Repurposed rp blog. Used to reblog resources and custom content for my Sims 2 game. Personal is Tearsforlu, a sideblog, if I follow you on here and ur confused that's why lol | 1993 | She/Her |
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 ðŸ¤
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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Quick shoutout to @heathensimmer for pointing me in the direction of Puhlinnos_Sims2's website. Greatly enjoying having the "Order Drink for Sim..." interaction back in my bars and restaurants.
I feel like this was available before EPs were released, but maybe I am misremembering? Anyway, please enjoy having the ability to order drinks for dates, outing members, or the Downtown Diva (if she won't pay attention to you otherwise).
Apt. 1, 2 - Left building and Apt. 1 - Right building
Apt. 2 - Right building
Apt. 3 - Right building
tbh I feel like I've learned so much more since I first did this makeover (so it's kinda ugly), but it's important for the hood, I had a ton of fun and I like to talk hehe
Do you ever take a look at your kittens and puppies born in game and notice they’re not using your default replacement eyes? Or that their eye color isn’t the same as either of their parents, but when they grow up their eye color changes? Today, I would like to present to you all a fix for that. I specifically made this for custom fur colors, which would create puppies and kittens that were born eyeless, like the above. So if you plan to use custom fur colors in your game then you will need this fix. However, even if you don’t I would still suggest downloading this fix, or else your kittens and puppies will all be born with the wrong eye color. This will not fix pets that have already been born in game, but it will fix any and every kitten and puppy born after being installed. May this help you cure the curse of incorrect pet eyes.
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Sul sul! This is afhairhatclown and amhairhatclown replaced with spottedonsixam's 4t2 Conversion of Maxis' Updated Afro. The polycount is the same as the original (4.3k). It has only one swatch (rainbow swatch edited by me), and it is available for Adults and Elders. It requires The Sims 2: Freetime in order to work. It has been tested on both The Sims 2: Ultimate Collection & The Sims 2: Legacy Collection.
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.
Finally back to sharing hair defaults and I am sooooooo happy to share these! @platinumaspiration converted the Royalty and Legacy pack which featured some great head wraps. I added another from her Urban Homage pack and a bonnet by Skittle Sims to replace all the bandana hairs and I couldn't be happier. Hopefully this is useful to a few people as it can be used with any hair system. Each wrap has a diff pattern for each hair colour. Sorry, I didn't make a swatch (need to download gimp, can't find my bootleg photoshop link any more 😪) but they look fab, promise! I'm using @lilith-sims simmie Deja. Isn't she lovely! I had lots of fun doing her make-up. I think that's everything! All downloads in one RAR but you can pick and choose what you want. Hope you guys enjoy!
HairBandana_Purple replaced with @platinumaspiration Wrap
Teen to elder. Great protective style so enabled for all categories. Yes, I needed to use both pink patterned swatches. I just couldn't choose lol
HairBandana_Red with @platinumaspiration Gele
AF - EF. Everyday, formal and outerwear (I've seen many an auntie in a heavy winter jacket and a gele as she left church in November lol)
HairBandana_Brown replaced with @platinumaspiration Frilly Wrap
TF - EF. Again everyday, formal and outerwear.
HairBandana_Green replaced with @platinumaspiration Formal Head Wrap
TF - EF. Everyday, formal, swimwear (they look so glam urgh) and outerwear.
HairBandana_Gray replaced with Skittle Sims 4t2 Bonnet
AF - EF only (I can't get the teen version to show up in the catalogue grrr!) Underwear and sleepwear only. I know some peeps wear them as everyday wear so if anyone want me to do a version with this enabled for everyday, please let me know!
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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of course I had a Sim I wanted to make when I saw WistfulCastle's tattoos and adapted them.
meet Zaire. :3
there are some specific things I must make now before the fixation wears off lol
It's possible I missed something like this, if it exists. I've seen similar hairs but there's always a feature that doesn't match what I'm looking for (it's always wavy at the ends or not long enough, etc).
This mod separates the code responsible for giving Sims attraction traits into different resources, allowing modders to create separate replacements for each turn on/off in the game.
Known conflicts:
tunaisafish's Attraction Traits Fix: don't use it with my mod, as they're incompatible
simler90's New Turn Ons or any other turn on/off replacement mod based on it: don't use it with my mod, as they're incompatible
@simnopke's "Do You Like What You See?" Bubble Fix: this fix is included in my mod, so remove it from your Downloads folder
How to install:
Select the correct version (AL, BV or NL) for your game setup and place the package file in your Downloads folder.
If you have TS2 Extender version 0.8.0 or up installed, place the Lua Script in your Documents/EA Games/The Sims 2 Legacy/Lua folder.
(Optional) If you don't have TS2 Extender and want the turn on/off tooltips to match the replacements you have installed, place the strings package in your Downloads folder and edit it manually.
Required EPs: Nightlife or later.
Which version to install: There are three versions of this mod. The AL version is compatible with Apartment Life and the Mansions and Gardens Stuff Pack. The BV version is compatible with Bon Voyage up to, but not including, Apartment Life. Lastly, the NL version is compatible with Nightlife up to, but not including, Bon Voyage.
Download: Main Mod / Turn On/Off Replacement Templates (For Modders)
Credits:
@lazyduchess, for the turn on/off replacement template, the rewritten LUA Script and TS2 Extender Docs.
simler90 and @simnopke, for the "Do You Like What You See?" Bubble Fix.
Changelog:
27/04/2026: Added checks to prevent Servos from getting random hair color attraction traits.
02/06/2026: Added a Lua Script for TS2 Extender users that will automatically replace the turn on/off tooltip strings with custom ones. Renamed the OFB version of the mod to NL, since it's also compatible with Nightlife. Updated the "Do You Like What You See?" Bubble Fix to the latest version.
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