ellcrze 2.0 gshade preset.
>> sfs download
+ original 1.0 preset
[from original post] Lighting Mods : sunblind, ghibli clouds, cas lighting, no glo V2, no blu V2, San Sequoia Family Center by @softerhaze (used for previews)

pixel skylines
Stranger Things

bliss lane

tannertan36
TVSTRANGERTHINGS

oozey mess
Mike Driver
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EXPECTATIONS

Andulka

Kiana Khansmith
macklin celebrini has autism
Fai_Ryy
PUT YOUR BEARD IN MY MOUTH
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almost home

@theartofmadeline
art blog(derogatory)
Sweet Seals For You, Always
Sade Olutola

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@siknoy336
ellcrze 2.0 gshade preset.
>> sfs download
+ original 1.0 preset
[from original post] Lighting Mods : sunblind, ghibli clouds, cas lighting, no glo V2, no blu V2, San Sequoia Family Center by @softerhaze (used for previews)
The Sims 2 Essentials Setup Tool — v.1
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 👇
Feel free to dm! (Just didn't want to do it fist) but I wanted to report a bug with the vehicle maintenance mod. My YAs can't leave college. Whenever I try to throw the party or use the phone they leave fine but they never show up in the bin and they stay in the household even though I moved them out :(
Hi, i did some testing with Vehicle maintenance and neither @teaaddictyt or I had problems getting sims back into the bin after leaving college, so it's more than likely an issue unrelated to vehicle maintenance. If you aren't experiencing errors, you might need to do the 50/50 method to find the cause. Apologies if this was unhelpful.
New Functional 4t2 Car for The Sims 2
Hello July, hope this month will be filled with joy and luck~
I've always wanted a pink car that looks really classy, and of course if it's a convertible then even better, that's why I converted this car. I think there will be a lot of people who also like pink like me, hope you guys like the car too. I've fixed the textures of the steering wheel, dashboard, and license plate to match the car's color perfectly :D
Btw, this is a special version I made for myself, so it'll only come in pink.
Please ignore the somewhat messy thumbnail :v
Original mesh belongs to Lory Sims, the new textures were done by me.
DOWNLOAD
If you'd like to support me, you can buy me a coffee ☕ Thank you! 💘
Sims 2 Traits - Self Interactions! I found a disabled animation!
Since I'm obsessed with socials now (and I watch @teaaddictyt streams and VODS where she gives me ideas...) here are some mods that affect Neurotic, Dramatic and Insane Sims! These are fun little self-interactions for storytelling or other purposes... I originally inserted these into the PersonGlobals TTAB. But as some of you may know, this causes a great deal of issues because it conflicts with other important mods.
So, I split them up into three separate controllers, so they don't conflict with anything! they all have unique GUIDS. These are non-autonomous and require Easy Inventory Check and the base traits mod by Hexagonal Bipyramid.
Interactions
Neurotic Sims can now "Freak Out" if their Comfort is low. They will cry, worry, or throw a tantrum and their comfort will increase. Paired great with my "Motive Decay" for traits, because Neurotics have greater Comfort decay!
Dramatic Sims can now "Fake Pass Out" like the Sims 3. Sims will react to your Sim, and their reactions depend on personality and traits (Evil Sims may enjoy it...). They can only do it if their Social is fairly low and it gives them Fun and Social.
Insane Sims (and this is my favorite) can now scream psychotically and everyone around them will react. I found a disabled/cut interaction called "Primal Scream" in the code so I just HAD to enable it for Insane Sims. There's an animation for this and everything!
Ok it doesn't show you the Anim, but trust me, it's great! And they actually scream! Like audibly!
Enjoy! Looking at this mod will also help you understand self-interactions if you're into modding!
I also have one for the Clumsy trait where they do the roller-skate fall animation randomly, but I can't get it to work autonomously in a controller. It stays in my PersonGlobals unfortunately.
Credits: JellyMeduza for their "Insane can Summon Social Bunny" Mod!
LINK: Sim File Share - Filehosting for Simmers
Umm, COOL!!!! 😍😍😍 Thank you HeathenSimmer!! I'm glad you liked my idea lol
Gimme a home among the Gum Trees...
Hello fellow Aussie simmers (and others too of course!)
Ever wished for some really Australian looking trees for the Sims 2? Me too.
I have finally overcome my fear of trees, with much support from amazing friends like @tvickiesims, and would like to share some gifts with you all.
Read on below
[SET] The Last Of Us - The Firefly Lab Set - Hallway & Reception / part 2
Clean UI + 2 Hair Colors
