[ENG] I made a doc file explaining how I make my cc hair, from modeling to adding to the game, its a bit rushed but I cover most of the important things.
[PTBR] Fiz um doc explicando como eu faço meus cabelos, de modelagem até adicionando no jogo, meio corrido mas cobre a parte importante.
Paralives Hair Making This tutorial requires basic Blender knowledge, mostly shortcuts and camera moving. Esse tutorial requer conhecimento
The Sims 2 Pets: Purple Pug and other Code-locked Pets
Did you know there's 3 animals hidden behind a code? Well I didn't. Only one of them had a render made for them. The others are just there as codes
Some countries (mainly Taiwan) advertised with them as if they were Pre-Order exclusives like the lost Elle Woods Sims 1 downloadable character which has essentially become lost media. But these pets aren't.
You can literally just check them in your game by typing in said codes:
This is how I sort through my cc to downsize stuff I don't use! Or stuff that came with other stuff and I'm like.... What the hell is even this. It helps me see if I have cc that is too similar or ones I might have doubles of (same cc converted by different people).
I make a new lot and place all my cc section by section (this time I did comfort and surfaces) so I can see them all and compare.
This time around I also went through a lot of my walls and floors and placed whichever ones I don't want.
I delete anything I DO want to keep, leaving the stuff I don't want.
Then I package the lot (ignore my mansion drowning in pink soup you don't see that), close the game and navigate to the PackagedLots folder. I open the file up with Sims2Pack Clean Installer, which lists all of the cc in the lot so I can go through my Downloads folders and delete them.
first, some questions:
what? mapping is basically how the polygons of the mesh sit over the texture.
why? instead of having 1024x1024 textures that only use 512x256 of that texture (creating uglier, lower quality texture), have 1024x1024 textures that use ALL of that space.
why again? i see so many beginner converters that post hairs that have this specific problem, so i decided to write a tutorial so simple even an embryo can follow it.
first of all, open your mesh in Milkshape. In the groups tab, select the group that has the hair (and not the scalp), then click on the tab labelled "materials"
on the materials tab, click the thing that says "new". this will create a brand new material
select assign, if the mesh is selected you should now be able to edit the mapping via this
on the top part, click the tab labelled "window" and then click on "texture coordinate editor".
now you'll see something like this, sad stretched mapping in the corner. click on "scale"
for 99% of alpha hairs, put value 1 as "2.0" and value 2 as "4.0". the scalp that is on 99% of alpha hairs is NOT attached to the hair mesh, so if it is on the texture, crop it out.
perfect! now the mapping uses all the space in the texture.
Do all the other mesh things (making the packages, linking recolors, fitting, bones etc.)
Skipping like 20 steps, to make the texture fit, crop it in photoshop like this. then use it to make the alpha and texture you probably know how.
YOU'RE DONE! if u remap when converting, do it first before converting the mesh to any other ages so you don't have to repeat the process. if you're remapping other people's conversions with this problem, do it for every age. enjoy, lmk if u have any questions.
Hi here's something I put off forever because I thought I could do it better but turns out I can't! Oh well!
A whole bunch of items converted from Animal Crossing: New Horizons, namely everything from the Fruits Series as well as Coconut wall planter, Palm-tree lamp and Watermelon rug (red, yellow). @jacky93sims already converted the water dispenser, but I wanted a version that came straight from AC:NH rather than passing through TS4 first. I took some creative liberties with the objects to make them fit into TS2 better, like how the Pear bed is now a coffee table.
There's. A collection file. Because there are a lot of things.
The lights require Extended StandardMaterial Shader by @crispsandkerosene!
Ok, you guys know damn well I'm anti-gatekeeping resources and anti-cc-creator-competitions-to-see-who's-better-at-playing-digital-play-Doh. AND ABOUT THAT, I found out about MESH REPAIR TOOLS by SINEWAVE. It's a FREE add-on for blender. It does A LOT of things, but do you know what it also can do? DECIMATE MESHES BETTER THAN BLENDER.
Before (taken on sims4studio):
After (taken on blender):
All of this with two clicks on the "Reduce" button. Yes I'm in an awe but can you really blame me?? The mesh looks exactly THE SAME. I don't need to fix wonky UVs or replace textures. It does everything PERFECTLY.
Guess what I got my self for my birthdaaaaaaaay! 🎂 🥳 🎉 🎉 And I'm sharing, so I hope y'all like birds and food <3
These are paintings by Leah Gardner and Alai Ganuza and I love them, so I put them on three meshes: Bella Squared (shown on the addons by @deedee-sims), a conversion by @yakumtsaki and Maron's Big Square Painting.
