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i don't post that often on here, but i usually look at other peoples' posts.
this account was sorta meant to be an 'anything i want' page, but it mostly just ended up being a simblr instead lol. despite this, i may occasionally post non-sims stuff (and i'll tag them as nonsims)
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🟦🟩 my sims 2 cc 🟩🟦
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- Morning Trees & DETERMINATION Loading Screens (includes a custom splash file)
- 365 Days = 1 Year Lifespan
- “Grace’s Painting” Recolor for FT Sheep and Sheep by Billy Silvester Painting
- DDLC Eyes (Custom & Defaults)
- ROBLOX Skyboxes as TS2 Hood Skies
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🟦⬜ my edits/tweaks for cc made by other simmers ⬜🟦
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- FreshPrince's Deluxe Children's Stove + Michelle's Recolors, Simlish-ified
- My Personal Edits/Tweaks for Jacky93Sims' 4t2 Campervan Projector TV
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Hi everyone! This is an experimental (WIP) mod that makes lot skirts in TS2 looking like neighborhood terrain. TSCS inspired me to create this mod; as far as you remember, TSCS has visible neighborhood decals from lot view. It is set in assembly code so that TSCS lot skirts use neighborhood techniques for mapping. Original TS2 doesn't have such functionality. LD attempted to immitate that via fake neighborhood deco but it was created for particular terrains only. So I decided to attempt editing lot skirt shader and got some results; it adds cliffs, rough and meduim stages and improves shores from lot view! Though it is not perfect as it has some misconsistency with lighting (original lot skirts also do) and doesn't repeat the neighborhood terrain mapping but I think it's more practical than neighborhood deco. Hope you like it!
Features
Adds neighborhood decals (cliffs, rough and medium terrain) to lot skirts.
Decals are also visible with snow states.
No blue snow fix is included.
Works for every neighborhood automatically.
Supports lighting mods (dusk and dawn states).
Looks better with default replacements.
Installation
Put the .package file into your Downloads folder.
Compatibility
Incompatible with shader mods that modify lot skirts so rename the file adding "zzzz" prefix to make it load last to prevent conflicts if you use many shader mods.
Doesn't conflict with other no blue snow mods that modify the rest shaders (roofs, lot terrain).
Known Issues
May look weird in dusk and dawn states using some lighting mods (still have no idea how to fix that).
Seam between lot skirt and lot terrain (original TS2 lacks lot edge blend technique like in TSCS to make smooth transition between lot terrain and lot skirt).
Lot imposter terrain paint may be invisible sometimes for unknown causes.
Terrain Types
Recently it has been discovered that it's possible to create new terrain types. My shader contains standard terrain types (temperate, desert, dirt and concrete) and uses dependence of textures on lot texture so if you add custom terrain types it's required for my shader to have added such dependencies otherwise my shader will look buggy for your custom terrain types (you are free to contact with me for more detailed information).
DOWNLOAD
Vanilla:
Hey! As many of you know, about 4 years ago Lazyduchess released a mod for The Sims 2 that increases lot size limit from default 60x60 to 120x120. It is an amazing work, despite some issues that arise with this mod installed. Personally I wanted to play with this mod sooooo much but broken imposters made me avoid using it. Spent lot of time, I finally managed to fix the imposters at least. Snow next maybe??
Installation
It is completely the same as original, so go to LD's page for details (but you can ignore sticking to the classic lot imposter quality setting) and then download my fix and replace LD's ASI file with mine.
Improvements
Fixed multistory lots tile mapping.
Added support for all lot imposter quality settings (so that it's possible to use this mod with higher lot imposter quality settings rather than classic one).
Known Issues
Snow rendering as LD mentioned in his original mod post.
DOWNLOAD
for anyone who wants this, here are the original download links now that GOS is down:
(i did Not reupload these! these are the actual links by hypersaline)
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).
i have never experienced the object limit in my game, but i may install this just incase
i was kinda forbidding myself from downloading more buildbuy cc for a while since i was selfaware about the object limit. guess it’s no longer a problem!
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I fell in love with these 4t2 conversions by @tvickiesims at first sight and just had to make functional versions.
When your sim manages to catch butterflies or fireflies, they can be moved from the jar to this habitat. Insects housed in the habitat will stay alive; if the habitat is outdoors, they will hibernate if the temperature drops below freezing.