Hi everyone, I think everybody knows the Clean UI mod made by greatcheesecakepersona . The mod comes with a colourful hair color category, so I modified this category and added another hair category. With this mod you have 2 new hair colors, Bright Red and Light Brown. It supposed to work with the Clean UI cas by replacing some files of the mod.
Some observations:
it`s not exactly two new colors, but replace the streaked and custom hair bins with bright red and light brown swatches
work for toddlers, kids, teens, ya adults and adults
the colors are Bright Red and Light Brown
it doesn't work in sims bodyshop
to bin any hair use:
00000005-0000-0000-0000-000000000000 for L-Brown
00000021-4000-0000-0000-000000000000 for B-Red
I didn't made any recolours of the default hairs made by maxis, but I will share some recolours of the hairs shared by me in the past
after you make a sim in the cas, it could be necessary to fix their brows in the mirror
like the hair, you could make these recolours for beard and brows, but the bright red button could be complicated to select in the mirror
Download the UI files here
Download the hairs here
Download the actions here
Edit: I made some changes in this post, if you are going to reblog, please, consider these changes or reblog again.
[TS2] Improved Lot Skirt Shader (WIP)
Overview
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 and sky fix are 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). DOWNLOAD Vanilla:
Mod:
Light snow:
Heavy snow:
Dawn (using lighting mod):
Dusk (using lighting mod):
hi! So I'm having a strange issue that I don't know if it's an issue? Basically, when I go into the vehicles category, the cars aren't there anymore? Only the mod stuff like the tire racks... Am I supposed to buy it elsewhere? I thought it was a conflict and tried loading only the mod and they're still not there... Sorry if I missed something
Did some investigating and found this is from a version of the Mog_20090327_maxis_ownable_cars that was included from 2.0 delete that file and redownload from here: Mod The Sims - Decorative Parking Spaces - with random cars parked
I'm so sorry everyone, Aren't i just so good at this? XD
Hi! Error log anon, it happens with every car.. vanilla and some by fresh prince
Do you have the "Mog_20090327_maxis_ownable_cars" file found here: Mod The Sims - Decorative Parking Spaces - with random cars parked
Vehicle Maintenance 2.1
Forgot to mention in 2.0:
Sims with the absent minded trait have a 50% chance of forgetting to turn on/off their vehicles headlights
New feature - Headlights. This feature can be toggled on/off through toggling the battery feature. (on by default)
-My apologies XD
2.1 Fixes:
Fixed the engine hoist (Tea)
Fixed Interaction "change tire" to work on ALL vehicles (Tea)
Fixed Fuel Simulations, ALL vehicles now work for simulations! (Me)
Fixed Fuel Simulation Animations. Animations now depend on whatever car you're using, so no more funky looking animations, it looks just like maxis! (Me)
Fixed redundant tire pie menu (Tea)
Fixed issue with invisible walking transitions trying to use maintenance features (Me)
Replace all files with the ones in the update!
2.1 Additions:
Compatibility Patch for Vehicle Maintenance & Drive To Work Traits by fway
(Replace Original Tuning File With Z_Z_VehicleMaintenance_CompPatch_TA_fway_DrivetoWorkTraits_Tuning_DressTransport OR Load Z_Z_VehicleMaintenance_CompPatch_TA_fway_DrivetoWorkTraits_Tuning_DressTransport After The Original Tuning File)
Download - SFS
hi again! literally just sent an ask 2 seconds ago lol, im also getting errors when placing cars down on a lot
Object id: 16 name: Car Ownable - Hatchback Stack size: 4 Error: Attribute number out of range. Iterations: 0 Frame 3: Stack Object id: 0 Node: 23 Tree: id 8305 name 'Function - Init - Ownable' version -32738 from CarGlobals Prim state: 0 Params: Locals: Frame 2: Stack Object id: 0 Node: 0 Tree: id 4097 name 'Function - Init' version -32758 from CarOwnable_Hatchback Prim state: 0 Params: Locals: Frame 1: Stack Object id: 0 Node: 0 Tree: id -1 name 'No behavior' version 0 from Prim state: 1 Params: Locals: Frame 0: Stack Object id: 0 Node: 0 Tree: id 8282 name 'Functional - Main - Ownable' version -32726 from CarGlobals Prim state: 0 Params: Locals:
Hi! to answer the first question, that will be fixed soon with a new update! The second, i would have to ask which specific cars you are placing down? - Siknoy
Vehicle Maintenance 2.0 Notes
With fuel simulations, sims have a chance of spawning in back-to-back. If enough people want a version that only has sims spawn when their vehicle NEEDS fuel, and actually fills their tank and charges them, I will make one! I had this idea but decided to hear everyone's opinion! <3
I forgot to mention with fuel pumps, it is now best to place them alternating directions, otherwise it can be wonky.
My previous spoiler of sims getting pulled over IS coming, it's just very unfinished and weirdly buggy at the moment lol.
