Fun times in Pleasantview. Credits: @eddysims for the awesome HQ Sims 2 icons
Claire Keane
we're not kids anymore.
ojovivo
Jules of Nature
PUT YOUR BEARD IN MY MOUTH
taylor price
I'd rather be in outer space πΈ

Origami Around
hello vonnie
Misplaced Lens Cap
sheepfilms

romaβ

β
h
One Nice Bug Per Day

Kaledo Art

oozey mess

pixel skylines

ellievsbear

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@sandrahasseck
Fun times in Pleasantview. Credits: @eddysims for the awesome HQ Sims 2 icons

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Explaining the Pink Soup (In Layman's Terms)
Hi everyone!
First off, I just wanted to say thank you for all of the positive feedback I've received over the past few days β 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) β 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 (1111111β¦).
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 β 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) β 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 β 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!
Thanks again,
Will
π΅ New Mexico β A Custom Neighborhood for The Sims 2 [+Scripted Events]
I am thrilled to finally share my latest project with you: New Mexico, a custom neighborhood heavily inspired by the worlds of Breaking Bad and Better Call Saul.
Step into a sun-scorched desert landscape where the laws are relative, and every Sim has a secret to hide. Experience everything from the high-stakes drama of the criminal underworld to quiet, yet suspicious, suburban lives.
[ DOWNLOAD (ENG) | MAINHOOD ]
[ POLISH VERSION | PL ]
π Whatβs the Story?
The neighborhood is built around a central mystery involving the Gardeners' Clubβa powerful organization rumored to be behind the strange disappearances of local teenagers. Between a corrupt Mayor, a fierce dietary war (chicken vs. vegetables!), and shady business deals, youβll find plenty of drama to explore.
π₯ The Cast of Characters
Meet the legendary families, fully recreated with custom memories, relationships, and skills:
The White Family: Walter, a brilliant but frustrated chemistry teacher, and his family.
The Salamanca Family: Led by uncle Hector, this ruthless clan controls the local "oregano" market.
The Schraders: Meet a tough DEA agent with a passion for minerals and his purple-obsessed wife.
The Pinkmans: Their rebellious son is desperately trying to escape his parents' strict expectations.
Saul Goodman: Albuquerque's most colorful lawyer who always has a "plan."
Gustavo Fring: Cold and professional, he runs a chicken empire as a brilliant front for his revenge ...and many more, including Mike Ehrmantraut, Kim Wexler, and even the crew from High School Musical!
ποΈ Locations
Explore custom-built lots, including:
Los Pollos Hermanos β Perfectly clean tables and a smiling staff hiding dark secrets.
The Dog House β The best hot dogs in town, but the atmosphere is thick with suspicion.
Belize Retirement Home β Is it just a peaceful place for seniors, or where the past finally catches up with its heroes?
Goodmanβs Plaza β Paradise for shopaholics and home to a very "colorful" legal office.
LavanderΓa Brillante β This spotless industrial laundry definitely has nothing hidden in the basement...
βοΈ Technical Information
Compatibility: Created using The Sims 2: Ultimate Collection.
Features: Each Sim has a unique biography and a carefully crafted memory log to tell their story from the moment you start playing.
Important: For the best experience, I recommend using mods that prevent memory loss for townies and allow for viewing furnished apartments. (See ReadMe.txt)
Required content: This neighborhood utilizes items from The Sims 2 Store and Pre-order bonuses. To ensure all lots and Sims display correctly (please remember to delete the IKEA chairs), download the full collection here:
Store - Download
Preorder - Download
As a huge fan of the Breaking Bad & Better Call Saul universe, Iβve put a lot of heart into this project. I hope you have as much fun playing it as I had building it, and that you truly enjoy this journey to New Mexico!
Happy simming! π
Pool tile hider rug
If ever you struggled with how to hide the necessary pool tile for the sea/pond water mod? I have, and so has my friend @ladyvondolladay. She had an idea, and I made it a reality.
I present to you β the terrain rug. A two poly sheet with terrain paint textures that you can slap over your pool tile and hide it completely. Thank you @picknmixsims for sharing the shader info I needed to make the texture actually blend in this perfectly!
There are recolors to match all 30 maxis terrains, swatch folder is included. I chose to only do full strength, as the combinations quickly get out of hand otherwise. If you are interested in making your own recolors to match custom terrains or common blends you use, I'll include an explanation of how I did it under the cut.
You'll find it in deco/rugs, it costs nothing. 2 poly, textures are 256x256.
Download on simfileshare
Credits: Calibrat who helped me with the names of terrains in English for swatch purposes. LadyVonDolladay for the original idea. @pforestsims who suggested the problem with getting texture to match might be shader related.
Sims 2 - Making tall buildings actually playable
I've always hated how the camera jumps up and down when playing tall and slim buildings. Turns out, it's really easy to fix! Itβll take you less than a minute. All the details under the cut.

