Repurposed rp blog. Used to reblog resources and custom content for my Sims 2 game. Personal is Tearsforlu, a sideblog, if I follow you on here and ur confused that's why lol
This is a custom social mod and a template for custom social interactions. It adds the interaction "Ask about Work" under the Ask menu. The mod is a simple interaction that provides two results and two dialogs based on the Sim you are asking's Job performance.
In order to make custom social interactions that don't conflict with major mods, we use what is called a "Social Plug-in". It consists of a controller file and an interaction file, two invisible objects that get spawned on your Sim's lot and commands the Sims to do the interaction.
This will be a brief tutorial that assumes you already know a good bit about SimPe and BHAV editing. I will post a PDF of a more in-depth tutorial.
First, give your interaction and the controller a new GUID using the Hash Generator under Tools.
Controller
CT - Object Menu acts as the Guardian for the interaction. It determines whether or not it is appropriate for the pie menu interaction to show up
CT- Object Menu Command is what spawns the interaction object and actually pushes the Social interaction. The interaction object's GUID must be plugged in to Node 5.
Action Strings is where you plug in the actual text for what you see in-game. Notice the three dots and the slash mark. This is how actions can be placed into Submenus such as "Ask" or "Talk". In order to put an interaction into the Ask submenu, you just write "Ask.../(your interaction)".
Interaction
Interaction - Person A codes for what the initiating Sim does. Animations, facial expressions, etc. Animations can be plugged into the Animate Sim primitive using text found in game files. They are found by the Animate Sim primitive in a text list. Here is a tutorial about how to find in-game animations: Mod The Sims - Tutorial: Making Your First Custom BHAV . If your anim name starts with "soc" then you must use the Anims-Social text list, 0x0083. If your anim name starts with "a", you must use Anims- Adult text list 0x0081. In my template, you can ignore "Anims-Social"
Interaction - Person B codes for what the receiving Sim does, and here, you can add dialogs if necessary. When using a dialog, you may want to play around with the Stack Object ID but if you get any errors, it's likely because the Stack Object ID gets lost. In order to make sure the Stack Object ID is set to the invisible social object, use "Stack Object ID := My Current Interaction Object ID." You can see how this works in the template.
Set Result is the trickiest but it's very important. It actually codes for whether or not the Sim rejects or accepts the social. I suggest looking at other "Set Result" BHAVS in objects.package to see what is going on, because mine is very simple. It simply checks the Sim's job performance. Other Set Result BHAVs check for mood and relationship levels. Pay special attention to how the invisible object has attributes. For example, Person A is an attribute of the social object and it stands for the Sim initiating. Person B stands for the Sim receiving. Once again, when playing around with the Stack Object (you can see where I did this when I check job performance), it can lose the invisible object so once again, I used Stack Object ID := My Current Interaction Object ID.
Social and Relationship Change codes for the numerical amount that is added or subtracted from the two Sim's relationship, and Social drain/gain if any. It uses Locals to shift around numbers for use in the final BHAV which adjusts the Sim's relationship accordingly using the values that are set in the Locals.
TTAB Just make sure Interaction A is Line 0 and Interaction B is Line 1, and set up the TTAS accordingly
Dialogs (if you want to use them)
BCONS are there for use in Social and Relationship Change and Set Result if you need them.
@lamare-sims made a lot of great updates for the transformer cribs HERE .
To celebrate this I have a new transformer crib/toddler bed. This is the Haffa Malm set made by @klaartjesimblr.
This set works the same as Honeywells Haffa cribs. With use of the quartertile cheat you can put the cribs and the changingtable exactly next to each other.
This new transformercrib is a 2-in-1 crib/toddler bed. Just one click on the bed to convert it from one model to another. The crib can be used for babies and toddlers, the toddler bed is for toddlers only. They can use the toddler bed by themselves. It has a new guide, so if you want you can keep both the cribs.
Because this set is repo'd to the Malm set in game you need the IKEA pack.
Download : SFS
Klaartjes set with the changingtable (2 versions) is on GOS, and since GOS is down for some time I'll reupload it here, until GOS is working again, or till Klaartje reupload it herself. Thank you Klaartje for this great set!
Download : SFS
All credits to @klaartjesims for the original set and Rebecka and @lamare-sims for the code.
Hey guys, so my power is finally back, but now my dad an I are very low on food. My dad doesn't get his money until the 3rd and that's still 11 days away. If anyone can send a little something our way so we can get something for food I would be so grateful.
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!
Hello everyone! I'm back with some self indulgent conversions that have been rotting in my wips for months.