Have you ever noticed that by default, only a couple of textures from the game's files are used with Temperate terrain type in the neighborhood view?
I decided to find out what would happen if I forced the game to use all 4 textures for wet and dry areas. So I changed the settings in NeighborhoodTerrain.ini of the last EP and it works: all existed textures are rendered now.
before:
; for temperate terrain 0x01=0.9,nh-temperate-wet,2, lottexture-test-01, 0,1, 26,0 0x04=0.9,nh-temperate-drydry,3, lottexture-test-01, 0,1, 26,0
after:
; for temperate terrain 0x01=0.9,nh-temperate-wet,4, lottexture-test-01, 0,1, 26,0 0x04=0.9,nh-temperate-drydry,4, lottexture-test-01, 0,1, 26,0
The first two screenshots are a view with test materials:
Here you can see the difference between the default and edited looks with game textures:
Well, in dry areas, the textures look good and varied, which is great, but the difference isn't that big.
In wet areas, unfortunately, the additional textures aren't seamless and look very different. But for default replacements, this may look good.
I don't know what risks this carries, so if you will try this too, be sure to make backups of the original files.
Vehicle Maintenance 2.0
@teaaddictyt and I are back again with another (HUGE) update that changes basically everything. It is recommended to delete vehicle maintenance 1.2 and start from scratch here since here have been lots of fixes, changes, and additions.
Fixes / Updates / Improvements:
Some files have been renamed for better organization (Me)
Fixed motor oil's category, the "Function - Init" wasn't setting it properly (Tea)
Fixed & Updated Code for Maintenance Checks and Decay. Added new checks and organized (Me)
Fixed animation strings for the fuel pump, bhavs were calling on the wrong animations (Me)
Fixed a coding mistake in the "add fuel from jerry can" interaction, this is working now (Me)
Updated all objects "keep buying" when holding shift in buy mode (Tea)
Updated the parking block object footprint and reduced to one OBJD (Tea)
Recategorized Dee's parking meter to driveway category to match with parking block (Tea)
Updated deviance interactions (Steal battery, Slash Tire, Siphon Fuel) available to any sim who meets criteria: Sims in criminal career or with evil trait, now uses "Easy Inventory Check", added availability for sims with <= 2 nice personality points, removed limitation on family members being deviant on family car and replaced with relationship checks (Tea & I)
Updated the quality of oil depend on sim's mechanical skill during an at home oil change (Tea)
Added motive changes for Deviant interactions, depending on niceness personality points and/or traits (Tea)
Added maintenance interactions edited to check 1) is it a community lot? 2) is it a business lot? 3) is it a service station? 4) am I staff / family / employee? (Tea)
Added motives gain & loss for vehicle maintenance will differ slightly if sim has "Vehicle Enthusiast" trait or not (Tea)
Merged Interactions into one and removed unnecessary/bugged code, saving space and instance numbers (Me)
New BCONS! Maintenance is now tunable, as well as all maintenance objects in their individual files (Me)
New motor oil mesh and texture (Me)
New animation for the "Add fuel from jerry can" interaction (Me)
New animation for the "Change Oil" Interaction (Me)
Updated Fuel Pumps, Each pump had been split in half to allow access on both sides (meaning a double-sided pump is now two tiled) (Me)
Updated Tires, you now have 4 separate tires to deal with (Me)
Updated CAPS to check if the driveway is empty before linking to it, fixing problems with new updates (Me)
Updated "Check Fuel Gauge" interaction. Sims no longer need to be sitting in the car to check the fuel level (Me)
Updated Tire meshes and textures (Extracted from DeeDee's Tire Pile) Two versions, one with a rim and one without, all three of these objects can exist in your downloads folder simultaneously (Me)
Updated Car Wash mesh, slightly moved over to accommodate additions (Me)
Maintenance interactions are now available if the object is on the lot or in sims inventory (Tea & I)
New custom semiglobal dialog strings. This will help avoid conflict with other mods, as well as having nicer, neater code (Tea & I)
The "Go To Casino" addon/interaction has been removed since I stumbled upon These
Additions:
Edited all driveways with a new routing slot, this should make working on engine look more realistic (Tea)
Storage Tire Rack. Store Tires @ Home / OFB Tire Rack. Sims can now buy/sell tires on business lots (Tea & I)
Added new code parking blocks and parking meters to spawn in and out cars every so often (random intervals) to simulate cars arriving and leaving the lot. This means all parking meters and parking blocks will now try to find an empty, unused driveway to "link to" Intervals are shorter on a "servo" lot, longer on any other lot (uses Mog's original code). These spawned in cars have a new limited tree table with maintenance & deviant options only, along with having a 50% chance of having an alarm installed (Tea)
