and prod, and move to make it work, and if it didn't I could just do it myself.
I recommend this mod to stop your sims from wearing this as a work outfit I recommend a mod like this one by Epi. If you want to unlock it so you can actually use it, Nopke has a Mod for that.
literally everyone else did the work, I'm just bringing you the end result.
hi Lee! can u bless my game with your Ms. Crumplebottom?
she is the best !!! 👵✨️
ty also btw haha
(●'◡'●) Hello! Sure Of Course! Here is my *bootleg* Ms. CrumpleBottom! her name is Ettie Crumble Bottom 💚
✨ Download Her Here ✨ + 👜Her Handbag
Also don’t forget to use the sims 2 clean installer 💚
Ever wondered why all the power plants you decorate your neighbourhoods with suddenly shut down whenever you enter a lot? Do the workers organise a mass strike during each loading screen? And who's the joker who keeps stealing all my farm fields???
With TS2VisibleHoodFX™, you can bust those pesky power plant unions and have your Sims marvel at the wonders of the industrial revolution from the comfort of their homes, as toxic pollutants pour into the atmosphere day and night! Mmm... Fossil fuels...
Complete global saturation.
Desiderata Valley - note the wild flowers, farm fields, train, and blinking water tower light.
Because neighbourhood effects were never designed to be seen in lot view, there are a few minor issues you should be aware of. I'll have to get into some technical details, so I'm leaving all the nerd stuff below the cut.
As always, you'll need either the Ultimate Collection or the disc version with all EPs and SPs to use this mod.
DOWNLOAD
README
Issues
Maxis gimped the lot skirt's functionality when compared to the neighbourhood terrain and lot terrain. The most obvious example of this is the lot skirt looking like absolute ass, while the neighbourhood terrain has detailed cliffs etc. - both the neighbourhood terrain and lot terrain support multiple paint layers and alpha maps, whereas the lot skirt is just one, boring texture.
Unfortunately, these limitations cause some semi-annoying problems when forcing hood effects to show up in lot view.
Certain effects have bugged positioning
When you download the mod, you'll notice that along with the usual plugin, there's a config file included too. This config file is important, as it allows you to blacklist neighbourhood effects to prevent them showing up in lot view.
Why might you want to blacklist effects? Well, several effects appear to require something called an 'effect map' to be positioned correctly in the world (don't ask, I don't know what an effect map is either).
The neighbourhood terrain and lot terrain both have an effect map, but importantly, the lot skirt does not. This means that the effects that rely on an effect map for their positioning (mainly those that are placed on water) will appear way up in the sky when you load in to a lot:
If you want to know why they get placed in the sky, it's related to a peculiar bug(?) I discovered while trying to figure out why decal effects (e.g. farm fields and wild flowers) weren't appearing in lot view, even though I could clearly see the game creating and processing them in the debugger.
Basically, things like decals and shadows need to be assigned to an overlay manager which... manages overlays. For whatever reason, when you load a lot from the neighbourhood, rather than assigning these to the lot terrain or lot skirt overlay managers like the game logically should, it instead assigns them to the neighbourhood terrain overlay manager. The same thing happens with the effect maps - the neighbourhood effect map is used, not the lot terrain one.
The neighbourhood terrain coordinates aren't actually 1:1 with the lot skirt. The game generates the lot skirt below the neighbourhood terrain during the loading screen, and translates the position of each object downwards. Couple this with the neighbourhood effect map being used, and you get boats sailing around in the sky.
It isn't until you travel to a community lot or switch to another playable household while in lot view that the game starts using the relevant lot effect map and overlay managers. For example, if you load the Goth household from the Pleasantview neighbourhood screen, then click on the Pleasant's house to switch to them, boats will suddenly start sailing around in their garden as the lot terrain effect map is now in use:
I have no idea whether this quirk has any noticeable effect on gameplay, outside of when trying to get neighbourhood effects to appear in lot view. I've already patched the decals so they correctly get assigned to the lot skirt overlay manager when loading from the neighbourhood, but I'd be interested to know if there are any instances of lot effects not appearing until switching lots due to the incorrect effect map usage!
