One installer. Every essential fix, mod, and tool for The Sims 2, set up for you in a few clicks.
I got tired of hunting down the same "must-have" fixes every time I reinstalled The Sims 2 (to the point where it has kept me from playing), so I made a tool that does it for you! 🥳 You choose the fixes, mods, and tools you want, click through, and it installs them all — with automatic backups and a built-in undo, so nothing is permanent and nothing gets lost.
It works with both the 2025 Legacy Collection (Steam and EA App) and the older Ultimate Collection.
⚠️ One heads-up: I only own Legacy (on Steam) and the Ultimate Collection, so I haven't been able to test the EA App or Epic versions of the Legacy Collection myself. They should work, but if you run into any issues on those, please let me know and I'll push out a fix!
Most importantly, none of this content is mine. Every fix, mod, and tool belongs to the creators who made them — I only automate installing them. Full credits and links are in the guide that comes with it. Please go support these people 💜
⬇️ Download: SFS | GitHub
📋 Want to see exactly what's included first? Here's the full list of every mod, fix, and tool, with credits: https://github.com/familyfunds/sims2-essentials-setup-tool/blob/main/GUIDE.md
More details under the cut 👇
What is it?
The Sims 2 Essentials Setup Tool is a single Windows installer (.exe file). Instead of downloading, unzipping, and hand-placing dozens of separate fixes, you run one program, choose what you want from a checklist, and it puts everything in the right place for you.
There are three quick presets so you don't have to think too hard:
Recommended — the sensible default set.
Complete — everything.
Custom — start from a blank slate and pick only what you want.
What's included
Everything here is curated to work together and this isn't a random pile of downloads. I checked every package against the others for conflicts (comparing the actual game resources each one touches), dropped or swapped anything that clashed, and set the load order in the few cases where two mods needed to coexist. So you can tick things freely without worrying that two fixes will quietly fight each other.
Over 140 hand-picked fixes and mods, grouped into:
Anti-corruption & core — the safety-critical stuff that keeps your neighborhoods healthy.
Bug fixes — dozens of fixes for Maxis bugs, from memory issues to gameplay glitches.
Helpful gameplay mods — quality-of-life tweaks that just make the game nicer to play.
Essential tools & systems:
CEP (Color Enable Package) — downloaded straight from MTS at install, see the note below
The Scriptorium
Radiance Lighting System 2.5
GunMod's Camera Mod 3.1
Rugs off-grid
TS2 Extender 0.8.1 (fixes only, optional extras off by default)
Objects.package corruption protection
Missing content restore (you supply your own Ultimate Collection or disc files — EA content is NOT bundled):
Restore IKEA Home Stuff (works on both Steam and EA/Epic — it sets up whichever your game needs)
Restore Missing Music
Missing Holiday Items
Neighborhood setup: clean/empty stealth 'hoods, or fully disable them, plus the MATY no-townie-regen mods.
Startup cheats: 45° object rotation and quarter-tile placement.
Third-party tools: SimPE, Mootilda's HoodChecker / LotAdjuster / Sims2Pack Clean Installer, and Body Shop for the Legacy Collection.
Backups & undo
This is the part I care about most: before the tool changes or replaces any file, it backs up your original first (to C:\ProgramData\The Sims 2 Essentials Setup Tool\backups). To undo anything, just run the tool again and choose Undo — you get a checklist and can roll back everything or only certain pieces. It does not add itself to "Add or remove programs"; it stays fully self-contained.
Requirements
Windows (I tested and created this on Windows 11)
The Sims 2 Legacy Collection (2025) or Ultimate Collection
For the "Missing" content (IKEA / Music / Holiday), your own UC or disc files
How to use it
First, a friendly nudge: back up your Sims 2 "Documents" folder. The tool shouldn't touch your saves, neighborhoods, or downloads — and it automatically backs up anything it does change — but it's always better safe than sorry. Just copy your Documents\EA Games\The Sims 2… folder somewhere safe before you start. (Besides… when was the last time you backed up your saves? 😉)
Download the .exe. It's unsigned (normal for community tools), so if Windows SmartScreen pops up, click More info → Run anyway.
