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@prettypinkplumbob99
CAS
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Explaining the Pink Soup (In Layman's Terms)
Hi everyone!
First off, I just wanted to say thank you for all of the positive feedback I've received over the past few days — I'm really pleased to see that my mod seems to have been effective for so many of you!
I am aware that my dissertation/thesis is really rather technical, filled with lots of academic/flowery language, and probably quite overwhelming to try and understand if you're lucky enough to have not studied computer science, so I wanted to attempt to break the key parts of it down into the simplest terms possible, to hopefully help answer some of the questions I've seen people have.
What is the pink soup?
The pink/purple strobe lighting we all know and love is 1 of 4 uniquely coloured shaders the game uses to indicate a specific type of error has occurred when trying to display something on-screen. The 3 other colours it uses (you've likely seen at least one of them) are red, blue, and yellow.
These shaders serve two main purposes:
To let you know something has gone wrong in an obvious (albeit obnoxious) manner.
To allow the game to keep running in spite of whatever error has happened (otherwise it would just crash).
Internally, the error that the pink soup represents is known as a "material parsing failure", i.e. the game has failed to understand some piece of material data (textures, rendering properties etc.) about an object it is trying to render.
Part of the process the game goes through before rendering an object to the screen is checking that its data only contains specific characters (numbers, letters, and certain symbols) — an example of when this would fail and trigger the pink soup would be if the game came across a random emoji during these checks.
What does 32-bit/64-bit mean?
A 'bit' is just a single digit of a binary number. All you really need to know is that a 32-bit number is a binary number that is 32 digits (bits) long, with the largest binary number possible being 32 consecutive 1s (1111111…).
I'm not going to bore you to death and show you how to convert binary numbers to decimal, so you'll just have to believe me when I say that 32 consecutive 1s in binary is equivalent to 4,294,967,295 in decimal.
4.2 billion might seem like a pretty high value to be able to represent, but if I said this is roughly equal to 4GB, you might be able to start to see how 32-bit computers/software could be a bit (no pun intended) limited memory-wise. For comparison, the largest decimal value a 64-bit binary number can represent is 18,446,744,073,709,551,615, or just under 18.5 exabytes (EB)!
But what if I wanted to represent the number 5 billion in 32-bit binary? Here's the fun thing — you can't. If you tried, the binary number would 'wrap around'. As in, it would max out at 32 consecutive 1s before resetting back to 0 and continuing to count up until it reached the binary value of 705,032,705 (5,000,000,000 - 4,294,967,295 = 705,032,705).
This is what is meant when we say that The Sims 2 can only use up to 4GB of your computer's memory (RAM) — it is physically unable to access/store data in more than 4,294,967,296 different memory addresses (it's 4,294,967,296 because the range of possible addresses would be 0 to 4,294,967,295).
If you're not sure what I mean when I talk about 'memory addresses', you can think of the concept as being like your home address (your house number, street name, and postal/zip code). It's just the location a piece of data lives at in memory so the game knows where to find it if it needs to use it for something.
Once the game has run out of memory addresses to use to store things, it will crash. The only way this could be fixed would be if EA magically decided to rewrite the game's engine to be 64-bit, thus allowing it to use an exponentially larger number of addresses.
Why does the pink soup happen?
This is where things get interesting. While the game is loading, the material data for the objects in your neighbourhood/lot is stored at individual addresses in your computer's memory so it can be processed.
Part of this processing involves the game taking all of the shader code found in the Materials.package file and linking the relevant shaders to the relevant pieces of material data of an object (e.g. a reflection shader would be linked to the glass part of a mirror object), creating shader 'packages' for the whole object. Again, both these packages and the information that links them to the object are also stored in memory.
As you can probably imagine, if you have a large number of different objects in your hood/lot (particularly more complex/detailed objects with many rendering properties), the amount of free memory the game has to use to keep storing things starts to decrease FAST.
Back in ye olden days of 2004 when The Sims 2 was released, 32-bit was the most commonly used architecture for consumer-grade hardware and software. Despite its known drawbacks, the 4GB memory restriction was not really a huge issue, as the technical limitations of the time meant your parents' PC would likely catch fire and explode long before this level of memory usage could be reached in-game.
Windows XP (the operating system the game was primarily developed for) was also a 32-bit operating system. The way XP handled the 4GB memory limit was simple:
2GB was given to the kernel (the core of the operating system).
