A little preview of Veronaville ❤️🩹🌲🌸☀️🌈
I love the pace and tone that Veronaville is taking, many of the Sims complement each other so well and yes, the conflict is there (constant) but… love begins to blossom. 🌗🌬️🌾💭🤍
Lint Roller? I Barely Know Her

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macklin celebrini has autism
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Not today Justin

gracie abrams
The Bowery Presents
Color Me Curious
The Bright Sessions
KIROKAZE

if i look back, i am lost
One Nice Bug Per Day
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ellievsbear

pixel skylines
🩵 avery cochrane 🩵

❣ Chile in a Photography ❣
Mike Driver

Love Begins
let's talk about Bridgerton tea, my ask is open

seen from Brazil

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@lifecanarysimmer
A little preview of Veronaville ❤️🩹🌲🌸☀️🌈
I love the pace and tone that Veronaville is taking, many of the Sims complement each other so well and yes, the conflict is there (constant) but… love begins to blossom. 🌗🌬️🌾💭🤍
Sims 2 driveway Skating
Check out this cool wee mod by Pick 'N' Mix mods!
Sims 2 Driveway Skating - allows Sims to skate on an empty driveway.
I'll be totally honest, I never really cared that much about Viola because I never concerned myself about her existence. As far as I knew, she was a deleted sim we didn't know much about that didn't make the cut. I never really went that far as insisting on her actually being in Verona... Untill I started cleaning the neighborhood. I came across all the references that maxis tried to delete last minute (and forgot along the road). These make it clear she was another member of the Monty Family, and they even forgot to properly remove her from the family tree. SimPE, at least the version I was using at the time, and HoodChecker both throw an error if you try to view it, because there's two improperly unremoved sims from it (they won't appear, but they're basically considered as... Half-there). We also have her leftovers in the lot file, but what clarifies she was a Monty is actually the picture where she's with Olivia and Mercutio. Maxis NEVER takes pictures of random townies: it picks carefully the angulation of the picture, the characters in it, their poses, even their speech bubbles. No way a random girl just snuck in a picture like that. Furthermore, I do not have remembrance of any townie being called Viola: Maxis, in fact, never lets townies generate with names premade sims already have. Do you recall any townie named Bianca or Patrizio? Although the name was indeed in live.package, it seems to have eventually been blacklisted as reserved for a premade rather than randomly generated characters.
Also, the memories: In VV they are a mess, but Maxis kind of shifted the Monty ones around and seems to have substituted Viola's memory instances with Romeo's, which makes some sims remember he was born before Mercutio.
So, what we know : Her relationships, her being the eldest sibling, where she used to live with her family (Stratford 111 street). But it's still not enough.
Bear with me, because the slightly more complex part comes now.
I tried to execute many different experiments to bring her back. Genuinely they weren't working because at the end of the day I was making a sim called Viola, slapping her in my game and pretending it was the real one. I wasn't actually giving Viola her old instance, character file and using the leftover data to my favor. I tried all sort of stuff like creating her in CAS, making her be born naturally... All were... I mean, again, it was "Viola", but never actually "Viola" where she was meant to be.
While experimenting, I figured out how the game creates new sims. Explained down below, because this will be important for later:
What dictates how character files are created and how sim instances are inherited are two separate mechanisms that work simultaneously. Instances are dictated by the SCID, or Sim Creation Index, while there's an "integrated function" (inappropriate name, I know) that cannot be edited by the player that spawns Character files in the Characters folder differently.
A new character is created, therefore the SCID needs to place its data in the index somewhere. At the same time, the integrated function creates a new character file and links it to the index the SCID dictates, thanks to the GUID system (called also "Sim ID" in the SDSC, or Sim Description). The integrated function reads ALL files in the Characters folder starting from N00X_User00000 and as soon as it finds an empty spot, the new character file gets placed there. If you, for example, create a new character in Veronaville, the first spot occupied will be N003_User00008 because it's the first one that is vacant.