The config file is preconfigured to blacklist any problematic vanilla effects, so you don't need to worry about adding these yourself - it's mainly there in case you run into any custom hood effects with bugged positioning that you'd want to prevent appearing in lot view.
Decals appear on top of roads
Decal effects will draw over roads in lot view, instead of drawing underneath them like in hood view, as they should do. I can't say for certain why this happens, but I'm pretty sure it's due to differences between the neighbourhood road materials and the lot skirt ones.
If we patch the code that creates the lot skirt roads to simply use the name of the neighbourhood roads instead, we can see that although the roads no longer match the surrounding terrain and have huge holes in them, the decals do correctly draw below them. Weird, right?
Either way, you should probably move any farm fields and wild flowers away from the roads to avoid this happening.
Decals that overlap the current lot's bounds get cut off
This is due to the lot skirt and lot terrain being two separate entities, each with their own overlay managers. Decals can only be assigned to one of these managers, so are unable to be drawn by both.
The lot skirt also does some maths to mask out the lot bounds, which prevents it from drawing its overlays over the lot terrain. You can patch out this mask and allow decals to overlap the lot, but it causes all of the decals and shadows on the lot to flicker like crazy, as both the lot skirt and lot terrain are fighting to draw their overlays on top of the other (aka z-fighting).
featuring only the worse possible preview ever, could not contain my excitement to realise that this actually WORKS
if you are like me and constantly used CC hiders/honeywell roof trims to cover those ugly edges on the floor tiles, well NO MORE!! i was trying to default that floor you see (the checkered one) i defaulted the wrong one but whatever, dl that here!
and found the resource for the edge instead. see below for the original maxis one and how it looked,
i recoloured it with just a flood fill white, i really hope you all enjoy this!
Lighting Styles - Lighting Styles are sets of configuration files and definitions for different effects depending on what kind of lighting you want. You can choose from one of three:
Cozy - this is a balanced lighting configuration between realistic and Maxis-styled lighting. Intensity of the lights is in between Cinematic and Smooth. If you don't otherwise change the default lighting setting this is the setting you will get.
Cinematic - this is a more realistic, more saturated lighting configuration similar to the Radiance Lighting System and Cinema Secrets. Very dark nights and brighter lights
Smooth - this is a smoother, softer, less saturated lighting configuration that is kind of like a souped-up Maxis Match Lighting mod. Lower contrast, brighter nights. Perfect for more Maxis-Match players
Morning lighting is also made more golden than pinkish to differentiate from the evening lighting.
Cheat aliases are also changed to be easier to remember. Kindly update your userStartup.cheat files.
Hi! So for the long time I've been using veronavillequiltingbee's Personal Wants Tree mod and I've pondered "could I ever make a Wants Tree of my own - without breaking them?" I've never actually tried too much because I wasn't too much tech savvy to mess with that kind of files, but then I saw Riftwalker's Wants Trees and saw a commenter want to combine that mod with Fewer Hobby Wants, so I said "why not?" and got to work reading tutorials and the like. Gladly, I ended up with a Wants Tree that I loved and also learnt a thing or two in the process!
This Want Tree file includes the following:
Riftwalker's Wants Tree
Go Steady Want for Adults and Elders*
Fixed Break Up Want for Teens, Adults and Elders; both for Steady and Marriage
New Family Member Want for Teens and Children of All Aspirations
University related Wants enabled for All Aspirations
Engagement Want and Left at Altar Fear enabled for All Aspirations
*You need another mod to enable those interactions. Mine only enables the want.
Note: I disabled Teen Woohoo wants for the most part. I still have the file without that feature as a backup so I can upload it if requested. Uploaded.
Lamare's Wants Tree
University Career Wants Enabled
Careers now roll based on Interests rather than Aspirations (Adults Only)
You may want to get Lamare's getUniCareerWithoutEducation from the original post. Or not.
SnorkackSearcher's Wants Tree
No Talk or Blog About Hobby Wants
Hobby Wants are Restricted by Personality
BellaDovah's Wants Tree (from her Discord server)
Adjusted Hustle Pool Want
midgethetree's Wants Tree
Anti-Vampirism Potion Want Disabled
Werewolf Howl Fear Disabled
daman19942's Wants Tree (not exactly a wants tree but a tutorial instead...?)