2GB was given to applications (i.e. The Sims 2).
This is why it is commonly recommended to apply what is known as a '4GB patch' to the game, as by default, it still thinks it's living in 2004 and is only allowed to use 2GB of memory — the 4GB patch therefore permits the game to use the full 4GB of memory it is able to support.
So, where does the pink soup come in to this?
Basically, there is a piece of logic within the game's code that is used during the process of linking shaders to material data described above. All this logic does is check whether the material data it is being given is stored at a memory address above or below the 2GB mark, presumably some kind of relic of the Windows XP days.
For whatever reason (either due to a bug or intentional design), for data stored above 2GB, the game performs additional checks which will ALWAYS FAIL, and the game will treat this data as being malformed/invalid, refusing to link any shaders to it.
Hopefully, the chain of causality should now be clear:
The capabilities of our hardware has increased dramatically in the past 20+ years.
We've all been applying a 4GB patch to the game to allow it to make use of more of our RAM.
We've also all been installing a load of cool custom content and creating highly decorated hoods/lots because our fancy graphics cards can handle them easily.
All of these objects are causing memory usage to quickly surpass the originally intended 2GB range.
The game is considering any data for the objects stored above this range to be invalid and refusing to do anything with it.
The pink/purple error shader is instead being applied to these objects because the game thinks there is something wrong with their material data.
In conclusion, The Sims 2 is confused and elderly, frequently soiling itself when presented with high-tech information from the far off future of the 2020s that its puny 2004 mind can't possibly comprehend.
What are the differences between v1/v2 of the mod?
Both versions of the mod patch the same piece of logic in the game's code, but with differing approaches.
With v1, the additional (and always failing) checks the game performs on material data stored above the 2GB mark are essentially patched out, meaning they are not executed and shaders will always be correctly linked to them, regardless of their location in memory. This is great, as you should never see any pink soup that would usually be triggered by these failed checks. Consequently however, the game will give you no indication that it is running out of memory, except for when it inevitably crashes once all free memory has been used up.
On the other hand, v2 makes use of these faulty checks. Instead of removing them completely, they are repurposed to warn you of high memory usage, with the game not performing these checks until material data starts being stored above the 3.5GB mark. This means you will still see pink soup, but only once memory usage exceeds 3.5GB. This is intentional, and is meant to be a trade-off between allowing the game to correctly process more data in memory, but also still letting you know that a crash may be imminent some time after the pink soup appears, giving you enough breathing room to save and restart the game before this happens.
To illustrate these differences better, here is roughly what the code is doing in the vanilla game, v1, and v2 of the mod:
Vanilla:
if memory address <= 2GB everything is fine, continue as usual if memory address > 2GB pink soup time!
V1:
if memory address <= 2GB everything is fine, continue as usual if memory address > 2GB everything is fine, continue as usual
V2:
if memory address <= 3.5GB everything is fine, continue as usual if memory address > 3.5GB pink soup time!
Which version should I choose?
There's no correct option, but if you play with a lot of CC or with highly decorated hoods/lots, I would probably recommend starting with v2, only for the so-called 'safety' reasons I outlined above.
I personally use v1 because I play very vanilla, so I know memory usage should never really get that high. If you're like me, or you just don't care about potential crashes and want to be rid of the pink soup, then v1 of the mod is the one for you :)
I know people likely still have many questions, so I've enabled the 'Ask me anything' option on this blog - feel free to use it!
Thanks again,
Will
Pink Palace Apartments: The Attic Apartment
Upstairs, we visit the home of the eccentric Slavic man
I took some liberties because this roof was a BITCH to do, but I figured out a floorplan that would work with the way the roofing was structured
A door leads to Bobinsky's bedroom and bathroom...but, I have a surprise.
Do you see that dormer above Coraline's bedroom, behind the octagonal roof? The floorplan I figured out made it a PERFECT space for the Other Mother's sewing room at the beginning of the movie.
My theory is that Mr. Bobinsky knows about this room but kept it shut. Or maybe he doesn't, and it was shut anyway.
Do NOT go through boarded door!
Functional Sketchbook
Over at GOS.
Spockthewok (aka Will Nixon) wrote a master's thesis on pink flashing, figured out the cause and potentially found the first genuine fix.
The fix itself (along with the thesis for those interested) can be found here:
A patch to fix the 'pink soup' bug in The Sims 2. Contribute to spockthewok/TS2MemCapRemover development by creating an account on GitHub.