The custom meshes are included, swatches are in the .rar, and everything's compressed!
I made these for my own game, but my daughter said I should share.
I wanted the swing and monkey-bars on the picture together for my nature-loving sims, but there were no matching colors. So that's what I made: I changed 8 of the colors of the monkey bars in 8 colors which match the swing.
Because it was just for my own game I simply just replaced 8 original colors. In the zip is also a package with the 2 original lack colors.
The original "TS4-TS2 Romantic Gardens Monkey Bars" were made by Michelle HERE
The matching 4t2 Little Campers "Cozy Little Swing Set" can be found HERE by @madraynesims or HERE by @lordcrumps. (on the picture is Madrayne's, without the carpet on the floor)
Download: SFS
All credits to Michelle who made the original swing and recolors!
It was exactly 10 years ago yesterday that I uploaded my very first publicly shared custom content for TS2, so I thought I'd offer something in celebration!
To The End - Trapping's "Someone Like You" in 3 versions
Back in 2018 I recolored the top-only version of this dress for the GoS Time Warp theme and it's something I still love and use. I don't use top dresses for bodyshapes (too many pantless bottoms!) and I'd like more variety instead of 20 recolors of the same outfit. So I put 3 shoe options on the original, converted it to all shapes I use, and chose 4 recolors for each.
These are for Maxis AF, CPU, Dummy Thicc, Vol Gal, Ren Gal, Momma Lisa, & Trans ML, with all morphs and a choice of Maxis or smooth hands. AF files are required for the others to show up and have a non-BSOK'd option, all other shapes are BSOK'd.
DOWNLOAD with Goth Club Boots
SFS | Google Drive | Mega
Run For It - Life Stories Cedar Siding in 30 colors
I have a severe shortage of siding walls in bright colors, that needed to change. If you've seen my building pics, I used the one in furbyq's Ultraviolet color on Laegrinna's house so I've had these kicking around a while.
[SWATCH]
DOWNLOAD Run For It
SFS | Google Drive | Mega
Flowers Become Screens - Wood floor by Mareen in 21 colors
I also am in need of more ~fancy~ wood floors, especially in darker tones and vibrant colors, so here's one of Mareen's Marqueterie floors (original post, reuploaded here) in an annoyingly odd number of colors. I used one of the natural ones in Celia's bedroom.
[SWATCH]
DOWNLOAD Flowers Become Screens
SFS | Google Drive | Mega
XMS Flora 077 A
F / All Ages / 2517 polys / Io textures
And finally, what's more appropriate than revisiting the first CC I ever shared? I still stand behind this retexture a decade later, and I wanted to update it for my current palette but decided to do the version with the headband because I love me some accessory hairs. Each color has a different one, they're binned and familied like this. Hazardous has a gold headband because I thought Caelea might want to wear it.
DOWNLOAD XMS Flora 077 A
SFS | Google Drive | Mega
Additional credits:
To The End
-Meshes: Trapping (dress); HL402 (Converse, 3t2 by nintendolover13); Cynnix & Aikea Guinea (open boots), AngelAmy (goth club boots, separate by Jane), Tenshii~Akari (smooth hands)
-Bodyshapes: Warlokk, Digi, Frannysims, Kalux
-WSOs: Digi, Lifa, Kalux
-Textures: EAxis via Trapping (dress); HL402, Aikea Guinea, AngelAmy (shoes); Blackfairy, e-neillan, Lauppi, Troubadour, & Xandher (tights); LoloPinky (socks)
-Patterns: caja_design, corndog_princess, geekygamergirl, ilovestarryeyed, kate_black, kristinnohe, stitchaholicnz, & sumomojess @ Spoonflower; Fat Strawberry; missjediflip
-Color actions: Pooklet
and thanks to @pooklet & @skulldilocks for models Mawreen and Ovaline!
The Double-Fence Technique and functional, enclosed backyards for apartments on foundations [TS2]
That title sounds like I'm writing a PhD...
Basically, if you've ever tried to add a backyard to an apartment on a foundation, you've probably received an error about invalid apartments, even if the backyard is fully fenced.
This is because the level with the foundation is considered "open" since you can't fence across the stairs from the foundation down to the back yard.
One way to solve this issue is by fencing in the "air space" above the back yard by using walls and the constrainfloorelevation cheat, so that both the ground and foundation levels are fenced-in, hence "double fence". If you have any experience making apartments, and using the CFE cheat, it's really easy!
It's also just a nice tutorial on how to "stack" fences for aesthetic purposes.
Step-by-step guide:
1. Start with a residential lot that is not, and has never been occupied. Build your apartments the way you want them, leaving space for the back yards. Remember to use the correct apartment doors.
