been going all in on the life sim project development since my reddit post about it blew up, i will keep everyone updated :) i'm very excited to show more
WHAT A TIME TO BE ALIVE

JVL
let's talk about Bridgerton tea, my ask is open
todays bird
trying on a metaphor

Discoholic 🪩
styofa doing anything
Not today Justin

#extradirty
Show & Tell
Peter Solarz
Sweet Seals For You, Always
he wasn't even looking at me and he found me
d e v o n
One Nice Bug Per Day
taylor price

JBB: An Artblog!
RMH
almost home

oozey mess

★

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@pirillalothario
been going all in on the life sim project development since my reddit post about it blew up, i will keep everyone updated :) i'm very excited to show more
WHAT A TIME TO BE ALIVE

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"He got the call from home, and we both slept cuddled into him.
That was the last time."
To my dear Sims 2 Community
**I am editing this post based on feedback in the comments.**
I would still like everybody to stop, pause, make some really tight fists with their hands, now shake them out, and do some deep breathing.
I would still like to ask people to sloooow down. The internet moves fast but sometimes, life moves more slowly.
There are still efforts going on behind the scenes to get GOS back online (and Sims 2 Artists).
New hosting has been secured. The website php needs upgrading and this has not been working, but people are working on it.
I know its hard when things happen and you don't know what's going on.
Instead of panicking, jumping to conclusions, making angry posts, it's time to offer support, be patient, wait, ask what's happening without getting mad.
And please, remember kindness and empathy. Lunie has been trying to update GOS for months, and she is exhausted. It's down right now, but not dead (yet).
I do not deny this situation has been handled badly. I do not condone hateful or aggressive language FROM anyone directed TO anyone.
The latest update I have is that the site PHP is ancient, and it will be extremely difficult to update it so that the site can be rehosted, but people are trying.
I'm even probably roping in my IT dude husband who does web hosting and deals with this sort of thing, but who is not a simmer and has no idea what GOS really is.
I will try to actively post more updates as I receive them so that communication can be clear and we can all know what's going on.
Cheers,
Tea xo
Bella Goth in a natural environment
Addressing a few concerns
So, I assume most of you don't know, but there is a bit of drama inside the Paralives community. It's funny because this whole thing is revolving around The Sims 3.
TwistedMexi made his first paywalled "early access" mod called Sims 3 Camera, and I've been working on the same thing as he was. 1. Let's get the "clone" allegation out of the way first.
(Source: TwistedMexi's discord server)
TwistedMexi is accusing me of cloning his mod, but let’s look at the facts. Thankfully, I always use GitHub, so the commit dates are there to prove it.
(2026-05-26 22:27:02 +0200) is a timestamp of the first commit with hash d82ddd909e06833b0f8d5d439ad602d04a4f3e08
(2026-05-27T19:57:44.000+00:00) is a timestamp of the publication date of his Patreon post.
Honestly, I didn't know I could see the future, but ok.
2. The second thing I want to address is that currently there are a lot of awful comments directed at Tmex. PLEASE do not harass other creators.
3. Regarding early access and paywalls: My mods are developed in my spare time as a passion project. I believe in keeping my work accessible to everyone, which is why all of my content will remain completely free, forever. I believe the community should play a role in maintaining projects if the original creator steps away, which is why I always share the source code for my projects Free mods are a pillar of a healthy community, whereas paywalls only lead to gatekeeping and unnecessary drama. My hope is that more creators choose to release their mods in a way that prioritizes community growth and shared resources.
A reblog would be greatly appreciated to help spread this message.
Thanks for reading,
xoxo, Arro

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Paralives Mod: Wants Don't Clear
I made a mod for Paralives which stops wants from being cleared when Paras go to bed each night, so they're still available to work on the next day. This adds a lot more incentive, purpose and direction to gameplay for me personally. I love how there's always wants active in The Sims 2 so that's what I'm going for. You can always manually delete ones you don't want anymore to make space when you get to pick a new reaction to an emotion. I learned after making this that you can actually stop one want from clearing by pinning it, but I'd rather be able to keep as many as I currently have and besides, remembering to pin one every day especially in large households could get tricky/annoying. So, I thought others might want this mod too to keep all of their wants.
Download on the Steam Workshop
A Horse power being only 735 watt is honestly so weird like that's not even enough to run a modern game on decent seatings
You wanna know what's fucked?
Your brain is a 25-watt computer.
Brain is 25% of your energy consumption, you burn about 100 watts of power (about 100 joules per second). You're a 25-watt computer.
I don't like that fact
No but for real. Your brain is one of the most advanced machines known to exist. It's a computer capable of running a sapient intelligence on - and I cannot stress this enough - 25 watts of broccoli and stew. What the fuck.
It's a cool fact it just makes me uncomfortable
Just some strange teens 👽🌵
Cassandra Goth & Stella Terrano (old art)
ts2 premades as memes (part 1)

