SimPE for Mac now exists! It is a Wine wrapper around the Windows SimPE 0.8.2.11, patched for Mac file paths, loading objects and TXTR files from the Stuff Packs Huge Lunatic extracted, if they are installed in BonVoyage/TSData/Res/Catalog/Bins. Fixed Wine weirdness of not properly displaying the Resource List. Should work on both Intel and M series Macs, but is dependent on Rosetta on Apple M series.
Like all Wine apps, your local hard drive will be the Z drive in the open and save file menus. To get to your Sims 2 folder, you click Z>Users>yourusername>Library>Containers>com.aspyr.sims2.appstore>Data>Library>Application Support>Aspyr>The Sims 2.
It is not uploaded to MTS, because it exceeds the maximum file size for upload. I am working on that. The wine wrapper makes this a large app. Like 1.2 gig. I went through becoming an official Apple developer and getting the app approved, so MacOS won't complain and refuse to run it. You can download the .dmg now from my github. https://github.com/rhiamom/SimPE-Mac-Wine/releases
One year of my life, well-spent! And please, don’t just like this, please please reblog it!
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Does anybody have the original PhotoStudio templates that could be downloaded from the Ambertations website long ago? I have searched MTS, and found a couple by Ailias, for Pets and GLS. I searched the MTS forum and found a thread with a bunch more templates, EP/SP unspecified. But I would like to have that original set of templates for the early EPs. You can message me here or at MTS. I am rhiamom there.
Garden of Shadows is where I linked for Mac users to get those Stuff Packs. So, I have now uploaded them to my SFS, but with One More Thing added. I have all the CAS/Bodyshop content working, including H&M stuff. I have replaced HL's bodyshop bundles with my own, which work when you put them in the Downloads folder. They show up as CC, but they all have a polite tooltip that tells you which stuff pack they are from. The build and buy files can go in Downloads or in the game at Bon Voyage/TSData/Res/Catalog/Bins. If you put them in the game, then my SimPE for Mac 0.8.2.13 will load them and you can select them in the Maxis object catalog. The Collections files all go in the Collections folder.
Download the StuffPacks!
Download SimPE for Mac!
Download Clean Installer for Mac!
And if anybody has Bluebottle's remapped mesh for Simlogical's winder stairs, please message me here or to rhiamom at MTS. I need that mesh.
SimPE for 0.8.2.13 for Windows, Mac and Linux seems to be a solid release. No bug reports in over a week.
I will be done with Clean installer for Mac tomorrow - the version I have uploaded to MTS doesn’t do Sims correctly, and I will fix that in the next release, which I really can’t do until the first one makes it through the moderation queue.
And then…then I have free time again. After a year of having my nose in a computer working on these apps most of my waking hours my house needs rather a lot of attention. I am going to grind wheat and bake bread. I am going to make cranberry-orange jam, with the cranberries I have had in my freezer ever since the cranberries were in stores. I am going to finish knitting a sweater for my husband. I am going to read the six theology books I bought.
And maybe, just maybe, I will create more stuff for The Sims 2. If I do, it will all be done on my Mac, because now I can. With SimPE and Clean Installer and Gimp and maybe Blender, if I am ever insane enough to try meshing again, the Sims2 ecosystem is now complete on a Mac. My 20 years of waiting are over.
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There is something odd going on. All my Mac lots, from 209 and up, crash when you try to enter them. And not just on a Mac! They hang loading on a PC as well. From here forward I will not be photographing my lots in Windows, to keep them clean for Macs. I may go back and recreate some old lots. To the best of my ability to figure this out, it is the Maxis packager in the Windows versions of the game creating the issue.
I discovered all this while working on a Mac version of Clean Installer. So that’s the good news.
Good news and bad news. First the good news! SimPE is fully upgraded to .Net 8, all the ambertation dlls are also decompiled and recompiled to .Net 8, NVidia DDS utilities are replaced, DirectX is replaced. SimPE is now a true 64 bit Windows app - but it plays nicely with Linux, too. I think. Only 1 report on that.
I did SO MUCH work getting Chris Hatch’s completely broken Sim Description to work. I not only got all the tabs working, I added a feature. When you click Open Clothing in the More tab, it used to kick you out of Sim Description entirely, and leave you with an inscrutable long list of clothing mixed with other files in the upper panel. My new feature is a panel that shows only clothing, filtered by gender and age to the selected Sim. You can alter the filter.