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Version 2.0 of Tedsieβs Medieval Legacy Challenge (The Sims 2) βοΈπ³
eeeee, i've finally got an updated version of my medieval legacy challenge! i've spent waaay too much time on this over the last couple of weeks, but i'm super happy with how its turned out π
thereβs been quite a few changes, so hereβs a summary of the big ones:
- the global timeline now goes up to the year 800 (an additional century!). expect new wars, voyages, plagues and royal rivalries!
- distinct centuries have been introduced to the challenge, namely: the peasant years (the 600s), the merchant years (the 700s), the noble years (the 800s), the royal years (the 900s), and the exile years (the 1000s). these have a big impact on gameplay and will help drive the story of your legacy forward!
- 20+ new random scenarios have been added (thereβs 50 in total now!). i specifically tried to add some positive/neutral ones, just to balance out the misery a little bit π
- removed the rotational hood playstyle, as it was overcomplicating things and i think this challenge works best as a traditional one household legacy, or a multi-household legacy
- lots of other little quality of life tweaks and additions, including a fun new event called the quarter centennials π₯
if you're already playing the challenge, you can simply copy your existing data into the updated spreadsheet linked below. no dates have changed for the 600s so you're good to just carry on as you were!
What is the Medieval Legacy Challenge?
The Medieval Legacy Challenge was born out of a desire to adapt Morbidβs The Sims 4 Ultimate Decade Challenge to the Sims 2. It is therefore heavily inspired by this challenge, but at the same time quite a bit different too. Whilst Morbidβs challenge is rooted in real history, this challenge leans more into the whimsical nature of The Sims franchise. Elements have also been taken from The Sims 2βs vastly popular Medieval Charter Challenge (MCC), such as the use of Random Scenario rolls.
The Medieval Legacy Challenge is therefore somewhat of an amalgamation of these two challenges that came before it, meshed together with new ideas to make something (hopefully) novel and exciting! It will see you progress all the way from a lowly peasant family, to a dynasty sitting upon the royal throne itself.
Introduction
Only months ago, on the first day of Winter, the continent of Simdinavia celebrated the 600th Anniversary of the Watcherβs arrival; a poignant anniversary of the Age of the Watcher, but also of the founding of the greatest Kingdom ever seen this side of the Sulantic Sea. Celebrations took place in every corner of the realm, and yet now, with the arrival of Spring, those carefree festivities already feel like a lifetime ago.Β
The rumours of war first circulated in the coastal taverns, and then in the city brothels. Now they thunder relentlessly amongst the traders at every marketplace in the realm. It was only a matter of time before those same whispers reached your tiny Settlement.
If the rumours are indeed true, that an end to the centuries long peace truly is on the horizon, then this will be but another crisis facing the people of Simdinavia. With an increasingly out-of-touch monarchy determined to wield an ever-tightening grip on the freedoms of its subjects, and little sympathy by the powerful cities for the traditions of the rural folk, fractures that had long simmered under the surface had in recent years begun to boil to the surface. With the recent coronation of a new monarch, the self-proclaimed βvisionaryβ Queen Amethyst, things only look set to get worse.Β
It would seem, then, that now might not be a particularly fortuitous time for a peasant such as yourself to start a legacy of their own. Hmph, but itβs the medieval times - when is there ever a good time, right?Β
And who knows, if you persevere through the hardships and build your family name up from the dirt, maybe it will be your own ancestors sitting on that infamous throne one dayβ¦
Links
The Tedsie Medieval Legacy Challenge
The Tedsie Medieval Legacy Challenge Spreadsheet
My own 'live' spreadsheet for Tattegat, to serve as an example/inspiration (beware, potential spoilers π )
Reflective Puddles mini set
These were cloned from Murano's reflective floor and require their Millenium Shader to work (it's included).
Download: SFS | BOX
Polycount: 138
Recolors made using TXMT coloring technique. Five shades glow in the dark.
Enjoy
Object Dye Kit
Download on Mod The Sims
A reminder that userProps.xml, which you can find in your Documents/EA games/The Sims 2/Config/ folder, can get corrupted somehow... And it will cause all sorts of weird issues in the game.
Last week I started getting crashes whenever my Sims were going on vacation, or trying to visit sub-hoods. Sometimes the hood would load and then the game freezed, sometimes the hood selection screen (!) would be loaded instead (followed by a crash ofc). A twist - it only happened when I had Reshade turned on.
The culprit: userProps.xml file. Not so long ago I talked to @toki-code-04 about the weird issue they had with sim shadows chopped off at the ankles (they don't use Reshade), and they solved it by replacing this particular file. So I deleted it, and it worked /if you do that, you need to configure the game settings again/.
WCIF
I would love to check out these Industrial Steelate Counter recolors by downwardbound ingame, but the Dropbox link is dead. Does anybody have a back-up of these they're willing to share?
Thanks in advance :)