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Object Limit 2: Electric Boogaloo
Good Bad news, everyone!
I have returned from a grueling 48-hour adventure deep within the Maxis mines, and have witnessed unspeakable man-made horrors with my own two eyes — the object limit is very real and there is nothing that can be done to fix it! The end times are upon us!
Okay, I'm being slightly dramatic. It could be fixed fairly easily, but not with a simple patch, and likely not without access to the source code (anyone else tired of hearing that excuse?).
The issue is that the limit isn't localised to purely the Build/Buy menu — it's integral to every aspect of the game that involves objects. Here are just a few examples of the game's functionality that would need modifying to remove the limit:
Sim pathfinding and routing.
Mapping tree tables to objects.
Interacting with objects.
Manipulating objects within lists (reading/writing/deleting them).
Objects being unselectable in the Build/Buy menu was also a result of this limit and I managed to fix it very quickly, but because The Sims 2 is a house of cards with the limit as its foundation, everything started falling apart almost instantly.
"So, what is this limit?", I hear you ask. 32,767. Yes, you read that correctly. The game is only willing to accept object IDs up to a meager value of 32,767. In computing terms, this is the maximum value of a signed 16-bit integer. It can store many more objects than this in a list, which is why you can still see all your 4t2 objects in the catalogue, but it isn't designed to recognise this many IDs and thus can't do anything with them.
Why are integers signing things? Are they famous or something?
'Signed' refers to the fact that these are integers (an integer is just a whole number btw) that can represent both positive and negative values — negative numbers have a negative sign before them, hence the term 'signed'. An unsigned integer is therefore one that can only represent positive values.
While they can both represent the same total of different values, the range of representable positive values differs. Using 16-bit integers as an example:
Unsigned: 0–65,535 Signed: -32,768–32,767
This shows that both can represent 65,536 different values, but the range of positive values for signed integers is half of that of unsigned integers. Object IDs cannot be negative, which means Maxis deliberately chose to use signed integers as a way to cut the ID limit in half.
The cherry on top of all this is that the game is manually converting 32-bit numbers into 16-bit numbers to enforce this limit. This is why I could fix objects not being selectable in the Build/Buy menu easily, as all I had to do was patch out the conversion. Could EA do this across the whole game themselves if they wanted to? I imagine so. But then again, if I had billions of dollars, I probably couldn't be arsed either.
What's an object ID?
An object ID is just a number from 0–32,767 that the game assigns to each new object it places into a list, presumably starting at 0 and incrementing by 1 for the next object. It would appear that CC objects are given IDs first, which is why it was solely Maxis objects becoming unselectable after passing the limit.
Sims and objects are stored in separate lists, but I believe they both contribute to the overall limit. My single piece of evidence for this is that I experimented switching between several hoods and observed that the IDs of objects in the Build/Buy catalogue fluctuated across them. Objects in hoods with subhoods attached had higher IDs than in those without.
What was causing the Build/Buy menu crashes?
The same thing I explained in my original post (the game trying to access null pointers), except the creation of these null pointers was no accident and not the result of something going wrong.
The game merely checks whether the ID for the object it is looking at is above 32,767, and if it is, it deliberately sets the pointer to its address to 0. This would be fine, if it didn't then try and access this nullified pointer immediately afterwards!
I'll cut Maxis some slack here, because surely no one would be crazy enough to want more than 32,767 objects in their game, right guys? How could they ever have predicted such a scenario? (2004 was a simpler time).
Wait, so you were wrong about there not being an object limit? Not so cocky now, are you?
Whoa there, cowboy — hold your horses. If I may direct your attention to this excerpt of an email I sent to @teaaddictyt on the 22nd of April 2026 at 13:42 BST:
As you can see, I was right all along!!!
In my defence though, we thought the crashing was the only thing we had to solve, which is why I missed the completely obvious 16-bit conversion that was occurring within the functions I patched. Unfortunately, I am only human, but I understand if you want to destroy all the spockthewok posters I know you have hanging on your walls...
