Iāve got a treat for you today. Havenāt you ever looked at face 18 and been overwhelmed by how beautiful it is? Havenāt you thought it would be so marvelous to have every single sim in your game have that gorgeous face? Or maybe you played a certain pleasantview that came out recently and were broken hearted when npcs/dormies spawned with all the other inferior faces and threw off the whole vibe of the neighborhood. Well fear no more! I present a set of default faces where every single face is replaced with face 18. Now, I did edit some of the genders/ages to make the face less gendered because I donāt like how maxis made male and female sims with the same face look so different. Without further ado, here it is!! Enjoy!
It's been a while since I gave an update on how the Fame Pack is going.
I am very excited to let you all know that @dimond3d (creator of the masterpiece that is the Simwood series) is now a part of this project and has been hard at work on creating custom animations for the recording booth!
Previews are under the cut.
This is just a first pass - lip sync will be coming soon! This is unbelievably cool to me.
Meanwhile, I've been coding the runway! It's made of two separate parts: a clothing rail you click on for the interactions, and a rug that turns invisible in live mode to mark where the end of the runway is. This means you can build your own runway using a platform and style it however you want! You get the dialogue from the original game asking you to pick a sequence of outfits (couture, formal or lingerie) and the Sim changes and struts their stuff! Katelyn is wearing PlatinumAspiration's conversion of the Simtimates lace body suit.
Bonus pic of some objects that were hidden in the background of my previous post. The theatre seat is my cleaned up version of the one from Werewolves. Director's chair and barstool are repo linked. The film advertisement bench is from Get Famous but I added extra recolours for the metal because I don't always want green.
The scripts and clapper are conversions from Syboulette's actor career collection and are just for decoration.
I am thrilled at how well this is going and I wish I had more time for it. If only this were my actual job...
Another set of AF outfits based on @e-neillan separates! The first set is here, both were requested by @gothsimmer2002.
As before, mind that these outfits are high to very high poly (12k-40k) and don't have fat nor preg morphs. Links to original separates, details and previews under the cut.
Shoes edits
Edited bone assignment on 4 of the shoes: the ankles can now bend ā no more floatiness or clipping into the ground during animations.
The Bow heels were the most challenging to achieve a natural look on because of how high the heel is, I did my best.
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Bossing Around outfit + Bow heels
14 recolors in total. Categorized as everyday & formal. Polycount: 34,358.
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Cut To The Chase outfit + Mulder boots
10 recolors in total. Categorized as everyday & formal. Polycount: 14,262.
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Euphoria Dress + Havana Wedges V2
7 recolors. Categorized as everyday & formal. Polycount: 20,731.
I combined this dress with Mulder boots in set #1 (with 6 additional velvety recolors).
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Fine China Dress (3 shoe options)
Three sets of 8 recolors: one with Born To Flex boots, one with Bow heels, one with Havana wedges V2 (the Havana wedges were not requested, I did them by mistake ^^').
Categorized as everyday and formal. Polycounts: with boots: 15,354 // with bow heels: 27,386 // with wedges: 25,533.
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Honeymoon dress + Havana Wedges V2
20 recolors in total. Categorized as everyday & formal. Polycount: 35,688.
I combined this dress with Mulder boots in set #1.
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Night Out dress + Mulder boots
12 recolors in total. Categorized as everyday & formal. Polycount: 17,049.
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Purge the Poison dress + Havana Wedges V2
8 recolors in total. Categorized as everyday & formal. Polycount: 25,807.
I combined this dress with Mulder boots in set #1.
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Sam Totally Spies outfit + Havana Wedges V2
5 recolors. Categorized as everyday & formal. Polycount: 31,211.
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Serena outfit + Havana Wedges V2
8 recolors. Categorized as everyday & formal. Polycount: 23,529.
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Souvenir dress (2 shoe options)
Two sets of 10 recolors: one with Mulder boots, one with Havana Wedges V2.
Categorized as everyday & formal. Polycounts: with boots: 14,206 // with wedges: 24,592.
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Spencer outfit + Acne Taurus shoes
21 recolors in total. Categorized as everyday only. Polycount: 12,782.
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Spoiled outfit + Born To Flex boots
12 recolors in total. Categorized as everyday & formal. Polycount: 14,110.
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Stealing Hearts outfit + Born To Flex heels
12 recolors in total. Categorized as everyday & formal. Polycount: 39,221.
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Unbothered dress + Acne Taurus shoes
10 recolors in total. Categorized as everyday only. Polycount: 14,185.
I combined this dress with Vans in set #1.
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Sorry I didn't preview all full swatches, taking previews takes a lot of time (or at least the way I like to do it does). The recolors are tooltipped as always, so you can easily identify them in bodyshop.
The recolors are also sortindexed to integrate with set #1 (in CAS, the same outfits with different shoes will show in succession).
We've all been there. Our sim is out having a lovely time with some friends, perhaps family, or a whole frat worth of loose acquaintances. They are hungry, they want to eat.