Each habitat can house 3 batches of butterflies and 3 batches of fireflies, counted separately. You can make space for new batches by releasing the insects from the habitat.
The caterpillar incubator provides an alternate way to get butterflies. Stocking the incubator costs §18, after which you can watch the caterpillars evolve into adult butterflies over the following days.
Be cautious about leaving adult butterflies in the incubator, as they won't survive there forever. The butterflies can be either moved to a habitat or released into the wild.
If an incubator is outdoors and the temperature drops below freezing, the metamorphosis will stop progressing, unless it's already finished, in which case the adult butterflies will die.
Sims can view occupied incubators and habitats, autonomously too. Cats might find them interesting as well. About everything gives nature enthusiasm, and all interactions are available children up.
🦋 Download (SFS) (alternate)
The files are compressed. Requires Pets and Seasons. The incubator won't work if you don't have the habitat in your downloads as well.
The habitat is a global mod that includes overrides for the bug jar and will conflict with other mods that alter the same resources. I haven't found anything that conflicts but as always, run HCDU to be sure. These can be used alongside Vickie's original conversions.
Many thanks to Vickie for letting me use her gorgeous conversions, and to @gummilutt for the help with testing!
⋆ bodyshape conversion of two items from PForest's Sparkle Sparkle Set, a dress for AF Momma Lisa & a suit for AM Melodie9Fat
⋆ full body outfits, available as everyday + formal or formal only, fat + pregnant morphs included
⋆ polycount: 4679 (dress), 6087 (suit)
⋆ 5 swatches (dress) + 6 swatches (suit) that use Crisps&Kerosene's Extended SimStandardMaterial Shader
⋆ compressed, tooltipped, BSOKed, made with love
Link, swatch and more info under the cut ♡
Hey! @yolkema has requested this set for fat bodyshapes, of course I was happy to deliver. It is a beautiful set. It uses Crisps&Kerosene's shader extensions, which means the clothes have a very pretty shiny effect in-game.
Some of the textures are repositoried to others, so please be careful installing this. All of the detailed info on that is in the Download section. Anyway, I've used MoniLisaSims's edited bodyshapes for these and tried the BSOK editor for the first time, so the outfits are sorted by bodyshape! You can find them towards the end of your catalogue. There will inevitably be some clipping, as it always is with bodyshapes, and there may be imperfections, I'm sorry about that! I've tried my best to make everything look smooth and beautiful, I enjoyed how it looked in my game. The only thing I haven't tested in-game are pregnancy morphs, so it's possible there are more imperfections there.
Credits: @pforestsims for the recolors + mesh edits, @crispsandkerosene for the Extended SimStandardMaterial Shader, @monilisasims for the WSOs, platinumaspiration and @kurimas for the mesh conversions, Sentate and Nell for the original meshes.
♡ Download ♡
⋆ CrispsAndKerosene's Extended SimStandardMaterial Shader is required! It's included in the zip, just install it as a regular package and make sure you don't already have it in your game.
⋆ For the Messina Dress, the Dark Emerald recolor (gaypv_PF-MessinaDress-AF-MommaLisa_DkEmerald_REQUIRED) is required, all the other colors are repositoried to it.
⋆ For the Disheveled Suit, the Maroon recolor (gaypv_PF-DisheveledSuit-AM-M9Fat_Maroon_REQUIRED) is required, all the other colors are repositoried to it.
Please only choose one of the following!
Categorized as everyday + formal: SFS | simblr.cc
Categorized as formal only: SFS | simblr.cc
My Personal Edits/Tweaks for Jacky93Sims' 4t2 Campervan Projector TV
i've sorta planned to use this conversion for a while and got around to editing it for my game
- default textures have been edited to have blank walls
- i thought it was too boring to just have blank versions, so i decided to make simlish versions of the original text (they are recolors)
- removed the "Disenchant" and "View Shadowplay" interactions, as they felt very out of place to me and they're leftovers from Sophie-David's Enchanted Picture TV
- fixed a tiny oversight where the "Turn Off" interaction in the pie menu was displayed as "Interaction - Off" while sims were actively watching the screen (there was a missing text string)
note: if you already have jacky's original van in your game and want to use my tweaked one, you'll have to remove jacky's files and replace them with mine since they use the same guid
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DOWNLOAD
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Credits
jacky93sims (for the original 4t2 conversion)
Sophie-David (for the original TV that jacky cloned)
ajaysims (for the simlish font that i used)
Title : TS1 Inspired Reshade / (Pre-Rendered Sprites Style?)
