TS2, mostly maxis match. Lately, I tend to mainly reblog cc and post my own once in a while. As long as you don't claim as your own or paywall it/put it behind an adfly type of link, do what you want with my stuff.
@mustluvcatz-reloaded's bean poles set repo'd to the OFB DecraChill! I mainly did this edit because I've been tending to my own beans in my garden aha, and its such a fun lil set.
No mapping edits or anything this time, I've shown them over the maxis pole bean plants here. Nothing should overwrite the originals, file sizes are smaller due to being repo'd to the game, but of course OFB is required. They can be found in build>garden centre>gardening for 10 simoleans each. The simple set (1) is about 70 polys each, and the more complicated ones (2) are just about 600.
Quite a while ago, someone requested a version of Ginger's Dance Tile with my animations so here it is plus a new animation for it. Like the original tile, dances usually play based on personality, mood, and some require certain skills.
Outgoing sims will twerk, playful sims will do the jump dance, neutral personality sims will do the hip dances, and sims with no body skill will do the bopping up and down dance. The shy animations are the same as the original. I might make some shy dances in the future.
Like the original tile, music needs to be on before your sims can dance
You need 2 body skill to do the tik tok dance
you need 6 body skill and 4 charisma to do the twerk freestyle
you need 7 body skill to break dance
Lastly, I changed the price to 0 and removed the energy and hygiene drain.
If you already have my Dance Animation Box, Requested Animations box, and my Twerking Anniversary animation box
DOWNLOAD V1
If you have none of those animation boxes listed above
I've updated my Johnny Gnome default replacement to use Sugar Rush 12 for the frame, and created a bunch of additional recolors using @maruti-bitamin's beautiful art (I have several prints in my IRL home, too!) and frame recolors in the full spectrum of Sugar Rush colors.
The default uses marutibitamin01 and SugarRush12, so you can delete those to avoid repeat swatches. You need hafiseazale's CEP Extras to recolor the frame separately.
I want to share a (very) small 4t2 conversion I did. I converted mysunoshun's Haze Tiles for The Sims 2 because I thought they looked very pretty. All credits for the textures go to her. :)
Description
This conversion includes 18 floor tiles (4§ each)
and 10 wall tiles (4§ each)
Have fun! If you encounter any mistakes or notice anything weird, just send me a PM or leave a comment. :)
Download
P.S. If anybody knows how to change the order of the floors and walls in the catalog, I'd be very thankful! It really bugs me that they show up so randomly.
Credits: @myshunosun for the original textures, and @moglikes for always answering my questions. <3
I made some recolors of @jodeliejodelie's gorgeous Exploding Dragon Table recolors. That mesh edit and wood texture make me so happy! And using auction sites for fancy art is such a good tip.
So I present 8 plain @morepopcorn wood options, and 8 using art from Sothebys. As usual, there's also a default replacement version with unused recolors included.
This How-To can help with editing in game Pets or PetBreeds to change their face/body, adding fur accessories, adding heterochromia, or to blend genetics to mimic the pacifier*. Be sure to edit appearance in mirror to see any changes.
I will do my best to make this as clear and easy to understand as possible, but in all honesty there is A LOT of information. Some of it will only make sense if you already are familiar with editing CC and game files due to the jargon and syntax. Some things I also just frankly don't know, or I may have forgotten. As such, if you discover something about pets that I haven't mentioned, please share it here for others as well. Please refer to this spreadsheet for all pet genetic codes.
Now to start! Pet genetic data is stored in the AGED (Age Data). You can find this file in any petbreed.package or in a pet's personal characterdata.package. All things genetic and appearance wise seem to pull directly from this file (except collars). When you first open it, it can get overwhelming at first. Once you know what you're looking for though, it gets (a bit) easier. Below are the important lines of interest:
eyecolor (dtString)
alteyecolor (dtString)
Pretty straight forward. These are the eyes. If both values are the same, then the pet will have only one eye color. If they are different, the pet has heterochromia. Heterochromia is NOT normally inheritable, so editing this value yourself is the only way to mimic it. Not only is heterochromia NOT inheritable, but only the right eye color can be passed down and never the left. All born-ingame pets will have both these lines somewhere already, but sometimes alteyecolor may be closer to the middle of the list or the bottom. Some petbreeds may be missing this line however. Luckily, it is very easy to just add it in yourself. Note that puppies and kittens can't display heterochromia yet due to the way their mesh was made. You will need Paluding's and my default replacement meshes for rectify this.
petbodyoption# (dtString)
These are the tail shape and ear shape. There are currently 4 possible tail options for cats. For dogs, there are 2 ear and 6 tail options.
coatlayers (dtUInteger)
The number of coat layers. Pretty obvious, which is nice. This includes the pet's base coat, so for example if a pet has 5 coat markings then this should say 6.