I have been fixing bug reports for a week or two now, so I am hoping I will be at a stable release soon. I need more testers.
Now for the bad news. Porting to the Mac is now possible, and in progress, but it is incredibly slow going. WinForms and Avalonia work in very different ways. And then I discovered that Apple is eliminating Rosetta support in MacOS 28, due out in fall of 2027. That means the Sims2 will only run on Intel Macs, or ones that don’t upgrade, after then. And Macs have a history of 90% adoption of OS upgrades. I did the math, and it will take roughly that long to finish the porting. I don’t think it is worth it. I don’t think I will finish the Mac port. There just won’t be a need for it.
Not a total disaster, though. If you have an M1 or M2 Mac there is the Asahi Linux project. That will let you run The Sims 2 and my SimPE using Lutris/Wine. The Sims 2 actually runs better on Linux than Windows. I will have to wait for Asahi to get to my processor, with my shiny M4 Macbook Pro.
This is SimPE modernized, a 64 bit app running on .Net 8.
SimPE has been migrated to .Net 8. It is not happy about it at all. Not only do I have to fix the usual configuration and reference bits the migration tool messed up, now I also have to deal with those pesky .Net 2.0 ambertation dlls. Tomorrow the decompiling begins. It will be painful, especially the managed directX translation to Open GL. But that opens the path to my goal, a SimPE for Macs.
The good news is that I had a functioning SimPE in .Net 4.8. Not fully tested, but major workflows were all good.
The slow slog continues. I have the Wants and Fears editor tab appearing - have not tested if any of the controls work yet. I have the Memories tab appearing, too, also not yet tested. Memories was tough! There was a 13 second delay from clicking “Open Memories” to when the Memory editor tab would appear. That is mostly fixed, but the very first use is still a bit slow. Original code was jumping back and forth in a 35 meg file, reading bits and pieces here and there. Now it reads the entire file into memory, and parses it from there. After that initial read the tab appearing is instant. It certainly did not help that Wants and Fears and Memories both depended on the same dll, but needed it to be named differently. I could have one or the other working, but not both. So, two dlls with the same contents. Not ideal, but it works.
Not sure what I will tackle next. Probably the Sim Description Extended Form, which, like everything else in the Sim Description panel, is not appearing at all with the 0.77 code.
I have not forgotten that my goal is SimPe FOR THE MAC. Once I have a functioning version of SimPe in .Net 4.8 I can separate the logic from the interface, and jump to .Net 8. Or maybe even 9 or 10. I will have to build a new interface. I could make it cross-platform at that time, but the differences between the Mac and PC versions are so deep that it makes more sense to then return to my native Mac Objective C port, but do it based on WORKING code this time.
So, I have a running thread on MTS about my SimPE progress.
Mod The Sims - Update on a new SimPE version
Update on progress on SimPE. I added the CSoil library, as it was needed for more than the DXT file imports. It is working where I needed it; have not yet tested the DXT import capability.
I have moved on to the Neighborhood selector and Sim Browser. I am fixing resource names/paths that the upgrade to 4.8 broke. I fixed the Sim Description menu option (on the left) to display the list of Sims correctly (on the right), which is broken in the 0.77.69 I have. I fixed a bug with the Sim Relations tab of Sim Description not defaulting to the selected Sim. I removed the "secret lover" and "platonic" relationships that were added in 0.77.69. I corrected the math errors in the attraction/disgust display of the Sim Description Character tab so they now reflect the actual Sim score. I corrected the math errors in the menu item Sim Relations Daily/Lifetime relationship display, so they now reflect the actual Sim score. The entire Sim Browser section is horribly buggy, so I will be fixing those errors as I find them. If anybody has run across a bug, please let me know what is messing up, not displaying correctly, or giving erroneous data. I can't fix it if I don't stumble across it.
For my Mac simmers, yes, I am working on the windows-only C# code. It is clearly the fastest, most direct path to a working Mac version of SimPE. Once I have a decently running SimPE in .Net4.8 I can upgrade to .Net8 or 9 - and that level of .Net allows me to build a cross-platform/Mac user interface.
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hi! i just stumbled across this blog and i’m so glad someone is looking out for mac users/super collection players! they understandably get overlooked. a few things: will there ever be a conversion of hoodchecker for mac? if not, is it feasible to use it on a seperate windows computer to check hoods from the super collection? i remember transferring my ts2 save from windows to the super collection version without issues, but it was a few yrs ago at this point. i’m guessing doing the inverse would be a problem because of the different between mac os files and windows ones. thanks!