The SCID doesn't do this. The SCID remembers the last spot it placed a character into, and it will read again from that spot. If the last spot was number 15, the SCID will start reading from there (that one spot included) and then continue placing characters starting from there. It never backreads, UNLESS its "memory" is modified to convince the SCID the last spot read was another. If it instead thinks the last spot read was 1, it will start reading again from slot 1 and onward. The SCID ignores instances that are already filled and it moves onto the next one that's empty.
Psst. If you're curious to know, the SCID can't read any value smaller than 1 (the first spawned character will always have an index of 0x0001) This is why once it reaches the max allowed instance and goes into overflow, it resets back to zero and the neighborhood crashes.
This kinda means that the risk of inheriting stray instances is slim to none, or, in vulgar language, close to being bullshit. The devs knew it could happen and implemented a failsafe to ensure you wouldn't end up with a toddler thinking they're someone's grandfather.
Now, I have heard words of the SCID randomly resetting automatically, but it has never happened in my testing despite how far I went. If this changes, I will document my findings her and modify given information.
This might be weird, coming from someone who does clean templates. Although this might make them seem like unnecessary, do know that they also fix many other things like inconsistent memories, weird relationships, missing or wrong genetics, and many others. (For example, Nina Caliente, in a non-clean Pleasantview, considers herself to be the mother of Alexander Goth and the sister of Cassandra Goth. If they meet, these relationships will trigger and We Do Not Want That).
But, back to Viola. Basically, what does this mean? Seth Bui, the character that took her spot, didn't just "spawn" in the game and took over her instance, because the SCID would've never allowed for this to happen. Viola got deleted in time to overwrite her character file with new data (opposed to the cloned Skip, Darleen and Michael in PV and Nervous in ST that got deleted last minute and there was no time to overwrite them).
This much likely means that the developers opened Viola's character file, changed everything inside of it, and then saved the character file with the new data. The instance was hastily modified. They forgot relationships, and I'm sure they didn't even have the time to touch many things that weren't necessary to touch. (The instance stores data such as the genetics, the personality, aspirations etc. Etc.) One thing I know for sure they touched is her personality, because it has been modified to follow the convention of that of townies. Everything else? Hmm, except for making the game treat her as male instead of female and as an elderly repairman, I doubt much changed.
So… We know how she's dressed. We know her hair color and skin color. But her face? Well, WE DO have her side profile. There's another beta picture where she's seen at 3/4 angle. Since it's much likely Seth's genetics didn't get modified, she might have light blue eyes as well.
I copied her side profile pixel by pixel for as many pixels I could count. I swear. It was exhausting, but I managed to do it. I replicated it in 3D, and that already helped with establishing more or less her full face. For the rest, I got some help from the person that's insane at making faces (carrit) and that's how I ended up with Viola's face. I would like to point out how mine doesn't look like those carrit uploaded. It's a different thing on its own, which is why I will upload her as a .sims2pack at some point.
So! Now, we have all this stuff. How do we put it together? Well, first of all, we need our 3D model, face geometry included, ready. Then, we have to do exactly what Maxis did 21 years ago. We need to open Seth's character file and replace every... single... thing. Bit by bit, instance by instance.
It was insane! I had to ensure every instance, every file, every little thing inside the package matched exactly. I had to be careful with not adding too many references the game would just reject. I had to make sure the instances would match the ones of the previous file I was overwriting, and so many other things that are so boring, easy in theory and requiring extreme precision in execution, but basically all identical to this. I usually like jolting down everything I do but trust me when I say I just did the same action 92 times. Oh, also, it didn't work on my first time! Took me so many attempts. As you can probably tell, it left me a little exhausted but I'm glad I succeeded in the end.
