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.
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First off, I just wanted to say thank you for all of the positive feedback I've received over the past few days — I'm really pleased to see that my mod seems to have been effective for so many of you!
I am aware that my dissertation/thesis is really rather technical, filled with lots of academic/flowery language, and probably quite overwhelming to try and understand if you're lucky enough to have not studied computer science, so I wanted to attempt to break the key parts of it down into the simplest terms possible, to hopefully help answer some of the questions I've seen people have.
What is the pink soup?
The pink/purple strobe lighting we all know and love is 1 of 4 uniquely coloured shaders the game uses to indicate a specific type of error has occurred when trying to display something on-screen. The 3 other colours it uses (you've likely seen at least one of them) are red, blue, and yellow.
These shaders serve two main purposes:
To let you know something has gone wrong in an obvious (albeit obnoxious) manner.
To allow the game to keep running in spite of whatever error has happened (otherwise it would just crash).
Internally, the error that the pink soup represents is known as a "material parsing failure", i.e. the game has failed to understand some piece of material data (textures, rendering properties etc.) about an object it is trying to render.
Part of the process the game goes through before rendering an object to the screen is checking that its data only contains specific characters (numbers, letters, and certain symbols) — an example of when this would fail and trigger the pink soup would be if the game came across a random emoji during these checks.
What does 32-bit/64-bit mean?
A 'bit' is just a single digit of a binary number. All you really need to know is that a 32-bit number is a binary number that is 32 digits (bits) long, with the largest binary number possible being 32 consecutive 1s (1111111…).
I'm not going to bore you to death and show you how to convert binary numbers to decimal, so you'll just have to believe me when I say that 32 consecutive 1s in binary is equivalent to 4,294,967,295 in decimal.
4.2 billion might seem like a pretty high value to be able to represent, but if I said this is roughly equal to 4GB, you might be able to start to see how 32-bit computers/software could be a bit (no pun intended) limited memory-wise. For comparison, the largest decimal value a 64-bit binary number can represent is 18,446,744,073,709,551,615, or just under 18.5 exabytes (EB)!
But what if I wanted to represent the number 5 billion in 32-bit binary? Here's the fun thing — you can't. If you tried, the binary number would 'wrap around'. As in, it would max out at 32 consecutive 1s
before resetting back to 0 and continuing to count up until it reached the binary value of 705,032,705 (5,000,000,000 - 4,294,967,295 = 705,032,705).
This is what is meant when we say that The Sims 2 can only use up to 4GB of your computer's memory (RAM) — it is physically unable to access/store data in more than 4,294,967,296 different memory addresses (it's 4,294,967,296 because the range of possible addresses would be 0 to 4,294,967,295).
If you're not sure what I mean when I talk about 'memory addresses', you can think of the concept as being like your home address (your house number, street name, and postal/zip code). It's just the location a piece of data lives at in memory so the game knows where to find it if it needs to use it for something.
Once the game has run out of memory addresses to use to store things, it will crash. The only way this could be fixed would be if EA magically decided to rewrite the game's engine to be 64-bit, thus allowing it to use an exponentially larger number of addresses.
Why does the pink soup happen?
This is where things get interesting. While the game is loading, the material data for the objects in your neighbourhood/lot is stored at individual addresses in your computer's memory so it can be processed.
Part of this processing involves the game taking all of the shader code found in the Materials.package file and linking the relevant shaders to the relevant pieces of material data of an object (e.g. a reflection shader
would be linked to the glass part of a mirror object), creating shader 'packages' for the whole object. Again, both these packages and the information that links them to the object are also stored in memory.
As you can probably imagine, if you have a large number of different objects in your hood/lot (particularly more complex/detailed objects with many rendering properties), the amount of free memory the game has to use to keep storing things starts to decrease FAST.
Back in ye olden days of 2004 when The Sims 2 was released, 32-bit was the most commonly used architecture for consumer-grade hardware and software. Despite its known drawbacks, the 4GB memory restriction was not really a huge issue, as the technical limitations of the time meant your parents' PC would likely catch fire and explode long before this level of memory usage could be reached in-game.
