Here are two little mods that make TS2 witch potions available in Buymode catalogue. And by witch potions, I mean: Witch Cure aka WitchBegone potion, Enchanted Essence of Cur Tails and Magically Spiced Sugar (aka Niceness / Meanness potions).
You can pick a price: 128 or 350 S, and location in Appliances or General. There's also an option to display these in catalogue for Public Lots only.
Buyable Witch Potions - mod
🌟 Download (SFS)
*compatible with bottle defaults, as long as there's no OBJD resource included. The pic above features my bottle replacements, available HERE.
ps.
I've also shared Buyable Gypsy potions mod a while ago.
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CAS 1920 skins edit
Put in Downloads after cas-min-width-1920-additional-596px
Moved delete button from here:
To the right:
Cut For Bulldozer Button
Cut for Bulldoze
Put in Downloads after simstate-starshipUI
This one sucks a little bit, but oh well :/
You noticed this baby bulldozer is barely clickable?
That's because of the overlap with another UI element, more precisely its image. Very interesting, actually! The game doesn't have a problem with this original image:
Even though it overlaps, the game recognizes transparency and lets you click the bulldozer just fine!
But if you replace this corner image with a recolored one or just different, even equally transparent in the same areas, the game seems to see it as obstacle, and you can't click on buttons it overlaps.
The little bulldozer with his unfortunate position suffers the most.
At first, I thought it was some format settings problem, or the way image editor saved the edited image, but I tried re-saving the original blue image and it worked, and as soon as I edited it, it didn't. Don't know what's up with that :/
What I ended up doing is I moved the bulldoze button slightly to the right, and cut the corner image area, so now the overlap looks like this:
Not ideal, but I decided not to move it any further, because it already does cut a bit from the image's shadow:
I’ve cloned gummilutt’s edit of Inge’s auto cash register and replaced the mesh with Jacky93’s 4t2 conversion of BodegaBaby’s self checkout machine. The GUIDs are different, so you can have both my version and gummilutt’s (or Inge’s original) if you’d like.
As with the original mod, sims that are ready to check out will walk up to the self checkout machine and have their funds deducted automatically before leaving the lot.
Credit for the textures go to Jacky93 and plum-bug. I just edited the grocery bag to make it more of the generic brownish/grey color that I associate with groceries, as seen below:
As always, the file is compressed. Happy Simming!
UPDATE 01.28.2023: @ubervillez kindly let me know that this mod was showing up as invisible. Turns out I managed to get my test files all mixed up and uploaded the wrong one. The updated mod now shows up in-game as intended without needing the original deco object. Please redownload!
Garden of Shadows
Sims 2
Back!
https://gardenofshadows.org.uk/gardenofshadows/index.php
Information here
https://teaaddictyt.tumblr.com/818530221360857088/hey-all-exciting-update-this-morning-is-that-the
Sims 2 Artists
Information on what’s going on
https://fireflowersims.tumblr.com/818799183312142336/sims2artists-is-undergoing-maintenance
Mod the Sims
Sims 2
Houses, steamboat (lot), fences, wants mod
https://modthesims.info/downloads/ts2/38/?showType=0&t=normal&csort=0&fbf=0&packs=523775
Marta’s SimsBook cc
Sims 3
Modern Farm Kitchen
https://martassimsbookcc.tumblr.com/818740778715234304/title
Studio Vanilla
Sims 3
House
https://studiovanilla.tumblr.com/818790062426865665/primrose-house
Sulsulzukohere
Sims 4
Khanty Set
https://sulsulzukohere.tumblr.com/818769084510617600/khanty-set
Rennala Hat
https://sulsulzukohere.tumblr.com818859726868774912/rennala-hat
Helga Tisha
Sims 4
Medieval Build Part 1 (each building has a separate download link)
https://helgatisha.tumblr.com/818661534760878080/medieval-builds-part-1-castle-medieval-home
The FT Reader's Desk Supplies isn't recolorable so I repo'd the stapler and tape dispenser to the CD spindel and then repo'd the texture of the CD spindle to the Reader's Desk Supplies. The CD spindle can be recolored and it will also recolor the stapler and tape dispenser
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These are clones with new guids, they wont conflict with the originals. They work as recliners and are found in that section of the Buy catalog. Preview uses some of my recolors for the Jonesi blanket and OFB Decra-Chill
For reasons I'm about to detail in a YouTube Community post, I'm taking a break from my New Sims 2 Mods video & web post series. I'm sorry to disappoint those of you who enjoyed and looked forward to my videos and posts, I hate to let you down. As a small consolation, I thought I'd dump all of the mods I've found and noted down that were released Jan-May this year. Thank you for your support💚
Rugs with “Go Here” (for Rug Fix)
