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.
22 years later, give your Sims 2 kitchens a pantry.
As I hinted at with my club counter mapping fix, I've been invested in a long-term-want-to-do-this-one-day project the last week or so. Pantries. ALL the pantries.
Dusting off my very meagre and rusty Blender skills, I have made some things for you all.
All pics and details below.
The value kitchen gets a pantry at 2 heights - lower (for more generic cupboard vibes) and ceiling height.
Quaint kitchen looking cute. This one is ceiling height
One of my favourites, the Epikouros set, also ceiling height
The "blue ribbon" seasons country kitchen gets a non-ceiling height pantry cos I wanted the pretties on top.
Chiclettina Fjord, at ceiling height (get yourself a non-blue glass default though, it looks better I promise)
The University Industrial Steelate kitchen also gets 2 height variations because I could see these cupboards being useful in a variety of different settings and thought options might be nice (medical cabinets maybe?)
Forbidden fruit, just ceiling height
The club kitchen, also just ceiling height, and make sure you grab my counter mapping fix cos it makes these counters look SO much nicer
The "Fat City" kitchen, ceiling height only. This is actually a really nice kitchen set with some nice recolours.
Castanoga, only ceiling height. This one was the bane of my existence and definitely the hardest one to get right.
Mission, which I wasn't gonna do cos I NEVER use this kitchen, but I thought others might like it. That pantry is at ceiling height.
Surfaco, probably the most underrated Maxis kitchen IMO. Ceiling height only here.
Neo Quartzo which again... I was gonna skip, but I thought, maybe some people use this kitchen sometimes? idk lol, not me... Ceiling height only.
Romantic wood 😍 I love this one. Not quite ceiling height, again for the pretty loopdey bit on top.
And Chez Moi, also a really tricky one to get right. Ceiling height.
These counters did not get a matching pantry:
Sorry 🙈🙈 If you REALLY DESPERATELY need one... yeah, nah, idk. Maybe I'll do a tiki one, but the others, nope. lol.
All pantries are located in surfaces / misc and cost the same $$ as their matched counter. They are all decorative only. I would love if someone smarter and more capable than me could turn them into functional "snack cupboards" but I lack the know how. So if you're inspired to do it, please be my guest!!
Some of the pantry meshes still have some small issues with normals (MY NEMESIS!!) but I want to give a huge shoutout and thank you to @gummilutt and @morepopcorn for fixing some of them for me, and Poppy particularly for helping me understand how to actually deal with normals in Blender. I really tried and I did improve the meshes a lot as I went.
All pantries were cloned from CTNutmegger's set of upper cabinets, so credits to them. These were occasionally a little "interesting" to work with, but again, I tried my best. And if you need some upper cabinets, you can download those and they should match fairly well. Otherwise, I recommend @nixedsims's Counter Completers and Mutske's kitchen addons too.
Oh, and it should go without saying that these are all repo'd to the Maxis counters so will pick up any recolours you've got 🤗
With that said, if you'd like them, here's the link!
As seen in my post a couple of days ago I couldn't find any nice recolors of the BG Exploding Dragon Dining Table that I really liked, so I made my own!
I also made a mesh edit to remove the flower thingies of the legs and moved the legs a bit closer. The edit is completely optional, the recolors work fine without the mesh edit. You can see the comparison below.
There are 10 recolors: 5 plain and 5 decorated. The painted parts are from various museum and antique shop websites. Some of them are Chinese, some Japanese.
I was decorating the apartment of some new sims of mine, and something about painting a white line on their nice new hardwood floor felt very wrong. So here we are, I made a CEP extra for the dartboard that separates the oche (did you know that is what they are called? Neither did I until now 😆) into a subset of its own, and then I made a recolor that turns it invisible. Have fun imagining fights between your family members about whether someone stepped over the invisible line or not 🤭
Download from simfileshare
The CEP goes in your Documents CEP folder. The recolor goes in downloads.
If you had custom recolors with a line that looked different from the original white, you will have to recreate it in order to retain access to the line part. It is very easy though, just generate a new recolor package (with CEP enabled in SimPE and the file in your CEP folder) and move the texture over. Out of my recolors I have only one had touched the line, so it seems pretty rare.
I hope it is useful to someone :3
If anyone happens to like the recolor I used, it is from a set on T$R and you can grab them here.