If you copy the Sims2 folder from your Mac to a PC and check your hoods with Mootilda’s Hood Checker you can then copy those checked files back onto your Mac. A bit of a hassle, but no file system issues.
Mootilda, bless her heart, provided the source code for all her utilities, including Hood Checker and Clean Installer. They use dlls from SimPE. Once SimPE is done, upgraded to .Net8, I have Plans to do her utilities. But SimPE must be at At least Net8 in order to be able to build/compile it for a Mac. So the same process for Mootilda’s utilities. Upgrade .Net level, build the cross-platform gui interface.
This is a follow-up for my Linux saga. Basically, I tried Linux and it runs perfectly.
Let's start with theory.
DON'T BOTHER TO DO IT IF YOU DON'T CONSIDER YOURSELF TECH-SAVVY. IF YOU'RE EVEN SLIGHTLY UNSURE IN YOUR ACTIONS AFTER READING TUTORIALS, ASK SOMEBODY WITH A COMPUTER WHIZ PERSONALITY TRAIT TO HELP YOU WITH LINUX. TS2 installation afterwards is easier in a way, you probably wouldn't burn your computer.
Note that to expect any results, you need to have a decent PC. Mine is i5, 16gb RAM, Geforce 1650 4 gb. Not cutting-edge, but more that enough for abusing the hell out of TS2. IDK but your 10-year-old working laptop may still fold and do some crashing, because it has lower limits. But expect it to be less.
Step 1: Watch Tea Addict on Youtube
Watch it fully, then scan this post and then proceed to actually doing things.
Huge credit for Tea Addict for popularizing the method. She's the one to film a huge tutorial that basically explains how to successfully move to Linux. Open it and watch before you do anything, then see my notes for some occurred changes, corrections and additions. I want to add some details to her video that haven't been mentioned but are important.
Join Tea Addict's Discord for more support and discussion
Starting with Linux. BACKUP YOUR WINDOWS!
p.s: if you can’t successfully google something i tell to google, better ask techy person to help with the whole thing. potentially just let them handle the whole installation.
1. Start by simply googling how Linux works. It would be a pain to implement all the lore here. Basically, you'd want to be a bit tech-savvy for installation and up until you launch your Sims 2 and everything works perfectly with your ton of CC and high settings. The biggest difference is that you'll have to do many things through Terminal. You'll get how it works after a few times you'll be ordered to use it by tutorials.
2. Understand what you're downloading Linux for. It has a lot of user-friendly distros that are great for everyday use. I downloaded Linux for playing TS2, but now I browse the Internet, watch movies and keep my notes and writings here too. Here's an article that explains main pros of using Linux. I like it for smoothness, fastness and a lack of things I don't need.
3. If you're unsure what distro to get, get Mint Cinnamon. Tea Addict uses it, many TS2 users use it. Most importantly, it is widely popular elsewhere. You need it to be popular to get the best support and google results. Pop!_OS is also good for gaming, but I recommend Mint. When/if you become a Linux enthusiast, you may choose something else to try. DO NOT DOWNLOAD ARCH!
4. Don't be radical and uninstall Windows. Make a double boot. Better to buy a standalone SSD for that, if you're not a pro, don't partition your existing drive, even if you have space for that.
5. Dedicate enough space. You would want enough for your distro + Lutris + TS2 installation + your Downloads folder which WILL expand a lot because you won't be afraid to stress your game anymore + all TS2 utilities + needed packages and utilities for Linux. You will probably get the taste and want to try some other games and tasks on your new OS, so be resourceful.
5. When installing from a USB boot, you may run into "Can't proceed to install because RST is on". The support link provided wouldn't be helpful for inexperienced users. The process is scary and you need to get into your BIOS to change storage mode from RST to AHCI (don't do this if there's no error). If there's no setting for that, google how to turn on Advanced mode in BIOS for your PC manufacturer. Better to get personalized support. I hate AI but even I had to use Deepseek for help. If you know what to do, following this link beforehand will save you from losing your Windows install in process.
6. When in Windows, don't touch your partition with Linux with a 10 feet pole. I simply renamed my Linux drive in Explorer from "New Drive" to "Mint" and my Mint install wiped away, had to reinstall completely.
7. If you have Nvidia GPU, install their driver through Driver manager. For TS2 many suggest version 550, but you can also install recommended. Some users say they had to try different ones before they got great results.