Stunning.
Now for the back yard.
2. Press ctrl+shift+C together to open up the cheats console, then enter "boolProp constrainFloorElevation false".
3. Now build a wall that encloses your back yards as desired for each individual apartment.
4. Go in to Terrain Tools in Build Mode (the shovel icon) and drag the flatten elevation tool (the first one) to flatten the whole walled-in back yard area, just as you would flatten bumpy ground.
Like so.
You may get these floating triangles at the corners of your walls. That's fine. Just temporarily delete those walls, then undo. The floating triangles should be back in place.
6. Now, pick another fence, and fence in the entire back yard area on top of the walls and foundation you put down. Don't forget to connect it to the house.
If you like how this looks, you can stop here! Use whatever wall coverings you want on the walls and skip to step 10. If you want to use walls for the lower portion, but want your back yards to have outdoor lighting, go to the "Fiddly Bits" section at the end of the post, then go back to step 10. Otherwise, continue:
7. Open up the cheats console again (ctrl+shift+C) and type in "boolProp constrainFloorElevation true".
8. Using the wall tool, delete the walls you placed on the bottom underneath the fence. The top fence will now appear to be floating, like so.
9. Add back in whichever fence you prefer on the bottom in the same place that you had the walls.
This is just one example. Try mixing and matching different styles of upper + lower fences (or walls) to see what you like.
10. Your apartments are pretty much ready now! Save before you do anything else, and check for any aesthetic issues like fence directions or posts, wall coverings, etc. The absolute safest thing to do is to save, go back to the neighbourhood, then package your lot to a file, before you load back into the lot to continue.
If everything else in your apartment is ready for people to move in, then you can simply open up the cheats console (ctrl+shift+C) and type in "changelotzoning apartmentbase".
If you have done everything correctly, the mailbox at the front of the house should change from a residential mailbox to an apartment mailbox as soon as you enter the cheat. There will be no pop-up or anything else.
If you get a pop-up saying something about an invalid apartment, that means you didn't enclose the back yard properly with BOTH fences, OR there is something else wrong with your apartment. This is not a general tutorial for building apartments. If you don't have any prior experience building apartments, please check this guide to troubleshoot why you might be getting an error.
But if everything worked well - congratulations! You now have your very own apartment building on a foundation with functional, fenced-in backyards. Save, exit to the neighbourhood, and try moving someone in. You should now be able to move, place, and delete objects in the back yard just like any other room in the apartment.
Pros and Cons:
Pros:
You can now actually control your own back yards!! They will no longer be considered a part of the common area, and you can place, move, and delete furniture within them just like any other room in your apartment. Apartment residents should also stop trying to get into your back yard so frequently.
You don't have to use custom invisible fences or unlock the hidden in-game invisible fence if you don't want to/can't.
Aesthetically, you can have taller fences without obstructing player vision, as the upper fence will disappear when playing on the ground level.
Cons:
You're technically paying for the same space twice, which can get expensive with TS2 apartments. However, most players have their own way of balancing apartment rent costs, so this isn't a huge deal.
Since you have to be able to place a wall first, this limits you to placing your fences within 2 tiles of the edge of the lot (by default) or 1 tile (with the Lot Adjuster). You may be able to use the Lot Adjuster to get some fences flush with the edge of the lot after they've already been built, but I haven't tested it yet. If you want to experiment with it, make sure you do it before you convert your lot to an apartmentbase just in case something goes wrong.
Fiddly Bits:
"I don't want the top fence to be visible!"
Use the "Great Divide" room divider "fences" from Apartment Life, the unlocked invisible fence from this post, or a custom invisible fence as your upper fence. But if you're using invisible fences, and don't want the double fence effect, you would probably prefer this tutorial.
"Can I use walls or half-walls instead of fences?"
Sure can! You can stack half-walls on top of fences, fences on top of half-walls; if you follow the tutorial, they basically behave the same.
You can certainly use full-height walls as your upper fence, for a really enclosed courtyard effect. You can even use windows for a screened porch vibe. I don't recommend using full-height walls for the lower fence because it will be difficult to connect them to the foundation, but if you know what you're doing, go nuts.
"I want to use walls as my fence, but I want my back yard to have outdoor lighting!"
If you unlock the pool walls by following this tutorial, and use them as your lower fence, then your back yards will retain outdoor lighting. The tutorial may look overwhelming but it's actually incredibly easy and requires no knowledge of things like SimPE or cheats.
Above: A yard enclosed with regular walls (left) VS a yard enclosed with pool walls (right).
"I want to have a gate to my back yard!"