Chicken Souvlaki Pita and Chickpea Meatloaf - Food for The Sims 2
These are 4to2 conversions from Icemunmun (Pita - Meatloaf), low poly. Available at lunch and dinner time (you need the grill to make pitas). 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 ❤️
Modern Strokes on NL 'Catakerous Splatters' - 34 Painting Recolours
💾 Download
Please excuse the weird shadows in the pics, they are due to my laptop not handling the game well atm and NOT due to the actual resources of the package files.
All files are clearly labeled and swatches included.
I went a little overboard with the green ones.. I just couldn't decide which ones I liked best.. so it is up to you to choose 😊
❤︎
Complete swatch and in-game pictures of all recolours below
After many moons of brooding, it finally dawned on me, why the sofa bed would snap to walls, and I fixed the super duper annoying off grid placement procedure
Look how nicely one part follows the other now!
None of THIS crap anymore
Unless you're trying to place it through a wall or like heavily intersecting with stairs, but that's not how you'd usually place it
📝 I also gave not so neat sims a chance to fold it autonomously, but made it less attractive at night time
Download all the beds from this post
LC_Sims4ShadowFile is included for Tvickiesims' sofa bed
IKEA is required for Ektorp sofa and chair beds
Mansions or Apartment Life EP is required too
Thank you @jellymeduza and @tvickiesims for making new beds and everyone for putting up with my updates 🧡
If you're curious, the problem was that global multi-tile placement init function set wall placement flags and those ruined any attempt at precise placement near walls, DUH
Can not believe how easy it's been all along 😭 Sorry it took me so long to make off grid placement actually useable since I first promised it
You may know how sinks get wiped from counters if you put some clutter in their corner slots (usually with moveobjects) and went to Live mode. I fixed that!
Download
Let me know if you still experience sink disappearance with this file, I have an alternative solution and I will share it, if this one won't be enough
All files are clearly labeled and preview pictures are included.
I wanted that hideous pineapple painting to be more pineapple-y in my game, so here are a few pineapples in different art styles and then for some reason I also wanted to make some plumbob prints...
There are 15 default options. In case your preferred recolor is not included, let me know in a comment and I'll be happy to create and upload it for you😊
Here is another recolor project that has been sitting in the tank for over half a decade...
This features art from Aaron Miller, Christopher Moeller, and Andrea Radeck all on the Maxis "On Their Toes" frame, shown here along with some of the CuriousB reframes.
All files have been compressorized.
Swatch I | Swatch II | Swatch III
Download: Box | Mediafire
today i have some recolours of some items from @jinxxsims 's conversions of @bostyny 's fusion set in 23 aelia colours. the oval dutch oven (in orange) is the master mesh, all other meshes are repoed to it
As part of a larger project I randomly decided to finally do (as a bit of a break from modding), I decided to finally fix / change this:
Look, idk what Maxis were thinking here with the "lip" of the countertop being wood instead of the same texture as the countertop, but I have always thought it was rather horrendously ugly and made no sense. It seems to have been intentional, I don't get it.
The club counters are actually a fairly large set; they are one of the few Maxis counters to have an all drawers / cupboards and drawers variation, there's a commercial counter variation, an island, and it's also the cabinet that the commercial espresso machine sits on. And of course since they're counters, they also had corner meshes. So I've made edits to all of these counters.
(don't ask me how long it took to get the corners right. I am such a derp sometimes...)
To do so I've actually edited a CEP file by Havelock, which originally made the counter and the countertop recolourable on separate subsets. So if you have their original CEP, replace it with mine, otherwise here, have a new CEP! You can put this into your Documents / EA Games / zCEP folder, or just anywhere in your downloads and it will probably function the same way.
The shelves are priced from 40$ to 240$ and categorized as Deco>Shelves. The plain doors are priced from 15$ to 90$, the glass doors from 20$ to 120$ and both are categorized as Deco>Misc.
The shelves have 5 slots for each box. You will only use 3 of them at the same time because the ones on the sides are really close to each other because depending on the size of the deco clutter you want to place on it, you will sometimes need one or the other. For exemple, the deco books and the small easels are using different slots on the edges otherwise they'd clip with the sides or with each other (you can tell with the candles that show you the 5 slots) :
I also edited the door meshes a bit : some had offset handles (they are now centered). I also raised them up a little to prevent them from touching the floor : they are now properly aligned with the shelves.
I also repo'd the glass of the glass doors to the Banquet of Six dining table from the Glamour kit, because I already have a few recolors for it (and the game has two different colors anyway so it's still nice even without recolors). Everything else is repo'd to the Dahlen bookcase from the Basegame.
