TS2 focused with a cloudy chance of TS3. lover of clashing aesthetics, soap opera sim plots and found family trope(s).
Nyon Specter's #1 Fan And Defender Circa 2006
TS2 has been one of my favorite games since before i was fully conscious and sharing the family desktop with my siblings, so expect a lot of it! i may occasionally post my TS3 misadventures, too. but this blog will be primarily TS2 gameplay, probably with some storytelling thrown in (because i just can't help myself)
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Rosemary's Refuge: Apocalypse BACC
this is my post-apocalypse-themed BACC, based off of darthfluffle’s ruleset here! the above link is less mobile-friendly, but slightly prettier.
read here || start from the beginning
meet the cast || character intros
year 1 ; season 1 | more coming soon!
Excuse my horrid preview pictures, it will happen again. But, after pulling my hair out, forgetting about it for like a month and then pulling my hair out some more, I have finished them: @tvickiesims OFB 4t2 Default Flower Bouquets made into custom craftables!
Meaning you can have different defaults and these at the same time! More options! They will unlock at the same badges as the originals, have the same crafting cost (i fixed the difference in the first image after taking it and was too lazy to take a new one) and sale prices and the Snapdragon Bouquet also does the mood boosting things the original does!
There is a main which makes the custom craftables possible, but if you only want a few you can pick and choose the bouquets and recolours as you wish.
Conflicts: This will conflict with anything that edits the "Interaction - Make One and Make Many TEST" BHAV (had to up a number in there to get more than 10 craftable options) as well as the "Craft Obj - GUIDS" and "Crafting - Craftable Object Types" BCONs
DOWNLOAD(SFS)
Many thanks of course to @tvickiesims for the original defaults, the makers of simpe, the peeps over in TeaaddictYT's discord who helped me test and provided some feedback and emotional support and @yoursingrey in particular for kicking of the discussion that got me in that discord and reminded me I was still working on these to begin with :D
I've always hated how the camera jumps up and down when playing tall and slim buildings. Turns out, it's really easy to fix! It’ll take you less than a minute. All the details under the cut.
All it takes is opening the LiveCamera.txt file in your Documents>Cameras folder with a text editor and changing these two parameters near the bottom to a higher value. Doesn’t matter if you're using a custom camera mod or not. Those parameters should be there. I have set mine like this (remember to save a backup just in case you don't like these changes).
It might seem a bit extreme, but I still think it’s fine.
-The top parameter, floorheightsamplerange, handles how much the floors “extend out”, so the camera object can stand on it mid-air. The higher it is, the further the floor will extend. This will make it so your camera will be able to stick to the floor you’re on, even if you pan away from the building. No more annoying jumps up and down!
-The parameter below that, floorheightsampleinnerrange, handles the transition between sticking to the current floor and dropping to the ground level once it goes past the edge. The higher it is, the smoothest the fall will be.
I’ll note though that the behaviour of these parameters might not be 100% accurate with how the game actually works, but from what I tested I think it’s pretty close as an explanation. If someone knows better how this Live Camera works, please let me know and I’ll try my best to correct any inaccuracies.
Save the .txt file and check how it works in game. It might feel weird at first, but personally I find it so much smoother and easier to handle. If you’re not happy with these values, close the game and edit those parameters until you find your sweet spot. Unfortunately, you will have to close and open the game every time you change it to check how it works.
There’s so many cool Custom Camera mods out there that I thought it’s probably better to just show how to edit those 2 parameters than editing and reuploading all of them.
So yeah, that’s it. Now you can play those tall lots without getting a headache. Go ahead and send your college simmies to that hideous Sim State Tower with a hot tub on top of it. Now you’ll be able to see what’s going on up there.
ohhhh myyy GODDDDDD i need to try this
maybe i'll be able to stop editing out 3 second clips of video where the camera is just crazy jumping up and down
unsure if anyone else Gets This but i find that my strange ocd tendencies reeeeally run wild in Sims ^^;
haven't been able to play in a hot minute bc i get overwhelmed sorting my cc folder. also my beloved old riverblossom hills neighborhood is out of sync' and it makes me feel itchy
' ex: my legacy family has known Gabe O'Mackey since before the firstborn of gen 2 was born but Jules is still the same age as the firstborn and that's not how time works. goes insane goes crazy
I've gotten used to the cool transformations with Ora, but man, do they look painful — I asked Emile if he was okay, but he just grinned and said he needed to cool off. Geez, he's gonna give Winnie a heart attack.
How to get rid of joint deformations in a custom TS2 pose (or animation)
When you apply a custom pose to your Sim wearing TS2 basegame jeans or shorts, things might get wonky. Top pic features a pose from an old posebox, with a bad case of noodly thighs. But it's not the mesh / bone weights' fault, as many ppl seem to think. It's the pose itself - it includes joint rotations that shouldn't be there. AND it's easily fixable.