Reputation Wants Disabled
INSTALLATION INSTRUCTIONS
1. Backup your original WantTrees.package. This package is located at:
For the old-school version: EA GAMES\The Sims 2 Mansion and Garden Stuff\TSData\Res\Wants
For the new-school UC version: Origin Games\The Sims 2 Ultimate Collection\Fun with Pets\SP9\TSData\Res\Wants
2. Rename matti_WantTrees.package to just WantTrees.package.
3. Replace WantTrees.package in the game installation folder with the one you downloaded (not your Downloads folder).
KNOWN ISSUES
Engagement and Steady wants may roll at the same time.
Sims may roll Steady wants towards their spouses.
Teens may still get the 20 Woohoo LTW despite the wants being disabled. A workaround is to just reroll the LTW with a mod such as Sim Blender.
DOWNLOAD
SFS | MF
Teen Woohoo Ver.
SFS | MF
Shoutout to ShibaRulata, MandyMatos, aspirationfailure and sky in the Simscord server for giving me feedback when testing!
One installer. Every essential fix, mod, and tool for The Sims 2, set up for you in a few clicks.
I got tired of hunting down the same "must-have" fixes every time I reinstalled The Sims 2 (to the point where it has kept me from playing), so I made a tool that does it for you! 🥳 You choose the fixes, mods, and tools you want, click through, and it installs them all — with automatic backups and a built-in undo, so nothing is permanent and nothing gets lost.
It works with both the 2025 Legacy Collection (Steam and EA App) and the older Ultimate Collection.
⚠️ One heads-up: I only own Legacy (on Steam) and the Ultimate Collection, so I haven't been able to test the EA App or Epic versions of the Legacy Collection myself. They should work, but if you run into any issues on those, please let me know and I'll push out a fix!
Most importantly, none of this content is mine. Every fix, mod, and tool belongs to the creators who made them — I only automate installing them. Full credits and links are in the guide that comes with it. Please go support these people 💜
⬇️ Download: SFS | GitHub
📋 Want to see exactly what's included first? Here's the full list of every mod, fix, and tool, with credits: https://github.com/familyfunds/sims2-essentials-setup-tool/blob/main/GUIDE.md
More details under the cut 👇
What is it?
The Sims 2 Essentials Setup Tool is a single Windows installer (.exe file). Instead of downloading, unzipping, and hand-placing dozens of separate fixes, you run one program, choose what you want from a checklist, and it puts everything in the right place for you.
There are three quick presets so you don't have to think too hard:
Recommended — the sensible default set.
Complete — everything.
Custom — start from a blank slate and pick only what you want.
What's included
Everything here is curated to work together and this isn't a random pile of downloads. I checked every package against the others for conflicts (comparing the actual game resources each one touches), dropped or swapped anything that clashed, and set the load order in the few cases where two mods needed to coexist. So you can tick things freely without worrying that two fixes will quietly fight each other.
Over 140 hand-picked fixes and mods, grouped into:
Anti-corruption & core — the safety-critical stuff that keeps your neighborhoods healthy.
Bug fixes — dozens of fixes for Maxis bugs, from memory issues to gameplay glitches.
Helpful gameplay mods — quality-of-life tweaks that just make the game nicer to play.
Essential tools & systems:
CEP (Color Enable Package) — downloaded straight from MTS at install, see the note below
The Scriptorium
Radiance Lighting System 2.5
GunMod's Camera Mod 3.1
Rugs off-grid
TS2 Extender 0.8.1 (fixes only, optional extras off by default)
Objects.package corruption protection
Missing content restore (you supply your own Ultimate Collection or disc files — EA content is NOT bundled):
Restore IKEA Home Stuff (works on both Steam and EA/Epic — it sets up whichever your game needs)
Restore Missing Music
Missing Holiday Items
Neighborhood setup: clean/empty stealth 'hoods, or fully disable them, plus the MATY no-townie-regen mods.