Right-click the .exe and choose "Run as administrator" — it needs admin rights because it writes into your game folder.
Pick your edition, confirm your Documents folder, tick what you want, and click through.
That's it. To undo later, run it again and choose Undo.
A note on CEP
CEP isn't bundled in the installer — Numenor asks that it only be hosted on Mod The Sims. So if you tick it, the tool downloads it directly from MTS at install time. None of Numenor's files are redistributed here. That does mean CEP is the one thing you can't install while offline — but everything else in the tool works completely fine with no internet connection.
Credits & terms
Genuinely, all of the credit goes to the creators — Numenor, LazyDuchess, GunMod & the Radiance team, HugeLunatic, Mootilda, cyjon, Pescado & MATY, TwoJeffs, Nopke, simler90, LordDarcy, MidgeTheTree, hiloyt, CroconawSims, and so many more. The full list with links is in the included guide.
While I've reviewed everyone's terms of use in detail to make sure I wasn't breaking any rules, I'm only human and I could have missed (or misinterpreted) something. If one of your mods or tools is included in this installer and you'd like me to remove it, please shoot me a message and I'm happy to do so.
The tool itself is free and open-source — you're more than welcome to review every file and exactly what it does on GitHub. It's not affiliated with EA or with any of the creators above.
Missing something? Suggestions welcome
Think I've left out a crucial bug fix or a genuinely helpful mod? Send it my way. If the creator's terms of use allow it, I'm happy to look into adding it.
A quick heads-up on my philosophy, though: I originally built this for myself, and I like my game as close to vanilla as possible. So mods that change gameplay in a big way, or add features that were never in the base game to begin with, generally aren't ones I'll bundle. This isn't meant to be an "everything" list, but I'm always glad to consider suggestions, so don't be shy about sharing what you'd love to see!
Would you like to create a neighborhood, but without Kaylynn Langerak, Benjamin Long, pre-made social group Sims etc.? Or maybe you'd like to get rid of the generic Family Bin Sims before you start a brand new Pleasantview? This tutorial will show you how to disable generating pre-made Sims of certain categories and let the game generate new ones in their place. Pick and choose!
This will only work in a freshly loaded neighborhood! If the game has already loaded all the Sims in your Documents folder, do NOT delete their character files!!!
If you wipe these folders off character files, these Sims will never reappear in any of your newly loaded neighborhoods. They will come back after you reinstall the game. So back up the folders just in case!
BUT if you lose the backup, you can download these Sims/families as subhoods here. The subhood can be deleted right after adding it and the Sims will remain in the Family Bin.
How does the game generate these Sims? They are located in the game installation files, in a particular DLC's folder. When you first launch a neighborhood, you can see loading screens of Pets, Weather, Magic... this is when the game imports these Sims into the neighborhood folder in Documents. Most of them are called "stealth hoods", but you can also clean out visible neighborhoods and have them completely empty, buildings only.
You can download empty stealth hoods on ModTheSims. They are folders with deleted character files, so if you feel safer downloading and replacing folders like that, go ahead! But stealth hoods are not all that you can clean out.
Subhoods also have clean versions, so if your only problem is a Sim's broken face template – no need to pre-delete all Sims, just get the clean version!
All folder paths are the defaults. If you have your game in a custom folder, I assume you know where it is. If you don't have the Ultimate Collection, the folders may look different, so I'll give you directions on which DLC we're talking about, as it's actually easier to navigate them if you have the Legacy Collection or disks.
Basic townies and service Sims
The townies and NPCs from Pleasantview that generate in every custom neighborhood. These include Kaylynn Langerak and Benjamin Long mentioned at the beginning. You can pre-delete them in:
C:\Program Files\Origin Games\The Sims 2 Ultimate Collection\Double Deluxe\Base\TSData\Res\UserData\Neighborhoods\N001\Characters
So in Pleasantview's game files directory. Go into the "Characters" folder and delete all files. The folder must remain empty.
Note: This deletes ALL Pleasantview Sims, so if you load Pleasantview AFTER doing this, there will be NO SIMS, even playables! Doesn't affect an already launched Pleasantview.