Mesh-only default replacements for afbodysporty, afbodysportyep8 & tfbodysporty
Everyone Can Conjure Grilled Cheese + No Ate Grilled Cheese Memories
Café Mod 2.0
ATS Kids Bedroom Stuff and Toddler Skill Toys
Vegan Kaktus’ Book Defaults
Bohemian Outfit [FT] + preg morph
Campfire Cooking
Adventurer Career Default Replacement
Less Tiring Jogging
Jogging In Memories Fix
Elevator Stuff
Aurelia Pedal Harp
Dressers Require Laundry - Now for both laundry systems! + Addon
Wabbit Tablet with Fitted Case for Toddlers
Compatibility Patches for Meduza’s School Project
4t2 Classic Upright Piano for Toddler
Playable Moonlit Guqin
Cleaning Autonomy Tweaks + Less Roach Obsession
Modular Attraction Traits
Better Employment Turn Ons/Offs
No Smell Related Turn Ons/Offs
unhidden maxis objects
ATS Kids Bedroom Stuff PART 2
Geyser Coffee Maker with Tray - Functional
Confectionomicon Functional
Helpers: Public Testing + Compatibility Patch for Cafe Mod
Playable Starlight Ukulele
Modified Fall Skill/Badge Bonuses
“5 o’ Clock” Tea Set Functional
Better Bon Voyage Part 2: Digging
Door Locking Overhaul + Lockable Garage Doors Patch + Update
Smaller AL Ponds + Bonus
Interest Mod - Fixed Starting Points & Enthusiasm-based Redistribution
Better Bon Voyage Part 3: Shrine and Garden
Petals to the Metal The Mobile Flower Traylah
Dina's Residential Care - Underage Module
ACR Jealousy Fix
SimSima Toddler Cars Functional
Toddler Walker Functional Toy Cars
Edits/Tweaks for Jacky93Sims’ 4t2 Campervan Projector TV
Mini Mods Dump (+ Put In Crib Menu For Carried Kid — Simler90-Compatible Version + Small patch: Lamare’s Browse Unlocked To Predestined × Simler90’s Electronics Mod)
Workaholic Homework Faster
Mystery Sim is now High School Sweetheart
Dartboard CEP
Dispose Banana Peel & Coconut Shell
OFB Restaurant Podium Default Replacement
Mod Your Dig + Tree Seeds
LTW Chooser For Object Limit Busters
Mini Trait Mods
Bigger Selection Dialog Window
Watch Clouds / Stars Gives Logic
Death-Related mods
Scholarship Age Check
Automatic Gender Preference
Club Counter Mapping Edit
Trait Mod — Outfit Sense
Lighting Mod Ultimate Collection
Broken Sprinkler Notification
Place Sinks on Counters with Clutter in Deco Slots
Sorry for disappearing - my phone decided to go to silicon heaven a few weeks ago and because I have 2FA set up, I couldn't log in to my accounts until I got a new phone :/
Anyway, I just wanted to give an update on that water mod I showcased a while back, as it's basically all I've been working on.
This is going to be a long one, so I'm going to make use of that post cut feature for once. I don't mean to be a tease, but there will be a download link provided below :)
Firstly, the good news is that I managed to fix mirror reflections!
I did have to switch back to using the vanilla OceanReflection effect to do this, instead of the ScreenReflection one used in Castaway (for reasons I'll explain later), but fear not - the water is still visually identical and is just as reflective as Castaway.
In fact, I managed to get everything to reflect in the water - check out those roads and clouds!
And yes, even Sims are visible in the water!
It's kind of hard to see because of the ripples, but Chloe Curious is in fact present in that reflection.
Another benefit of using the vanilla OceanReflection effect is that Castaway's shaders aren't required for the reflections to work. This means the plugin will work with the vanilla water shaders, or a different water mod like Voeille's, if you prefer the look of those.
Something else I've tried to do is reduce the visibility of that annoying gap that can be seen between the lot skirt and the ocean's surface. It's not perfect by any means, but it's certainly an improvement over vanilla imo:
Unrelated to the ocean, but I was made aware of the fact that pools don't reflect the terrain. This has also been fixed:
I'm happy with what I've produced so far, so I've published the mod on my GitHub if you're interested in giving it a try:
https://github.com/spockthewok/TS2ReflectiveWater
There are two files available to download. One is the plugin itself, which patches the game to allow for the extra reflections and reduces the lot skirt gap, and the other is a modified version of Castaway's ocean shaders. I've provided a version of the shaders that incorporate the edits from dreadpirate's shader fixes mod too. Again, these shaders are completely optional - if you only want the extra reflections, you only need to download the plugin!
What about pond reflections???
Okay, this is where I have to give the bad news. Pond reflections are not currently included, because they're an absolute nightmare to figure out.
For a body of water to be reflective in TS2, it needs either a reflection plane (which is what the ocean has), or a reflection camera (which is what pools have). Lot terrain has no such functionality to support this in TS2 (ponds are classed as terrain tiles), so Castaway added a load of extra functionality to make ponds reflective.