After many experiments, I finally found the visual approach I've been looking for. Thank you so much for all the support, likes, comments, and reblogs on the previous post, it kept me motivated to finish this preset.
This preset started from one simple thought while I was playing or editing screenshots: "hmmm, this still looks 3D."
By using VidTheKid's Isometric Camera Mod as the main foundation, I tried to bring the look of TS2 closer to the feel of TS1. At first, I really liked it. However, over time I realized that this is still a 3D environment that has only been given an isometric perspective. Lowering the lighting, turning off shadows, even when the lighting is turned off completely using the "boolprop lightingEnabled false" cheat, those objects just look like 3D models sitting in a dark room. And this is not the fault of the mod or the game. TS2 was indeed built as a 3D game rendered in real-time, while The Sims 1 used pre-rendered images (sprites). This difference is what makes the TS2 look stay smooth and dynamic, but makes it difficult to bring the solid and static impression of TS1's pre-rendered objects, as seen in the comparison images above. Both are the same indoor scenes, one with default Maxis lighting and the other with my Reshade. You can see how the object textures and colors in my Reshade stand out even in a room with no windows or lamps. Additionally, the object edges are bolder and statically composed, as if each object carries its own texture or color without lighting influence, or simply, sprite-like.
Additionally, I can't decide which one I like more, as every player certainly has their own preferences. I will provide other examples with images labeled code 01-03 :
01. Maxis no ReShade (Settings : Lighting High, Shadow Off)
Take a look at CODE 01, this is the default Maxis lighting without my shader. The terrain paint textures are barely visible, perhaps due to the very smooth color transitions or the game's lighting influence? I'm not entirely sure about the technical details. Additionally, the edges of each object are still somewhat uneven.
Then look at CODE 02, the game's color palette starts to become limited, yet each object still receives in-game lighting. The color transitions show a dithering effect. If you notice, the terrain textures, like the blades of grass start to become visible, and the edges between objects now have distinct borders and visible separation lines.
And finally, CODE 03, the game's natural lighting is completely disabled. All the colors pop out and become flat because I've enabled the "boolprop lightingEnabled false" cheat. Technically, this is similar to Image 02, but by enabling this cheat, the lamps or any other light sources in your game become purely decorative, their glow no longer affects the light or darkness of objects. Even if there's a light effect around the lamp itself, it becomes purely cosmetic or in other words, it's just part of the lamp's image itself (referring back to that sprite-like feel). I will further explain the technical side of the CODE 02&03 setup using another indoor and outdoor example below.
Take a look at the images of Mrs. Crumplebottom below, both indoors and outdoors. All of these are shown without my shaders. only pure, default Maxis lighting.
The first image shows the default Maxis lighting with in-game settings (Lighting: High, Shadows: Off). Here, you can see Mrs. Crumplebottom outdoors being hit by the game's sunlight, while indoors, she receives reflections from the lamp next to her, visible as a glow on her face and body.
The second image shows what happens when you enable the "boolprop lightingEnabled false" cheat. As I mentioned before, this completely disables all in-game light sources; as a result, Mrs. Crumplebottom looks exactly the same whether she is outdoors or indoors. However the lack of this cheat is, it makes everything look dim and dark. Notice that even though there is a lamp next to her, the light doesn't affect Mrs. Crumplebottom or the toilet she's sitting on. the lamp's glow effect exists in isolation, looking like a fake or "phoney" effect.
The third image shows a side effect or glitch that might occur when enabling this cheat. Don't panic! This will return to normal if you refresh it by reopening the cheat console (Ctrl+Shift+C), selecting the cheat again, and pressing Enter.
Next, here is how the same scenes look with my Reshade applied, bringing out that specific visual style I mentioned.
The first image, If you liked the "Code 02" version from before, This image is an example of the results you will get. My Reshade combined with the default Maxis lighting. With this setup, light sources and the outdoor environment still provide reflections to your objects or Sims. You can see how the colors appear limited yet pop out, the color transitions look sharp, and the edges of objects or Sims are visible and static. Then, if you look closely, there is a dithering effect in the colors (I hope it’s still visible once uploaded; I’m not sure how much Tumblr will compress the image quality, but you can always test it in-game to see the full effect yourself). The textures also look much denser, take a look at the cloud wallpaper and the green grass carpet; everything brings out its maximum texture detail without the blurriness found in the version without Reshade.