In light of these new findings, if you want to hear my updated opinion on the existence of the object limit, watch this video.
Is your patch useless?
Yes, but also no. It's not fixing the object limit (I should probably rename it tbh), but it is fixing those annoying crashes caused by it.
At the moment, not having the Build/Buy menu crash when you try and use it is the best we can do. It's up to you which you find more annoying — crashing, or not being able to buy x number of objects in the catalogue. Like the 4GB memory limit, this is going to be an additional constraint we'll have to learn to accept :/
Another alternative would be to join me and the 12 other weirdos who play with no CC, and never have to worry about any of this. No? Oh well, it was worth a try...
Will you ever actually fix the object limit?
If it's even possible without the source code, then not by myself, no.
Because of the number of core areas of the game that would need patching, I don't trust myself not to miss something and have the game explode. Unless someone wants to assemble a modding strike force to try and tackle the issue as a team over several months, I'm not touching it with a 10-foot pole (for your safety and for mine).
Should Maxis go on trial at the Hague for crimes against humanity?
Probably.
Anyway, that's all from me, apologies for the false hope :( One small positive is that I did manage to map out a reasonably large chunk of the game's code while I was frantically searching for solutions, which should make my life easier when looking at your requests. I feel like I need to successfully complete some of them now to make up for this dud!
Will
(Thank god I didn't look at this for my dissertation, I would have failed my degree).
Go Out (for Tea) 🫖
I made a mod.
With lots of help, lol.
After years of SimPE dabbling I finally became brave (and desperate) enough to learn how to read and edit Sims 2 BHAVs.
"Go Out (for Tea)" is a mod to help handle the Vanilla Sims 2 "quirk" wherein a sim will return home from a community lot at the same time they left. It is designed as an alternative to Community Lot Time, but you can absolutely use both together as there are no conflicts.
All information below this cut 😊 And warning... there's a lot. Sorry. My "simple" mod turned out to be quite complicated but hey ho!
Smart Photo Frames Collection
A collection of 6 frames that let you choose between taking an instant photo or picking an image from paintings folder.
This project started when my friend @trofysisters needed frames that could have the same functions as in Sims 4, to have the ability of making gallery walls and especially have photos from important events and vacations. I then combined code from several photos by Lucas from Aussie Topenders, mainly his Customizable Vertical Photo (these are not direct clones) and used meshes and textures from Sims 4. I've already made several picture frames based on his code (2 from here and other 2 from here) but these frames are different.
They let you choose between taking an instant photo (just like the Luminous Pro Antique Camera, artist career reward) or choose a picture from paintings folder in your sims 2 documents (same one as custom paintings). I made it so that vertical frames take vertical pictures and horizontal frames takes horizontal pictures. Again, all credit for this functionality goes to Lucas and Maxis.
The set includes 2 standing frames (1 vertical and 1 horizontal) and 4 wall frames (2 vertical and 2 horizonal ones, normal and bigger versions). They are found in electronics-misc as they are supposed to be digital frames.
"Modern Photo Frame Landscape" and "Modern Photo Frame Portrait" are V2 versions of these frames, you can't have both in your game so you'll have to choose, to keep older or get newer verion (I recommend newer one from this pack).
Compressed, clearly labelled, picture included.
📸🖼️Download at SFS📸🖼️
Sims 2 Object Limit Fix
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).
Strangetown, Here We Come: Re-released
After much effort, I've completely re-uploaded the images for SHWC on Dreamwidth. These were previously hosted on Livejournal and therefore unavailable to most viewers. You can find it all here:
Strangetown Here We Come Chapter List
I started this story in 2007, and it has been ongoing for 18+ years (with breaks along the way). Please keep this in mind if you are a newcomer to the story. It has changed and grown along the way, as have the characters. Mostly, it's a coming of age story, and a love story/stories.
New entries will be posted to Dreamwidth. With this out of the way, I'm back to working on future updates. I've got lots of stuff I'm looking forward to sharing.