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Hi PF,
You are amazing at what you do. Your stuff looks so soft and silky all the time. I am working on some skins and I wanted to ask is it possible for skins to look as soft and velvety as some of the clothing you make like that one pretty dress you recolored that is available in red and ivory, that DeeDee made available for teens?
Hi Casey
Sim textures are a challenge π₯²
(The Sims 2) I'VE CRACKED THE Ctrl+Shift+L RELOADING THE LOT CASE!!!!
(I'm on the Legacy version) I'M SHAKING AS I'M WRITING THIS AS I'VE CRACKED IT!! So.... *breathes in* *breathes out*... It's the GlobalProps in your game files (EP9/Mansion&Garden>TSData>Res>Config), in the way you would activate the AllMenus cheat. BACKUP GlobalProps IF EDITING IT INCASE SOMETHING GOES WRONG!!
Open the GlobalProps file with a text editor (Notes, Notepad++, etc) then, make a new row under the "key="allowCustomContent"" and write/paste in the new row with this (you might have to press "Tab" on your keyboard, aka, make so the rows lines up perfectly, I don't know how to explain it bit I tried lol) ADDED: Doing this will result testingcheats being on at startup. Copy this and paste it in the new row in the GlobalProps file
<AnyBoolean key="testingCheatsEnabled" type="0xcba908e1">true</AnyBoolean>
Save the file and then you should be alright. Let me know if this works on EVERY VERSION OF THE GAME :)
[4t2] Sixam - Secret Alien World for TS2 ^^
Remember my 4t2 Sixam project I started 2 years ago? Which I almost scrapped but revisited sometime last year? ... well, I've got good news for you then. It's finally out now! ^^
Welcome to Sixam!
Sixam Academy is a prestigious intergalactic university on the planet of Sixam that provides special training for aspiring students to become Birth Queens, Colony Drones, or even the latest innovation in alien technology: Pollination Technicians. The academy offers hands-on experiences, collaborative research, and cultural exploration, alongside interstellar expeditions, nurturing a community focused on curiosity, inclusivity, and innovation.
Yes, I recreated the secret alien world from TS4 for TS2 as a custom university subhood! Why as a university subhood you may ask? Well, I tried to keep the original vibes of Sixam of it being an "unlockable"/visitable place your sims can explore rather than a regular neighborhood your sims can live in!
Well, even after graduation, your sims can actually stay and live in the university subhood using Lamare's YAs can enjoy maternity (and all that) mod, as well as Lamare's Pets at University mod!
While technically it's a university, it could easily also be just a downtown or a main hood, as it includes quite a few urban city-style residential & community lots that a main hood/downtown would also otherwise have⦠just all in sci-fi/alien theme, of course! ;)
Download: MTS | Simblr.cc | SFS
More info under the cut...
Did you know you can modify your game files to start with custom lots in the lot bin? Did you know you can add your favorite lots to the program files and you'll never have to import them ever again? I sure didn't. Here's how.
Part 1: Freshen Up That Lot!
Locate the lot you want to freshen up. If it's in your Documents > LotCatalog, it'll be named something like cx_00000001.package. [Hint: you can use CleanInstaller to browse your LotCatalog with pictures!]
Clean it up using LotCleaner and LotCompressor (and Magic Wand, if you want). Here's a tutorial. Do NOT skip this step, or you risk contaminating future save files with old sim references.
Make it a spiffy new picture. Personally I like to lump my similar lots together with a similar title/street name. And I color-code using CatherineTCJD's color-coding format. If you want to match me, you can download my template psd here.
Open your lot in Simpe and replace that old preview. Click 'jpg/png image'. Right click the property > Replace. Change file format to 'all files' to see your image. Click either 'yes' or 'no' on the 'resource changed' popup (it doesn't matter--one updates the image preview immediately, the other doesn't). Click save.
Part 2: Relocation Time! *MAIN LOT BIN*
You cleaned up your lot, right? No sim references left? Don't skip this step or you risk messing up future hoods. Clean up that lot!
Select your lot file and rename it to the cx_00000000.package format. You can use any numbers but it must be in that format and have 8 digits. The number denotes the order so get creative with your categories. (ex: lots cx_00000100-150: modern houses / cx_00000200-250: beachy, etc.). You can use any bulk renamer to rename files in order without having to manually number each one.
Pick an Expansion for your files. Mansion and Garden comes first in the lot bin, Base Game last. The expansion you select will denote the location of your lots within the catalog. The file location is the same in every expansion, so you can even spread your lots around for max organization.