Strays, adoption pool pets and the Roseland family
Pets EP. If you want completely fresh strays and pets to adopt, delete all files in the "Characters" folder here:
C:\Program Files\Origin Games\The Sims 2 Ultimate Collection\Fun with Pets\EP4\TSData\Res\NeighborhoodTemplate\P001\Characters
Now, if you call the Pet Adoption Center, your game might freeze for a minute because it will be generating a lot of pets. For puppies/kittens to appear in the pool, it needs to generate strays first, as baby pets are made with strays' DNA.
Ottomas, Ramaswami and Garden Club Sims
Seasons EP. Delete all files in the "Characters" folder here:
C:\Program Files\Origin Games\The Sims 2 Ultimate Collection\Seasons\TSData\Res\NeighborhoodTemplate\G002\Characters
The Traveller family
Bon Voyage EP. Delete all files in the "Characters" folder here:
C:\Program Files\Origin Games\The Sims 2 Ultimate Collection\Bon Voyage\TSData\Res\NeighborhoodTemplate\V001\Characters
Picaso, Cooke and hobby instructors
If you don't have the hobby instructors disabled with a mod. Free Time EP. Delete all files in the "Characters" folder here:
C:\Program Files\Origin Games\The Sims 2 Ultimate Collection\Free Time\TSData\Res\NeighborhoodTemplate\F002\Characters
Newson, Goodie, Gavigan and pre-made witches
Apartment Life EP. Delete all files in the "Characters" folder here:
C:\Program Files\Origin Games\The Sims 2 Ultimate Collection\Apartment Life\TSData\Res\NeighborhoodTemplate\E002\Characters
Cleaning folders of the Pets, Seasons, Bon Voyage, Free Time and Apartment Life expansion packs = NO FAMILIES in the Family Bin! Except of course the ones that belong in a neighborhood, such as the Burbs in Pleasantview.
Cleaning all folders mentioned above will result in an empty "Characters" folder in a freshly made custom neighborhood. So now you can make all Sims from scratch. To prevent the game from randomly generating townies and strays, you'll need a few mods:
NoTownieRegen (find on the list)
NoStrayRespawnNoDormieRegen
I also recommend Anti-Redundancy
You can also have:
Pre-made universities with NO pre-made Sims
Dorms, houses, university buildings... but with no students. University EP. Delete all files in the "Characters" folders here:
C:\Program Files\Origin Games\The Sims 2 Ultimate Collection\University Life\EP1\TSData\Res\NeighborhoodTemplate
U001 – Sim State University. Wiping this folder off character files will prevent the game from importing generic Sims (dormies, mascots, professors) in a custom university neighborhood. It's a college equivalent of Pleasantview. I also recommend getting the One Professor mod.
U002 – La Fiesta Tech.
U003 – Academie Le Tour.
Pre-made Downtown with NO pre-made Sims
Nightlife EP. Delete all files in the "Characters" folder here:
C:\Program Files\Origin Games\The Sims 2 Ultimate Collection\Double Deluxe\EP2\TSData\Res\NeighborhoodTemplate\D001\Characters
Bluewater Village with NO pre-made Sims
When you love the hood, but not the Landgraab. Open for Business EP. Delete all files in the "Characters" folder here:
C:\Program Files\Origin Games\The Sims 2 Ultimate Collection\Best of Business\EP3\TSData\Res\NeighborhoodTemplate\B001\Characters
Vacation destinations with NO pre-made Sims
Bon Voyage EP. Delete all files in the "Characters" folders here:
C:\Program Files\Origin Games\The Sims 2 Ultimate Collection\Bon Voyage\TSData\Res\NeighborhoodTemplate
A001 – Takemizu Village.
M001 – Three Lakes.
T001 – Twikkii Island.
Firstly, I know I am posting A LOT but I just saw this mod work. I saw a townie in Twinbrook that got set on fire due to the summer heat and I saw my custom memory and got excited!!! The above image was just a test :P
These mods come with a custom memory. In the unmodded game, Sims only get a generic memory for fire in any form.
With my mod, Sims will also get a memory for being ON fire!
The memory is called "Got Set on Fire!"
