Hair Downloads
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Wishlist (stuff I would like to see converted to TS2)
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My TOU: feel free to fix my meshes, make recolours (you may also include the meshes), use my Sims for stories, breeding, experimenting- but don’t claim as your own and link to me/ tag me so I can see it and reblog. :) Just the normal stuff.^^
I don’t convert anymore so please don’t sent me any requests, thanks.
I hope it works.
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Sul sul! Here are some fixes for my hairs. A lot of my previously edited texture's were extremely crusty because I was missing the propper DDS Utilities toolkit, and some of my earlier defaults had some other issues with things such as optimization or colours that I felt were less ideal (i.e., my preference for dark brown over light brown swatches).
All versions of my defaults will still be available at their original links (see my tag here), but this post will serve as a comprehensive fix for all defaults before this point. Going forward, my future hair defaults will be checked to make sure they fit the same quality standards.
Please click "read more" to see what was changed! If you downloaded any of my defaults listed below the cut, please consider updating!
fbarrett_clip -> dark brown swatches & dds fix for desaturated black swatches for black/blond alt/red. rest unchanged.
fbeanie -> dds fixes, properly flagged as a hat, unhidden but disabled for random
mbeanie -> same as above but did not require dds fixes
fbucket -> dark brown swatch for camo/pattern/plain
fcap -> dark brown swatch, fixed flags, unhidden
mcap -> fixed flags, unhidden
fcapup -> dark brown swatches
fcowboydome -> fixed black swatch, properly flagged as a hat, unhidden but not townified
fcowboyupdome -> dark brown swatch
fcowboyupdome_gardner -> softer green bow, dds fixes, properly flagged as NOT a hat now, unhidden but not townified
fcowboyupflat -> dark brown swatch, adjusted hat colours, properly flagged as a hat
fdeco -> dark brown swatch, fixed black swatch, yf enabled
fdreadsband -> dds fix for dark/blue
fflypigtails -> all textures replaced with sims 4 versions, dds fix
fgypsy -> dds fixes
fgypsy_ep7 -> dds fix, unhidden
fhalo v1 -> dds fix
mhatllama -> dds fix
fhighponytail -> dds fixes & dark brown for black/brown/grey
fhip -> red is replaced with a dark brown swatch from the original sims 4 version, not present in my default or the other default
flong -> dds fixes, dark brown swatch, red swatch adjusted to be less bright, mirror hairs less bright / unedited, green swatch is now a teal
fmascotknightopen -> dds fixes and edited dark brown for black/red
fmessedup -> dark brown swatch, adjusted blonde swatch, dds fixes, mirror hairs are sims 4 colour textures instead of hue shifts,
fponypuff -> dds fixes & dark brown for yellow/teen/blue/green
fponytail high -> dds fix
fpoofs -> dds fix, adjusted colours
fravekimono & hatelf -> dds fixes, adjusted colours for ravekimono
frockabilly -> dds fixes, dark brown + changed blonde
fshortperm -> dark brown swatch, adjusted blonde swatch
fsleepingmask -> purple: dark brown swatch, changed curler colours, still flagged as a hat / grey: dark brown swatch, kept hat flags / blue: no longer flagged as a hat
fshortheadband/tfheadband -> dds fixes for dark brown for purple/green, disabled for random except green/pink/purple/teal
ftourguide -> mountain/far east dark brown swatches
fwitch -> v2 bad/neutral and v3 good/neutral dds fixes
fvampire (alt) -> dark brown swatch
If any of the files are missing please let me know, I had some weird deleting on accident things going on while making the previews lol
14 years ago I began a labor of love - gathering actions and palettes from across our community. And now, after so long, we have many missing or inaccessible files.
Who can help? IT COULD BE YOU! If you have any of the files listed on the original GoS thread, please upload them and reply with the new link. If you don't have a GoS account, you can message me here.
If you don't have any of these, please share this post to spread the word!
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This How-To can help with editing in game Pets or PetBreeds to change their face/body, adding fur accessories, adding heterochromia, or to blend genetics to mimic the pacifier*. Be sure to edit appearance in mirror to see any changes.
I will do my best to make this as clear and easy to understand as possible, but in all honesty there is A LOT of information. Some of it will only make sense if you already are familiar with editing CC and game files due to the jargon and syntax. Some things I also just frankly don't know, or I may have forgotten. As such, if you discover something about pets that I haven't mentioned, please share it here for others as well. Please refer to this spreadsheet for all pet genetic codes.
Now to start! Pet genetic data is stored in the AGED (Age Data). You can find this file in any petbreed.package or in a pet's personal characterdata.package. All things genetic and appearance wise seem to pull directly from this file (except collars). When you first open it, it can get overwhelming at first. Once you know what you're looking for though, it gets (a bit) easier. Below are the important lines of interest:
eyecolor (dtString)
alteyecolor (dtString)
Pretty straight forward. These are the eyes. If both values are the same, then the pet will have only one eye color. If they are different, the pet has heterochromia. Heterochromia is NOT normally inheritable, so editing this value yourself is the only way to mimic it. Not only is heterochromia NOT inheritable, but only the right eye color can be passed down and never the left. All born-ingame pets will have both these lines somewhere already, but sometimes alteyecolor may be closer to the middle of the list or the bottom. Some petbreeds may be missing this line however. Luckily, it is very easy to just add it in yourself. Note that puppies and kittens can't display heterochromia yet due to the way their mesh was made. You will need Paluding's and my default replacement meshes for rectify this.
petbodyoption# (dtString)
These are the tail shape and ear shape. There are currently 4 possible tail options for cats. For dogs, there are 2 ear and 6 tail options.