Windows XP (the operating system the game was primarily developed for) was also a 32-bit operating system. The way XP handled the 4GB memory limit was simple:
2GB was given to the kernel (the core of the operating system).
2GB was given to applications (i.e. The Sims 2).
This is why it is commonly recommended to apply what is known as a '4GB patch' to the game, as by default, it still thinks it's living in 2004 and is only allowed to use 2GB of memory — the 4GB patch therefore permits the game to use the full 4GB of memory it is able to support.
So, where does the pink soup come in to this?
Basically, there is a piece of logic within the game's code that is used during the process of linking shaders to material data described above. All this logic does is check whether the material data it is being given is stored at a memory address above or below the 2GB mark, presumably some kind of relic of the Windows XP days.
For whatever reason (either due to a bug or intentional design), for data stored above 2GB, the game performs additional checks which will ALWAYS FAIL, and the game will treat this data as being malformed/invalid, refusing to link any shaders to it.
Hopefully, the chain of causality should now be clear:
The capabilities of our hardware has increased dramatically in the past 20+ years.
We've all been applying a 4GB patch to the game to allow it to make use of more of our RAM.
We've also all been installing a load of cool custom content and creating highly decorated hoods/lots because our fancy graphics cards can handle them easily.
All of these objects are causing memory usage to quickly surpass the originally intended 2GB range.
The game is considering any data for the objects stored above this range to be invalid and refusing to do anything with it.
The pink/purple error shader is instead being applied to these objects because the game thinks there is something wrong with their material data.
In conclusion, The Sims 2 is confused and elderly, frequently soiling itself when presented with high-tech information from the far off future of the 2020s that its puny 2004 mind can't possibly comprehend.
What are the differences between v1/v2 of the mod?
Both versions of the mod patch the same piece of logic in the game's code, but with differing approaches.
With v1, the additional (and always failing) checks the game performs on material data stored above the 2GB mark are essentially patched out, meaning they are not executed and shaders will always be correctly linked to them, regardless of their location in memory.
This is great, as you should never see any pink soup that would usually be triggered by these failed checks. Consequently however, the game will give you no indication that it is running out of memory, except for when it inevitably crashes once all free memory has been used up.
On the other hand, v2 makes use of these faulty checks. Instead of removing them completely, they are repurposed to warn you of high memory usage, with the game not performing these checks until material data starts being stored above the 3.5GB mark. This means you will still see pink soup, but only once memory usage exceeds 3.5GB.
This is intentional, and is meant to be a trade-off between allowing the game to correctly process more data in memory, but also still letting you know that a crash may be imminent some time after the pink soup appears, giving you enough breathing room to save and restart the game before this happens.
To illustrate these differences better, here is roughly what the code is doing in the vanilla game, v1, and v2 of the mod:
Vanilla:
if memory address <= 2GB
everything is fine, continue as usual
if memory address > 2GB
pink soup time!
V1:
if memory address <= 2GB
everything is fine, continue as usual
if memory address > 2GB
everything is fine, continue as usual
V2:
if memory address <= 3.5GB
everything is fine, continue as usual
if memory address > 3.5GB
pink soup time!
Which version should I choose?
There's no correct option, but if you play with a lot of CC or with highly decorated hoods/lots, I would probably recommend starting with v2, only for the so-called 'safety' reasons I outlined above.
I personally use v1 because I play very vanilla, so I know memory usage should never really get that high. If you're like me, or you just don't care about potential crashes and want to be rid of the pink soup, then v1 of the mod is the one for you :)
I know people likely still have many questions, so I've enabled the 'Ask me anything' option on this blog - feel free to use it!
Soooo... I didn't intend for two highly requested fixes for The Sims 2 to drop within the space of a week and a half, buuuut...
Here's where you can download an experimental patch to fix the so-called 'object limit'!
https://github.com/spockthewok/TS2ObjectLimitFix
(Ultimate Collection only at the moment, I'm afraid).
The good news is:
Both @lordcrumps and @teaaddictyt have tested it with stupidly large CC folders and report that it works.