Startup cheats: 45° object rotation and quarter-tile placement.
Third-party tools: SimPE, Mootilda's HoodChecker / LotAdjuster / Sims2Pack Clean Installer, and Body Shop for the Legacy Collection.
Backups & undo
This is the part I care about most: before the tool changes or replaces any file, it backs up your original first (to C:\ProgramData\The Sims 2 Essentials Setup Tool\backups). To undo anything, just run the tool again and choose Undo — you get a checklist and can roll back everything or only certain pieces. It does not add itself to "Add or remove programs"; it stays fully self-contained.
Requirements
Windows (I tested and created this on Windows 11)
The Sims 2 Legacy Collection (2025) or Ultimate Collection
For the "Missing" content (IKEA / Music / Holiday), your own UC or disc files
How to use it
First, a friendly nudge: back up your Sims 2 "Documents" folder. The tool shouldn't touch your saves, neighborhoods, or downloads — and it automatically backs up anything it does change — but it's always better safe than sorry. Just copy your Documents\EA Games\The Sims 2… folder somewhere safe before you start. (Besides… when was the last time you backed up your saves? 😉)
Download the .exe. It's unsigned (normal for community tools), so if Windows SmartScreen pops up, click More info → Run anyway.
Right-click the .exe and choose "Run as administrator" — it needs admin rights because it writes into your game folder.
Pick your edition, confirm your Documents folder, tick what you want, and click through.
That's it. To undo later, run it again and choose Undo.
A note on CEP
CEP isn't bundled in the installer — Numenor asks that it only be hosted on Mod The Sims. So if you tick it, the tool downloads it directly from MTS at install time. None of Numenor's files are redistributed here. That does mean CEP is the one thing you can't install while offline — but everything else in the tool works completely fine with no internet connection.
Credits & terms
Genuinely, all of the credit goes to the creators — Numenor, LazyDuchess, GunMod & the Radiance team, HugeLunatic, Mootilda, cyjon, Pescado & MATY, TwoJeffs, Nopke, simler90, LordDarcy, MidgeTheTree, hiloyt, CroconawSims, and so many more. The full list with links is in the included guide.
While I've reviewed everyone's terms of use in detail to make sure I wasn't breaking any rules, I'm only human and I could have missed (or misinterpreted) something. If one of your mods or tools is included in this installer and you'd like me to remove it, please shoot me a message and I'm happy to do so.
The tool itself is free and open-source — you're more than welcome to review every file and exactly what it does on GitHub. It's not affiliated with EA or with any of the creators above.
Missing something? Suggestions welcome
Think I've left out a crucial bug fix or a genuinely helpful mod? Send it my way. If the creator's terms of use allow it, I'm happy to look into adding it.
A quick heads-up on my philosophy, though: I originally built this for myself, and I like my game as close to vanilla as possible. So mods that change gameplay in a big way, or add features that were never in the base game to begin with, generally aren't ones I'll bundle. This isn't meant to be an "everything" list, but I'm always glad to consider suggestions, so don't be shy about sharing what you'd love to see!
Hi everyone... I play a lot of Open For Business in the Sims 2. It is my favourite pack, I love integrated hoods, I love BACC's, and, well, yeah, I just love it lol.
However, Open for Business can be a pain, and I also really like modding stuff now that I know how 😏😎
So, here are a bunch of Open For Business related mods that I have made over the past few weeks, because I have no chill. There's a bit, so, strap in.
Restaurant Lot Controller
This little object was actually designed before my 'Cafe Mod' even started to be made, but you may notice similarities between this thing and my Cafe lot controller. The Cafe lot controller was actually based on this, lol.
1. You can ban / allow pets irrespective of the Visitor Controller
2. You can toggle "eat or go home" to kick sims out if they're not hungry.
3. You can set an hour in which the restaurant kitchen will close (more on that below 😉)
Sims can also "view menu" and gain cuisine hobby enthusiasm, and I included some "toggle object model" options including 2 outdoor standing menus that I meshed up in Blender, and some Maxis potted plants and different decor objects I could see being used on a restaurant lot. The menu on the menu stand matches my menu default:
Most of the maxis object models shouldn't look out of place at a restaurant 😊
Download
Better Food Businesses - Updated
If you got my "better food businesses" mod when I released the Cafe mod, this also ties into that. Namely:
You can underpay your staff and get away with it a little easier. I discovered that Maxis have a whole system for underpaying staff - basically, if the employee has a high relationship with the boss, you can underpay them and they won't quit. With this mod, the relationship requirements have been halved... but only for food retail, cos I've worked in food retail and it's #truth lol.