Added & edited a new modded object: Engine Hoist by Oce / Blue Heaven Sims. This object can spawn in cars needing maintenance so a sim can work on the car and be paid for a service. They are paid $50 x their mechanical skill (Tea)
Added New Feature - Engine. Driving a vehicle with low oil and/or fuel will decrease the condition of the vehicles engine, which can lead to engine failure (Me)
Added new modded objects: Fuel Maintenance Hole, Fuel Maintenance System. The Maintenance Hole will restock nearby fuel pumps. When the Maintenance Hole is running low, the buttons on the Maintenance System will turn red. When the Maintenance Hole restocks fuel pumps, owners and employees unlock the interaction "Order Fuel Delivery" on the Fuel Maintenance System. I did it this way, so each pump doesn't have to be restocked individually. It's also more realistic in my experience from working at a gas station. Fuel price is based on the BCON in the main vehicle maintenance file, the "set price" interaction will go off of that and do maths :) (Me)
New Compatibility Patches (Tea & I)
Vehicle Maintenance & Taxi's Charge Money
Burglars And Alarms & Visit Other Sims
Taxi's Charge Money & Visit Other Sims
Institution Sign & Visit Other Sims
Added Fuel/Car Wash Simulations (With Traits). Sims from the neighborhood who own a car and have a driver's license will now arrive under conditions (spawn in if their schedule is cleared, with weather checks and Traits: Hydrophobic, Loves The Rain, Loves The Cold, Night Owl) at gas stations to get a random amount of fuel or wash their vehicle, which is paid to the business, but not actually taken from the sim. Passengers can spawn in if their schedule is cleared and they meet various criteria: spouses, children, friends, along with weather checks and traits (Hydrophobic, loves the rain, loves the cold, night owl, loner, social butterfly, family oriented). Basically, we made actual functional gas stations/car washes. Yes, you read that correctly! :)))) (You can ban sims with visitor blocker) When recoloring a vehicle after a sim takes ownership, you can click the "Update Vehicle Token" which will update the token to be the correct color for when they spawn in (Tea & I)
Known Issues:
during fuel/car wash simulations, some vehicles will not let sims snap to slots. to combat this, they just disappear and leave until I can figure out a better solution (slots will be the death us)
Almost every vehicle has a different length, so animations for getting to the hood can be goofy, or spot on! like i said, the slots will take us out. some pics for comparison (i stole these from Tea lol):
The OFB tire rack gives back the business a small percentage of the tires price, instead of a larger amount and I don't know how to combat this (if anyone wants to help, OFB code is a nightmare lol)
Requirements:
The Sims 2 Ultimate Collection OR Disc Version, All Expansions & Stuff Packs (Either recommended)
HB_easyInventoryCheck
FireFlower_EasyLotCheck
MT_MaxisCategoriesBCONOverride
maxis-ownable-cars-Mog-20090327
Siknoy336_EasyObjChecksAndGrabs
Installation:
All wanted files go into This PC > Documents > The Sims 2 > Downloads This is designed to be as compatible as possible with all other car mods. You can choose which ones you want to have, just make sure to load them before any vehicle maintenance content. If you were playing with all car mods (that I know of) the setup would look something like this:
DOWNLOAD: SFS
Happy Simming :)
Uh Oh, Siknoy made globals...
4 globals, in fact :) They are: Get in Temp 0 - Obj GUID on Lot (Instance Number = 0x00000FF8) Param 0 = Lower GUID / Param 1 = Upper GUID Get in Temp 0 - Obj GUID in Sim Inventory (Instance Number = 0x00000FF9) Param 0 = Sim NID / Param 1 = Upper GUID / Param 2 = Lower GUID Get in Temp 0 - Obj Category on Lot (Instance Number = 0x00000FF6) Param 0 = Obj Category Get in Temp 0 - Obj Category in Sim Inventory (Instance Number = 0x00000FF7) Param 0 = Sim NID / Param 1 = Obj Category / Param 2 = Delete? The first two globals are pretty much identical to HB_EasyInventoryCheck and FireFlower_EasyLotCheck, but the ones i made have a twist, it stores that item in temp 0. Labels are also provided <3 These globals will be required for any future mods by me (probably lol) Credit to @hexagonal-bipyramid and @fireflowersims for their original globals that i snatched, as well as @teaaddictyt for helping me pick instance numbers to avoid conflicts lol <3 EDIT: Please Redownload if you are seeing this after you have downloaded it lol i made a mistake and fixed it XD EDIT AGAIN: sorry lol this is the last time Added a New Global: Does Sim Have Obj Category in Inventory? (Instance Number = 0x00000FF5) Param 0 = Sim NID / Param 1 = Obj Category
DOWNLOAD HERE - SFS