Lurker of the sims community for over a decade. 20s, she/they. And as you'll probably find out, complete crap with sticking to a hood for any length of time. Hoping this new simblr will force me to adapt my play styles. I oscillate violently between sims 2 and 4 (and probably eventually paralives). **This is a side blog to asyourshadowfalls**
Has this ever happened to you? Suddenly your object footprint is just a big green square.
Or perhaps you are chugging along, having fun, and suddenly you notice a flickering shadow at the corner of your eye. Perhaps a bed, perhaps a door. Weird black lines move across the object as the camera moves.
Perhaps you have a glass item on the lot, and it decided it wanted to make an attempt at some geometric art.
Or you may have noticed that sinks suddenly look real weird.
If any of these are familiar to you, then I accidentally stumbled upon the fix! A mix of brain fog and fat fingering and sometimes you strike upon something useful 🤭
Turns out if you press Shift-W this happens. And more importantly, if you press it again, it fixes itself. Handy, right? No more having to restart the game to fix it. I thought I'd share in case someone else gets this occasionally and wonders WTF happened.
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This is a UI mod that makes selection dialog wider and higher and fit more items. You see this window when you buy magazines or video games on unowned community lots, or set up bed decorations with my Unmade Bed mod, or use other modded objects that may have been released or are going to be released soon 😏
Download
Special thanks to @lordcrumps for making maxis and clean ui pics and counting pixels with me. It was his and @simnopke's idea to make this thing bigger
Some behind the scenes under the cut
Stage 1, breaking out of the tiny window
Stage 2, figuring out how to mod UI again
Stage 3, going big! But not quite there yet
Stage 4, "should I move it 1 more pixel to the left"
🤓
Secret bonus version for behind the scenes viewers who think that smaller is better, available exclusively and only in starship colors (you can only have one version)
Adds a dash of Sims 2 charm to Paralives by simply renaming "Chicken Noodle Soup" to "Grandma's Comfort Soup".
Now when the parafolk get sick, the game will suggest to have someone who is good at taking care of others to make Grandma's Comfort Soup, and that's what the interaction will say for them on the fridge too.
I'm pretty sure this meal is actually flagged as vegetarian so it didn't really make sense for it to be 'chicken' anyway. Besides, everyone deserves a nice soup to make them feel better, not only those who eat chicken!
This is literally just a visual text change, it doesn't impact anything else.
Download on the Steam Workshop
OR Download on the Nexus
Jesters Don't Ignore Needs:
Stops Jesters from randomly ignoring either the hunger, bathroom, or hygiene need sometimes when they wake up.
I personally find that the needs don't impact gameplay enough for my liking so ignoring one entirely for no real reason is even worse. I don't think there's enough to do to completely ignore a major need all day in my opinion.
They can still ignore needs for other reasons such as a virus or being in the zone, just not because of their vibe only.
I never get political on here because its simblr for crying out loud, but if you're a republican I literally hate you. You make my blood boil. You make me want to throw large objects at things. You are the devil's spawn and you follow a literal demon from the 7th circle of hell who shits his fucking pants.
Unfollow me immediately and then block me for eternity.
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
✓ Live Streaming✓ Interactive Chat✓ Private Shows✓ HD Quality✓ Free Actions
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These are 4to2 conversions from Somik&Severinka, medium poly. Available at breakfast and lunch time, same pancakes cooking skill required.
I also made a default replacement for the game omelettes (the tomatoes one). Invisible plate is required and included.
DOWNLOAD HERE
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If you want to support my creations, you can send me a donation with Paypal or Ko-fi ☕ If you want to ask for a Paid Commission, HERE you can find more details. Thank you ❤️
Unlike proper supplies, these are not recloned, but edited objects from original creators. If you have any of those, please scan for duplicates and replace the originals with these (same file names)
These are lazily missing empty states, fancy interactions and descriptions, I mostly just recategorized them and slapped supply attributes, well, also edited one mesh, some textures, wall placement, thumbnails, quarter-tiled a few, etc.
📦 Found in Plumbing - Misc.