coatlayers (dtUInteger)
The number of coat layers. Pretty obvious, which is nice. This includes the pet's base coat, so for example if a pet has 5 coat markings then this should say 6.
coattex# (dtString) - Coat Texture, color of the coat
coatmask# (dtString) - Coat Mask, or the marking
coatmaskamt# (dtUInteger) - Coat Mask Amount, the opacity
These are the markings themselves. coatmask0 should always be left blank as it is the base coat color. 0x000000FF is the maximum opacity that a layer can have. If a pet offspring inherits a marking, it will usually be an exact copy color/opacity wise of their parent.
numpsd (dtUInteger) - the number of archetypes/modifers applied
psd# (dtString) - References the Face Arch Modifiers and Pet Body Modifiers
...Pet Slider Detail, maybe? In a vanilla game, 1 click of a slider is typically equal to 0.150000. Psds are typically written as family:4:amount of change. Positive values go left, and negatives go right. There will at times be multiple copies of the family, it's due to the game listing every time it's changed even slightly. I believe the game takes the sum value of all and applies them (or it goes down the list, if order turns out to matter). You can edit these lines directly to change them, or you can add/delete the lines yourself. Just make sure to have the psds numbered numerically and the numpsd line matches any changes. All modifiers are applied over the base archetype used, which means if you remove all but the psd0 lines, you will have the base pet shape.
Value wise, I'm not sure what the limit may or may not be, but you can go pretty extreme and even use whole numbers. Here's my experiments with Skull Small-Big set to 4.000000 and to -9.000000
You may notice that some lines don't have a family or they have a number that is NOT 4. Those are archetype modifiers. Archetypes are the "face templates". Edit those values at your own risk, as the possible results for these are more unpredictable.
numpbd (dtUInteger) - Number of Pet Body Decorations, or the number of fur accessories
pbd# (dtString) - Pet Body Decoration, or at least that's what I choose to believe
This is where you can add or remove fur accessories. Those are the fluffy face or beards and such. These objects are typically dependent on the color of the pet. Can be edited, added, or removed to your liking. Just be sure the numbers are correct.
coatflags (dtUInteger) - Coat Flag, the type of fur for cats & dogs
This determines whether a pet is "smooth" or "curly". This can also be easily changed in the mirror instead.
coatshapemod (dtString) - Dog only, refers to the Coat Shape Modifiers (the "collie" or the "airedale" body shapes, etc.)
coatshapemodamt (dtString) - Dog only, refers to the slider amount applied. Values are in decimal, with 1 being the max slider.
These are the dog only coat shape sliders. Dogs can only have 1 I believe. I didn't test this section heavily, so I don't now if values can be more than 1.
Note: About the "pacifier". When pets breed in game, they don't mix face genetics like humansims. All kittens/puppies will either get mom OR dad's shape, not a mixture of both. While it's tedious, you could in theory use the knowledge from this How-to to pull parts from both parents to be "inherited" by their offspring. You can randomize features with a coin flip or something and then apply them into the Age Data. As a reminder, edit appearances in mirror to see any changes.
So a whole bunch of my CC has gone missing, so I was hoping someone could help me out.
Does anyone recognise Ajay's freckles cc I have given him in this photo? I want to not have to reshoot everything I've done for his story because of a continuity error.
i'm new into the community and looking for mutuals and new simblrs to fill up my feed so pls reblog if u're currently active and post the sims 2 content, ty !!
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For everyone who loves Garden Gnomes (real garden gnomes only, no Yeti or something). I will edit the list when I found more.
Add ons of the orginial gnomes (incl. recolours)
1. Life Size Gnome
2. Gnomes with animated fountains
3. Gothic Gnome
4. X-mas Gnome
5. Magical Guardian and Gnome of Protection
6. Gnome Fountain (tsr) Booty page (gnome_fountains)
7. Gold Gnome (tsr, no booty link found)
8. Giant Gnomes for hoods plus Hot Air Balloon Default Gnome in the same post
9. PreOrder Gardener Gnome
3t2 Garden Gnomes
1. Magic Gnomes Station - Medieval Version
2. Sankt Patrick's Day Gnome (in a set with other stuff)
3. Zombie Gnome
4. Recolour of a Gnome by TNW (part of a set)
4t2 Garden Gnomes
1. Some 4t2 Gnomes
2. Country Living Gnome (in a set with other stuff)
3. Recolours of Basegame Gnome
4. Basegame Gnome
5. Gnomes on Flamingo
6. Gnome Shelf
7. Gnome Table (I think, in a set with other stuff)
8. Gnome on a chicken (and another one in a set)
9. Black Gnome Recolours
10. Enchanted By Nature with some Gnome stuff
11. Chuck Wagon With Trailboss Gnome
Other game conversions
1. Fallout destroyed Gnome (part of set by Yuxi)
2. L4D2 Gnome (part of set by Oktobersims)
3. Nice to Gnome you (not sure if they are from other TS games)
4. Fallout New Vegas Gnomes
Paintings
1. The Angry Gnome
2. Paintings plus beddings
Clothes
Gnome Outfit
Toddler Gnome Outfit
Gnomes Earrings
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I'm replacing the textures of tfbodyblazerpleats because I want it to pick up on LetoMills's fatTF repository, but it's so blurry on both the TFfat and regular texture. Nothing else, no other recolours, have had this issue. Settings are all set pretty high.
I'm replacing the texture via SimPE - I know BodyShop can be funny like that. The texture itself is fairly crisp. It's of an appropriate size (1024x1024). I don't understand whats going on. I am replacing the textures of an existing default so I know it's nothing to do with that.
Excuse the blown out lighting, but as you can see, it's even blurry ingame. I wondered at first if it was just a BodyShop thing.