TS2 | Belladonna`s Apartments v2.0 (cc-free)
Requried all EPs and SPs Apartment Lot CC-Free Includes 2 version: ENG (english) | RU (russian)
📥 Download (SFS)
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TS2 | Belladonna`s Apartments v2.0 (cc-free)
Requried all EPs and SPs Apartment Lot CC-Free Includes 2 version: ENG (english) | RU (russian)
📥 Download (SFS)
sims when you take away the pool ladder
4t2 Growing Together Signs
I couldn't find these converted, so I did. They come with all the original recolors, and I added a bunch of new ones for the wall sign. The waterfall sign has custom TXMT anims.
Let it flow, let it flow~
Download (SFS) (alternate)
The files are compressed, the archive has swatches + info about polys and texture sizes.
Credit to @pforestsims for the water texture I used for the basin, and thanks to @morepopcorn for extracting the objects for me!
Well... I'm building in The Sims 2 now.
Creating a little midwest suburb called Maple Oaks. I'm having more fun in the Sims 2 TBH but I will also still be working on my Sims 3 world. God I forgot how amazing this game is. So simple yet so wonderful.
I really, really love the shapes of the rocks that came with Castaway Stories. But the volcanic rocks had no recolours, and while the outdoor rocks had several recolours, I wanted more!
... Enter, @fracturedmoonlight's Stone Furniture Super Set!
This is the only thing I uploaded to GoS that can be considered in any way recent (and probably the only thing anyone might want tbh), so in light of recent events, here it is:
Bioshock Infinite Seasonal Plants: SFS | Mediafire
Object Limit 2: Electric Boogaloo
Good Bad news, everyone!
I have returned from a grueling 48-hour adventure deep within the Maxis mines, and have witnessed unspeakable man-made horrors with my own two eyes — the object limit is very real and there is nothing that can be done to fix it! The end times are upon us!
Okay, I'm being slightly dramatic. It could be fixed fairly easily, but not with a simple patch, and likely not without access to the source code (anyone else tired of hearing that excuse?).
The issue is that the limit isn't localised to purely the Build/Buy menu — it's integral to every aspect of the game that involves objects. Here are just a few examples of the game's functionality that would need modifying to remove the limit:
Sim pathfinding and routing.
Mapping tree tables to objects.
Interacting with objects.
Manipulating objects within lists (reading/writing/deleting them).
Objects being unselectable in the Build/Buy menu was also a result of this limit and I managed to fix it very quickly, but because The Sims 2 is a house of cards with the limit as its foundation, everything started falling apart almost instantly.
"So, what is this limit?", I hear you ask. 32,767. Yes, you read that correctly. The game is only willing to accept object IDs up to a meager value of 32,767. In computing terms, this is the maximum value of a signed 16-bit integer. It can store many more objects than this in a list, which is why you can still see all your 4t2 objects in the catalogue, but it isn't designed to recognise this many IDs and thus can't do anything with them.
Why are integers signing things? Are they famous or something?
'Signed' refers to the fact that these are integers (an integer is just a whole number btw) that can represent both positive and negative values — negative numbers have a negative sign before them, hence the term 'signed'. An unsigned integer is therefore one that can only represent positive values.
While they can both represent the same total of different values, the range of representable positive values differs. Using 16-bit integers as an example:
Unsigned: 0–65,535 Signed: -32,768–32,767
This shows that both can represent 65,536 different values, but the range of positive values for signed integers is half of that of unsigned integers. Object IDs cannot be negative, which means Maxis deliberately chose to use signed integers as a way to cut the ID limit in half.
The cherry on top of all this is that the game is manually converting 32-bit numbers into 16-bit numbers to enforce this limit. This is why I could fix objects not being selectable in the Build/Buy menu easily, as all I had to do was patch out the conversion. Could EA do this across the whole game themselves if they wanted to? I imagine so. But then again, if I had billions of dollars, I probably couldn't be arsed either.
What's an object ID?
An object ID is just a number from 0–32,767 that the game assigns to each new object it places into a list, presumably starting at 0 and incrementing by 1 for the next object. It would appear that CC objects are given IDs first, which is why it was solely Maxis objects becoming unselectable after passing the limit.
Sims and objects are stored in separate lists, but I believe they both contribute to the overall limit. My single piece of evidence for this is that I experimented switching between several hoods and observed that the IDs of objects in the Build/Buy catalogue fluctuated across them. Objects in hoods with subhoods attached had higher IDs than in those without.
What was causing the Build/Buy menu crashes?
The same thing I explained in my original post (the game trying to access null pointers), except the creation of these null pointers was no accident and not the result of something going wrong.
The game merely checks whether the ID for the object it is looking at is above 32,767, and if it is, it deliberately sets the pointer to its address to 0. This would be fine, if it didn't then try and access this nullified pointer immediately afterwards!
I'll cut Maxis some slack here, because surely no one would be crazy enough to want more than 32,767 objects in their game, right guys? How could they ever have predicted such a scenario? (2004 was a simpler time).
Wait, so you were wrong about there not being an object limit? Not so cocky now, are you?
Whoa there, cowboy — hold your horses. If I may direct your attention to this excerpt of an email I sent to @teaaddictyt on the 22nd of April 2026 at 13:42 BST:
As you can see, I was right all along!!!
In my defence though, we thought the crashing was the only thing we had to solve, which is why I missed the completely obvious 16-bit conversion that was occurring within the functions I patched. Unfortunately, I am only human, but I understand if you want to destroy all the spockthewok posters I know you have hanging on your walls...