If you try to add a gate to the lower fence you'll just get an "invalid apartment" error message. But, you can trick the game though by using those same "Great Divide" fences from Apartment Life. Simply surround the gate with a Great Divide (on either side, though preferably outside of your yard, to give yourself the most space). This will enclose the gate within your apartment, but Sims will be able to walk over the "fence". I usually put down a floor tile to make it look like a mat.
Remember that the upper fence MUST remain intact in order for the apartment to function. However, you can replace the portion of the top fence above your gate with a custom or unlocked invisible fence so that your Sims don't look like they're walking through it.
When you move in, be sure to lock this gate as quickly as possible; sometimes apartment neighbours will try to enter via the gate uninvited. If you lock the gate, the behaviour SHOULD lessen or stop (but apartment neighbours can be annoying like that without mods).
"Can't I use an invisible fence to enclose a smaller portion of of the upper layer? Then I wouldn't have to pay for the back yard twice."
You sure can. This is a great tutorial that explains how to do just how to do that. In my opinion, though, invisible fences can be a pain in the butt to keep track of, and not everyone wants to or is able to use them. This is just an alternative!
afbottomslinkyskirtboots and efbottomslinkyskirtboots replaced with EP10 Skirt Long by @moyokeansimblr. Base game compatible! Used same swatches for both adults and elders. You can download both or just one of them below 😀
A little project that was supposed to be just for fun, but felt so cool I decided to give it a little more character, make it CC-free and share it.
I adore the original townies of the base game. At some point I noticed that some of the adults share similarities with teens and kids - so I figured out how to merge them into whole families, based on their shared face templates, genetics and/or last names. Sadly, some last names were lost in the process, so I kept a few of them alive in street names.
VERSION 3, updated June 2025!!! NOW ALL NAMES SHOULD BE ENGLISH REGARDLESS OF YOUR GAME'S LANGUAGE! No more incoherent names of playables. I edited all character files, so pets and service Sims too. BUT the Repo Man and one Social Worker will be written in English as well, possibly along with the repo's notification, because I got ahead of myself and can't change it back anymore... I'd have to do all files all over again. Sorry! Pay your bills lol. I'm surprised SimPE even allowed that, as the Social Bunny cannot be changed to "US English Only".
If you see a clearly pre-made Sim or pet with a name in your language, let me know! I had to open and edit about 150 character files, so oversights are more than probable.
Also, I fixed a weird family relation between Orlando Cox and Joe Sims that resulted in Orlando getting memories about Marsha (as if she was his cousin).
DOWNLOAD (SFS)
And there are two things that annoy me about this town. First, FIVE (5) Sims use the 7th face template (Marylena, Melissa, teen Ivy, Orlando and Chandler). Second, the names Ivy and Orlando are doubled. But well, they're townies originally!
There are 12 families, that's quite a lot for a starting neighborhood, but many of them are single Sims (often single parents), so they have the potential to merge.
The families:
Bendett-LeTourneau
Marisa Bendett and her daughters Sophie and Meadow, Brandi LeTourneau and her kids Alvin and Chloe.
GilsCarbo
Goopy GilsCarbo is married to Marylena Hamilton (now GilsCarbo) and they have a teenage daughter named Ivy.
Cox
Kennedy, Melissa and their two sons: Orlando and Chandler. They own a dog named Otis.
Chandler is not Kennedy's biological son, see Melissa's memories for details.
Copur
Ivy Copur and her roommate Abhijeet Deppiesse.
Tellerman
Jan living alone, next door to her brother Komei.
Tellerman
Komei, Christy and their daughter Brittany.
There's a new baby on the way!
Centowski
Orlando and Ricky living alone as teenagers after both their parents passed away.
Sims
Benjamin Cox (Kennedy's brother), his fiancé Amin Sims, and their cat Heidi.
Sims
Joe Sims (Amin's brother) and his daughter Marsha.
Lillard
Brandon and his a lot younger sister Tosha.
Hogan
Andrea and her teenage son Randy.
Bruty
Sandy.
Other population notes:
Anything other than the Pleasantview game folder has been cleared out of character files, so there are no vanilla pets, social groups, garden club members etc. All service Sims are Maxis because they belong in the Pleasantview folder.
The only typically Maxis pets are Otis and Heidi that are replicas of the original adoption pool pets made in CAS. Other pets have been spawned completely fresh.
Since the townies are now playables, I made a few townie children, teens and adults. They are CAS Bin Sims. There's also the founder Sim that I needed as the first playable to spawn all the townies on the lot (his name is Deighton Freeman) and Nerissa Bee who's supposed to be the clothing store owner.
This neighborhood has no subhoods. Feel free to add them if needed.