🧽 Usage: eyeballed by item's look
💶 Price logic: 1 simoleon = 1 use
x2 for toilet paper holders
x10 for toilet paper pack
💖 There's one special proper object @teaaddictyt made for us, nice for selling in stores, comes with Brush Teeth interaction:
OK, there are two more ✨ special objects by @platinumaspiration I added empty states and Restocking to:
Also, toothpaste in a box, toilet paper pack, and cleaning caddy can be restocked from (by proper items from proper uploads). Paper towel and tissues go for cleaning and toilet. Nothing for pets
Download 44 new objects
* Require Supplies Mod and LC_Sims4ShadowFile (not included)
The screens and foliage are still custom. The Butterfly case is repo'd to BB's niche (shown with one of my AL wood recolors) and the tray is repo'd to the Basegame Resi-Stall. The Caterpillat case is repo'd to the Resi-Stall. I couldn't change the guids without breaking the functions so you have to chose between these versions or the originals. Filenames are the same so you can let them override the originals
I put together 150 random things to do – from romantic dates with vampires to going on a spending strike. There's room for drama, silliness, and unexpected twists 😈
Go here
How to play:
Hit the black "Spin" button and see what fate throws at you.
🗯 Works for Sims 2 and Sims 3 – probably also for Sims 4, since the tasks are fairly general
🗯 All expansions are recommended (because the list uses supernaturals, weather, pets, etc.)
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
✓ Live Streaming✓ Interactive Chat✓ Private Shows✓ HD Quality✓ Free Actions
Free to watch • No registration required • HD streaming
A while ago, @fwaysims made a cool mod to integrate ROS (Random Occurence Scenario) rolling into the game.
Many of you may know that I personally LOVE a good ROS roll for stirring the pot and shaking up the gameplay, but I wanted more control over the ROS generation. So, I have taken this concept an revamped it!
Behold, a super innocent looking garden plant! ... Which has the potential to kill your sims 😈 (if you decide to lol)
Read on below!
So, the ROS by default will roll every day, but under the "options" menu, you can change this:
You can have the ROS roll on the first day of each new season, every day (with configurable % chances), or if you disable both of these options, a new menu appears allowing you to set specific days of the week for the ROS to roll:
In my gameplay I roll the ROS on Tuesdays and Fridays, so in my game the settings look like this:
The ROS should roll at around 8am (configurable) on whatever days you choose, and give you a popup with the outcome:
Which you can choose to accept or re-roll.
The ROS comes pre-loaded with 100 different outcomes from my personal ROS, but this is all changeable within SimPE. Some outcomes require extra dice rolls or coin flips, some require specific mods, some will have instructions to re-roll if the result doesn't apply to your family, but ultimately it is UP TO YOU if you choose to engage with the ROS or not.
Nothing actually happens after the ROS, it's just a text notification giving you some fun gameplay opportunities 😊
In SimPE, you can configure many parts of the ROS:
The BCON titled "ROS Generator Options" allows you to:
Edit the % chance a ROS will generate (set to 100% by default)
Change the "roll hour" from 8am to something else of your choosing (in 24 hour format), and
Change how many possible ROS results there are. This ties into the next part of configurability:
The ROS outcomes themselves!
In Text Lists, Dialogue Strings, you will find all of the possible ROS outcomes. You are free to edit this to your liking, just dont change the first 3 lines as the dialogues depend on these.
To edit the lines, just click on any one and change what's in the "String" box.
If you do choose to change the outcomes, you'll want to keep note of how many possible outcomes you have (this can be as few or as many as you like), and then go back into the BCON and change line 3 to reflect your number of outcomes, minus 1. This is important for code purposes.
e.g. the default 100 outcomes has a 99 entered in the "Dec" box.
I made this mod because I was sick of forgetting to roll the ROS, and because I like having in-game ways to do things, check information, etc. Now I no longer have to exit the game, get my Google Doc up, and roll manually - it can all be done in game! Yay!
And of course you can turn it off for a while if you like, or just manually use the "Roll the ROS" interaction to roll it whenever you like!
(This was important to include for all the times my Twitch chat redeem extra ROS rolls, lol).
But wait, there's more!
I also did a medieval version... because, of course I did.
This version has slightly different outcomes:
Which often rely on objects from @sunmoon-starfactory mods, because, of course they do. I repo'd the object to Raynuss's Kitchen Fireplace Pots, because if a ROS is good for anything, its good for stirring the pot... *ba dum tss*
I included the required set master for your convenience, but you can download the full set here.