8. Test your audio. If there's none, you have to install PulseAudio/Pipewire. Here's a fix. If it's still silent, I suggest clicking on sound icon near the clock, then on Sound setting, and then mess around with output devices.
9. Install a system-wide VPN if your country's network is regulated in any way. I can't access the majority of international servers in my country, so without VPN I have trouble installing packages from terminal or Package Manager.
SETTING UP TS2
1. Don't mess with your Windows TS2 installation yet, let it live before you check that everything flies on Linux. You can't access Linux files from Windows, but you absolutely can access and copy Windows files from Linux. So no cloud storage of flash drive necessary for moving. But yeah you should've done a whole Windows 11 and files backup, remember that?
2. Most importantly, OSAB's Starter Pack is dead. You'll need to google "Sims 2 Magipack" and find a carrd with a magnet link. It features everything from Starter Pack and posesses the usual Ultimate Collection file structure. RPC works, 4gb patch applied. It also provides installed CEP and Scriptorium, if I understand it correctly. GRM install is optional. Inside there are bonus items. In Tea Addict's video there's a part where she moves files from install to install. Make sure you don't duplicate preorder bonuses and Store content and move CEP files correctly.
3. IDK if Magipack includes it, so make sure to replace your Graphic Rules file with a Legacy Collection one. Don't tweak anything else in GRM. The whole "recognizing new graphic cards" talk is unnecessary.
4. When installing TS2 from .exe on Lutris, make sure installer preset is either Windows 10 or Windows 7 64-bit. Don't choose 32-bit because the game is. Lutris handles it.
5. In Lutris, right-click on your installed game, then Settings> Game Configuration (or Settings? IDK I have another language) . Make sure your executable is .../Sims2UC/drive_c/MagiPacks/The Sims 2/Fun with Pets/SP9/TSBin/Sims2RPC.exe (don't copy, just find that file in your system). Lutris can mess it up sometimes. Try to run the game to see if it works normally and loads the neighbourhoods.
6. Now you can transfer your EA Games folder with saves and mods.
7. In the same window from step 5, to go System Configuration > Display > GPU. Choose your dedicated GPU like Nvidia or AMD. Or there will be no magic effect (the Pink will return).
8. If that leaves you with game simply not running, then in the same old window go to Runner Settings > Wine version. Change it to ge-proton. Now everything should work with no limitations and crashes! Your game will fully work out your powerful GPU. Watch out for overheating!
9. RPC settings work through "Launch EXE inside Wine prefix", just install whatever they ask on the first launch. Same with Bodyshop.
10. When changing resolution in-game to make my UI bigger, borderless window didn't scale to monitor but became smaller. My easiest but dumbest method is lowering the whole OC resolution to 1600x900 (or whatever suits you). It's not bothering me visually, but UI isn't tiny anymore.
11. SimPE install is a little tricky. Here's the instruction (top comment). If winetricks don't open, go to System Options in Lutris, check "Disable Lutris Runtime", restart the app. Uncheck when you're done with tutorial, before launching any program. For me, SimPE required not only dotnet40, but a latest (9th?) .NET runtime from the same list.
12. In her video, Tea Addict recommends installing a particular Lutris version from the Package Manager, citing that there’s some compatibility benefits. I couldn’t install it (yaaaas authoritarian regime web isolation!!!) and downloaded a .deb file from official Lutris site. Was worrying some of my problems were connected to that. However, there’s no difference — TeaA herself updated that she moved to .deb version. Don’t stress too much about Lutris until it’s up to date.
That's all, I think! Note that with Linux, everything is different for everyone. But I've decided to list all the caveats and problems I've run into, so you don't have to rummage through the whole Internet for them!
A few weeks ago Anthropic reduced their usage limits for my paid Claude AI plan. The result is that I can do 1 to 1.5 hours of actual file translation, followed by 3.5 to 4 hours of waiting for my usage to reset. Progress has become much slower. At least the translations seems to be much better using Objective C, so not as many compiler errors to fix. I am getting maybe 3 hours a day of work on the project done, due to the reduced usage.
On the bright side, I am getting a lot done in World of Warcraft in those 3 hours I can't work on SimPE.
I have got the CSoil2 library integrated, to replace the Nvidia DDS utilities. I have the folders Packages, Helper, Interfaces, Resource Controls, Name Provider, and Generic Handlers completely translated. Good inroads on Scenegraph, Rcol, 3IDR, and Workspace Helper. And so it goes.