And somehow by the end your Sim has to foot the bill for the whole affair. Hardly seems fair, does it? I mean how often do you go around paying for everyone when you eat out? Nah. I am tired of my poor newcomers in town trying to make friends only to end up with a 8 people restaurant bill to cover on their meager salary. Clearly it is not my fault for making food more expensive resulting in 800+ bills (š) but the lack of manners in sim-restaurants not providing a means to split the cost š¤ No more!
With this mod, the restaurant podium (*) will now give you the option of splitting the bill. Can be used on dates as well as outings, though it only shows up if there are non-household members taking part in the meal. If there are any such, the podium will give you the option to only pay a fair share of the total bill, corresponding to the % your sims make up out of the total. In the example above, only one sim out of 4 was part of the household, so the sim is given the option to pay 25% of the bill. If two sims had been household members, it would have been 50%, and so on. (**)
(*) Will not apply to custom podiums without a tweak, more info under the cut.
(**) Only active household pays, the remainder of the bill is negated entirely. If you play a strictly regulated economy, your restaurant will earn less when you use this option. To track exactly what you ate, or force payment from multiple source is both overly complicated and more conflict-prone, and I do not personally think it is worth the effort here. If you run OFB restaurants, just don't use the option in those.
Download from SFS
Conflicts: None that I know of. Does not conflict with Lamare's reservable tables š Edits TTABs of the maxis podiums, action strings and pay bill action/guardian interactions in the semi-global, and adds one custom bhav to the semi-global.
Credits: @episims who when I was frustrated about this in my game pointed out it probably wouldn't be too hard to fix, and what do you know it wasn't. Thank you for being my second opinion and pointing out I can do more than I myself think I can :P Love ya buddy š„° @grilledcheese-aspiration who was kind enough to do some tests for me, much appreciated! @kashmiresims who kindly agreed to take previews for me since my game is in Swedish and the text would not have made a lot of sense to most of you :3 Her sims are lucky they don't get my kind of bills! š
Editing custom podiums
Due to how Maxis set up the menus of podiums, it was necessary to tweak the TTAB to alter which interaction is used which means custom podiums are not impacted. It is however a super easy fix that anyone can do, so if you have a custom podium you would like to fix this is how you do it. Locate your package and follow the steps.
I think most everyone with a custom podium are likely to be using Sunni's partly invisible version, and since I know some people do not like touching SimPE however easy it seems to me, I figured I'd include an edited version.
It comes with a bonus fix that shifts the podium ever so slightly forward, to prevent the routing stomping protests the host gives if you place it on grid over a counter. If you have previously placed podiums you want to apply this routing fix to, please note it is a CRES edit which means the item has to be cleared from lot and re-purchased in order to actually update.
Download edited podium on SFS
If you have edited yours to add custom foods to the menu, or even just missing maxis foods, and you want the routing fix, I recommend extracting and importing your edited bcons :)
Credits: Sunni for the great idea of a partly invisible podium, it is indeed far more versatile just as she intended
Just wanted to share a tip I know about how to make the Quarter Tile Placement Cheat on all the time so you just have to press Ctrl + F when you want to use it without having to type in a cheat each time.
Many of you may know that addingĀ āsetquartertileplacement onā to your userStartup.cheat doesnāt work, so Iām going to tell you where you can put it that does work, in case you didnāt already know!
So, head toĀ Origin Games\The Sims 2 Ultimate Collection\Fun with Pets\SP9\TSData\Res\Config and open up the file calledĀ āglobalProps.xmlā with a text editor, I recommend Notepad++. You should probably make a backup of this file first before making any changes, just in case.
In this file, scroll to the bottom and you should see a line that says:
Simply change the false to true and save the file and thatās it! The Quarter Tile Placement cheat will always be on without you having to type it in ever again! Simply toggle it on and off with Ctrl + F!
Hope that helps at least someone! I was telling my friend @morepopcornā about this trick and I couldnāt find the website where I initially read about how to do this anymore so she suggested I should make this post as it might not be common knowledge.
I use boolprop quarterTilePlacementEnabled true in my userstartup.cheat and it works, accomplishes this same thing where I just have to press ctrl F in order to use it. I guess it works slightly differently to the setquartertileplacement on cheat. But it might be a bit easier for some people to do it this way.
I've had this in my game for a while, but for you guys, I added traits and made every little detail BCON configurable, because I know many of you would like to set everything just how you want it. Enjoy!
Download Page
For @maksplaygroundsims2, @tedsies, @grilledcheese-aspiration, @katatty and others
ā ļø Death-Related mods ā ļø (I'm normal I swear...)
**TRIGGER WARNING: Death, including infants**
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 š
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 šš»š
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 š 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!
(yes, PURPLE, because I always saw it as purple and the shader name is literally called the purple error shader. Sue me!!)
Just in case anyone missed it, "pink flashing" in The Sims 2 has finally been busted wide open by a lovely chap named Will Nixon, see here.