Author of the mod discovered that memory-usage-related pink soup is a result of an intentional safety check in the game's code, rather than a mistake in calculating texture memory.
So his experimental mod for TS2 RPC launcher basically tells the game to stop freaking out and turning stuff pink when shaders' memory usage goes over certain threshold. NOTE: it may get rid of the pink, but the game will still crash if you exceed 4GB limit.
There are two mod options to choose from:
Version 1 is more radical, it completely removes the safety check. You'll (probably) find out the shader's memory limit has been exceeded when your game crashes.
Version 2 is supposed to allow some pink soup at around 3.5 GB memory usage, near the danger zone, so you have time to act - so obviously, this one sounds more sensible.
And while I remain convinced that pink soup can occur because of other shader-related issues or f*cked-up memory settings, not just this "failsafe", if your game suffers from pink soup it's definitely worth a try!
If this makes my game playable again I'll probably be back from my hiatus!
MM Hair Systems Comparison is here! (including a very long post, so prepare yourself :D) It took almost a week, 495 screenshots, endless struggles with Photoshop crashing due to big file sizes of these, but whew, I think it was worth it! It’s not all of possible hair systems ever made by others, but I think it covers most of them. It was essential for me to include these ones which either: - are “active” - meaning that their creators are active as of right now (or a system itself is still being used in retextures - like Poppet-sims, who is no longer posting retextures, but many creators, including myself, are still posting retextures using it) - are not “active”, but there were many creators who already retextured countless hairs in it (like in Remi v2 for example) - are “retired” - meaning that this system is not really used anymore, but there are resources provided if you would like to use it (like Peppermint-ginger Repeat v2, or Remi v1) This time I managed to include 15 different hair systems and in this one, contrary to my previous tiny chart, no photos were edited - meaning that I was not adjusting any brightness or contrast. All photos made for this chart were just cropped, resized and put in it. I was originally thinking about including a masterpost with links to creators who retexture in particular systems, but this whole project was quite time consuming and I just didn’t have enough strength to di it. It might be something I will do in the future though:) These charts wouldn’t exist without: @taylors-simblr - whose retexture in Poppet v1 I used, @keoni-chan - whose retexture in Poppet v2 I used, @simgigglegirl - who retextured this hair in her own system for the purpose of this chart (it’s Zeusar’s textures in Poppet v2 colors), @mikexx2 - creator of New Hair System who provided resources for me to retexture hair in this system, @peppermint-ginger - whose resources I used to show her current system (V4), as well as a retired one (Repeat v2), @phoebe-twiddle - whose retexture I used, @mystic-hysteria who retextured reference hair in Simgaroop for me, @kahlenas - whose retextures I used, @krabbysims - whose retextures I used, @remisims - whose resources were used, @trotylka - whose retextures I used, but maybe more importantly, who was kind enough to retexture all Remi systems for the purpose of this chart! @simlishcreations - creator of Simgaroop system @poppet-sims - creator of Poppet v1 and v2 systems @zeusar - whose textures are used by Simgigglegirl and Peppermint-ginger (also edited) I would also like to thank all of you who were suggesting stuff, letting me know about some systems and just in general, for your support:) About the actual charts, here’s how it looks. I made three different charts: 1) “basic” one (kinda pictured above), showing natural colors (in one or two families, depending on a system) and grey color 2) “basic” one, exactly the same as number 1, but using a Sim model that has skin 4 - since I think it’s also good to know how particular system is looking like on a Sim with a darker skintone (especially when it comes to colors) 3) “detailed” one, showing 4 angles of each color in each system (front, two sides, back) They all are zipped .png files, really big in size, so you can zoom in to see the differences and details of them. If you want to just view them in your browser, there is an option for it, but I don’t think you will be able to zoom in soooo… And yes, I know that files are big, but I think it was neccessary for these photos to be that big, otherwise you wouldn’t even see these differences :D Anyway, I hope it will be useful to some! Enjoy! Basic chart - skin 2 (3200x9940 px) DOWNLOAD / alternate / online view (imgur, smaller than the original) Basic chart - skin 4 (3200x9940 px) DOWNLOAD / alternate / online view (imgur, smaller than the original) Detailed chart (10100x9940 px) DOWNLOAD / alternate / online view (imgur, smaller than the original) At the end I will just ask to not reupload it anywhere else. It was a lot of work to do it and well, I would like it to be shared via link to this post. If you want to use it somehow, or, I don’t know, do something else, please, send me a message about it first.