There isn't a dissertation the length of Tolstoy's 'War and Peace' you need to read through to understand wtf is going on.
The crashing wasn't caused by some hardcoded object limit at all! (That I know of).
An explanation of the issue for programmers:
And for everyone else:
The code for the Build/Buy menu was missing basic checks to confirm that the data it was trying to do things with was actually valid. No, I'm not joking.
Basically, it appears that all of the objects you can buy in the game are stored in something you can think of as being like a big, long list, which grows in size with the more custom objects you have.
The only purpose of the code that this plugin patches is to sort the items in the list into some kind of order. This is done by assessing if the value of the previous item in the list is larger than that of the item currently being looked at, and swapping their position if this is true (also known as an insertion sort).
In short, the game wasn't asserting that the data it was about to compare for sorting was valid before accessing it, and then promptly blowing up when it tried to do so and discovered it wasn't.
I imagine that the odds of the game making an oopsie and dumping some funky data into the list increases with the number of objects it is having to process - this might be why this issue only presents itself to those using multiple GB of Build/Buy CC. It was much easier to patch the code encountering the bad data within the list than to try and hunt down the mysterious culprit putting the data in there to begin with, so this is all the information I have at the moment unfortunately.
Either way, one of the first things you're taught when learning to code is to ALWAYS check that the data you're operating on has been initialised (i.e. it holds some kind of value). I guess someone at Maxis must have skipped that lecture :D
Is the 255 objects per subcategory limit theory true?
The Downloads folder I was using for testing had ~672 objects in the Deco/Misc subcategory (Maxis objects included). With the patch, I can freely navigate throughout the entire subcategory with zero crashes, so I guess not?
What about the whole OBJD limit thing?
People have varying beliefs of what the limit on OBJDs might be, but HCDU reports my Downloads folder had an OBJD count of 20,787. Again, without the patch the game would crash when switching categories in the Build/Buy catalogue, with the patch, no crashing.
If you want to hear my opinion on whether such a limit exists, watch this video.
Do I even need this patch if I don't use much CC?
As it adds some fairly important crash-prevention checks to part of the Build/Buy menu's functionality, I'd probably recommend using it anyway, just to be safe - we all know how much this game loves to crash!
Aaaah! I'm still getting crashes with the patch!
I'm aware that a few of you CC addicts out there have Downloads folders larger than the total size of everything ever uploaded to the internet, so if you still experience crashing in Build/Buy mode with this patch, please take a look at the mod's GitHub page and send me over the information requested there. Fingers crossed that shouldn't happen, but if it does, I'll try my best to investigate :)
Anyway...
Will
(I wish I had looked at this for my dissertation, as it was literally only a day's work).
Are your serial daters running the risk of drowning in flowers? Does it not seem quite right to just sell them? Do you question why there's even a market for second hand date roses in the sims world? Well boy does my sim Maja Sernman have the solution for you! The Sernman Group is opening a florist near you where you too can procure 100% authentic flowers that actually age! Insect-proof, compost friendly, bio-degradable flowers for you, and you, and all of you!
Inspired by @kashmiresims, and with a little help from some friends, I bring you my first mod of 2026.
Features
- After 7 days flowers will go old, using a new texture by Epi. By default a dialogue pops up, and camera will zoom to show to the rose.
- A new interaction to throw away flowers, that routes to the nearest trash can. By default the sim will think about who sent the rose, and roses can be thrown away anytime.
- Storytelling debug interactions for setting recipient/sender, make fresh/expire, pick text option (see below)
- Buyable date rewards, which thanks to debug interactions can be set up correctly. Now your sim can give extra, if they want to! You'll find them in deco/misc, prices are 5, 5, 15 and 55 simoleons (unchanged from original).
- Optional text default! Maxis intended date rewards to have 4 possible writings, but then they just duplicated the same text. I restored this to the intended mechanic and spruced up the writing. To give you a variety in style and personality, @kashmiresims @episims @nikkasimms and I have all written one entry for each of the four different date rewards with writing (bouquet, single flower, love letter, hate letter). Edit friendly, you can add more text options if you want to.