[NOTE: For those of you who prefer this version, you can adjust the White Point value in Levels.fx from my default of 160 to 230–255.]
The second image, if you prefer the "Code 03" version, this is the result you will get. Personally, I really love using this one in my gameplay. Technically, it’s the same as Code 02, but I feel this version truly delivers that pre-rendered visual. It effectively fixes the dim and overly dark colors that usually occur when you enable the "boolprop lightingEnabled false" cheat. Since all lighting is even, there is no in-game lighting/shading, so any light or dark spots you see are just from the textures or 'baked (is that the right term? idk 😂), Your objects look as if they are standing on their own, with every color and texture popping at their maximum. What I love most about this version is how my Sims skin tones resemble the look of TS1.
[NOTE: If you feel this version is a bit too bright, you can adjust the White Point value in Levels.fx from my default of 160 to 170-180.]
Anyway, Mrs. Crumplebottom I’m using is available for download from amazing @bayoubashsims thanks and sorry for putting her in such a weird room setup haha 😆.
Then If you notice a #ffff00 yellow outline with 0.15 thickness on the edges of your objects, that’s actually intentional. I chose this color as a tribute to old TS1 CC creators, whose objects sometimes had a bit of yellow leakage perhaps leftovers from the P-Sprites (is this the right term?). So, this is my love letter to them. Hm, I wish I had been playing the Sims back in their era, haha.
[NOTE : Don't worry, this outline isn't always super visible, sometimes it subtly blends in with your floor, walls, or terrain. I actually experimented with black vs this yellow, and it turns out this one looks much better! It makes the edges look more defined and clear]
Bonus for you! I’ve included 3 terrain paints inspired by The Sims 1 (Grass, Dirt, and Sand). I didn’t extract these directly from the original TS1, instead, I found some textures online and edited them myself. While the colors might not perfectly resemble the original TS1. But here's a fun fact, these textures really pop and show their detail much better once you use my Preset.
sheep and tree : Kativip, large bushes : beautifulnerdkitty , small bushes : sim_man123 (TSR) , rocks : tony-veis (4t2 Snowy Escape)
Lastly, this preset is a visual interpretation inspired by TS1, not a 1:1 recreation. These two games use different systems, so the results will never be exactly the same. But even if this doesn't fully feel like TS1 yet, at least this approach can lean towards the visual feel of classic isometric games with pre-rendered sprites. (Also, a huge shoutout to VidTheKid on MTS for the isometric camera mod, it's what makes this whole look possible, You're truly a legend!).
[NOTE : I’ve included a guide inside the RAR file, please make sure to read it! The total file size is about 25 MB because I’ve also included several preview photos, which you can delete anytime. If you have any questions, feel free to leave a comment or send me a message!]
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more people should try out ts2 custom bodyshapes
i've been playing with them more recently and i don't think they're hard to use like people said they were. especially if you use pick'n'mix's bsok editor and episims' job outfit stopinator. i dont even use showerproof skintones, i just use the 3t2 never nude trait lol
it's really nice having more diverse sims in my game and not every sim is maxis skinny
i feel like it kinda adds more to their character too. one of my sims is extremely fit/athletic and likes to work out all the time + he's related to daniel pleasant, so now he's quite buff (using piper's cbb bodyshape). he slightly gives off himbo energy but he's not dumb enough to actually be one. he looks super cute lol (i lack screenshots sadly)
the only hard part is really finding clothes for custom bodyshapes. thankfully we have resources like this and this
NEW PLAYABLE HARP for Sims 2 (custom animation + sound)
Hello! I have finally completed this beautiful harp, and I am very excited to share it with all of you ~~ 💌 At first, I planned to make it for toddlers. Then I asked myself whether it could also work for adults — and ta-da ✨
These stunning animations come from JaneSimsten's Playable Harp mod.
This harp will increase creativity skill and music enthusiasm.
