#objects.package
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l-1-z-a · 10 months ago
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Why Do Sims Age Up at 6 p.m.? A Hidden Detail from The Sims 2 Development
In honor of The Sims 2’s 20th anniversary, I’d like to share an interesting fact about the aging mechanics in the game! 🎂
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Why do Sims age up at 6 p.m.? Initially, during the game’s development, Sims were supposed to transition to the next life stage at 7 p.m. However, due to bug #37450, the time was changed to 6 p.m. Meanwhile, lighting transitions still happen at 7 p.m., creating an interesting discrepancy in the game’s schedule.
This fact was found in the objects.package file of the base game under the Text List (STR#) resource. The resource name is Dialog prim string set, group 0x7F07FBBC, instance 0x0000012, in the English language section. The developers’ comment explains the time change:
<-String->
$Object will grow up in just one day at 6 p.m. It's time to plan a party and buy $Object a Birthday Cake!
<-Desc->
The Sims 2 - Needs Translation - Batch24
8/1 change - time changed from 7 p.m. to 6 p.m. per bug 37450. Lighting transition is at 7 p.m., apparently.
This changed from 2 days to one day.
Note - this is the notification when a Sim is one day away from their age transition.
Screenshot from SIMPE:
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While it may seem minor, for fans and game researchers, these small details reveal the true depth and complexity behind the game's development!
Source (RU):
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cas-fulleditmode · 3 months ago
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ms crumplebottom showed up on my home lot
ist es over für mich?
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more of me struggling to edit textures to fit another mesh. i thought that using the same denim textures might feel a bit repetitive so i used textures by io and misomoso to introduce more variety. the results are unsatisfactory. oh well... :(
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nonsensical-pixels · 1 year ago
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my sfs and mediafire folders are such a mess that even thinking of adding new uploads to them makes me wince, but i'd rather crawl through the redlit ventilation system that is simpe and churn out dozens of new conversions than spend more than a minute trying to organise them 😍
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paradoxcase · 5 months ago
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Right, so, after reading some error logs, obtaining a copy of the objects.package that shipped with the Sims 2 rerelease, and talking about this with Lazy Duchess, I have a conspiracy theory about why the rerelease is so damn broken
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So first, I looked at an error log that was happening in the Enthusiasm Tracker. It was coming from the function that signs sims up for a magazine subscription after they choose that option on the phone. It's a very short function, all it does is 1) check to see if the family has a magazine subscription token, 2) create one if it does not already exist, and 3) set a property on the token regardless of whether 2 was necessary or not. All three of these actions make use of the Manage Inventory primitive, which controls not just sim inventories, but also tokens like this, memories, and gossip. I compared all like five lines of this function to the one in my objects.package, that I have from the Ultimate Collection, and they were exactly the same. But for some reason, in the rerelease, this throws an error. There is no explanation at the level of this function. I kind of scratched my head and thought, maybe they changed how the magazine subscription token works in this version, and forgot to update this function? Or something?
Next, there was an Too Many Iterations error log that had a very obvious cause: for some reason, the active family had over 500 tokens in its inventory. The family inventory isn't listed in the error log, so have no idea what those tokens were, or how there came to be 500+ of them. BUT. The aforementioned magazine subscription token is a token that goes in the family inventory. Maybe these two problems are somehow related. Are those 500 tokens all magazine subscription tokens, or something?
And then there is the infamous error that the game now throws when a sim goes to get abducted. I didn't see an error log for this one, but I was making a post on MTS listing all of the known issues with the rerelease, and someone mentioned there that the issue is not so much with the abduction as it is with other sims reacting to the abduction, and if there are no sims on the lot to react to the abduction, the error does not occur. Someone else then mentioned that the Abduction Reaction Fix mod that I made actually fixes this error. I made that mod, I know exactly what it does. What does it do?
Well, you see, objects in the game all have what is called a tree table, which is a table of interactions and the functions that need to be called when those interactions are triggered. One of the interactions on the telescope is the interaction to run to the telescope after someone has been abducted. But, in the Free Time expansion, a lot of new interactions were added to the telescope, and for some reason, EA decided to renumber all of the functions when they did that. They forgot to update the tree table, which references functions by their numbers, and as a result, the function that was called when sims were supposed to do the run-to-telescope interaction was actually the function that gives sims credit for discovering a new planet. In my mod, I fixed this, so that when sims are supposed to run to the telescope, the proper run-to-the-telescope function is called instead.