Please note that I might have edited the filenames as I have them in my game for YEARS so you should take care to remove them from your Downloads folder before adding my edits as they might not overwrite the old files. Catalog description in ENG and FR. Press M to switch between slots. If the doors go on the shelves slots, turn moveobjects off. If you place the doors before you place the shelves, the shelves will magnet to the doors (that's not my feature, the doors were acting like this from the beginning... I suppose they just have a slot ?). And I think that's it ?
➡️ Related Downloads
GL_BanquetOfSixTable tag
BG_DahlenBookcase tag
Sidebits (Warning : this download contains older versions of the shelves and doors - choose the files carefully)
PCSims functional Courtroom set in 5 Pirate woods. Want to see these in action and get an idea of how to use them? Watch Jessa’s video by clicking here. (Starts at 27 mins)
Have a working courtroom in your game! Decide who goes to prison or use this set to decide who gets fined for kicking over too many trashcans! - i love these objects for some extra detailed game play! Great for story telling pictures!
Credits:
@shastakiss for the lovely pirate textures and guides, THANK YOU!
PCSims for the original functional objects (Wherever you are now)
Find in Hobbies -> Knowledge. Meshes are included. All files have been compressed and tested. If you come across any issues or have a question, please send me a message :)
Trapping's Swimming in the Livestream swimsuits in 5 bright colors. Sure it's only May, but it's frankly it's getting warm enough for a dip some days. Just not warm enough for the base game bikini these were based on.
This completely adorable deco giraffe was one of the TS2 bonus items, but the colors were a bit muted for my taste. So I gave them a refresh, and now they're good as new! Mesh included.
Grim and I are old buddies. Especially when playing Medieval Sims 2.
Traditional Medieval Challenge rules often involve things such as rolling for mortality, having sims die often, using a ROS can result in much death also... ahh, yes, hello darkness my old friend...
I have made some death-related mods, ranging from funny to downright sitting here asking myself if I am okay??
These mods will NOT be for everyone. That's okay. Move along if this is not your thing, please and thank you.
3 mods and related info under the cut:
Evil sims laugh at death.
"How did they die?" debug option on gravestones
The Mortality Roller
1. Evil Sims Laugh At Death
Evil Sims laugh at death is a relatively simple trait mod that makes sims with the evil trait find death funny.
When a sim dies and others gather around to mourn, no matter how close they were with the deceased, they'll laugh. If you direct them to "mourn" at the gravestone, they'll laugh.
While everyone is sobbing, they're thinking the whole thing is rather hilarious.
Why did I make this mod? Because I was tired of my "Black Widow" evil witch Louise Aire crying over the sims she had literally killed lol. Silly woman.
Download here
2. "How did they die?"
This mod was made upon request by someone on Discord who was playing a newly downloaded hood and wanted to know how all of the dead sims had met their grizzly ends.
If you have "boolProp testingcheatsenabled true" turned on, you can shift-click on a gravestone and select "how did they die?"
Which will give you a popup informing you of the details of their untimely (or perhaps timely) demise -
And, well, yeah. That's it, that's the mod. Shouldn't conflict with anything, hopefully.
Download Here
3. Tea's Mortality Roller
Okay, this one is the most complicated and will take the longest to explain so bear with me.
In many "historical sims challenges", mortality rolls are a feature of the challenge rules. Basically, you're rolling to see if your sim will die at a given age in their lives.
Previously you'd maybe use a spreadsheet and dice or RNG for this, like what I had here -
But no more!
I have coded a mod object that will move all of these shenanigans in-game, interjecting itself at key moments and rolling mortality for sims, including infant mortality, with the power of tuning BCONs and BHAVs and maths. Yay, maths...
The Mortality Roller works mostly based on Medieval Caste Traits, for example here, here and here. If you don't have these in your game this will have less functionality, and/or not end well for you because if the mod can't find a caste trait, it assumes "middle class".
Everything about this mod is tuneable. Firstly, the in-game options:
Here you can select whether you want to roll "all ages at birth" or "per birthday". Rolling all ages at birth will tell you right off the bat at what age this sim might be "destined" to die. Alternatively, you can choose to "roll at each birthday" which will give you a popup after the sim ages up to tell you how near or far Grim is...
This mortality roll has zero practical effect. Your sim isn't gonna immediately drop dead - it just tells you the result of the random roll and it's up to you to interpret it, and build it into the gameplay and the sim's story.
The "Toggle Infant Mortality" option should be fairly self-explanatory. All detailed tuning for infant mortality is is BCONs that you can edit with SimPE, which we will get to later.
