- The archive namedĀ "BASE GAME"Ā contains standard easels without the custom canvas mod. Install it if you don't want to install the custom canvas mod.
-Ā The archive namedĀ "MOD CANVAS"Ā contains easels that support custom canvases (AnoeskaCanvas) fromĀ ANOESKA. Inside, you'll find a folder named "AnoeskaBCanvasMeshes-MUSTHAVE"; it's required for these canvases to work. If you already have this mod, you can delete this folder.
- All canvases support English and Russian languages.
For some reason, EA removed the ability to kill unselectable visiting playables after Seasons. They also neglected to add the BV townies to the list of people who could be killed, so you can't kill them either. This mod makes it so that you can kill the BV townies, and also unselectable visiting playables.
i hate the ea/maxis face templates so i always make sure to have defaults for those its sometimes hard to choose since theres so many options that i like but at the current moment im using THIS set by LauraPamplonaS since it comes with optional baby faces and i love that
Published: 8-07-2023 | Updated: 11-21-2023 (pdf update)
*Due to character limits, all gameplay instructions have been moved to the gameplay PDF.
SUMMARY
The Social Scenes series explores social gameplay in The Sims 2. Whether youāre a storyteller or casual simmer, these mods will help you better manage the social landscape in your game.
Lifestyles (Version 1) (Simmons 2023) add new levels of personality and social gameplay to Sims 2. Sims will recognize and respond to others based on group membership (or lack thereof).
Assign, randomize, and edit lifestyles for all sims.
Customize behaviors in five categories: Wrath, Theft, Violence, Indiscretion, and Disrespect.
Create designated meeting spots for lifestyle groups to build relationships.
New āAsk About Lifestyleā social.
Devotion and zeal towards lifestyles evolve via age and talk/ask/hang out socials. Attraction/relationships remain unchanged unless your sim becomes too zealous.
Have sims convert others to their lifestyle group.
Non-intrusive, runs mostly in the background.
Unlike Greek house events (University EP), or dates and casual group outings (Nightlife EP), lifestyles arenāt mini-game scenarios. Lifestyle assignments are permanent unless changed by in-game events (i.e. conversion), and groups can have unlimited members. Sims are limited to one lifestyle group at a time.
DETAILS
Requires all Eps/SPs.
Lifestyles (Version 1) (Simmons, 2023) is a cosmetic edit of G-Rated Religion (Almighty Hat and Larky, 2016) and Religions/Angels & Nurses (Hatch, 2017-2019). Most credit for this mod is due to work by previous modders. My version generalizes in-game text from āreligions, deities, tenets, faith, zeal, nun/sisterā to ālifestyles, groups, devotion, zeal, friendā a la Sims 4 (2015; 2019; 2022). While explicit religious language is removed, you can still create religions if you wish.
This mod includes NPC data which must be removed separately from package files when uninstalling. See notes for uninstallation below.
DOWNLOAD (choose one)
LIFESTYLES V1 from SFS | from MEGA
GAMEPLAY PDF from SFS | from MEGA
read about installation, gameplay, troubleshooting, compatibility, uninstallation, and more.
READ PICTORIAL (tutorial w/ pics) HERE.
CREDITS
Thanks: Conflict Reports: @kaylynn-is-typing. Simmers, especially modders with open policies. Sources: G-Rated Religion (Almighty Hat and Larky, 2016), Religions/Angels & Nurses (Hatch, 2017-2019), Sims 4 (EA, 2014-Present).
NOTES
Altered Text Lists: Dialog prim string sets (0x0000012D/301), Attributes (0x00000100/256), and MakeActionString prim string sets (0x0000012E/302).
Hello, simblr community!! This is my first-ever post!! And to kick things off I want to post my first ever mod!
Hey you guys!! This is my first ever mod/fix and I'm excited to show you guys it. As you can tell by the title it fixes the Sims 2 CAS screen for ultrawide monitors. As shown in pictures every age group of sims have a fix for their respective CAS screen.
IMPORTANT:
- CAS FIX DOESN'T WORK FOR CREATING PETS!!! It only fixes the CAS screen for actual sims. (I'm trying to figure out how to edit the dog/cat CAS screen so expect an update on that soon!!)
-Ā YOU NEED THE WIDESCREEN CAS WITH MORE COLUMNS MOD BY CHRIS HATCH FOR THIS CAN WORK!!
Link here:
http://modthesims.info/showthread.php?p=5493353#post5493353
Choose the 300Extra file so it can look like the one shown in the pictures!!
Download HERE
Where do I place this file?
- Go to documents>Sims 2 Ultimate Collection>Cameras
-Ā backupĀ your current CASCamera file
- Drop/extract the new CASCamera file in the respective folder!!
- And done!!! Let me know if you have any issues!!
i dont know how to exactly approach this... but i'm a ux/ui designer and i'm searching for a way to make portfolio projects and i thought that it would be cool to help the the sims 2 community at the same time...
the thing is, are there any modders that have an interest in maybe using my project on their UI mods? i'd like to talk to anyone interested in making a mod to better the experience in the sims 2!
Experimenting with Replacing the Default Sims 2 Face Mesh
So, after uh, whew, months(!) of experimenting with attempting to change the default face mesh in Sims 2, Iām here to basically share what Iāve found to be possible, what I still am struggling to get working, and what parts of my findings are still useful for a LOT of modding and custom content purposes, even if I couldnāt achieve my initial goal. Iām really tired of this project and Iād rather move on to doing stuff that are more doable (and more quickly doable) for my gameplay goals, rather than trying to do what seems to be a gargantuan task for my level of skills.Ā
In this post Iāll mostly focus on what is doable *in principle*. Thereās lots of subtleties and tricks in getting things to look decent (well, at least I think I got it to look decent) which I wonāt go into. Or try not to. I go into tangents a lot.