If you use the Pyromaniac 3t2 trait, these Sims will have a GOOD (green) memory from being set on fire. Daredevils will also get a good memory. Everyone else gets a bad memory.
You don't need traits to use this memory, just Easy Inventory Check.
BOTH files in the ZIP are required. Download "ys2g_MEM_setonfire" AND ys2g_MEM_setonfire_event" to use this mod.
PART 2
Pyromaniacs can start fires!
This is a custom self-interaction. Only pyromaniacs can do this. They will start a fire right in front of them! Make sure they have clear space to do this.
Download ys2g_pyro_startfire to use this mod
No conflicts that I know of, but you might want to check if you have a mod that uses the BHAV "Panic-On Fire! All files require Easy Inventory Check. Run HCDU to sus out conflicts.
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!
I need everybody to stop, pause, make some really tight fists with their hands, now shake them out.
Now breathe in, all the way. Hold it - 5, 4, 3, 2, 1 - now breathe out. Now do that twice more.
There are still efforts going on behind the scenes to get GOS back online (and Sims 2 Artists).
New hosting has been secured. The website php needs upgrading and this has not been working, but people are still working on it.
I know its hard when things happen and you don't know what's going on. But please, everyone, just calm down. Instead of panicking, jumping to conclusions, making angry posts, just chill, wait, breathe. Be kind, ask what's happening without getting mad.
And please, remember kindness and empathy. Lunie has been trying to update GOS for months, and she is exhausted. It's down right now, but not dead (yet).
@jodeliejodelie kindly uploaded a bunch of lost items from eir-ung here! I separated the archives and added previews, they can be found in my sfs folder here :-)
(yes it's a reference to the ultimate collection because...it is indeed an ultimate collection)
The Lighting Mod Ultimate Collection is a lighting mod/framework that allows players to switch lighting configurations on a lot-level basis.
Now, the game itself already utilizes lot-level lighting as far back as Nightlife for Downtown lots, and some lighting mods have combined this with the usage of cheat aliases to use different lighting configurations that potentially suit different lots of neighborhoods, or using different lighting color definitions (as in Cinema Secrets's implementation of World Lit by Fire), or the lighting direction changes in Maxis Match Lighting Mod.
However, Lighting Mod Ultimate Collection takes this a step further and features five lighting mods in one setup. This means one installation and you can switch from one config to another on the fly.
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!
Author of the mod discovered that memory-usage-related pink soup is a result of an intentional safety check in the game's code, rather than a mistake in calculating texture memory.
So his experimental mod for TS2 RPC launcher basically tells the game to stop freaking out and turning stuff pink when shaders' memory usage goes over certain threshold. NOTE: it may get rid of the pink, but the game will still crash if you exceed 4GB limit.
There are two mod options to choose from:
Version 1 is more radical, it completely removes the safety check. You'll (probably) find out the shader's memory limit has been exceeded when your game crashes.
Version 2 is supposed to allow some pink soup at around 3.5 GB memory usage, near the danger zone, so you have time to act - so obviously, this one sounds more sensible.
And while I remain convinced that pink soup can occur because of other shader-related issues or f*cked-up memory settings, not just this "failsafe", if your game suffers from pink soup it's definitely worth a try!
Have you ever wondered why Bodyshop makes your PC work so hard?
BODYSHOP HAS NO FPS LIMIT
With limited frame rate, Bodyshop only puts a strain on PC when it loads CAS content. If your GPU fans go significantly faster the entire time you have Bodyshop open, then FPS is very likely way too high.
It's similar case for TS2 game - but FPS also depends on your system / PC /Laptop and the way you run TS2.
➤ To check FPS in the game, use a shortcut: Ctrl + Shift + S to bring up FPS HUD. FPS is displayed right in the upper left corner.
Tip: if FPS is changing too fast, take a few screenshots so you can read FPS from those
➤ If you set a limit to 60 FPS, that tells CPU/GPU to produce 60 game frames per second. This is the sensible number for TS2. Without FPS limit, your hardware is trying to put out frames as fast as it possibly can, heating up and using unnecessary amounts of energy.