✨TS2 Default Masterlist (wip) ✨ by prixiepae
high res logo by @greatcheesecakepersona and background image is from ts2 default database (linked below!)
THIS IS A WORK IN PROGRESS! SO FAR ONLY THE FEMALE HAIRS ARE DONE! (most of them at least i need hiders for the rest)
i’m posting this here for new ts2 players who are particularly used to playing with lots of cc in the sims 4 (i have over 80 gb+ in my sims 4 mods folder). i am not a sims 2 expert i just have a cc addiction.
the sims 2 is my favorite game and since the rerelease last week, i am inspired to play again (aka i will be redownloading the starter pack and seeing how it runs). to help my computer not explode my goal for cas is to ONLY download default replacements for the in-game items. ts2 is charming and lovely but i need it to be personalized so i can get back into playing again.
BEFORE YOU READ MY RAMBLES:
this entire spreadsheet would not be possible without ts2 default database! you NEED this to follow my spreadsheet and it is a useful tool for tracking your own defaults.
if you like the look of ts4 clay hair, platinumaspiration has literally replaced every single hair in the game.
if you like the look of realistic hair, malvernsims has replaced probably every single hair AND clothing item in the game.
only download ONE default replacement per item!
An alternative to showerproof skins for body shapes
[Showerproof skins are skins linked to a custom body shape (or body shapes). When you give a showerproof skin to a sim, that sim will have the body shape that the skin is linked to when they are nude (taking a bath, streaking, doing ACR stuff, etc.). Showerproof skins have no effect whatsoever on clothing, because clothes use their own meshes. You can find all the showerproof skins I’ve shared here.]
Let’s say you like custom body shapes but you don’t like showerproof skins. That’s fair. For one thing, showerproof skins are a hassle to assign to pre-existing sims through simPE. You may also dislike not having control over which exact body shapes your sims’ babies are born with, and not finding out until they get older. Or the whole thing may just seem daunting and like a lot of files to download. Of course you can just give regular skins to your sims who wear body-shaped clothing, but they’ll revert to their Maxis body shape when they are nude. If you don’t love that either, I have a suggestion that might work for you:
Give your sims who use custom body shapes the “Never Nude” trait from Hexagonal-bipyramid’s 3t2 Traits Project, alongside corresponding body-shaped naked swimsuits. [By “naked swimsuit” I mean an outfit that is just a nude body mesh with no texture, categorized as swimwear. I made such swimsuits for a whole bunch of body shapes over here.] With the Birthday Suit mod, your sims with the trait will now be wearing the appropriate body shape when naked, when they otherwise would revert to their Maxis default.
An unfortunate caveat is that this method doesn’t work well for trans body shapes (more details under the cut).
If you’re still curious, see step by step tutorial and pros & cons below.
gonna be sharing the tons of wall art I've made, so we will start off with the classic Travel Poster from Bon Voyage! featuring art from threadless with artists in filenames with text changed to Simlish by me (sometimes the text is changed depending on ... me lol) all the fonts I use are from this list by franzilla there is some darker humour here (IE: suicidal ideation) as you can see so if you are sensitive to that be mindful. I just thrive on gallows humour a few aren't shown in the preview because I was running out of space. :P
download
Must Have Mods to Add Realism to your game 🫶🏾
Links below! Thank you to all the modders and cc creators! ✨
immersive rain: https://velcositro.tumblr.com/post/721769087211077632/sims-2-mod-functional-umbrella-for-immersive/amp
browse cellphone mod: https://gardenofshadows.org.uk/gardenofshadows/index.php?topic=36097.0
variable meal server: https://modthesims.info/d/449916/variable-meal-servings-updated-07-05-2012.html
one tile karaoke machine: https://modthesims.info/d/589408/at-home-karaoke.html
mp3 workout mod: https://modthesims.info/d/604062/mp3-workout.html
Apple headphones: https://jacky93sims.tumblr.com/post/710068575114772480/air-pod-max-accessory-for-the-sims-2/amp
Pizza oven: https://jacky93sims.tumblr.com/post/730275587647815680/pizza-oven-functional-for-the-sims-2/amp
Happy simming & Happy New Year!