Customers will arrive on the lot HUNGRY and are therefore more likely to go and order something to eat instead of standing around like idiots
You get more sims appearing at your restaurant per business rank.
Maxis / Default customers per business rank:
Essentially, starts at 3 and slowly goes up to 10 customers at a time for a rank 10 business.
Modded customers per rank (food businesses only - mod must find a restaurant controller or a cafe controller on the lot to take effect):
You can absolutely open this file and tune it however you like, but I've set it to start at 4 and go up to 20. If your computer would blow up with 20 customers on the lot, you may want to lower it. I've also lowered the max customers for a business at rank -5 down to 1 lol, cos good luck getting anyone through the door at that stage.
Better Food Businesses also creates lunch and dinner rushes for non-owned restaurants or cafes, cos I thought it would be cute. That's all inside the "Avg. Lot Populations (of Townies)" BCON file which can also be tuned to your liking, or you can delete that if you don't want it.
This mod conflicts with Visitor Controller but I have patched it to be compatible as long as it loads second. Repeat: Load AFTER Visitor Controller.
It also conflicts with SimWardrobe's Customer Limit Adjuster. I have also made a patch for this which much load LAST (after "better food businesses" and after "customer limit adjuster") - if you have SW's object on the lot, it will "win" in terms of setting how many customers should be there.
Download
Close the Kitchen mod
I alluded to this one before, but in Open For Business, if a restaurant lot has no tables, or no chef stove, the host podium will display an "under construction" sign and the kitchen will be "closed". I wanted the ability to close the restaurant kitchen whenever I liked for multi-purpose lots.
For example, I have a pub in my BACC that has a restaurant, but also has a lot of other entertainment. I want to be able to close the restaurant at 10pm but have the pub & bar remain open until 2am or 3am.
So I made a clone of the "under construction" sign, re-textured it and gave it it's own GUID (it says "The Kitchen is Closed" in Simlish which tickled me!), and re-did some BHAVs so that if the restaurant is deemed "closed" for whatever reason, it displays this cute sign instead of the "under construction" sign. Then I added a custom interaction to the Maxis podiums:
So that now your sims can close down the kitchen before they want to close the business, they can, and you can send the restaurant staff home.
It also ties in with the restaurant controller mod as I mentioned above - if you set up a "kitchen close hour", it will automatically close the kitchen at that hour.
Any sims interacting with the podium at the time should* have their interactions cancelled, and may either go home, or go and do something else... otherwise your staff may have to finish seating and serving them before they go home. Needs more testing.
I have also bundled in a mod a made a long, long time ago, before I even knew how to mod lol, which was a TTAB override that made the podium only attract sims who are hungry, instead of advertising also to the 'shopping' and 'fun' motives. This way, if you have a restaurant at a club, sims might also go and dance and do other things to have fun, instead of being obsessed with the restaurant podium.
I have updated the following CC podiums to work with the "Kitchen Closed" mod, as well as bundling in my motive advertising changes, AND making sure that the "no podium phonecalls" mod is integrated too:
Deelee's 4t2 Dine Out Podiums: Here and Here
Sunni's Versatile Restaurant Podium: Here
Hodgekiss's modern POS restaurant podium: Here
All are included in my download. I also adjusted the slots on DeeLee's podiums cos otherwise you wouldn't have been able to see the sign lol.
Download
Better Staff Breaks / Staff room controller
Staff breaks in OFB have always annoyed the crap out of me. You send your staff member on break, and they stand around talking, complaining, getting in the way, and then you have to force them to get back to work and they haven't fixed any of their motives.