That's why it might seem like just a girl slapped there to someone external to this, but to me it is so so much more.
Restore her yourself here
new pleasantivew preview even though i'm probably never gonna be able to make this into a whole series 😭 guys i'm struggling with writing so much whyyyyyy
The second "Scotch Tape and Paperclips" zine: "Second Fiddle" is here!! This time it's all about games and the games we play to better understand them. Also spaghetti. Get the printable version for free on my itch.io!
If you perchance make something of these games, I'd love to see it!
Tutorial | How to bring back the real Viola in your game!
(w/pictures)
Hello! I promised I was going to write a tutorial on how to bring back Viola from Veronaville in her original spot rather than making a recreation with a new instance and character file and calling it a day. This tutorial will guide you through how to restore Viola with her same Character file, same Sim Instance in the Sim Description, and how to restore leftover info to fill her character profile. Took 21 years, but she's finally back home <3
Do keep in mind this means whoever is occupying her spot will get overwritten!
What you will need:
SimPE
Viola's Character file
Seth Bui (Basically a version of the neighborhood with townies)
Patience
I personally also use this clean veronaville template. You can do this on a dirty template too, but keep in mind you might drag around strays. I have tried to simplify the process as much as possible and you should be able to follow this even if you don't know how to use SimPE.
Bringing back Viola actually involves reverse overwriting Seth's internal data with hers, which, just how it sounds, is a bother to do. I have therefore included as a download the character file I have already corrected. I want to make sure Viola is accessible to everyone.
More below.
Y'know, I always feel guilty putting everything under the cut but there's a lot to say so it's just not worth it to make a long post that takes someone's whole screen
Sensitive reminder. Don't forget to save often while doing this.
Money Globals - Updated
Money Globals
This is kinda embarassing! Back in Sept 2022 I fixed an issue with the 0x0CA4 "Money - Pay Owner" global to make it actually give the money to the business owner and not some random Sim.
Then I completely forgot to update my web site! Ooops! (Proves I am actually a human.)
Thanks to TeaAddict for highlighting my flaws ;)
Me thinking I was so helpful...
William: "oh I fixed that 4 years ago" 🤣🙈🙈
Animated Fortune Cat Decor for The Sims 2
A maneki-neko with cute custom animation meow~~ <3
I've been planning to make this for a long time for my Japanese-style restaurant, but back then I wasn't familiar with converting yet. Now I've finally been able to complete it :D
You can turn on or off the animation.
Found in the Small Appliances.
Poly count: 7k9
Converted & edited from Animal Crossing Pocket Camp by SimderTalia
4t2 animated conversion by renalp96.
DOWNLOAD
More Updates on Sims 2 Shaders
I have managed to create a roughness/smoothness mask. This means that besides the intensity of the specular effect with specular map, one can now also edit the roughness of the material, meaning how focused the specular highlights are. The smoother/more polished the material, the specular highlights are more focused. Check it out:
Smoothness 0.2
Smoothness 0.5
Smoothness 1
It will allow for plethora of different materials to be represented. Next up is refining metalness and adding emission Then I plan to include parts of the old code into the new one to include the environment cube texture into these reflections... And finally, add all of this to object shaders. EDIT (Just for giggles): The Rubber material is hilarious.
And also Testing some textures:
Miss that funky dude
2000 followers gift
I haven't even noticed when I gained 2000 followers, but I suppose I could drop something to thank you. :)
Add Ons for Murano's Rejal Buildset
Ik, TSR, but I really like the windows from this buildset. Unfortunately even small and narrow windows from Murano's set take two tiles, so I decided to make one tile versions of window 1 and window 2 small and narrow windows.
These are add ons to Murano's rejal buildset:
1 tile small shutterless window 1
1 tile small shutterless window 2
1 tile narrow shutterless window 1
1 tile narrow shutterless window 2
autonomous shutters for all windows 1 and windows 2
The catch with windows is that their frames are a bit wider than one tile on non-diagonal versions, but I didn't want to squish them. Just place them in a row and you'll be fine.
All windows have their diagonal counterparts, so you need to keep each pair for things to work correctly.