So, the error happens when my mod is not installed (when the planet discovery function is being called erroneously) and not when it is (when the run-to-the-telescope function is called instead). So the error must be coming from the planet discovery function. What is in the planet discovery function? It is almost identical to the magazine subscription function. It checks for the planet discovery token, adds it if it isn't there, and then modifies a property on it, using Manage Inventory. So this is exact same bug. And other people are reporting that some sims cannot gain memories - another game function that is handled by Manage Inventory. There is also an error that happens after a sim cooks food - one thing that happens at that point is that tokens and memories are added to the sim's inventory marking that they have successfully (or unsuccessfully) learned to cook that food.
So at this point, my theory is that EA somehow broke the Manage Inventory primitive. It's used all over the code, to do all sorts of stuff, if you break something that ubiquitous and fundamental, of course it's going to cause a whole lot of seemingly completely unrelated errors. Manage Inventory is now going hog-wild, throwing errors, adding hundreds of extraneous tokens to inventories, refusing to give sims memories, and who knows what else. I can feel it, this is the answer
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rudhira · 3 months ago
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I wanted to try something so here are default replacements for all the cans I know of, using models from Animal Crossing: New Horizons. I have replaced the Base Game Instant Meal and Juice (from, you know, the snack menu), the FreeTime Protein Shake and the Apartment Life vending machine drinks. Like this.
There were several good options for the fridge juice so instead of picking one, or making you pick one, I made a mod that gives you a random option out of three.
Download: SFS
Known issues:
The cans don't always fit great in the hand. I believe that this is also an issue with the original models.
The thumbnails in the action queue and thought bubbles do not update. I have my objects.package set to read-only and that might be why, but I don't know for sure.
The updated vending machine drinks only have names in English and Swedish. If you play in another language, the name will be displayed in English.
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heathensimmer · 4 months ago
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Seasonal Climate BCONS UPDATE 1
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Hi again. Can't stop won't stop. ANOTHER ONE.
This isn't really a mod I MADE, per se ... as in meticulously crafted and got very annoyed with... nah this was easy and I am surprised nobody else seems to have found these BCONS and used them for their game. I keep typing in "Seasonal Climate/Weather Mod" and I don't get much, so I went into objects.package.
These four BCONS seemingly set the game's chances to bring hail, rain, and snow to your game. There are no temperature effects and I don't mess with those, not because I'm scared or anything, but because the vanilla game's temperature coding (and Simler's temperature mods) usually suffice.
Has been tested with Roaring Heights, which I set as a tropical climate, and has been tested with Harborview, which I set as temperate coastal.
YOU HAVE TWO OPTIONS. But they are just templates!
Tropical, or temperate coastal.
Temperate Coastal, so anywhere kinda ... and a more tropical climate where it doesn't hail all the time in the middle of summer like in the vanilla game's constants.
This "mod" is completely tunable! Go into this mod in SimPe and you will see in the Resource List four BCONS, which are just types of files that the game reads. Four for each of the four seasons.
Open the BCONS by clicking on them, or double clicking, and you must open them in Plugin View. If SimPe is ever going nuts with the layout, just go to preferences and reset the layout (sometimes it doesn't work using the File menu).
You will see a chart with values in boxes on the left-hand side. The top three values in the chart are the main ones that I like to play with, but you can for sure see what the other ones do at your own discretion.
Just change the box labeled "Dec" on the left to be whatever you want the chance for rain, hail, and snow to be for your hood! The top box above Dec will convert your percentage out of 100 into hexadecimal.
The only drawback for these BCONS I suppose is you have to edit it for each hood, and then only have one copy in your Downloads folder.
But I still love it, so maybe someone else will. No more Hail in summer for your beach hoods!
This mod edits the following resources:
Weather-Spring
Weather-Summer
Weather-Fall
Weather-Winter
All in Group # 0x7F232ABA
Requirements: Sims 2 Seasons
Conflicts: Spring weather changes and more lighting
Fall weather changes
More Rain
HAPPY SIMMING!
Link: https://simfileshare.net/folder/242745/
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mrs-mquve-cc · 1 year ago
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Attention: TS2 CC hoarders like me who use collections
WARNING: This info is from my own findings, so it's not guaranteed fact. I am no programmer or modder, so take it with a grain of salt. Just thought it's something I should share!______________________________________________________________
So, I've concluded that TS2 has a hard limit of 255 for the number of custom collections you can make.
I also believe making objects collection-only (i.e. hiding them in the catalog so they can only be accessed through a collection) will break a lot if you do it after packaging it and try to place the lot.
I currently have ~7 GB of build/buy CC in my game and TONS of deco, which I sort into other categories so I don't have 100 pages of deco misc and sculptures (yes, I know, I have no self-control). I still have trouble finding things so I use collections and constantly make new ones. I always wondered if there was a limit on how many you can create.