So, without further ado, go forth and let chaos ensue!
Download
Credits:
Fway for the original mod, Vllygrl, Fir3Princ3ss & SpottyBee for many of the fun ROS outcomes.
Thanks to @niamh-sims for inputting all of my medieval ROS text strings, for helping with testing, and for ideas and soundboarding! 💗
Sylvanian & Volcano Dollhouses - Functional for The Sims 2
These are 4to2 conversions from AroundTheSims, low poly. They are functional dollhouses with their own dolls/toys. Your children and toddlers can gain creativity from them.
DOWNLOAD HERE
---------------------------
If you want to support my creations, you can send me a donation with Paypal or Ko-fi ☕ If you want to ask for a Paid Commission, HERE you can find more details. Thank you ❤️
has gotten wardrobe cleaner to work?! i got the paths all setup in my sims 2 prefix just fine, no issues: but its taking forever to do anything else. this is the 2nd time ive EVER used this program. once on windows and now.
i have wardrobes that desperately need cleaning and this is the only program im still being directed to use for this. :slight_frown: i just dont remember if it took ages.
when i went to close the program, it told me "the wizard is not finished yet. close anyway?" and i hit no, but that was 5min ago now. im ???
pls i just wanna clean the dang wardrobes out so bad
for anyone thats curious, @teaaddictyt was able to get this moving by right-clicking INSTEAD of left-clicking bc its a silly simpe-on-linux thing, bc when using simpe on linux - you gotta right-click instead of left to move around in there.
Would you be interested to convert the bed, bedding and the end table from this set by Felix :
https://www.curseforge.com/sims4/build-buy/colonial-part-1/files/all
That's ok if not ! Thank you !
Colonial Bed & End Table for The Sims 2
These are 4to2 conversions from Felixandre, low poly, all recolors.
DOWNLOAD HERE
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If you want to support my creations, you can send me a donation with Paypal or Ko-fi ☕ If you want to ask for a Paid Commission, HERE you can find more details. Thank you ❤️
I am a collector of all mods related to sickness/health in my Sims 2 gameplay. For a current WIP, I needed an overview of the available diseases. It's quite technical. But maybe someone else enjoys this overview.
So far, I am aware of:
STD by Chris Hatch or its medieval replacement of the Great Pox by @hodgekiss. The unique disease ID is 96.
@lamare-sims Elder Cough and Adult Weakness (inside of the RandomDeathSickness mod). The unique IDs are 34 and 314, respectively.
MidgetheTree’s Guinea Pig Disease. Uses the IDs of maxis mysterious disease from 100-200.
Nyami's Chronic Illness mod uses a unique token instead of the "disease token" of the game, therefore representing a whole new class of disease. More details below.
Are there more mods out there, that assign a unique disease ID? Or create a new disease?
Recently, I noticed a shift in terminology regarding disease token properties—e.g. in code and mods by @episims, @lamare-sims or @blueybre (formerly know as LimeYoshi). My guess is that Maxis updated the disease properties BCON with labels in a later expansion pack. Because, if you open the latest object.package, you will find:
BCON x1001 (group ID 0x7F8A70B6)
The disease ID is still labeled as "SH: sympton hash" in maxis plague dialog string and in the early disease studies by Chris Hatch, Cyjon and J. M. Pescado. (Did I forget someone? let me know in the comments.)
If you use the FFS Lot Debugger (which uses maxis coding and labels) you might be familiar with the earlier terminology.
Terminology in modern mods are labeled green.
SH: Symptom Hash became disease ID
LD: Lethal Dose == deadliness. (Lamare called it the "Death Threshold"—my personal favorite).
CS: Current Severity (if CS >= LD, sim dies) == severity
CT: Contagiousness (if -1, no disease tiles are droped and other sims can't catch it.)
RP: Recovery Points == avarage care (positive means your sim is recovering, negative means it will get worse)
RHC: Recovery Hour Count == loops since update (recovery points are subtracted from severity at fixed intervals. Popular mods let you adjust those intervals, making diseases more deadly.)
UNK: Pescado wrote "Your guess is as good as mine. ChrisHatch wrote that it is the 8th value and might be the diseasID." Which turned out to be incorrect, as we now know it is called initial severity.