First of all we have 4t2 xiuminuwu's "in my baggy" jeans paired with mossylane's chunky converse edit, for masculine sims =)
Download -> SFS
AM-TM | Casual | Thin & Fat morph | 14 swatches | ~2000 poly
And here's the shirt I converted to go with the jeans!
4t2 Xiuminuwu's impossible layered t-shirt
You seem nice & open to asks, so I was wondering if you could provide some guidance. I have HCDU Plus & I've read the documentation on the page. It says that it'll flag the mods & resources so that you can take care of the conflicts. Unfortunately, I can't find anything from anyone on what to do now. How do I tell what I want to keep? How do I make things work together? Ex. Visiting Payables Can Get Pregnant conflicts with Wild Child, but I can't find a guide on fixing it. Can you recommend one?
Hi Anon :)
This is a fairly big question. On my (still very unfinished) website, I actually wrote up a page of information about how to use HCDU+, load order, and what you can try to do to resolve conflicts.
TLDR is that for resolved conflicts it's usually a matter of load order. For unresolved conflicts, you can either reach out to one / both of the modders behind the conflicting mods to report the conflict and request a compatibility patch, or you can attempt to patch it yourself if you know a little bit about BHAV reading and editing 😊
And just in case you are curious, when resolving conflicts, my usual approach is to:
Open Objects.package, find the original Maxis code
Compare both mods to the original code, either visually / manually looking through the BHAV nodes, using diffchecker, or with PickNMix's dbpf compare tool
Try to work out the changes that each mod make and intertwine them into one mod or compatibility patch which I have "load last"
What's a paleolithic Sim to do to gain logic? After all, chess, newspapers, and telescopes haven't been invented yet.
Well, long before telescopes existed, people used to watch the stars with their own two eyes. They named the constellations, observed the movement of the moon and stars, and noticed the patterns the sun followed around the year which hinted at the changing seasons.
Therefore, the activity called "Watch Clouds" during the day or "Stargaze" at night now gives logic.
Also since this is an immersive mod for ancient, prehistoric times, the "die by satellite" chance was disabled.
Download ( sfs / mediafire )
Info for modders under the cut
README
The CT - Skill Gain Dialog BHAV uses group ID 0x7F1F956A and instance 0x1916 so it may override a mod if it also uses that same group ID and instance.
The rate of skill gain is 70.
A Spanish translation is included.
The "watch clouds - die by satellite?" check was changed to always point to node 8 (the original "false" result), so you can re-enable it easily by changing the "true" result back to 16.
Special thanks to @lordcrumps for making maxis and clean ui pics and counting pixels with me. It was his and @simnopke's idea to make this thing bigger
Some behind the scenes under the cut
Stage 1, breaking out of the tiny window
Stage 2, figuring out how to mod UI again
Stage 3, going big! But not quite there yet
Stage 4, "should I move it 1 more pixel to the left"
🤓
Secret bonus version for behind the scenes viewers who think that smaller is better, available exclusively and only in starship colors (you can only have one version)
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!
Heyyo Tea, apologies if you've been asked this already but I'm supposed to be working so I'm typing this from my 11 year old phone and it's hard to search for things.. Where would you recommend someone start if they were interested in mod making? I don't have any ideas, mostly just would like to poke around and learn a new skill or two but no idea where to begin. Can you share some resources or tips? 😊 love seeing the mods you've been sharing lately!
Heyyo Moyokean :)
Ohh ho ho big question.
Start here with these 2 tutorials by @picknmixsims:
- Demystifying the SimPe BHAV Editor
- Unravelling the Spaghetti
PickNMix also has incredible resources on his website about EVERYTHING you need to know regarding BHAVs; stack objects, locals, temps, attributes, params, OIDs, NIDs... just, everything.
In terms of my other tips:
I actually recommend having something in mind you'd like to do. Why did I finally overcome the "learning curve" of BHAV modding and decide to just DO IT? - Because I'd had the idea for "Go Out for Tea" for SO long, I wanted it so badly, I made it happen.
Start small and simple (not like I did, LOL). Resolving mod conflicts would be a great way to start learning to follow the code, see what changes are happening, and work out how and why and when and where things are changing.
If you haven't already experimented with small things like tuning mods with BCONs, re-categorizing objects in SimPE, looking at TTAB (tree tables) and maybe adjusting autonomy, consider meddling with those and following some tutorials for those. The more familiar you are with different parts of a .package file in SimPE, the better
Talk to modders. Ask for help. Get into a Discord and say "I would like to make this mod. Here's what I've got so far. I've done this, this and this. Here's where I am confused" - and go from there. I had the best teachers in William, MorePopcorn and Gummilutt, and it was SO helpful to be able to lean on their knowledge while I learned.
One day - ONE day, I'll make a video about how I learned to mod and why lol.
(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.