All you need to do is open ANIM resource in Plugin View, find the joint frame on the list - in this case it's l_shorts and r_shorts. If you see some coordinates on the left, and not just zeroes, that means the joints are rotated, and they probably shouldn't be if your Sim looks deformed. Pose can be fixed by removing joint frame information.
Don't forget to make a backup copy of the file you're editing!
You can use this method to fix poses that rotate some other obscure bones. Skeleton in The Sims 2 has a few joints that are never - or almost never used: r_longsleeve, l_longsleeve, r_pantsleg, l_pantsleg, dress joint
And also shorts joints: l_shorts and r_shorts. Shorts weights might be present in some basegame bottoms and all sorts of custom meshes - usually with bone weights transferred by WSO tool.
These joints are closely attached to other joints and overlap them, so you can't see it when you look at the skeleton. For example, shorts joints are attached to the thighs (and as you know, when the joint is rotated, everything attached to it also gets rotated - so there's no need to rotate shorts joints on its own).
It's a kind of supplement joints, these are supposed to help fine-tune the clothing mesh movement (I've experimented with dress weights once and got some interesting results). it's a nice option to have, but it is tricky, and it has to be done by hand.
While some TS2 posebox creators knew better not to touch the shorts joints, there are quite a lot of poses around that do extreme rotations on these. It might have been done by accident, OR (maybe) when the creator was posing a custom outfit that had some weights assigned to these, but nearly not as much as original bottoms.
Awkward bone assignments (like unfortunate auskel bone weights) might cause weird distortions during posing. Auskel joint is located at the base of Sim skeleton, there should be no auskel weights present in the body. If you see it, that means the weights were transferred with some older version of WSO:
Such mesh will look mangled with custom poses AND original TS2 animations (not the case with shorts weights issue).
To fix this, you need to edit weights: open it in Milkshape, rename auskel joint to something else, export the mesh as Half-life SMD with weights, then import a new sim GMDC and import SMD with "Rename Bones" tick-box unchecked, as explained in this mini-tutorial by @rented-space .
Please note SMD export merges the mesh, so each part has to be exported separately. And you'll have to add back the comments 'cuz .smd format doesn't support these.
Note: Never export jointed GMDC mesh with .simpe extension, as Milkshape does by default - change it to .5gd to avoid issues (weird transparency glitches).
Fesenjan Stew, Fresh Strawberry Pie and Pain Au Chocolat - Food for The Sims 2
These are 4to2 conversions from Icemunmun, low poly.
Stew is available in lunch and dinner time, same chili cooking skill required. Pie and Pain are deserts available anytime, same cake cooking skill required. Invisible plate is required and included.
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 ❤️
You know, sometimes, we really luck out in the books we find in our supply runs. I never used to read these self-help books before. And the mentions of date nights out on the town make me cringe a bit.
In cold times like these, it's easy to huddle up to someone for warmth...but I wonder if that's all I want?
Or, um, something like that. When did these reports turn into a soap opera? (Man, I miss Days of Our Llamas...)
Myshunosun's More Herbalist Clutter 4t2 Conversion
A conversion of a cute little set by @myshunosun 🌿
3 items: books are functional bookcase, planter works with my converted "live" plants from Enchanted by Nature (or anything else really, since it has 1 slot), bottles are deco and have 1 slot (place on the ground first, put your deco then put on the surface).
i'm almost positive i've whined about this multiple times before, but it's really, really, actually time that i sort my CC folder 😭 it's become a stressful beast and playing will be SO much smoother with it sorted
as an aside: thank you to everyone who's seen or liked my silly sims posts in my absence! :] i want to get everything cleaned up before i get back into any BACC stuff. but if you can believe it, i have a whole slew of screenshots still needing posts! stay tuned!
It’s here! It’s finally here! A restoration of the coveted widow’s peak from early screenshots of Sims 2!
I’ve been working on this off and on for about 3 years now before finally picking it back up for real about a month ago. Now, it’s done, it’s finally done.
I’ve also started a Ko-Fi! If you want to support me you can visit the link below
My Ko-Fi
The mod and items are heavily updated from the testing version you might have, so please redownload and check out the description page. It has a list! With thumbnails!!! 😁
"Oh, hey! You're Cyne, right? Pleasure to meet'cha, man, love the look."
"Uh, Cynehild's fine, thanks."
"Shit, sorry. That's just what Willow called you, so I–"
"Assumed?"
"...Uh, yeah. Won't happen again, though."
Well, I guess "everybody warms up quickly" was a slight overstatement. I don't really get the issue, but I could hear the passive aggression from upstairs.