Well, I started digging into this and discovered that Maxis never made any code to handle an employee on a break. They're just... left to their own autonomy devices. So, no wonder they're a bit dumb 😂
I converted this base game burglar alarm from The Sims 4, intending it to look a bit like an employee clock in machine thingy, which you can place inside a designated "staff room". It will scan the sims on the lot for anyone on a break, call them every 10 minutes to 'come here please' if they aren't in the staff room, then push them to do something useful. You can change it from every 10 minutes to whatever you like inside a tuning BCON within the file:
Just enter a minute value into the 'Dec' box to change the minutes between scans.
Default Maxis breaks last for 60 minutes. This is also tuneable, and for your convenience I included the Maxis BCON for that too:
so that if you want to change how long a break lasts for, you can.
So every 10 minutes, if the sim is not in the staff room, it will call them over, and run the following checks on them:
The order of priority is:
Pee, Coffee, Eat.
If there is no coffee machine, they'll obviously skip that one and move straight onto food.
When it comes to food, I curtailed a very short list of things the employees may eat on a break: Cup o' Ramen, TV dinners, Instant Meals, Sandwiches, Chef Salads, and Cereal.
If there is no microwave on the lot, Ramen and TV dinners will not be included on the list. This is to stop staff from trying to cook on a stove, for example in a restaurant, where the chef may be busy.
Massive thanks to @lamare-sims for help with coding this part of the mod. I was hopelessly lost on this for a good long while 😂
Hopefully, now, breaks will be much more worth giving your staff.
Download
Employees Warn Before Quitting
This mod came to be because I was playing my off-camera BACC and I'd changed my staff wages mods around, resulting in everyone being "ridiculously underpaid". Every time I loaded into a business, before I could do anything, the staff members would march up to the boss and quit instantly. Very annoying.
Now, employees will give a warning before quitting.
They'll display one of two messages depending on personality.
The "warning controller" will delete itself after 2 days. To break this down:
Wednesday: Staff members warns that they might quit
Later on Wednesday: if they try to quit again, they will quit.
Or, if perhaps you give them a bit of a payrise or fix their motives...
Wednesday: Staff member warns that they might quit
Thursday: Staff member is grumpy but don't quit - warning controller deletes itself
Friday: If staff member tries to quit, they will give another quit warning.
I hope that makes sense.
I know there are mods that stop employees from quitting altogether, but I like to play with that risk in my game, just... I also like to be given the chance to fix their needs or payrate before they march out the door lol.
Download
Showering on Business Lots
Last but not least, a small mod that enables customers to take a shower at an open business, so that they may shower at the gym, for example, instead of leaving because they're grumpy about their hygiene being low. Squinge had a mod for this that was never updated to Apartment Life, mine should work with Apartment Life.
This was requested by @kayleigh-83 and @joplayingthesims on Discord 😊 So hopefully you both, and others, find it useful!
Download
That's all for now 😂
As always, please do let me know of any issues with these mods and I will get fixes out ASAP. Also let me know of conflicts and I can try to resolve them.
Thank you to @morepopcorn and @gummilutt as always for their help, support, advice and patient instruction as I figure out how to mod. Thank you also to @pinguninisims for testing and providing feedback on many of these mods for me 😊❤️
Replaces the head and the social bunny textures. Clean textures (with missing eye restored) are by Phaenoh, I included them because I edited a few pixels around the eyes to make the blinking animation look better.
Both eyes are animated.
Compatibility: Not compatible with texture or mesh defaults.
Credits and thanks
Phaenoh for the clean social bunny default replacements
l-1-z-a, justmiha97 and paluding for the discussion on face blends.
Recommended mod
Social Bunny outfit unlocked for all categories by lelzito
Have I ever mentioned how much I love these outside-the-lot OMSPs? Well, if I haven’t, I’m mentioning it now. :) They’re great for helping to make lots more contiguous with each other (and therefore have more of an “open world” feel) because you can put stuff on neighboring lots when you’re building on a different one. And you can daisy-chain them, too, like this:
…so theoretically you could use them to place something on the other side of the neighborhood from the lot you’re building on. (Not that you’d really want to do that, but you could!) It’s also handy when you’re building lots on corners, so you can place stuff on the road running along one side of the lot but that’s not actually part of the lot. Like, say, streetlights and fire hydrants and mail boxes and newspaper dispensers and other stuff that generally sits on street corners. Like this:
After much hair-pulling, I finally feel satisfied enough to release my mod to restore those glorious shiny floors from The Sims 2 beta! (Forever in our hearts...)