Move your cx_#.package lot file to Program Files > The Sims 2 > [expansion of your choice (ex. Nightlife)] > TSData > Res > UserData > LotCatalog. You will already see some files here. These are the maxis lots that fill the lot bin every new game. You can delete them if you really want to, or just change the extension to something else to make them go away. (Catherine has a backup if you need them back.)
Done! Now your custom lots will prefill the lot bin every time you generate a new The Sims 2 save file in your documents!
This will not pre-fill existing games. If you want to put your new clean lots into your current file, rename your main The Sims 2 save file (in your Documents folder) something else. Launch Sims 2 so it regenerates a clean copy. Create a new Hood, let the game load, and check out the LotCatalog. It will be now filled with your brand-new lots. Copy them over to your main file's LotCatalog. [Check your main LotCatalog in game to make sure you won't be deleting/overwriting anything you want to keep (make a backup just in case!) Check it again with CleanInstaller. Do not delete/overwrite occupied homes! And delete your old and crusty lots in game if you want to be extra safe.]
Part 3: Relocation Time... 2! *SPECIALTY LOT BIN*
You cleaned up your lot, right? No sim references left? Don't skip this step or you risk messing up future hoods. Clean up that lot.
We will now populate the second tab in the lot catalog, the Specialty lot bin that holds Hotels and Apartments. You can put whatever you want in here; it doesn't have to be hotels or apts. You can move lots from the main catalog to this one, if you want. These lots do not appear in the LotCatalog of your main save file, in case you try to look for them there later. They only exist in the program files.
Rename your files. Unlike the previous lots, you can name these lots anything you want, as long as it ends in _Permanent.package. stinky_Permanent.package is perfectly fine. Name it something descriptive.
Pick an Expansion for your files. You can put them in any Expansion folder, but personally I keep my apts in Apartment Life to stay organized.
Move your files. Take your stinky_Permanent.package and move it to Program Files > The Sims 2 > [expansion of your choice (ex. Nightlife)] > TSData > Res > LotTemplates. You'll see some other files here already. These are blank lots and hotels/apts (if you're in Apt Life or Bon Voyage). Don't touch the blank lots, but you can remove the hotels/apartments if you don't want them. (You can move them to the main lot bin by renaming the files to the cx_# format and moving to the location in part 2). You can open them in SimPe to check what they are, but Catherine has a visual list here.
Done! These lots will appear in the Specialty lot bin every time you boot up the game, even in your current saved game.
Have fun and enjoy organizing!
[PS: did you know you can not only delete or relocate existing bin lots, but replace them with better, and cooler lots by simply overwriting the existing cx_0000000 files in your UserData > LotCatalog folders? Catherine has a visual guide which file is which, if you want to reinvent them all. The lot bin is your oyster!]
credits: CatherineTCJD for the Lot Refresh project that made me learn this. Bluerubberbear for the majority of the lots in my thumbnails and the lot in the psd file. Plumbtales for the other lots in the thumbnails and for the beautiful lot makeovers that I replaced maxis's community lots with.
Yet Another Package Editor
Download the latest version here
YaPe is a modern package editor for DBPF (.package) files
Features:
Edit any package - FAST
List and edit resources in a package
Filter resources by type
Easy editors for several resource types
Supports opening ANY DBPF-coded .package, .dat, or .sc4 file
Easily reduce texture size, add/remove/recreate mipmaps, change texture format
Import textures by dragging, export DDS
Native on Windows and Linux

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Recently @chieltbest concluded in their post that TS2 CC textures built in SimPe have blurry mip maps and explained how to use GIMP DDS export.
Well, it turns out, that SimPe/ Nvidia DDS builder can build crisp mipmaps. 'Smoothen' option makes mipmaps blurry on purpose. Many CC creators, including myself, have been using wrong settings π©. Note that 'smoothen' option can be useful, because sometimes you need softer mipmaps! (But most often - you don't).
Whew...
I finally found an updated file for @Noodlebelli's tracker for 3t2 trait mods.
I must have just let the new link escape me all this time!!
3 to 2 Traits Project Mod Tracking Sheet
This is a VERY handy tool. It's how I managed to have a fully functioning traits system with stuff for every trait!
It is sorted by Creator, or by Trait