Last night I made a new collection, and the game crashed every time I loaded collections and clicked on not only that one, but *any* collection. I know very little about programming but I do know 256 is a hard limit number in many games. Sure enough, I had 255 custom collections. I deleted some and the issue persisted. I came to the conclusion that it corrupted something - possibly the CustomCollections file the game creates in the Collections folder, because my objects.package files are unaltered.
Thankfully this was a recently-created game folder with a new hood with nothing but a few pre-packaged lots plopped down, so I didn't lose anything and fuck it, started a new game folder.
And now for the other issue:
I had an unplayed lot I built that had lots of deco, and when I placed it in my new hood, it refused to load. I remembered I had made a lot of that deco collection-only after I packaged the lot in my old game and before I installed it in my new one. I previously also had this same issue doing the same thing with poseboxes. Again, no sims had ever been moved into this game. I always use Chris Hatch's lot cleaner when I save lots, even if unplayed, to be safe.
I restored the deco to the catalog using Object Relocator but it still wouldn't load. So I placed the lot in my test game, which reverted everything to Maxis content. I deleted all deco items (and a bar because it spawned an NPC), used the lot cleaner again, and placed it back in my gameplay hood. It loaded fine.
TL;DR: You cannot create more than 255 custom collections or it will fuck up something and make your game crash. Don't hide items you've placed on a lot from the catalog or it'll break the lot.
Again, this is not gospel, just from my own experiments, but I hope this is helpful to someone!
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vegan-kaktus · 5 months ago
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Hi there! You seem like an expert when it comes to defaulting things, so I was wondering if you could maybe help me?
I've been trying to default some maxis objects (just simple deco items like sculptures, paintings, rugs) with CC items and I'm somehow failing at the replacing part. I know how to clone the original object, delete all the resources I don't need etc, but everytime I try to replace the textures and the mesh, the result in game is either the original maxis object/mesh but with the new textures applied to it or the new mesh shows up in game, but the matching textures don't show up (just the mesh in white with the "letters and numbers" missing texture look).
I feel like I'm replacing the textures correctly (I use DDS utilities and the "Build DXT option to replace the textures), but maybe I'm doing something wrong when I try to replace the mesh? Could you maybe explain how to do this correctly for stupid people?
Or am I missing a step where I need to "link" or "connect" the new mesh and the new textures somehow to make them recognoze each other?
(I've tried searching for tutorials everywhere, but the only ones 2 I found don't explain the parts I'm struggling with and everything else seems to be just clothing and hair.)
Hello anon! If there is one thing I know how to do in ts2, it's default replacements 🤠 but I'm no expert (thank you for thinking so highly of my skills though ahha) and you're not stupid at all!!
I think I know what you're doing wrong, but I decided to write a full tutorial anyway, hope you don't mind. @celebkiriedhel and @episims have both already made two awesome tutorials and I'm not adding anything revolutionary here, but I thought it easier to explain everything from scratch instead of starting in the middle. Tagging @sims2tutorials in case it's reblog-worthy!
Tutorial: object default replacement
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I usually extract the resources myself manually in SimPE bc Object Workshop sometimes have trouble extracting everything and sometimes it extracts completely irrelevant resources (I've only had this problem with food though), but extracting the files yourself requires some "knowledge" (more like gut feeling hahah) of how the resources are named (and also that you have locked (i.e made read-only) all of the objects.package files in every ep/sp folder). I kind of explained how to use finder in these two tutorials (ohmygOD is past me I cringe) but I also explained how to use it here as well. If you're a beginner, I would recommend using the object workshop though.
Note: NVIDIA dds utilites (mirror), SimPE and the CEP are required.
Extracting resources via object workshop:
1. Open SimPE, click on object workshop and then click on "start":
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1A. If you plan on editing EA's texture, you'll want to export the 0_lifo file (this is the highest quality of the texture, not every object has one though. The toothbrush for example doesn't). To export, you click on the resource, click on "plugin view", right click on the texture and choose "export" and save it somewhere.
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2. After SimPE has extracted all, you can delete everything but the resources you want to replace, in your case, the texture (_txtr) and mesh (_gmdc). Select the other resources, right click on one of them and choose "delete". Click on "file" - "save as", name your file and save it. Then the resources you deleted will be gone and your package should look something like this (depending on what resources you kept):
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How to manually export resources via Finder:
1. Click on "finder", change "object search" to "namemap search", type in "plantbonsai" where it says "match" and click on "start". SimPE will load a bit and then you'll see the resources matching plantbonsai:
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Please excuse the weird color missmatch on the right, it's such a hassle editing screenshots from a widescreen monitor haha.