- Highly BCON tunable. Features can be turned on or off, some are active by default, some are not. See read me for more info.
NOTE!!! This requires Date Rewards by Color Traits by Episims and PForestsims. It uses their base texture, and will look extremely weird without their mesh default. Must load after!! Roses will error on expiration if load order is wrong, which erases sender/recipient info, so please make sure you get load order right if you care about your existing roses. Debug interactions can restore if error did happen, if you know who sender/recipient were.
Download from simfileshare
Conflicts: Must load after color trait date rewards. Will conflict with anything that alters pie menu and dialogues of date rewards. Adds new code to date reward semi global. Use HCDU+ to verify if you have other mods that alter date rewards.
Credits: Kashmiresims for the wonderful idea to have roses go old, @pforestsims for their beautiful mesh and base texture that @episims did a great job turning aged. I am aware red roses don't look like this when dried out, but I wanted them to still look nice if a sentimental sim wants to keep them anyway and Epi was kind enough to do what I asked :3 Charmful, Nikka and Epi for helping me write new text. @lamare-sims and @tvickiesims for brainstorming with me at the start and helping me decide on dried out rather than rotten flowers :3
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So you might have heard that a new prototype of The Sims was released. This one is a later release than the earlier 1998 prototype. This one is very similar to the '98 version with a few more elements added including Create-A-Sim and also the infamous brain HUD menu.
I do wonder, based on the families in the bin, if Michael Bachelor was actually Ross with a new first name and skin. That would be interesting. That would mean that Ross here is Bella's 'proto' brother.
This is 1999 CAS. You can pick the head, that's it. The only choices are the earlier cartoon-style sims (Duchess, Fritz, the Coloneal, etc) and Ross, Mercedes, and Samantha in the well-known Maxis style.
Very few objects added. Many of these items seemed to make it to the final release in some form or another. As far as live mode goes, sims are surprisingly intelligent. I'm actually unsure if they can die. Fire isn't an issue. No jobs yet but you can make money from the "work" option on the computer.
Notice the HUD, it's one of the most interesting features of this build. As the sim performs actions different sections of the brain light up or flash to show how the performed actions are affecting their 'brain'. It's an interesting concept but I'm really glad they didn't keep it. It's a little morbid.
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a bunch of tips for cc creators and anyone interested
To view the pic in full size on PC click it to open a popup image, then right-click on the image and open in a new tab
Pic above explains what's required for one lamp subset to lit up.
Do you need to know all that to make a TS2 CC light? Not really. You could just grab a well-functioning custom light and clone it. But if you wish to customise it, make a repositoried light etc, then you need to know what makes 'em tick ;)
Below you'll find some light making tips / troubleshooting.
On/off TXMT settings need lit & unlit MMAT to work properly, doesn't matter if it's for a recolourable subset or not.
Shadow subsets with on/off state don't work well without MMAT - show up or disappear randomly.
Basically all double-state shadows in original TS2 wall / table lamps are borked (missing MMAT)
original Lightpattern subsets are an exception to above - these tend to switch states correctly even without 'unlit' MMAT
because of that, Lightpattern subset (model) can be used to display a shadow (instead of 'null' TXMT) during "unlit state"
Be wary that borked Simpe installation can break cloned objects (It's not about specific versions, and it can happen after the app worked fine for a few months). If you clone lights and these do not work well no matter what you do - it could be SimPe.
Remember to always make a BACKUP copy of the object package before editing
Sometimes it's easier to recreate a light by cloning from a mesh that you know works well in the game, than trying to fix an existing package. I came across custom lights that were broken beyond repair.
❕ Before you dig into the rest of this post, please make yourself familiar with my Lit State graph pic above.
Related tutorials:
How to change emited light colour in custom TS2 lamp.
<- if a CC light doesn't emit any "glow" or emits no light at all, that's because it's linked to wrong light settings, you can easily fix this by changing the light settings name in the CRES.
How to make stuff glow in the dark (editing TXMT settings).
<- some CC lamps cloned from TS2 lights do not glow because original TXMT settings were wrong. This is quite easy to fix.