You can download it here :)
Prerelease (2003):
Doesn't the beta lighting look so nice? :(
Mod (not 2003):
Why yes, I did painstakingly try to recreate the room from the prerelease image and make elder versions of the Sims - it was absolutely a productive use of my time.
I've made sure to make a number of vanilla TS2 floors reflective out of the box. These are mostly marble floors, but there's a few stone/tile/wood floors in there too. If you want to add reflections to custom floors (or other vanilla floors not included by default), I've left some basic instructions on the GitHub page on how to do this :)
Because this is a cut beta feature, there are a few minor issues with it - I have detailed these in the README. Please take the time to read through them!
I also had to include an edit to the mirror reflection shader to fix a bug where mirrors visible in the floor reflections would be flashing red (Castaway Stories has the same issue with mirrors reflected in the ocean, funnily enough). I'm not aware of any other mods that touch the mirror shaders, but if there are, let me know and I'll whip up a compatibility patch.
Oh, and in case you missed it, I released a small update to the reflective water mod, as per the request of @lordcrumps. I didn't realise houses didn't reflect in the hood water, but now they do!
I can't believe I've finally made it!!!! I first started working on this overlay in 2024, I tried like three times to create a box, but it wouldn't work. So I settled for replacing a texture I don't use in another box with mine and putting it on my sims. But I've always wanted to upload it, because I think this is a very needed item. After a long fight I finally understood overlays very well and learned how to make them. And I'm so happy that I can upload this box now!
So, what is this? It's an overlay box that contains only one swatch that covers your sim's palms, making them look more realistic on dark-skinned sims. I tried to pick a tone that would be quite universal, it can be used starting with skins around S3 and all the way to the darkest skin tones. The texture is handpainted, I did my best trying to optimize it to look good on the Maxis hand mesh, but there might obviously be imperfections because both the mesh and the texture are quite simple. The texture is unfortunately a bit pixelated; as I've mentioned, I had put it in a different package for personal use at first, and it appears that I don't have the original image file anymore, so I had to pull it out of my game and then back into the game, which... probably didn't help its quality, but it's the best I could do. I think it looks gorgeous, pixelated or not. And if you're not zooming in too closely, it's not even noticeable.
To use this, you just have to place the overlay "box" object on your lot and choose "Add Light Palms" in the pie menu. There is also an option to remove the overlay. The object can be found in Miscellaneous/Dressers for §0. I based it on a mesh made for TS4 by yourdorkbrains and converted to TS2 by trishasimma. It looks like this:
Examples of how it looks on different skintones, before and after:
I hope you enjoy using it! I am very happy with this overlay and it brings me so much joy to finally be able to share it with the world.
Credits: me for the textures, @themeasureofasim for the overlay tutorial and the box I based mine on, yourdorkbrains for the TS4 mesh, @trishasimma for the TS2 conversion.
♡ Download ♡
⋆ NoFaceOverlay.package is required and included in the upload. Please make sure you don't already have it in your Downloads folder, one copy is enough (if you have other overlays in your game, it's likely already there).
Hey! As many of you know, about 4 years ago Lazyduchess released a mod for The Sims 2 that increases lot size limit from default 60x60 to 120x120. It is an amazing work, despite some issues that arise with this mod installed. Personally I wanted to play with this mod sooooo much but broken imposters made me avoid using it. Spent lot of time, I finally managed to fix the imposters at least. Snow next maybe??
Installation
It is completely the same as original, so go to LD's page for details (but you can ignore sticking to the classic lot imposter quality setting) and then download my fix and replace LD's ASI file with mine.
Improvements
Fixed multistory lots tile mapping.
Added support for all lot imposter quality settings (so that it's possible to use this mod with higher lot imposter quality settings rather than classic one).