The Sims 2 engine was not designed to run any higher than 100 FPS
➤ When you play The Sims 2 with TS2 RPC & borderless window, Windows Desktop Manager usually handles frame rates. Same for windowed TS2 Legacy edition. This is thanks to Vsync*, which forces desktop's default refresh rate on game window.
*In case of high-refresh gaming monitors / laptops, FPS limit imposed by Vsync may not be low enough for TS2.
*I showed a screenshot of my hood, but I recommend checking FPS in lot view, because in hood view, 'heavy' particle effects like clouds can dramatically slow down FPS even on a modern gaming GPU.
➤ On older gear, FPS may never go beyond ~70 even without the limit, but CPU / GPU still try hard to reach the unachievable frame rate.
Varying FPS numbers may be an indicator that the game is running uncapped, OR that the default frame rate is set too high for your system to handle.
➤ On modern gaming GPU, you'll have no problem telling the game runs uncapped - FPS in lot view usually oscillates between ~200 - 600.
➤ A few ways to set FPS limit:
Playing a game in windowed mode often solves high FPS issue. Unless you have a monitor with high refresh rate. But the general recommendation for old, uncapped DX9 games is: do not trust WDM, do not rely on Vsync, set a hard FPS limit.
If you use DXVK, you can set FPS cap in the DXVK config file, both for the game, and for Bodyshop (you pick the same 32-bit d3d9 version). *I've explained how I tweaked my DXVK's FPS in this post here.
If you don't use DXVK, and Windows Desktop Manager doesn't affect your game's FPS for some reason, or if you insist on playing fullscreen, you can set FPS limit for TS2 with driver-level GPU settings: Nvidia 3D program profile* / AMD adrenalin. Same applies to Bodyshop.
*Nvidia's global FPS cap may not work in fullscreen mode, often it's required to set FPS limit for TS2 exe specifically.
➤ In case of laptops using "Mux-less" or "Optimus" technology, the integrated Intel/AMD graphics card may be forcing FPS adjusted to screen refresh rate, ignoring Nvidia 3D profile's FPS limiter settings.
If so, you may need to use DXVK with FPS limit, or an external tool like Riva Tuner Statistics Server. RivaTuner apparently can make FPS feel smoother ;) It can be used along DXVK, too (but in that case you set limit with RTSS only, ofc).
TS2 game actually has the option to adjust screen refresh rate, it's in the middle of the graphic options tab. I was told that in the Legacy Edition, the Refresh Rate box is blank and permanently locked, meaning you cannot fix FPS inside the game menu.
I have Mr Dj's repack, and this box was always greyed out for me because I always used FPS cap. When I uncapped FPS, the refresh box became active, game allows me to switch between 59 and 60 mhz refresh options, but these do nothing. FPS stays at 80 for a while, then it goes uncapped.
Some say the Refresh Rate setting is broken in Legacy version, but ,more likely, it got disabled cuz it doesn't work anyway on modern systems.
(this is a way overdue upload post lol what in the)
uft 4t2 Rusty Basic Sweater III 06/23:
tf-ef conversion of Rusty's sweater: other ages repositoried to adult, six recolors (swatch) that are adjusted from the originals to fit my TS2
meshes have morphs of course, polycount 2499/1643, categorized as everyday
everything's compressorized
credits: Rusty
Download uft RustyBasicSweaterIII (SFS)
857 eyeshadow + lipstick 06/23:
a little bit of a grunge revival vibe to these i guess: four messy eyeshadows and four full shiny lipsticks in proper 90s spirit and color world (maybe)
swatch for the eyeshadow, and another for the lipstick
lipstick alpha is an edited version of that one full one used a lot but listen help who is it originally by? lmk so i can credit them!
They say Halloween is queer xmas...or millennial xmas. Well, I'm 40 and queer, so have another present! Merry Halloween!! Here's my Simblreen Treat 2! Being 40, I have big 90's nostalgia. Not for the years so much as the clothes. EP12ShirtSheer, from TS4 High School years has major 90's vibes. I swear I saw that at Deb. I probably bought that at Deb. I saw big Halloween potential in it too. @skittlessims had already converted it for TF-AF, so she gets pretty big credit for this idea.