coattex# (dtString) - Coat Texture, color of the coat
coatmask# (dtString) - Coat Mask, or the marking
coatmaskamt# (dtUInteger) - Coat Mask Amount, the opacity
These are the markings themselves. coatmask0 should always be left blank as it is the base coat color. 0x000000FF is the maximum opacity that a layer can have. If a pet offspring inherits a marking, it will usually be an exact copy color/opacity wise of their parent.
numpsd (dtUInteger) - the number of archetypes/modifers applied
psd# (dtString) - References the Face Arch Modifiers and Pet Body Modifiers
...Pet Slider Detail, maybe? In a vanilla game, 1 click of a slider is typically equal to 0.150000. Psds are typically written as family:4:amount of change. Positive values go left, and negatives go right. There will at times be multiple copies of the family, it's due to the game listing every time it's changed even slightly. I believe the game takes the sum value of all and applies them (or it goes down the list, if order turns out to matter). You can edit these lines directly to change them, or you can add/delete the lines yourself. Just make sure to have the psds numbered numerically and the numpsd line matches any changes. All modifiers are applied over the base archetype used, which means if you remove all but the psd0 lines, you will have the base pet shape.
Value wise, I'm not sure what the limit may or may not be, but you can go pretty extreme and even use whole numbers. Here's my experiments with Skull Small-Big set to 4.000000 and to -9.000000
You may notice that some lines don't have a family or they have a number that is NOT 4. Those are archetype modifiers. Archetypes are the "face templates". Edit those values at your own risk, as the possible results for these are more unpredictable.
numpbd (dtUInteger) - Number of Pet Body Decorations, or the number of fur accessories
pbd# (dtString) - Pet Body Decoration, or at least that's what I choose to believe
This is where you can add or remove fur accessories. Those are the fluffy face or beards and such. These objects are typically dependent on the color of the pet. Can be edited, added, or removed to your liking. Just be sure the numbers are correct.
coatflags (dtUInteger) - Coat Flag, the type of fur for cats & dogs
This determines whether a pet is "smooth" or "curly". This can also be easily changed in the mirror instead.
coatshapemod (dtString) - Dog only, refers to the Coat Shape Modifiers (the "collie" or the "airedale" body shapes, etc.)
coatshapemodamt (dtString) - Dog only, refers to the slider amount applied. Values are in decimal, with 1 being the max slider.
These are the dog only coat shape sliders. Dogs can only have 1 I believe. I didn't test this section heavily, so I don't now if values can be more than 1.
Note: About the "pacifier". When pets breed in game, they don't mix face genetics like humansims. All kittens/puppies will either get mom OR dad's shape, not a mixture of both. While it's tedious, you could in theory use the knowledge from this How-to to pull parts from both parents to be "inherited" by their offspring. You can randomize features with a coin flip or something and then apply them into the Age Data. As a reminder, edit appearances in mirror to see any changes.
Huge shout out to @paluding for collaborating with me on this and who honestly did most of the work as far as I'm concerned.
Download // Simblr Alt
This is a default replacement mesh for kitten and puppy faces that allows heterochromia. This was done by separating the left and right eyes onto different groups and subsets so they can be colored independently. They have morphs, so these cuties will properly emote! This is possible thanks to @crispsandkerosene's blender plugin, make sure to grab it if you're interested in meshing for pets!
Pet heterochromia is NOT hereditary, and in fact only a pet's right eye color can be passed down. Heterochromia is a purposeful decision that you have to apply manually. Do this by opening a pet's AgeData inside their CharacterData.package, then find and change the eyecolor and/or alteyecolor lines to the desired colors. If you need better instructions, I go more in depth in my Pet Genetics How-To here.
Last but not least, consider grabbing my Kitten & Puppy Eye Fix! Maxis didn't enable eye colors for all ages, so without my fix only custom eye colors will actually display with heterochromia.
A classic IKEA pack desk, now with less stuff and more colors! Specifically 8 @morepopcorn woods, 8 Lunamoth metals, and 20 Sugar Rush colors, for both subsets.
You can get the recolors separately, or as a default replacement plus unused recolors. And you can also get a mesh edit that removes the clutter from the desk, which will work with or without the texture replacement.
Tired of your Sim knocking their head into the counter? Floating kids? Itsy-bitsy thumbnails? And....that they never put it back! NEVER! Just drop it where they stand *sighs*.
C&K @crispsandkerosene did a fabulous job with the two puzzles💕I love them. Basicallly every household in my game has at least one. They just got even more fabulous now ;)
Can be placed on fireplace mantels or any other deco slot and will be picked up, too.
Absent-minded Sims (trait) will still drop it where they stand.
Added an option to pick it up and put it into a sims inventory.
Download (replace the old files)
Credits:
@crispsandkerosene for the original idea and mod.
@picknmixsims for his documentation in lesson style on reach/put anims. I shamelessly "borrowed" code from your bug jar.
@pforestsims for the explanation, why every fruitbowl clone has an abysmal tiny thumbnail and how to fix that.
and the collab with @lallyinthesims that kickstarted this update.