Known Issues
Snow rendering as LD mentioned in his original mod post.
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for a while i'd been using objects.package modified by me to unhide objects that sims use during interactions and it's now a MUST HAVE for me when it comes to no cc decorating!
initially i posted a whole modified objects.package, but @simnopke suggested i make an override mod instead, so i did! anyone who has downloaded the previous file can bring back their backup or download one someone posted here and then proceed to download the new mod, as modified objects.package isn't needed anymore :)
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INSTALLATION INSTRUCTIONS READ PLS!!
the file goes into Program Files (x86)\EA GAMES\The Sims 2 Mansion and Garden Stuff\TSData\Res\Catalog\Bins (if you have Ultimate Collection or Legacy Collection the Mansion and Garden folder is called SP9)
enjoy :3
21.02.2026 - first update - added fish, utensils, crops, trash/leaf piles, weeds, roaches, etc; to change a crop's quality use testingcheats -> shift + right click on the crop -> change material (works only on some crops, not all, but that's outside of my control)
02.04.2026 - second update - properly assigned categories to objects, those that don't fit any category can be found in decorative -> all
Hi everyone! This is an experimental (WIP) mod that makes lot skirts in TS2 looking like neighborhood terrain. TSCS inspired me to create this mod; as far as you remember, TSCS has visible neighborhood decals from lot view. It is set in assembly code so that TSCS lot skirts use neighborhood techniques for mapping. Original TS2 doesn't have such functionality. LD attempted to immitate that via fake neighborhood deco but it was created for particular terrains only. So I decided to attempt editing lot skirt shader and got some results; it adds cliffs, rough and meduim stages and improves shores from lot view! Though it is not perfect as it has some misconsistency with lighting (original lot skirts also do) and doesn't repeat the neighborhood terrain mapping but I think it's more practical than neighborhood deco. Hope you like it!
Features
Adds neighborhood decals (cliffs, rough and medium terrain) to lot skirts.
Decals are also visible with snow states.
No blue snow fix is included.
Works for every neighborhood automatically.
Supports lighting mods (dusk and dawn states).
Looks better with default replacements.
Installation
Put the .package file into your Downloads folder.
Compatibility
Incompatible with shader mods that modify lot skirts so rename the file adding "zzzz" prefix to make it load last to prevent conflicts if you use many shader mods.
Doesn't conflict with other no blue snow mods that modify the rest shaders (roofs, lot terrain).
Known Issues
May look weird in dusk and dawn states using some lighting mods (still have no idea how to fix that).
Seam between lot skirt and lot terrain (original TS2 lacks lot edge blend technique like in TSCS to make smooth transition between lot terrain and lot skirt).
Lot imposter terrain paint may be invisible sometimes for unknown causes.
Terrain Types
Recently it has been discovered that it's possible to create new terrain types. My shader contains standard terrain types (temperate, desert, dirt and concrete) and uses dependence of textures on lot texture so if you add custom terrain types it's required for my shader to have added such dependencies otherwise my shader will look buggy for your custom terrain types (you are free to contact with me for more detailed information).
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Vanilla:
Playing Sims 2 made me realize how limited social interactions were compared to other Sims titles. So after some tutorials, I made my very first mod: More Social Interactions!
Here are the list of interactions. Some are triggered by relationship dynamics so you won't see them all at once. There are no new animations, just more options for storytelling purposes.
Beg For Forgiveness
Compliment Outfit
Compliment Personality
Small Talk
Ask About Day
Deep Conversation
Good Night Kiss
Ask What Their Problem Is
Compliment Appearance
Talk About Music
Say "I Love You"
Hold Close
Argue About Parenting
Criticize WooHoo
Compliment Hair
Give Reassurance
Talk About Past
Argue About Money
Friendly "Say I Love You"
Talk About Weather
Big shoutout to picknmixsims, echo on MTS, and The Sims 2 Guru on YouTube for all of the help on pointing me in the right direction.
I don't *think* this should conflict with anything, I have almost 10 gigs of CC and mods and haven't run into any issues. I also don't have any coding/modding experience so, idk how much I can help if something goes wrong.