I tweaked her meshes a bit, and converted it for EF too. Then I went kinda wild doing recolors. I wound up with 30, some spooky, some more witchy. The sheerness varies, but they're all at least a bit sheer, with a bra for modesty. Everyday only. TF and EF are repo'ed to AF.
Swatch:
Download - SFS or MediaFire
Credits: Skittles for the 4t2 mesh conversion, Vecteezy and VectorStock for the patterns, (cats are from somewhere else, but I don't know where - credit to their creator)
This is probably the most Halloween-y of my Simblreen treats, so I felt like today was perfect for it. Treats 3 and 4 will be out next week.
Made it for myself, I might as well share. If there's something I've missed please let me know.
This list is being updated, Tumblr is being a pain and updates won't show up on re-blogs. Visit the original post to view the most current version.
Mirror: Dreamwidth.
Sims 2 - Lot Makeover Database [of Maxis Lots] [Note the Uploading Tutorial].
SkyBox/Horizons/Skylines Database.
Maxis Career Conversions TS1+3+4 to TS2 [Sorted by Game&EP - Under Downloads].
Fractured Moonlight's Stone Super Set Database [Creator Unknown, let me know if you know].
By Theme:
List of Maxis Lost & Found Objects Converted into Usable Items.
Stories to Sims 2 Conversion Database. [DW Backup]
TS1 to TS2 Conversion/Recreation Database.
TS1 to TS2 Catalog Conversions [Active, Includes OG Object Descriptions].
TS3 to TS2 Conversion Database [DW Backup].
TS3 to TS2 Traits Project Mod Tracking Sheet [Blog Ver.]
TS4 to TS2 CAS Conversion Archive [EA].
TS4 to TS2 CC Clothing Conversion Database [Custom - ts4 only?].
TS4 to TS2 Build/Buy Conversion Database [EA].
TS4 to TS2 CC Build & Buy Database [Custom].
The Sims spin-off games to the PC TS2 [&3+4].
TSM-to-TS2 Conversion Database [DW Backup].
Sims 2 Historical Finds [CAS&Objects] [Sorted by Era/Period].
Historical Sims 2 Wiki [New!].
Grunge Masterlist Project 2025.
List of Asian Sims 2 Sites With Working Downloads [As of 2017?].
CC Archives:
Sim Archive Project, at The Internet Archive [Introduction Post].
Sims Cave.
Sims Graveyard.
Simblr.cc - Dead-Site Repository.
Liquid Sims - Community Archives.
The Booty, at PSMBD.
Sims 2 Packrat, on Tumblr [Watch out for the recent SFS Hacking problem].
Ekrubynaffit (a.k.a bestbuild4sims) has re-uploaded a lot of archives of defunct creators. Albums with DL on her pinterest. Mainly build and buy mode, thanks a lot!
Resources:
CEP-Extras List, Huge Lunatic at Sims 2 Artists.
The Sims 2 Tutorials Database [Active] (Really needs a backup outside of Tumblr).
Several Lists of Maxis Resources for Modding,Pick'n'Mix Mods, own website, under Notes.
List of all Color Actions, With DL, ZeroDark/Graphic at GoS.
List of all WSO Actions, by Blue Heaven Sims, under Resources.
List of Hacks & Mods That Use Tokens, Bulbizarre at MTS.
Giant List of Simlish Fonts - Collect ‘Em All!, by franzillasims.
Masterlists of Recolouring Templates; MTS [+Cloning] | Hafiseazle | ZreoDark [not a list but a tag].
Index of Effects Names & Definitions [+ Guide], by AmmarAskar at GitHub.
Update notes are under the cut:
Update: Custom Clothing Conversion db [4t2], by @brandinotbroke/ Hair db, by @krabbysims/ Sims 4t2 CAS Conversion Archive [EA], by @mdpthatsme/ CEP-Extras List, by @hugelunatic/ Lists of Maxis Resources for Modding, by @picknmixsims/ Sims 2 Tutorials db [Active], by @sims2tutorials/ Sim Archive Project at The Internet Archive, by various - see @simnostalgia.