If infant mortality is enabled, a baby has a chance of death at birth. These chances are influenced by:
The Mother / Father / Family's social caste trait
The presence of a midwife on the lot (recognised by the Midwife trait or career)
The number of expected babies (death odds increase significantly for multiples)
If the baby rolls to perish, you will get a pop-up after you name the baby asking if you would like to accept or fight fate. If you accept, that baby will be put down on the floor and perish. If you fight fate, baby will live, simple as that.
If baby rolls to live, you'll just get a text notification letting you know that the Watcher is smiling upon the new bundle of joy with favour instead.
If baby perishes, they will fade out and a gravestone will appear. Grim does not spawn, cos that got put into the "too hard" basket. The model of the gravestone will vary depending on mum's social caste trait. These are NOT the same as a Maxis Gravestone, which are super complicated. So you can't, for example, "move gravestone to another lot" in the same way you can move Maxis gravestones. I am not sure what would happen if you moved it via sim inventory to an owned business lot - it could work? Needs testing.
I did code a custom "mourn" interaction, which gives a pop-up to let you know who rests there. The message differs slightly on caste trait again, or "literacy levels" as you might put it.
Peasants can't write or read much so that one's pretty basic 😂
Baby will remain in the family tree, greyed out, and sims will get a memory of them perishing. I do not believe that "baby ghosts" are a thing, nor should they ever spawn.
If you want / need a baby to perish for "story purposes", there is also a debug option on the mortality roller called *Infant Perish - you won't see this unless you shift-click with testing cheats on, but if you need to, you can choose an infant to perish with this debug option.
WHY DID YOU MAKE THIS MOD, TEA??? WTF IS WRONG WITH YOU??
Okay, look, these things are a part of life, and historically happened often. And also because the only other mod options were either a custom NPC Ogre mod (which I had been using but was rather clunky), or a certain ABSOLUTELY HORRIBLE WTF BABY BBQ that should NOT be mentioned. Seriously, I "borrowed" small parts of the code for my mod which meant I looked inside that mod in SimPE, and I did not like it in there, at all. I wanted something tasteful, done respectfully and sensitively.
For mortality to occur, the roller object has to be on the lot (each lot) . If you delete it, mortality rolls will not take place. The object is taken from and repo'd to Sunni's market pottery set, which I have included the master for in the download.
I tried very hard to make this mod sensitively and considerately, and everything is optional. So please don't yell at me 🙏🏻🙈
Now, onto the tuning BCONs, starting with caste traits:
For simplicity's sake I have broken trait castes up into 3 broad categories of low, middle, and high class. You enter a "0" if you want a trait to be considered low class, "1" for middle class, and "2" for high class.
These castes affect mortality rolls for infant mortality and also for birthday mortality rolls.
Infant mortality is highly tuneable:
The first 3 lines are the base % chance for sims belonging to those social classes. "Midwife Presence % Decrease" controls how much better off your sims will be for having a midwife on the lot when baby is born. The last 3 lines affect % chances for multiples.
You can ignore when I say "set all to 0 for no infant mortality" - this is an older screenshot and I deleted that after I added the in-game on/off toggle, but technically setting them all to 0 would also still work.
For "life stage" mortality (toddler, child, teen and adult), there are tuning BCONs for all:
Simply, you enter a % chance of mortality occurring within that life stage, for each overarching class. The mod does the maths.
Buuuut then I went a step extra and also incorporated some traits that will add or subtract from a sim's mortality risk, as seen here. This was a fun extra I am glad I added 😂 Always enter a "positive" number - the BHAV does the work to interpret "helpful" versus "unhelpful" traits.
Next up: COMPATIBILITY PATCHES (oh boy).
This. Was. Gnarly.
And I recently discovered a whole new mod I gotta try and patch (William's age up messages mod). This is currently incompatible with my mod, sorry.
However, here is what's currently included for compatibility:
If you have any of these mods, please put in the required comp patch in your Z_LoadLast folder. I think they should all work as intended, but if not, please do reach out to me.
As with all comp patches, you only need them if you have the mod.
The zip also contains:
You've gotta have my TA_MortalityRoller file, that's like, the mod. Then you have to have the gravestones and the Market Pottery Master (unless you already have it).
I hope some historical players will enjoy this mod. I put a lot of work into this one.
I would like to give a HUGE shout-out and thank you to @niamh-sims who was instrumental in the inspiration, development and testing on this mod. It wouldn't have happened without her.
And if you want it, you can
Download here
Good luck, and may the odds be ever in your favour!