I thoroughly recommend reading through the entire dissertation pdf, it's a good read! Even if your eyes glaze over and you skim past the super technical computer engineering jargon, you'll pick up some interesting tidbits from it.
Just wanted to share that
1) the patch is fully compatible with Linux and works to improve Linux performance even further, as testing by myself and my dear friend @niamh-sims
2) Some screenshots from testing my medieval hood on Windows 11:
No patch:
With patch:
I also stress-tested the hood by loading into the main Castle lot and having a sim travel between 4-5 different lots with my settings on max. (This is how I play on Linux now so I've gotten used to it, no more turning neighbours and hood deco off for me!!)
Without the patch in, the game crashed and wouldn't load the castle lot for me at ALL, so that was a great start.
Ooft, lol.
With the patch in, I could load into the castle and travel freely around the hood. I noted that that game also generally felt smoother.
This is an absolute breakthrough, people. Linux is no longer absolutely required if you want to play TS2 without pink flashing! Get excited!!
I will personally continue to play on Linux because I honestly enjoy the OS and prefer it over Windows, and my game still loads faster and runs smoother on Linux, but I recommend every simmer download Will's patch (V1 or V2, but V2 is likely safer) and keep it in your essential mods list forever.
Deadly Bee Swarms
A mod that helps make 'death by flies' a tiny bit easier to achieve.
I've never had a ghost of this death type in my game naturally, even when intentionally neglecting my sims' cleanliness, but now it's an added risk when hiking and hunting bugs! Still rare, but no longer seemingly impossible. x)
Behaviour
My original mod added a simple coin flip to determine whether the swarmed sim will die or not (still available for download below as DeadlyBeeSwarms_Executables).
My second version (titled DeadlyBeeSwarmsV2_Executables) adds both tuning and a lot more logic to the swarm encounter. First, the swarmed simsā body skill points are used to sort them into a risk bracket, as shown below:
Sims with 0-2 Body skill points will have the highest risk of death, whilst sims with 8-10 Body skill points will technically be immune. However, a simsā Activity level can also increase or decrease risk:
This means sims with 8-9 Body skill points but only 0-1 Activity points can still fall into the Low risk bracket, but sims with 10 Body skill points will have full immunity by default.
Servos are also now immune from death by default (many thanks to BoilingOil, @gummilutt, and @lamare-sims for this thread!).
In version 2, children gain a bonus ārisk bracketā point overall, and do not receive a debuff for 0-1 Activity points, to account for their lack of body skill points.
As a result, children never drop into the High risk bracket, quickly gaining full immunity once they have 5 Body skill points:
Alternatively, there's a version for children to be totally immune to swarm attacks (titled DeadlyBeeSwarmsV2_KidsImmune_Executables).
Tuning
V2 is BCON-tunable, with four values correlating to the death risk chances out of 100 (as shown in table #1 above). These are labelled to show what risk bracket the value correlates to.
Conflicts
This mod overrides the BHAV Interaction - Chased By Bees.
As far as I can see, there hasn't been a hiking or bug hunting mod to alter this particular BHAV yet, but please do let me know if you run into any conflicts!
New Resources
Tuning - Bee Swarm - Death Risk Odds
Type: 0x42434F4E
Group: 0x7F01EC29
Instance: 0x00002063
Dungeons and Dragons isnāt specifically ā80s, but if you want to make a Stranger Things setup, itās needed. This is a functional DnD game by Charity on Modthesims. Navigationally, I filed this on the blog under ā80s Toys.ā
Free Time expansion pack is required because itās a clone of the āDonāt Wake the Llamaā game.
Something new I found in Sims 2 recently was that grouchy Sims can actually smash and break the alarm clock during the "Turn Off Alarm" interaction when an alarm is going off.
Sims 2 really does seem endless.
Anyways, I made a little traits mod where Sims will smash the alarm clock if they're in a bad mood OR if they have the Hot-Headed OR Grumpy trait. It also checks for Technophobe
The BHAV then checks for Body Skill. sims with high enough body skill will break the alarm! I edited it to allow Athletic Sims to also break the clock regardless of skill.
Haha, I donāt even know why I decided to convert this cc, probably because it's hilarious :D. This is for all the cats who love sticking their heads into paper bags! š
Not suitable for long-muzzled cats ==
We have 10 recolors š
How to use it:
CAS -> Pet (Cat) -> Choose collar
Go to the Pet store -> Find the little collar-stands -> Buy collar from collar-stands in the same way that you buy clothes for Sim -> Come back home and check the mirror -> Change appearance for your pet -> Choose this cc
Note: You have to keep all mesh file and recolor file in the download folder to make it works well in game, if there is any problem with my cc, pls pm me :3
Thanks and credit to: SixCirclesCC for original mesh and texture
Uploading terms:
Upload to Free sites only
Do not upload to the Exchange/paysites/adfly/TSR/patreon, not even āearly accessā.