From a coding perspective, I needed to learn which values I had to give the disease token to make a Sim sick with a specific disease. Below is an overview of the values that define and characterize the available diseases. These are the initial values that are set by the code and from where the disease will progress.
A wonderful feature of @lamare-sims mod is that some of the disease properties for Adult Weakness and Elders' Cough are BCON-tunable. The table above should help you to put these values into perspective.
The CS and IS values of the Maxis Mysterious Disease use a complex calculation based on skills and mood when the virus is generated via the Biotech Station.
I used Epi's Biotech Station to infect a large number of Sims (hehehe) to boil down these values into something more easily codable. My tests showed a rough d40+50. Epis code use the same value for CS and IS. d40+50 gives the same maximum severity as food poisoning and pneumonia (90), but the average level of severity is higher upon initial infection. Making it the more dangerous disease. And, the Mysterious Disease has the highest contagiousness of all.
MidgetheTree, like Epi, used the same value for CS and IS in the Guinea Pig disease. There is no calculation involved and the code sets the values as a d50. Making the Guinea pig disease a little less dangerous than the maxis MD.
For my project, I decided to use d40+50 for CS but an IS of d50.
The STD has code, that assigns different values to playables and townies. Clever, since the disease of townies does not progress.
Nyamis Chronical Illness does not use the ingame "disease token". It codes a unique new token. That means, ingame features and mods alike that search for the GUID of the disease token (comfort soup, immunity, spells, ginie wishes, the lot debugger, the simmanipulator, Simlers90 disease mod etc.) can't report or affect this disease. It is indeed a very unique illness.
One question for me remains after all this:
What does initial severity do?
My in-game tests did not reveal what this value does. It never changes when a disease progresses. It isn't really 'initial' in the sense that the sickness starts with it, because that is the value of CS. CS then changes as a disease progresses.
Is it more like a minimum value for severity that CS can't drop below? That doesn't make sense, though, because if CS becomes ≤0, a Sim is 'healed.' My tests confirm Sims are healed through sleep for an STD.
Is someone out there that can explain it? Point me into a direction?
I have one more mod that utilizes maxis disease mechanics, it's a fuel based generator that can give sims "carbon simoxide poisoning" when run inside or too close. Disease ID 604 - fatigue and nausea.
The fun nerdy part about disease ID is how it determines which 2 symptoms a sick sim will have. It involves modular arithmetic. The calculation goes something like this:
x = ID mod 5
y = ID mod 6
if (x >= y), then x = x + 1
It yields x and y as different numbers from 0 to 5, which in turn coincide with symptom indexes:
By picking the right ID, you can create an illness with any two symptoms. Any ID besides the usual in-game illnesses will be treated as a mysterious/unique disease by the disease controller, and it will push symptoms based on this calculation.
Initial severity is indeed initial, it is a starting point of how bad the illness is when a sim gets sick. It isn't supposed to change in the course of sickness, 'cause then it wouldn't be "initial" anymore. The changeable value is current severity and it's for how well/bad the sim is doing at a given time.
Initial severity is important for contagious diseases, so that the controller knows what severity to assign to a newly contracting sim. Not sure if it's used for non-contagious diseases, but I tend to set it just in case anyway. When a sim gets the disease token, severity and initial severity are the same numbers, it being the initial point.
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Free to watch • No registration required • HD streaming
I can't live without the Rugs off grid mod by @hugelunatic but it always annoys me when I'm playing and I cannot click on the ground where a rug is to tell my sim to "go here".
So. I made a mod to give all rugs (yes all*) a "Go here" interaction same as the floor. Only "Go here", no run or teleport or whatever else, but it will suit me.
Techy details under the cut, but if you wanna just download this,
Here you go!
Mod speak: This mod adds a semiglobal tree table for all rugs with only this interaction (though I was tempted to add an interaction for evil sims to set fire to rugs too 😈), so it should affect any and all rugs in game that are looking for tree table 1 (which all should be). I have copied the relevant BHAVs from the "Go Here" interaction for the ground and used rug semiglobal instance numbers 0x2004 - 0x2009.
All your rugs SHOULD find this interaction, if not, you need to go into that rug's main OBJD file (usually instance 0x41A7) , locate this line and make sure it's set to 1:
That's it. That's the mod. I won't tell you all how many stupid mistakes I made while trying to code this though. Sometimes, I really should just go to bed.