Iāll also not go into step-by-step details. Mostly because I suck at it but also because this post will be super long anyway. If you wanna know, ask!
For those who just want a brief summary:
What I could get to work: a default replacement face mesh, with working templates and sliders, for adult sims. Though the procedures are the same for the rest of the ages.
What I still have trouble with:Ā Basically, getting the game to recognize different parts of the face. This means applying the templates to different parts of the mesh, and, of course, genetics, donāt work yet. I have ideas about what could get it to work, but Iāve failed to do it so far.
Awesome things you could still do: My major finding here is that face animations can be applied to *any* CAS object. Clothing, accessories, and of course, nude skins (see below, this was an outfit with a bit that changes with eyes, proof of concept). This means that you can have specific sims with additional face parts and/or accessories and clothing that respond to face animations, or alternatively, you can have skin tones/body morphs that have face pieces which will not mix together between the parents, but are still heritable (with some limitations)
Oh, and full disclosure, the tools I used were simPE and blender 2.9. Nothing else. Donāt know how to do other stuff.
Thank you @simnopke ,Ā @rudhira , @withlovefromsimtownāĀ and many others for your help and encouragement in all this! I think thereās potential for some really good modding here.
Part 1: How it all started
I want a lot of Aliens in my game, with varying anatomies and such. Which brought me to this lovely tutorial on modthesims. When I extracted all the meshes related to the skintone, among the other meshes, the face mesh was included. Out of curiosity, I imported the adult female face into blender. And of course it had 26 morphs corresponding to all the face movements required for animating simsā faces. Here she is, in blender! I made her wink at you
notice how this expression was made by combining different face morphs (look at the highlights). Thatās how all face animations work in the game.
The first thing I tried to do was fixing the most annoying feature of the sims 2 face UVs: the neck overlap. As you can see, the default face has parts of the neck overlap, which sucks if you want the neck to have different colors at the front and back (important for aliens!)
needless to say, I fixed it, and it worked! With that information in hand, I begans trying to make a custom mesh. First thing I did (which is something many have tried before), was to see if a third eye would work. And of course it does. Hereās the ugly third eye proof of concept.Ā
Part 2: What I could do
after this, I began to make an entire new mesh. I kept the scalp and neck boundaries the same (though if you wanna make custom morphs and custom hairs with their own scalp mesh, itās not necessary to work under these restrictions. But I was NOT interested in that). I also tried, painfully, to make the new face UV to work with the original Maxis textures.Ā
The most difficult part of getting it to work was the fact that each vertex can be affected by no more than 4 morphs, which created a LOT of finicky errors, and of course certain animations are such that they create restrictions on the mesh in certain parts of the face. I went through many iterations, starting from scratch at least 3 times. This is the final version, compared to the original side-by side.
This is how it looks in CAS. What mattered most for me was getting the pupils to change size (which they do!) and get the eye ball and iris to NOT stretch during expressions (which they donāt!)Ā
after I got this to work, I tried to make some weird aliens. You see one at the start of this post.
(She has 3 eyes and they close and open radially). After this, I replaced all the templates. The files all located at Sims2/TSData/Res/Sims3D/CASFace.package.
Iāve highlighted some of the templates (all afArch*** ones need to be replaced. the LOD15 are for lower levels of detail. If you love doubling the amount of work, go ahead!). Itās also important to keep in mind that different templates have different subset names, and some have the teeth mesh separated while others donāt. So be careful to name things correctly and follow the same patters as the game files. I personally didnāt replace the teeth specifically because it was too much work. Another important point is that the way the different face templates morph into one another seamlessly is through the position of the vertices in the UV map. This means that if you have overlapping vertices, youāll get reversed or otherwise weirdly moving vertices when changing templates. So keep all vertices in different places in the UV map. And of course use the same UV map for the different templates.
Changing the templates was successful (there are some mistakes with eyelashes that I fixed later but I donāt have footage for everything lol):
Lastly, thereās also the sliders. For sliders, you extract the GMDC files with the uuMod prefix (located in the same place) and default-replace them.
In short, if you have the patience to fiddle with 26 face morphs, 28 or so templates, and 59 sliders (Oh yeah), then you can get as far as I did! Which is not very far! But itās something. And of course blender makes things easier than they sound here. Surface deform modifier is your friend.
Part 3: What I havenāt gotten to work yet
If you plunge into the depths of the game files as I did, youāll see that in the same package file, there are some GMDC files with the uuMask prefix. Some are meshes for common accessories. But others are fragments of the face mesh. I suspect this is how the gameĀ āknowsā which parts of the mesh correspond to what parts of the face, which I believe is important for genetics (because different parts of the face need to get combined differently from different parents) and for applying templates to specific parts of the face in CAS (probably the same parts defined for genetics). Hereās one example for the eyes:
There also seems to be anĀ āUpā,Ā āDownā and unlabeled version of each face part, some slightly differently named files having the same mesh, and thereās also some versions that have the cuMask prefix (child, unisex), but oddly, they seem to be adult female face mesh parts. I have tried replacing both with my version of the face parts, and I couldnāt get it to work. Of course, I couldāve made mistakes and opportunities for mistakes are plenty. I also didnāt have the energy to do all this for other ages (especially given that it might not work anyway), and who knows, maybe the conversion for all ages is needed to get it to work. But for now Iāll just move on.