Window 1 add ons are repositoried to "murano_rejal_window01" from Murano's original upload. Window 2 add ons are repositoried to "murano_rejal_window02" from Murano's original upload.
I only made shuttersless add ons, because I never use closed windows from the set. It's kinda weird to have permanently closed windows. Instead I made autonomous shutters using Murano's meshes, so you can have all open, closed and shuttersless windows without creating so many windows.
Shutters were cloned from sunni's winery auto shutters. All shutters have their diagonal counterparts, so you need to keep each pair for things to work correctly.
They are quarter-tile enabled, so with the use of the quarter-tile cheat you can put them both on Murano's two-tile original small and narrow windows, as well as mine one-tile versions of these windows. However, if you want to place shutters on diagonal Murano's originals, you need to use "moveobjects on" cheat.
Shutters are not repositoried to original Murano's windows:
window 1 auto shutters are repositoried to "Meduza_murano_rejal_AutoShutters_Window1Small"
window 2 auto shutters are repositoried to "Meduza_murano_rejal_AutoShutters_Window2Small"
I included missing Murano's recolors for the shutters.
I don't know why, but sometimes shutters refuse to match diagonal windows, even if the moveobject cheat is used, but later they work alright if I restart the game. 🤷♀️
Window 1 and window 2 versions of small and narrow shutters are not mutually interchangeable - window 1 shutters won't fit window 2 shape.
However, window 1 and window 2 master shutters are more or less interchangeable, as pictured above.
Credits: Murano, sunni, Simlogical
Download at SFS | alt
My recolors of TSM alchemist on simborg' child conversion
I put my original recolors on @simborg's lovely child conversion of my TSM conversion of the alchemist dress.
My recolors are texture-referenced to my original files, so you need to get them.
Credits: @simborg
Download at SFS | alt
Farm Fields Texture Default
Now that we can all finally SEE the farm fields from lot view (Will, I love you, seriously), I thought we could all use some nicer textures for them.
So I took these lovely hi-res farm fields and did some stuff and changed things up.
Before:
After:
New textures are 1024x1024, sorry, but with the pink soup fix, it should be fine right? 😂
Credits to Criquette and Pixeldolly, I just did stuff in photoshop.
@spockthewok thank you for once again fixing something I asked you to fix no matter how tedious and painful it turned out to be 🙈❤️🥰
Download Here!
You are not ready for this
So I've been getting myself even more familiar with sims 2 sim shaders, and I noticed that my additions did not reflect the lights in the room, but were inconsistent and buggy, and still completely bright in dark rooms. What I failed to notice is that this whole portion of the code was an old deprecated code that maxis was using years prior (in beta) and that the parameters (constants) they were using were from an older version of the game. Instead of current C12, C13 and C14 parameters/constants for wall 1 bounce, wall 2 bounce and floor bounce colors, maxis was using C10, C11 and C12 for this old portion of the code, and C10 and C11 are utilizing completely different. Changing these allowed me to fix the edge lighting and specular highlights behaviour, and now sims reflect the room bounce colors correctly, just like objects in my upcoming lighting mod does. This also fixed specular being too bright in dark rooms, and now it looks ok. Firstly, this is a dream I had ever since 2009. Second, I also repurposed @crispsandkerosene's additive mask to use within this new shader context, so now there's ability to add specular maps to items. And since this is a color mask, I might be able to separate it into 4 maps for roughness, intensity, metalness (yes, I have introduced metalness to the materials as well) and something else? We'll see. This is all very exciting. Anyways, without further ado, here's the demonstration on how that looks.
EXCITING. Anyways, this is just the beginning. I plan to repurpose some of the extended shaders, so next up is organizing the shaders in a way were I will be able to use existing EnvCube and Addition masks to actually introduce: specular falloff mask (roughness) - in R channel specular intensity mask - in G channel metalness mask - in B channel emission? - in Alpha channel (will yet see about this one, at this point I could even implement subsurface scattering)
And there is a lot of redundancy with how maxis set up light direction and color, so I will need to find a way to optimize that, and reuse new parts of code instead of rewriting them in the old one. Stay tuned!
i have too many nicknames idk how to sign myself