Published: 07-04-2026 | Updated: N/A
SUMMARY
“…Stoop Kid’s afraid to leave his stoop!”
I’ve edited a couple of Buggy’s (2012) stair pieces down to “true 1-tile” sizes – these have less overlap and are easier to use when making curved/corner stair designs (see the bottom of this post for comparison pics). These are add-ons for the Deco Stairs – Various Edits (Simmons, 2025) set but won’t overwrite anything. I’ve also added some other stair deco objects to complete the new set. Find niche-related repos on this site under the #co2repo and #ts2repo tags.
These objects can be placed over functional stairs to change their appearance. There are several pieces here you can mix and match – you’ll need cheats to place them just right.
PRO-TIP: For 2-step and 4-step foundations (not full-sized stairs), I recommend putting functional stairs in the middle and deco on the edges where these deco pieces are placed.
DETAILS
Requires all EPs/SPs.
§300 | Build > Architecture
On the left is the short stair wall and, on the right, are two short stair wall pieces – one on the ground level and another on the foundation level.
On the left is the tall stair wall and, on the right, two have been placed together.
The set includes several stair wall styles and sizes.
ITEMS
Deco Stairs – (True 1-Tile Versions) (159-638 poly)
Ceiling Ornaments (63-294 poly)
Stair Walls (32-88 poly)
DOWNLOAD (choose one)
STAIR EXTRAS from SFS | from MEGA
COLLECTION FILE from SFS | from MEGA
This is the same collection file from the previous stair edits set (contains the new pieces).
COMPARE THE PICS BELOW: At the front-left of each image, is the new "true 1-tile" cover, in the middle is BuggyBooz's (2012) original cover, and on the back-right are maxis stairs. The latter two stick out a bit because they are slightly larger than 1-tile.
CREDITS
Thanks: @teaaddictyt for the Trade-Off. Sims2/Simming communities. Sources: Any Color You Like (CuriousB, 2010), Beyno (Korn via BBFonts), EA/Maxis, Offuturistic Infographic (Freepik), Chemic (2013), Spaik (via HugeLunatic, 2014; 2013), BuggyBooz (2012).
These days I spent lots of time fixing lot skirt shader - and it turned into something more. I was to rewrite many game shaders to get consistent look of terrain and snow, and now, it's ready to be published!
Attempted to fix inconsistent lighting, implemented transparent lot skirt roads - so that they match the rest of lot skirt terrain, more and more!
Improvements
Consistent lighting - lot skirt, lot terrain and roads now match.
All lighting states compatible - dusk, dawn, seasonal changes work well.
Every lighting mod compatible - works even with maxis lighting.
New snow shaders (lot skirt, lot terrain and roofs) - fixed ugly shading, proper reaction to every lighting state.
Fixed lot imposters - now their terrain is rendered as well as possible.
Transparent lot skirt roads - now it's possible to use road textures with transparent cuts so that it matches lot skirt terrain.
Now reflective pond water doesn't require pools - its reflections work by reflective plane placed in lot corner.
Neighborhood roads have light snow pass.
Included
Lot skirt shaders
Lot imposter shaders
Lot terrain shaders
Lot lighting fixes (requires RPC)
Roof shaders
Bright CAS fix
Extended Standard and SimStandard shaders
Neighborhood road shader
Pond Water Overhaul
NOT Included BUT Compatible
Better Nightlife
Sea Water Overhaul
Accurate Neighborhood Lighting
Soft Shadows
WIP
Multi-road neighborhoods (I will add it later, sorry!)
Installation
Put the contents into your downloads folder (contains default replacement of maxis roads making them transparent, you may delete these files if you use road default replacements). Remember, my shaders must be loaded last to prevent conflicts!
Snow Lighting
Light snow:
Heavy snow:
Neighborhood roads
Vanilla:
Mod:
Fixed lot imposters
Before:
After:
Lot skirt roads
Default texture:
Transparent texture:
Consistent lighting
Radiance (maxis shaders):
Radiance (my shaders):
Reflective Pond Water
First step - choose respective to lot size reflective plane:
Second step - place it in the lot corner so that the plane covers every lot tile:
Third step - enjoy reflective ponds; there's no need to keep pools or something like that in the scene, reflections work independently:
Quirky Guy Summer is a thing now and nobody can stop me!
anon had a great idea with this vest and so your own pattern-obsessed moogle was happy to give it a try!
so here are 14 recolours of the ascot-free version of the Romantic Garden vest conversion by @mdpthatsme (thank you!)
download (AM)
hope you are happy with them, anon~ 🥰
Life Stories ForeverNuHousePlant in Patterns & @shastakiss Yeti Metals
Download includes Michelle's extracted mesh that gives the plant subsets, put it in your downloads and it will overwrite the mesh in the ls_buybundle. If you don't want Michelle's mesh you can still use these with just the ls_buybundle but they'll only recolor the plant part and not the pot. With Michelle's mesh you'll get 10 recolors for the plant and the pot which can be mixed and matched however you want