Hi, does the ikea stuff fix still work? Just wanted to make sure before proceeding with the process :)
Yes, it still works. It doesn’t change the game at all, other than you manually adding the SP8 folder. It just changes the Windows Registry entries for the game to include the Ikea Stuff Pack as installed.
I took some time off from working on SimPE for Mac and did a quick recolor of the Ektorp sofa. Works on a Mac if you have Huge Lunatic's extracted SP content. It is a very 1960s colonial style look!
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A quick-ish guide to the culture of The Sims 2 modding community.
Are you new to The Sims 2 community? Are you coming from more modern games, either in The Sims franchise itself or other contemporary games? Are you excited to start your #brand and become a #simfluencer and post your #earlyaccesscontent to support your #sidehustle?
Have a seat, then! Let's chat.
Hello, friend! My name's Pooklet. I've been playing since 2004 and creating since 2007. I'm by no means an expert in most forms of content creation itself, but I've been around since the heyday of The Sims 2, I've watched how community opinions have shifted (or not) since practically the beginning, and I'm hoping to give you a basic outline of the community culture that you can expect to encounter as a newcomer.
A very brief history of Sims 2 content monetization:
People have been trying to monetize content since there has been content to monetize, all the way back in the days of The Sims 1. We tend to call them "pay creators" and their websites "paysites." Some big names in this arena include The Sims Resource (their free-with-ads model is a relatively recent development, which is why you will find people to this day calling them T$R), PeggySims, Newsea, and many others that you can find on this handy website:
Paysites Must Be Destroyed
Now, if you have a glance at that website, you might be saying to yourself:
"But, that's illegal! I own the copyright to my custom content!"
Alas, no! Due to the wording of the End User License Agreement for The Sims 2, no custom content creator owns their creations for this game (or The Sims 1, or 3, or 4, for that matter, but we're talking about 2 right now). It all belongs to EA at the end of the day, and by installing and playing the game, you have agreed to these terms. Which means you have no individual, protected copyright, and it is perfectly legal for someone to download your paywalled content and then reupload it for free for others to enjoy. And they will!
Furthermore,
You are not making anything alone.
Everything from modding resources, to tutorials, to the mods required to fix disastrous glitches in the game code and make it playable at all, to the third party programs used to make any and all custom content, such as SimPE—all of these have been provided to you for free by other creators, many of whom have a usage policy that asks that people not use their freely-provided tools to make a profit. Although no one can be forced to follow a creator's policy, it is generally considered good manners to not try to make a profit off of someone else's free work. And if you are using these tools to make paywalled content, that's exactly what you're doing.
Pay creators have been ignoring these policies since the beginning of time, and so free creators likewise ignore their policies against sharing their paywalled content. Pay creators have also tried lots of different ways to keep their content exclusive, everything from trying to track leaks with slightly altered files to actively filling their content with malicious code. It has never worked.
Free creators have always found a way around these barriers. In fact, it's taken as something of a challenge to undermine monetization efforts. As you can see from Paysites Must Be Destroyed, there are entire teams of players devoted to reuploading paywalled content for free.
A culture of sharing.
The Sims 2 is something of a time capsule. At 20 years old, it predates a lot of the hyper-capitalist hustle culture that has infested every creative hobby. It is from a time when monetization was an outlier rather than the norm, and a much maligned outlier at that. This attitude has persisted for 20 years. Believe me when I say, you won't be the combo breaker. Especially now, given that The Sims 2 is not the most contemporary in the series and the community has shrunk considerably, down to the people who have either been here for a very long time, or newcomers that understand the community culture.
Also, it's just kind of not a great idea in general to try to make money off of a 20-year-old game with a pretty small community?
Like, I get that The Sims 4 is really saturated with pay creators and it's hard to get a foot in the door. I get that you might look at The Sims 2 and think that the small pond will give you room to be a big fish. It won't. You might get a handful of people willing to pay for your content, but at least one of those people will be resharing it for free.
Paywalls vs. optional donations.
Okay, so hopefully you now understand why people don't like it when you put content behind a paywall. But what about those Ko-fi and Paypal donation links you sometimes see at the bottom of people's downloads? Why is that okay, but a locked Patreon tier isn't? Well, because they're voluntary. No one is obligated to pay for that content to be able to download and use it. It's just a way for someone who does have a little extra cash to basically "tip" a creator whose content they like. You have no way of knowing whether the person who posts those links is actually receiving any donations. And that's kind of the point. Whether or not they receive any donations, they are still sharing their content, because they enjoy the hobby of making and sharing content.