Update 1: added EA ts2 store items at GoS/ Painting sizes db/ Tutorials db, by @sims2tutorials.
Update 2: GUID db Revival.
Update 3: believe it or not, there's more - Shoes db/ Sims 2. Functional Finds [sorted by function], by @sims2functionalfinds.
Update 4: Resource list: Clutter and decorative items, at @gardenofshadowssims.
Update 5: added archives section.
Update 6: added @ekrubynaffit's Pinterest Archive.
Update 7: Fixed TSM link, added Stories db/ Afro Hairstyles db, by @letomills/ SkyBox/Horizons/Skylines Database, by @simmergetic/ Grunge Masterlist Project 2025, by @pixeldolly/ and DW backup links (Everything that's exclusively on Tumblr/LJ should be backed somewhere else).
Update 8: List of Asian Sims 2 Sites With Working Downloads [as of 2017?] by @0201-sims.
Update 9: added Sims 2 Repository Finds [sorted into categories], by @sims2repositoryfinds.
Update 10: added Sims 2 Object db [Discontinued], because the more the better.
Update 11 Yet another (!): The Maxis Match Repository Project [CAS], by @whattheskell [how did i forget?]/ TS3 to TS2 Traits Project Mod Tracking Sheet, by Rowena Sims & @noodlebelli.
Update 11: Maxis Career Conversions TS1+3+4 to TS2 [Sorted by Game&EP - Under Downloads], by @sims2idea-lientebollemeis2i.
Update 12: HS I found another one: List of all Color Actions - Names, Creators, and Download Links. Maintained for over a decade by @zerographic at GoS :P
Update 13: separated by type & theme. added Sims 2 Historical Finds [CAS&Objects] [Sorted by Era/Period], by @ts2history.
Update 14: added to resources Trait GUID db, by @fireflowersims.
Update 15: I shit you not, there's more - Sims 2 Lot Makeover db [Maxis Lots], by @ts2lotmakeoverdb/ List of Hacks & Mods That Use Tokens, Bulbizarre at MTS/ TS1 Catalog Conversions [Active], by @kitteninthewindow/ WSO Action Masterlist, by Blue Heaven Sims under Resources.
Update 16: List of Maxis Lost & Found Objects Converted into Usable Items, @kirlicues.
Update 17: Sims 2 Lot db [Maxis ones emptied out], by @mikexx2 @mrsktrout @ts2lots.
Update 18: Historical Sims 2 Wiki [New!], by @theacmecatalogblog.
Update 19: under archives; Simblr.cc - Dead-Site Repository by @simblrcc-site. Jackpot!
Update 20: added Giant List of Simlish Fonts - Collect ‘Em All!, by @franzillasims.
Update 21 [can't believe there's more]: Masterlists of Recolouring Templates; MTS [+Cloning] | @hafiseazale | @zerographic [not a list but a tag].
Update 22(!): Index of Effects Names & Definitions [+ Guide], by AmmarAskar at GitHub.
Update 23: added Sims 2 - Wall Hanging Decor Recolors Database [New!], by @sims-for-semi
Random weekend upload! 🐑 @bubuthejedi over at GoS asked for some fuzzy rugs to be converted 4t2, and I decided to take them on!
Pralinesims Sheep Rugs on Simtomatic's 4x5 Rug Mesh
I guess this is technically a 4t2 conversion, even though no mesh converting was involved. I took the Sheep rugs from Pralinesims (warning, T$R link) and put them onto Simtomatic's 4x5 rug mesh (warning: also T$R link). Bub specifically asked for it to be a custom rug mesh so as to facilitate out-of-grid placement.
There's a total of 8 recolors included, and they'll show up on all repo meshes as well. The 4x5 mesh is the master, and then there's also 2x2, 2x3, 3x3, 3x4, and 4x4 variations - they're all included with thanks! Note that the rugs will look a bit distorted on the square meshes (especially the round recolor).
Also included in the zip are the original extracted textures from Praline and my recoloring PSD, in case someone wants to tweak the rugs further!
CREDITS: Pralinesims, Simtomatic.
DOWNLOAD THE RUGS! - Simfileshare | Mediafire | Mega