Since it was cloned from a piano, this harp includes all the interactions that a piano has: Practice, Watch, Dance, Sing Along (for pets) v.v... However, I removed the Break, Tune/Uptune, Perform interaction because I couldn't modify the accompanying sound file (perhaps belong to Band maybe)
So, this harp will have 5 interactions for you to choose, including:
Practice (Gracefully)
Wedding (A Thousand Years by HarpistKT)
Classical (Moonlight Sonata by HarpistKT)
Fantasy (Suteki Da Ne by Arnaud Bannier)
Fairytale (Merry-Go-Round of Life by harpsona)
The animation will play randomly for each piece of music.
It would be amazing if the harp strings could move when Sims play it, but I’m not good at working with joints yet, so… sorry, you guys 🥺
Each interaction will correspond to one piece of music. I don't plan to have it run through a playlist. If you want to change them, it's much easier than editing a long playlist. You just need to replace the mp3 file with the group B3CD.
Because the harp is so beautiful, I kind of got carried away and ended up making quite a lot of recolors 😅. There are 12 recolors in total, including: maple (mesh), mahogany, dark metal, deep blue, dark green, silver, ivory marble, rose gold, golden, deep red, blue-purple ombre, and baby pink (a special color made for my friend — she really loves pink 🎀).
Since the textures are 1024×1024, I didn’t merge the mesh and the recolors into a single file. If there’s any recolor you don’t like, you can safely delete it without affecting anything else.
Poly count: 8k
Note: You have to keep all mesh, recolor and sound file in the download folder to make it works well in game, if there is any problem with my cc, pls pm me :3
Thank for @jacky93sims, for helping me fix the sound file issue. Without her help, this harp would be playing piano sounds by now :D
Mesh and texture made by me (renalp96) ✨✨
Uploading terms:
Upload to Free sites only
Do not upload to the Exchange/paysites/adfly/TSR/patreon, not even “early access”.
Download: Sims 1 to Sims 2 neighborhood with all sub-neighborhoods.
Hello!
This is a really quick, but pretty big update from me.
I'm not really active in the Sims community as of late. But I have from time to time been working on this project, whenever I needed to sort of clear my head. And now was a moment I thought I should share it, because it would be kind of a waste if it just gathers dust on my laptop ;)
I've made an Old Town neighborhood (Sims 1) for the Sims 2. I've done that before, but this time Downtown, Studio Town, Vacation Island and Magic Town are all sub-neighborhoods instead of being part of the main neighborhood. And, all lots are built and in place, for as far as it was possible to recreate certain Sims 1 lots in the Sims 2.
I thought some people might enjoy it, so here is the download link
You can just place this in your Sims 2 documents folder, inside the neighborhoods folder.
This version has no sims in it. And I removed the characters folder, because it was massive, so it might literally not have any sims in it, not even townies. I've not had a chance to test it, so let's see how that works out...
If anyone wants to complete the neighborhood with sims, or change it, go ahead, you can share your version, as long as you credit me.
I'll try to check back in soon to see if there are any massive problems. But other than that, this is not a fancy CC release, just me sharing a project I've been working on as is, so that it might be of some use to someone 😅 I hope some people will enjoy it!
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thought this toy oven was really cute and wanted to use it in my game, but i didn't like that it had english text on it. sims speak simlish, after all!
so i decided to change the textures, along with all of Michelle's LACK recolors (link for original versions) to match.
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the zip doesn't include any meshes, you'll have to download it seperately! there's two versions of the mesh:
- the original version by FreshPrince (functions like a maxis toy oven):
link
- the modified version by itsdiamondeyesuniverse, to be compatible with their More Food Options for Toy Oven mod:
link
you can only download *one* of these versions, but my recolors work for both. this information is in the zip file as well
Credits
FreshPrince (for the original cc)
Michelle (for the custom recolors)
side note: if you don't use CEP files in your game, there will be a slight bug where you can't use the design tool on this item, once it's been placed down:
however, you can still recolor it when it's in the buy catalog.
if you have CEP files, this isn't really an issue and you can change swatches as normal!
370 main street, pleasantview's new public library
this was pretty fun to build. i mostly see this being useful for when my sims wanna study away from their home lot, or if they need to use a computer and can't afford one for themself
ideally i would make this lot have a higher chance of spawning sims with film & literature enthusiasm, but there isn't really an option for that without banning other sims, which is not what i'd wanna do
i wanted to include chess tables but i couldn't really find a good spot for them. however, sims can use the monique computers to study logic skill, so it's not all bad