In light of these new findings, if you want to hear my updated opinion on the existence of the object limit, watch this video.
Is your patch useless?
Yes, but also no. It's not fixing the object limit (I should probably rename it tbh), but it is fixing those annoying crashes caused by it.
At the moment, not having the Build/Buy menu crash when you try and use it is the best we can do. It's up to you which you find more annoying — crashing, or not being able to buy x number of objects in the catalogue. Like the 4GB memory limit, this is going to be an additional constraint we'll have to learn to accept :/
Another alternative would be to join me and the 12 other weirdos who play with no CC, and never have to worry about any of this. No? Oh well, it was worth a try...
Will you ever actually fix the object limit?
If it's even possible without the source code, then not by myself, no.
Because of the number of core areas of the game that would need patching, I don't trust myself not to miss something and have the game explode. Unless someone wants to assemble a modding strike force to try and tackle the issue as a team over several months, I'm not touching it with a 10-foot pole (for your safety and for mine).
Should Maxis go on trial at the Hague for crimes against humanity?
Probably.
Anyway, that's all from me, apologies for the false hope :( One small positive is that I did manage to map out a reasonably large chunk of the game's code while I was frantically searching for solutions, which should make my life easier when looking at your requests. I feel like I need to successfully complete some of them now to make up for this dud!
Will
(Thank god I didn't look at this for my dissertation, I would have failed my degree).
With GoS being currently down (I still want to believe it's only temporary), here's a friendly reminder that most uploads I've shared on the forum are available under the 'gos downloads' tag on my blog.
As an extra precaution, I'll be going through the tag again, checking if the existing links work and adding mirrors/alternatives.
What is dead may never die! ✊😔💀
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).
I finally finished building this damn dorm!
It has 11 rooms, all identical except for the color scheme. Which you will not see because I forgot to take the floorplan shots :( hopefully you don't want to see it anyway
Also, I "cheated" and took pictures in the decorated college in my old custom 'hood. Because SSU is sad, undecorated and will probably remain that way. But at least it has a dorm now!
Mod the Sims accounts compromised; malicious uploads
Beginning March 1, 2026, multiple accounts on Mod the Sims have been compromised. This includes both gameplay mods and CC.
Do NOT download updated or new ts4script files from Mod the Sims. Look at the "Information" tab to find out if there's a script file.
And remember: Safe Simming means remembering that your decor and clothes mods don't have script files!
More details on my Patreon at https://www.patreon.com/posts/march-1-2026-on-151970613 (Please consider supporting my work in mod/CC support.)
Malicious script files have also been included in TS2 uploads, so don't assume you are safe because you are not playing TS4.
Announcement from Sims After Dark:
didn't want to leave that just chilling in the reblog notes ^
Arnie Plumfruit Essentials 2.0 Items - for The Sims 2
These are 4to2 conversions from Arnie, low poly. The tablet is a decorative object but the rest is functional.
Computers have also their own screens and a Monique Hacked version. The iPod are animated stereo and everything lits at night, as you can see here:
DOWNLOAD HERE
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If you want to support my creations, you can send me a donation with Paypal or Ko-fi ☕ If you want to ask for a Paid Commission, HERE you can find more details. Thank you ❤️
Ah! Love it, thanks for taking my request Jacky 😊
4t2 Facepaint
This is facepaint by @wotunciba and @nsves, specifically the Oops! All Facepaint 1 & 2, Starlight Touch, Eyeliner 05, and Taboo Eyeliner.
Wotunciba's Oops! All Facepaint 1
25 swatches
1024x1024
In facepaint section
All ages and genders
DOWNLOAD (SFS) & DOWNLOAD (MF)
Wotunciba's Oops! All Facepaint 2
22 swatches
1024x1024
Four are lip only
In facepaint section
All ages and genders
DOWNLOAD (SFS) & DOWNLOAD (MF)
Nsves' Taboo Eyeliner
4 swatches
1024x1024
In facepaint section
All ages and genders
DOWNLOAD (SFS) & DOWNLOAD (MF)
Nsves' Eyeliner 05
10 swatches
1024x1024
In facepaint section
All ages and genders
DOWNLOAD (SFS) & DOWNLOAD (MF)
Wotunciba's Starlight Touch
28 swatches
1024x1024
In facepaint section
All ages and genders
DOWNLOAD (SFS) & DOWNLOAD (MF)
Big thanks to @paluding for the tattooer, which was essential to this conversion :]
⋆˖⁺‧₊☆ dreams. // Face Paint Set ☆₊‧⁺˖⋆
⋆ 4t2 conversion of wotunciba's Oops! All Facepaint 03 set
⋆ PU-EU, binned as face paint, layerable with other face paint & makeup
⋆ 26 swatches
⋆ compressed, tooltipped, made with love
Link, swatch and more info under the cut ♡
Wedding Dress Mannequins
Someone suggested some more wedding mannequins, so here they are! They're from my Ruched Gown and Aphrodite Gown. They come in the original 10 and 6 recolors. Credit also goes to Leh for the mannequin skin.
Download Mannequin: Ruched Gown - Alternate
Download Mannequin: Aphrodite Gown - Alternate
I want to upload a new build but I have 535172 unfinished ones and am lacking inspo right now 😭
Finally have time to play the game(a 2 week break from classes 🫠) and the first thing I did was make 2 sims with lethal enough face cards to fund an entire generation of male sims.