🌸Leandreah's Wedding Night recolors on @lucilla-sims 4t2 BowNighty from the Sweet Slumber Party SP for AF
I saw this post by @kurimas and immediately wanted it for my own game, because pastels. So I did a hand a feet swap, made morphs, and then went: "Wait a second... couldn't I just paste those pastel textures on @lucilla-sims' BowNighty?"
Turns out, I could. So I threw out my own edit and here we are.
You get 6 pastel colors. Files are clearly named. Image size is 1024x1024. Compressorized. AF Mesh by Lucilla-sims included.
📥 Download [sfs] [dropbox link]
credits: Lucilla-sims, Leandreah, Kurimas
All 48 of @simsinlowspace Shop Local Part 1 Signs on Pooklet's Illuminated Shop Sign
Spacey had made these for Mog's original illuminated shop sign but Pooklet made a remapped version ages ago and there are add-ons to the Pooklet mesh. I edited Spacey's textures to work with Pooklet's mapping and made recolors for that sign. You can see Spacey's swatches here and I put copies in the download. Mesh is included, it's my edit of @cityof2morrow's edit but these will work with any version of the Pooklet/Mog 6-tile sign. You can get add-ons here and here
Download - Alternate
Bar clutter set
Earlier this summer I found myself needing some cute clutter for a bar I am building, and here we are! I made a bunch of things tailored to what I wanted, and it came out kinda cute so I thought perhaps they'd be useful for someone else too.
There are 14 objects in total, and one maxis recolor. You get two beer tankards, three snack bowls, pretzel sticks, a cutting board to hold snack bowls, a coaster, a service bell, a small menu card, a maxis recolor menu, a decorative wall barrel, and three sizes of barrels.
Some meshed by me, using Maxis or CC items as base, and some resized or extracted. Please see credits or item descriptions for CC items used as base 😊
Download from simfileshare
Item List Wall barrel - Deco/wall, §130 (130 poly, 256x512 texture) Pretzel Sticks - Appliances/misc, §4 (132 poly, 256x512 texture) Rustic coasters - Appliances/misc, §8 (128 poly) Rustic cutting board - Appliances/misc, §18 (128 poly, 512x256 texture) Snack bowl chips - Appliances/misc, §15 (250 poly) Snack bowl pretzels - Appliances/misc, §15 (264 poly) Snack bowl olives - Appliances/misc, §15 (650 poly, 256x256 textures) Beer kegs x3 (large, medium, small) - General/party, §250/§150/§50 (1382 poly, 512x512 texture) Beer tankards x2 (full, half empty) - General/party, §10/§8 (862 poly, 256x256 texture) Desk bell - Deco/misc, §35 (256 poly, 256x128 texture) Table menu - Deco/misc, §30 (70 poly, 256x256 texture)
Cutting board and coaster have slots! The pretzel sticks fit in the tankard, using the invisible recolor and an OMSP 🙂
Items are repo'd where possible, see file names or read me. Snack bowls may look weird if you use a FT chips platter default, as those are repo'd to the maxis texture.
Credits: Freepik, @episims for ideas, moral support and vintage beer art, Original 4t2 conversion credits @iolanta-missis-moore for olives, cutting board and sticks, @modernsetstosims2 for bowl, @jacky93sims for beer barrel and glasses, @lordcrumps for wall barrel, @morepopcorn for the bell
As promised!
The retro stripe walls I made for Sims 2 are available if you'd like them. "Retro Stripe 1" is the horizontal lines, "Retro Stripe 2" is the inverted V.
The inverted V wall does not match up with the horizontal one, just fyi.
Recolor and use to your hearts content! Enjoy!
DOWNLOAD (SFS)
-- DOWNLOAD --
My custom university majors:
Agriculture ( https://modthesims.info/download.php?t=630757 )
Athletics ( https://modthesims.info/download.php?t=329828 )
Child Development ( https://modthesims.info/download.php?t=598565 )
Culinary Arts ( https://modthesims.info/download.php?t=393924 )
Entomology ( https://modthesims.info/download.php?t=689536 )
Film Production ( https://modthesims.info/download.php?t=515217 )
Music ( https://modthesims.info/download.php?t=300514 )
Programming ( https://modthesims.info/download.php?t=565578 )
I also have Majors Made Easier mod which allows choosing the custom majors for the Sims. ( https://modthesims.info/download.php?t=107858 )