Genetics
I fixed all "dyed hair" genetics, so e.g. Brandi LeTourneau now has brown hair genetically. I also gave everyone recessive genes, so they're not homozygous.
Townieville landscape:
Made on the Sedona map but in lush, the town gives (as one of my viewers pointed out) the Blue Ridge Mountains vibe! So it could be located in North Carolina or Virginia.
All the houses are Maxis, just furnished by me. Some of them have been reconstructed on the inside so the families have enough space.
Four families live in an apartment building that I built from scratch.
There are many needed community lots: a town pool, a clothing store, a convenience store, a game arcade, a tiny bistro, a park, a graveyard. Some of them are built by me and some are Maxis lots from the bin (often edited by me). There's also a lake beach on the hill, close to the Sims family.
The town revolves around a big hospital building where Brandi and Marisa work as doctors.
DOWNLOAD (SFS)
Hope you like it! Happy Simming!
Credits:
SimsWiki, because the hell would I remember everyone's eye color lmao
some cool (I think) default t-shirts for your ladies!
hello! glad to see you! ^_–
* I don't like the previous posts layout anymore xdd *
conversion by Skittles Sims (post), mesh edit and recolours by me.
I really don't like basegame t-shirts mesh, but I like their colours and prints.
so, what i offer to you:
default replacement for tftoptshirt and aftoptshirt as two separate packages (download) for each age or as one package (download).
I didn't die (unfortunately (or fortunately)) xdd
just hi ^_–
skirt conversion by Skittles Sims (I stole this from there but I couldn't find a post with this skirt), slight mesh edit and shoeswap from me.
what's here
default replacements for afbottomshortskirtboots and afbottomshortskirtshoes - download here.
also you can download these skirts as custom.
but that's not all, there is also a default replacement for topvnecklongsleeve - download here.
also you can (unbelievable wow) download these sweaters as custom.
hi! sorry to bother you, i know this post (/post/762917330214928384/i-edited-and-merged-a-bunch-of-makeup-and-got) is super old but i came across it the other day and can't get it out of my head... could you elaborate on how you pinned makeup cc to SPs to organize your blush category better? i'm really interested in doing that but i'm not sure where to start.
Never a bother! Like I said in that post, using this trick for organization isn't a new idea (BSOK is a thing and I think Almighty Hat uses it to sort distinct cultural attire in their game) but I've never seen it applied just to make-up, and that was the only category I thought was truly annoying to plod through randomly. This is what it looks like in Bodyshop in my Blush category:
I have all my actual blushes and a few effects things in their default CC state, then it starts with eye masks, then misc. "face kits" with lots of parts, then nosemasks, then freckles/moles/beauty marks, then lip enhancements.
This turned into a mini tutorial with pictures, so...
How to Organize Your Unmanageable Make-Up Categories by Pinning To EPs using Outfit Organizer
All this is done by changing the Product value. To pin stuff to an EP, we just have to change this one number in the Property Set (or Texture Overlay XML, basically the same thing.) You can do it in SimPe or Wardrobe Wrangler, but those require you to edit packages or Property Sets one at a time, so I use the Outfit Organizer by @picknmixsims. Every EP and SP has its own number, and for EAxis stuff this number tells the game what EP to put it with in the catalog (another advantage of the Outfit Organizer: you don't have to know the numbers because it's in a handy dropdown menu.) Anything that's not EAxis gets labeled as CC and appears at the front of the catalog with the CC asterisk.
The first thing I did was subfolder everything by type: all my nosemasks in a folder, my moles and freckles in a folder, my lip shadows in a folder... once I get it the way I like it, I apply the change to everything in that folder. (And at this point I'd probably make a backup of everything in case something goes wrong.) Here I just went and found some nosemasks I didn't have because clearly I needed more nosemasks right? I deleted the supernatural ones I didn't think I'd use much, and then the folder is ready. I open up the Outfit Organizer and select that folder to work on. It's listed in the top left box.
All the other stuff in the bottom section can be edited to do other neat stuff but for the task at hand we don't care about that.
But before we do anything, we want to make sure every last thing in this folder is selected, because that's the whole reason we're using this utility over the alternatives. So select everything!
Why TSS for nosemasks? Arbitrary! I think I chose it because of the tennis scene from Clueless. I know I thought Eye-kea was a good, punny category. (Even though there's no Bodyshop content from Ikea Stuff Pack, it puts them together with the logo.) My face kits are K&B and the beauty marks are Glamour Life Stuff.
Once you've selected an EP from the Product menu, the program might jitter for a second and then you'll be able to chose Save All. After that, you can select a new folder and repeat for any other category you want to differentiate.