How to make two subsets use one texture !
<- if lit and unlit states use the same texture, there's no need to include texture duplicates in every recolor.
It happens when the game cannot find the TXMT resource the subset is linked to.
Possible causes: typos, missing TXMT, or TXMT with wrong instance (if creator added TXMT by hand and/or edited TXMT name and forgot to Fix TGI = update resource instance).
Example: I attempted to fix this custom light that had blue-flashing subset (during "off" state = supposed to be invisible) and also wouldn't lit up. I checked the resources using Simpe Scenegrapher.
Texture used by TXMT should have an arrow pointing to it (from TXMT resource). If two TXMTs are using the same texture, there should be two arrows etc.
In the bottom left corner of the Scenegrapher window you can see an "orphaned" TXMT (material definition) resource. When you click it, the full name gets displayed in the field below.
''Orphaned' resources could be some leftovers - or incorrectly linked stuff
Null TXMT shows as "orphaned" resource even when it's required!
This cc lamp is using the lightpattern, so (by default) Null TXMT should be present - but it's missing. Creator removed it, and since they've been using RPC, they didn't notice a problem.
⚠️ if you use RPC launcher by lazyduchess - it can hide unlinked resource issues so blue flashing subsets don't show up (are invisible).
Consider testing your custom light without RPC if you're not sure it works properly.
-----------------------------------------
Fixing NULL STATE
Null state TXMT is present in most lights with shadows or lightpatterns. It's an invisible material - used for anything that's supposed to disappear when the lamp is on or off.
Setting the cMaterialDefinition Type to Null will instantly turn a TXMT into an invisible material. TXMT properties in this resource will be ignored.
"ordinary" object TXMTs use StandardMaterial Type
Original Null states tend to work without MMAT. If it's missing, or not working properly, you can replace the null txmt line (or lines) inside STR# Material Names with:
lightingwallvalue_null
This is a null TXMT for Basegame light and it should work, as long as the subset state in the BHAV points to the right line on the Material Name list (more on that below).
As long as your object has lit/unlit state BHAV for the light bulb (as shown in my graph pic at the beginning), and the light bulb part is separated, you can link the subset in SHPE and STR# Material Names to the lightbulb settings inside basegame TS2 light:
for example, the Basically Bare Bulb:
lightingwallvalue_bulb_lit
lightingwallvalue_bulb_unlit
It's a plain white surface - it will work for any custom lightbulbs (or other white glowing parts). Another similar light is Garden Glow light bulb - /I did a TXMT replacement for it so I tend to use this one:
Always link subset with on/off states in SHPE to lit TXMT settings.
Subset has to be named 'bulb'
You can rename subsets (models) in GMDC window, tab called "Groups" - click on a subset on the list. Edit the name, commit changes & save.
Edited Material Names list example:
Again: this will only work if your object has bulb BHAVs: CT- Light - ON, and CT- Light - OFF.
***on/off BHAV can be edited. As my graph pic shows, you can replace target mesh and link it to other on/off MMAT.
Shadows
It's not possible to fix double-state wall / floor shadows if MMAT is missing (as is the case with original TS2 wall lights or table lamps). You can try to switch off lit state shadows entirely (shadow's Light-ON BHAV function linked to Null TXMT) but you'll get mixed results.
A way to go around this is to link shadow TXMT in off BHAV as an unlit state for the lightpattern instead of 'null' TXMT- /so lightpattern subset mesh displays shadow texture instead of becoming invisible /.
Lightpattern resources
Original Lightpattern subset tends to switch states correctly without MMAT, so if you don't need it, you can use it for some other part of your mesh - light bulb, or even the shadow.
Lightpattern mesh can be used to display a shadow during "off state". Under the pic a few lines below you'll find instructions on how to link on/off BHAV to different TXMT settings.
Lamps cloned from TS2 objects tend to have lightpatterns that are too white - this can be fixed by editing TXMT color settings.
You go about it like you would with other Buymode objects - but there are a few more steps/requirements:
Each double-state subset needs one line in both BHAV (Behaviour Function) CT-Light states to work. So your clone has to have enough of these lines to match the target light object.