"I can't make a living off of that!"
No, you can't. Because that's not what we do here. That is not part of our community culture for all the above reasons. If you want to make a reliable income off of your hobby, you're going to need to get a different hobby. Try Second Life! That is a community that actively encourages monetization. The Sims 4 allows for "early access" monetization. There's options out there for you, if what you want is to make a profit off of your creations for a game.
"Fine, what about monetized link forwarding services?"
Link forwarding services historically have malicious trackers or viruses embedded. People will also strip those and provide direct links to each other. Or they just won't download your content.
"What if I want to make YouTube videos of someone else's written tutorials and I enable ad revenue on them?"
Personally, I still think that's a dick move. I love video tutorials, I'm a very visual learner myself, and although you might feel entitled to compensation for reciting the steps of someone else's tutorial into a microphone and then editing and uploading the video, you're still monetizing someone else's freely-provided content. I would consider this an 'ask permission' scenario, one in which you tell the person, explicitly, that you will be making ad revenue off their work. If they're fine with that, then you're good! (For the record, I'm not fine with that.)
edit: more of of my thoughts on monetized youtube videos over here.
"What if—"
Look, no one can stop you from trying to monetize your content, or worse, someone else's content. But you will have the exact same arc as every pay creator who came before you: your efforts will be undermined at every turn, your reception in the greater community will be chilly at best, and it will become a battle between you and the folks resharing free reuploads of your content until any fun you initially had making content is gone.
"The steady erosion of every known social safety net beneath the crippling weight of end-stage, line-goes-up capitalism and the yawning abyss of poverty over which I am dangling has imbued me with such anxiety that I cannot engage with a hobby that precludes monetization. I am exhausted. I know no other way."
I get it, friend! I have lived in poverty all my life. I do not begrudge the impulse to find a way to make passive income off of your every waking moment. Increasingly, it seems like that is the only way to survive! Unfortunately, you will not be able to do that with this specific community. We know that we have something special here, having resisted monetization's encroach for so long, which makes us fight all the more viciously to maintain it. You are entitled to try to find ways to supplement your income, just not here. Personally, I consider that a feature, not a bug.
Bonus Round: Remember, That's Not Just Yours!
I said it earlier, but I want to reiterate: you are not making any TS2 CC alone. You are making it with tools, resources, knowledge and code that people have provided on the condition that they not be used for pay content.
To use myself as an example, "my" hair textures are a blend of resources provided by other creators. Namely, Nouk's original hair texture was edited by Vintage D, which I then further edited over the years, using parts by the creators Ephemera and Helga. It would be extremely shit of me to say "well, I think that the time that I put into my edit is worth money, so I'm charging for it" when the edits that I made would not exist without the work of those people. And it continues on down the line with edits that other people have made of my texture blends and color actions, and the content they make with them.
(If you see someone charging for these, btw, lemme know. I'd love to have a talk with them.)
In closing,
The knowledge base, the resources, the coding required to make any and all working content for The Sims 2 has been compiled for 20 years. Please understand, I'm not trying to denigrate anyone's creativity when I say: you cannot bring anything wholly "new" to TS2 CC-making, something that uses no one else's resources or programs, something you can point to and say "no one helped me with that. I did it all on my own. It is my property." Nor should you aspire to! The fun of The Sims 2 community is to share and share alike, to credit each other for our contributions, to hype each other up and iterate on shared works and resources. We've been doing it for 20 years, and hopefully we'll be doing it for many more! Wanting to be a #simfluencer is utterly antithetical to the community culture. No one is influencing anyone else. You need to leave that shit at the door if you want to be invited in.
TL;DR:
Don't show up to the commie circle-jerk trying to charge for handjobs. We're already giving them to each other for free, and nothing about your wrist technique is special enough to justify the cost.
edit: a follow-up for those who are feeling personally attacked by this post.
How well I remember the paysite wars! I and my free website were threatened by hacker paysite operators for our staunch support of all free content. Well said, Pooklet, well said.
Ever wish you had the whole PMBD for Sims 2? Now you can, assuming you have the needed 16.8 gig of space to hold it.
Download your own copy of the Booty today!
EDIT: This archive only goes partway through the s, and not all folder s have all the expected content. We need real humans to finish the job, because the Booty is not eternal. It needs a complete backup somewhere, like on SimsFileShare, organized by folder. I can’t do it, as I am currently porting SimPE to the Mac. All day, every day.