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Let's Talk About The Sims 2 Console
Hi everyone! I mentioned in a recent post about creating a Strangetown that had everything I could think of (PC, PSP, DS, GBA, console & some SimValley features) I keep changing the layout of the map and can't decide where the console lots should go. It's keeping me from going full force and moving forward with the neighborhood. I've realized that I need to take a step back and first do the Sims 2 console neighborhood (Pleasantview, Strangetown, Melbourne) to fix some of the confusion. From what I can see, only the Alien Crash Site and the Freeplay lots have some kind of confirmation of which area they sit in. Rockpile Rd (Freebers family) has a Strangetown address. Arbor Grove (Newbies family) and Largess Lane has a Pleasantview address, and Yamoto Crest has a Melbourne address. There are two Gold want descriptions of your character, one from Tranquility Falls and the other at Alien Crash Site that mentions Strangeville (previous name before becoming Strangetown, I guess they forgot to update these)
So, what about the other locations? The world map gives a rough idea of where everything is. It may not be the most accurate, but that might also be because it changed several times.
I was trying to confirm whether Andromeda Arms (features the two aliens John and Mary Gray) is in Pleasantview or not. The surrounding deco houses are a mix of the same deco used at Rockpile Rd (Strangetown) and Rockwell Acres. This does make the placement on the world map pretty accurate, especially the last map where it's close to the water near the Biodome, as the zoomed out view for Andromeda Arms shows water with palm trees:
Sunset Canyon is still in the same general area on the final world map as the first one, keeping it close to Rockwell Acres. And guess what? Sunset Canyon also has a bunch of palm trees surrounding it, and looks like a mix of grass and dirt. Sunset Canyon may look like it's part of Strangetown at a glance when playing, but it is described as an old abandoned movie lot. It's all props to look like a western set. Was it set in Pleasantview all this time, near Rockwell Acres? Or is it Strangetown, like Rockpile Rd? Also to note, it looks like the Jugen House used to be next to Andromeda Arms and Sunset Canyon in the last map, which makes the surrounding area of Jugen House more accurate, as it also uses the same grass/dirt texture. Now the Jugen House is on the other side next to The Orbit Room, but that area is much more green with hills.
Rockpile Rd is what sent me in this circle of thought. The address in the screenshot above shows it's located in Strangetown.
But Rockpile Rd is SO similar to the area of Andromeda Arms! Here also shows all the shared deco houses that Andromeda is using, except the distant homes are different. The smaller out in the distance homes are the same ones used at the unoccupied Freeplay lot Largess Lane, which is set in Pleasantview. They are extremely similar to the deco houses at Rockwell Acres too.
And here is Largess Lane zoomed out, I guess we know where that lane is going! Arbor Grove, which is the other Freeplay lot that is set in Pleasantiew (occupied by the Newbie family) is very similar. It uses the same model of the deco houses surrounding Rockwell Acres and Largess Lane, but with different textures.
And here is Arbor Grove! It's hard to see here, but the skybox and hills is the same one from Rockwell Acres. What I found to be interesting about Largess Lane, which may help with placement in the Sims 2 PC version if combining maps, is the description of the lot, "Woodland-styled community nestled among rolling hills. Lot includes a fence low enough to enjoy a peek into the neighboring yards." This might be a stretch, but... I was marking out PC Pleasantview (which may not be complete, I think the undrawn road is also Main Street. The sc4 file of Pleasantview does have Main Street going straight through, I wonder why they removed some of the road in the final version here)
Largess Lane is a woodland-styled community nestled among hills, and there's a Woodland Drive with hills over to the side?
I mean, could we just attach that up there??
Might be getting ahead of myself here, the idea is to take a step back and make a neighborhood that is exclusive to the Sims 2 console, so I can focus on exactly what that layout should be. Although I'm not sure how I should handle returning characters, like Don Lothario and the Caliente sisters. I also think this would be a great option to have, so it can be added on as a subhood to other neighborhoods that already have the PC sims included, like Chris Newbie's Strangertown or Strangeytown. Otherwise, I really would love to make an expanded version of Pleasantview, along side an all-in-one Strangetown. Melbourne though? Should that be combined with Veronaville somehow because of the Monty family? I mean there is space on the Veronaville map to shift things around, and it's just 3 locations from the console game. Although Cliffside Retreat seems to be overlooking Pleasantview. So many decisions...
Attention Strangesttown and Sims 2 Console fans! I think you'll really like what my friend @madraynesims is cookin' up.
your #1 destination if you don‘t wanna be found!