Custom TXMT names in Material Names list need to have a prefix 0x1C050000! or stuff will not be linked. Note that if you clone a repositoried light, custom group prefixes get removed from the list and you need to add it back
you can't link a double-state subset to an 'ordinary' single state subset - it won't work correctly
STR# Group Mesh Names
A list of subsets with double states. Edit that part if target light's subset with on/off states has different name than your clone. Make sure English is set as default language!
STR# Material Names need to list all TXMTs used by each double-state subset in the target light (that you'd like to link). You can add new lines there.
click image to open a pop-up image, then right-click on the image and pick "open in a new tab to view in full size
(Pic above shows all the elements required for unlit state to work.)
How to edit CT- Light - ON /OFF BHAV to link a subset to different TXMT settings
In Operands tab, Material Names list line number is the first one on the top right (purple), and Mesh Group list number is the fourth one (cyan). If you change the numbers, TXMT / mesh names displayed below the tab should instantly update.
When setting BHAV operands for material list line numbers higher than 9, use hex code: 0 (zero) + A for 10, 0B for 11, 0C for 12...
you should be able to change a material or model mesh number in BHAV Operands tab just by selecting a name in pop-up window (click little hammer Icon, then arrow icon). But sometimes Simpe refuses to do that and numbers have to be set manually
example: to make the bulb subset disappear when not lit, I changed the operand (circled in purple) in Light-OFF BHAV from 04 to a material list line pointing to null TXMT.
NOTE: If you change mesh names in mesh group list (often required when doing repositories) but BHAV still displays old names for some reason, as is the case in an example pic above, you need to go to the list and click "Default Lang Only".
MISSING MMAT
It's possible to recreate missing shadow or lightbulb MMATs
newly added MMAT will only start working after you do "Fix Integrity". Have in mind that process can break files. Always make backup copies before editing lights!
There are tutorials around on how to add MMAT, and this is almost the same, but:
Lit & Unlit MMATs (used by specific subset) share family string.
The unlit state MMAT materialStateFlags is set to 0. The lit state MMAT is set to 1.
Object state index needs to point to correct material line in Material Names STR.
Some TS2 lights contain a GMND blocklist element called "tsDesignModeSlaveSubsets". If you click on it you'll see something like:
shadeOutside = (String) shadeInside
recolourable subset (shadeOutside) is linked with another subset. When you click on the object in the game and change colour, both subsets change.
Linked TXMTs have to use specific name format, as follows:
[CRES name]_[unique subset name]_[suffix shared between subsets]
When creating a recolor for such light, you get four TXMTs.
If you don't need linked subsets, you can recycle the main subset resources and get rid of the other one (remove all shadeInside resources).
Or, you might want to clone a lamp that doesn't use "slave subsets".
Again: I recommend cloning well-functioning custom lights rather than TS2 lights. But here are two-subset TS2 lights that are somewhat OK to clone:
Wall and table lamps have borked shadows (missing MMATs).
Wall:
"Wall Flowers" Sconce (one texture for both subsets)
Lampshade has "slave" subset.
Illuminating Angles by Newt Vo (one texture)
Gets cloned with two glass_lit MMATs. You'll need to remove glass_lit MMAT that has "0xFFFFFFFF" in objectStateIndex.
Table:
"Whodunnit?" Table lamp (one texture for the base, two textures for lampshade).
Functional lightbulb.
Floor:
Social Climbing Ivy Floor Lamp (one texture for the base, two textures for lampshade)
Lightbulb MMAT is missing, but you can link the bulb to TS2 bulb TXMTs. OR make use of the working Lightpattern subset instead.
Ceiling:
4 x 4 Designer Chandelier (one texture for the frame, two textures for lampshade)
Has functional lightbulb. SimPe might include textures and TXMTs for black and brass metal even if you didn't ask for it, these can be removed. Pewter is the default colour.
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Tell me why when other people go back to revisit sims 2 they get these beautifully running games and towns and all of their sims look immaculate but when I do it shit like this happens