It's not feasible to backport all of Castaway's new code to give ponds their own reflection method, and even if it was, it introduces a separate problem with the game's engine - it really does not like two separate reflection contexts using the same render type.
If you ever happen to look at Sims 2's various reflection functions, you'll see several magic numbers being thrown around. These are the game's render types, and the number that corresponds to each type is defined in the same shader code as the pink soup (I'm never going to be able to escape it). Here are a few examples to feast your eyes on:
Remember the issue with the mirrors? That was related to this. Basically, if the ocean and mirrors are using the same render type for their reflections, the game can't figure out which reflection belongs to who and the reflections start fighting each other to be displayed.
How did Castaway solve this? It didn't, mirrors are broken in Castaway too, because everything is using render type 2 (ScreenReflection).
They mostly work if they're placed indoors, but place them outdoors and, oh boy...
Likewise, if you patch the ocean to use the pool reflection render type, the pool reflections start fighting with the ocean reflections for dominance.
So, if we can't create a separate reflection context for ponds because there aren't enough unique render types to use, we're stuck trying to get ponds to use an existing reflection method.
Let's start with the simplest one - the ocean's reflection plane. If you recall the issue with ponds from my previous post, that was caused by this same plane. As discussed, ponds don't have a way to render reflections, so the reflection visible in the pond was actually created by the ocean and therefore being displayed at the ocean's height, which is why the reflections appeared super far down.
Unfortunately, the game only allows one ocean plane at a time, so if you try to create a second one at the pond's height, it just replaces the ocean's plane. This does give accurate pond reflections, but at the cost of cutting off the ocean reflections:
I did try and hijack the reflection plane used by the neighbourhood water as it shouldn't technically be in use in lot view, however all this did was give me a one-way ticket to crash city :(
Evidently, we need a method that supports rendering multiple reflections at varying heights at once, which leaves us with two options (to my knowledge):
The reflection camera for pools.
The reflection camera for reflective floors.
I don't think floor reflections are even a thing in Sims 2, despite there being code for a reflection camera in the game's binary, so who knows if it even works. The floor shader code contains this quote:
"reflective floors are currently dead. might ressurect them in an expansion pack"
Great, now we're down to pools as our last hope.
As you probably know, if ponds use PoolReflection, they appear black without a pool present on the lot. Maybe if we lift this restriction, things will start working? Think again:
I have no idea why there is a chess table(?) baked in to the reflection texture.
I guess that makes sense - the game also isn't creating the pool reflection camera, as it only does so if a pool exists. What if we allow the camera to be created regardless of the presence of a pool?
While doing this allows ponds to now 'reflect', the reflections are still broken, being displayed at the wrong height and sliding around with the movement of the camera. It expects to be given several bits of information to work properly, such as a node for it to be attached to, the bounds of the pool, and the depth of the water - all things ponds are not giving it.
Compounding this is the fact that ponds have very little functionality to work with to provide this information. You can get the elevation of the water (which I suppose could be used as the depth), but other than that, all there really is is a way to check if a specific terrain tile is a pond tile.
This creates all sorts of headaches, like how to differentiate between multiple ponds on a lot, getting the width and height of them, what the camera should be attached to, yada yada yada...
It was at this point that I started to wonder - is this really even worth it? Sure, placing a pool tile on a lot to get pond reflections working is a bit janky, but would whatever Frankenstein's monster of a pond reflection system I might be able to create be any less janky?
For this reason, I have decided to take a short break from pond reflections, as I was starting to get a metaphorical concussion from banging my head against the keyboard to try and figure something out. I know it's disappointing to hear, but hopefully the fancy new ocean reflections will soften the blow somewhat.
If anyone has any suggestions for pond reflections, I'm more than happy to hear them :) I'll return to the trenches soon...
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Sims 2 Console Character Concept Art on the Yummers in my Tummers Poster
So I've got a bunch of textures/screenshots/art piled up that I don't know what to do with. There's some textures in the sims spin-off files that aren't attached to any models (like loading screens) that I would love to make use of. I finally straightened out my CEP situation and got to work on some fun recolors!
I love the drawings of the Sims 2 console characters. I know art exists for Jessie Rose, but I couldn't find a better quality version of it. I did try cropping her out of the Cork It Over Memory Board, but the quality difference was too obvious. I replaced the text with simlish at the top instead as I liked the labels for them!
This is for The Sims 2!
Recolors for Yummers in My Tummers! Poster - Pets EP
- The Beach Bar Owner (Farah Moonbiscuit)
- The Roommate (Ossie Madison)
- The Rockstar (Turk Johnson)
- The Player (Hector Fromagero)
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BBKZ’s Teen Fashion Collection on @deedee-sims Underwear Mannequin
These pull textures from the TF clothing files so those are required and included, you can get my age conversions here. The main mannequin file is included, you can get Deedee’s add-ons here and these will also work with my edits of Locarik/@somedaythesun’s mannequins which you can get here