Click on "plugin view" (here you can click on preview to see how the mesh looks), right click on the resource and choose "extract". Save it somewhere.
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Go back to "finder" and scroll all the way down. Double click on "plantbonsai-surface_txtr" and repeat the same steps to extract it, like you did with the mesh.
2. Click on "finder" once again and double click on "plantbonsai_small-surface0_lifo". Change to "plugin view" and export the texture (the same steps as I explained in step 1A.) if you're planning on editing EA's original texture.
Be careful not to accidentally import/replace any resource here! You’re poking in object-files located in the program files folder and they should never be edited, you only want to extract things out of these files, never into! This is why you want to lock the files :-)
3. When you've extracted the resources you want, click on "file - new" and then right click anywhere and choose "add". Choose the extracted resources and click "ok".
Regardless of which way you choose to extract the resources, your file should look something like this when you're done:
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How to replace resources:
Now, I assume you have edited EA's texture and/or mesh to your liking, or you have already extracted the mesh + texture from a custom object.
How to replace textures:
Click on the texture resource, change to "plugin view", right click on the texture and choose "build DTX".
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This window will pop up:
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After choosing your texture, click on "build". Click on "commit" to save your changes.
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How to replace meshes:
If you have a extracted a custom mesh, you have to double check that the group name(s) are the same as EA's object you are replacing. This you can do in Milkshape (key, unimesh) or in SimPE. I'll explain how to do it in SimPE since it's the most beginner-friendly.
You can also edit the SHPE to edit the group(s) name(s), but that's another way and if I don't stop myself I'll be here forever hahaha.
1. Click on the gmdc (aka the mesh) and copy the resource name. Then right click on the mesh (the resource) and choose "replace". Select your new/custom mesh.
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This window will pop up, click "yes":
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2. You'll notice the mesh name has changed, this is why we copied the original filename before doing any changes. Now you can simply paste the original filename and then click on commit.
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2A. If your newly imported mesh has a different group name than EA's original you'll have to edit that/those. For example:
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To fix this, click on "groups":
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Edit the name and click on commit to save the changes.
3. Save the package (file - save or ctrl + s) and you're done!
I could go on forever explaining (for example, if your mesh has more groups than EA's original, how to clone and make new resources etc) but I'll stop here. I've already spent way too many hours on this tutorial hahaha, why am I so slow 😭 with that being said, do let me know if I fucked up somewhere.
I hope this helped, and do let me know if anything is unclear anon! Or if you need more help!!
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andrevasims · 11 months ago
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I browsed through a bunch of the Objects.package files under TSData/Res/3D for LIFOs to save, now I'm throwing them together to make up more fake album covers
the backgrounds are walls from Uni/NL/TSS, the central images are all clothing from BG/Uni/NL - except the bottom middle one, that's from one of the magazines that changes Interests
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lamare-sims · 3 months ago
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modding/bhav/simantics knowledge - how do you actually obtain such?
By trying to mod the game, reading tutorials and old forum threads, studying others’ mods and the objects.package, asking and googling answers to your problems
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l-1-z-a · 4 months ago
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🎨 Unused Personalization Styles in The Sims 2: Analysis of Hidden Customization Mechanics by Perpexity AI Deep Research
Perpexity AI Deep Research generated a really interesting research about the list of strings "unused - Personal styles" . And I want to share it.
List documented on The Cutting Room Floor:
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The development of The Sims 2 involved extensive experimentation with gameplay mechanics, many of which remain as code artifacts. The table with identifier 0x000000D2, containing categories like Natural, Romantic, Dramatic, Classical, Eclectic, and Trailer Park, represents a fragment of an unfinished personalization system that could have revolutionized character and environment customization[1][2].
Evolution of the Style System During Development
Origins of the Concept
During early development, Maxis experimented with a multidimensional trait system that expanded beyond core personality parameters. Internal game files suggest that Personal Styles were intended to complement existing Aspirations and Turn-Ons/Turn-Offs, dynamically generating Sims' preferences for clothing, decor, and social interactions[2]. Unlike the final implementation, where players manually select aesthetics, the original design proposed automated style-based preference generation.
Technical Implementation
Analysis of string identifiers (0x7FE59FD0) and data structures reveals that the style system was deeply integrated into the game’s core architecture. Each style included:
- Unique object interaction animations
- Predefined color palettes for Create-A-Sim (CAS)
- Architecture generation algorithms for Build Mode
- Behavioral patterns for social dynamics[2]
Connection to Other Cut Features
These styles intersected with the scrapped Neighborhood Aspirations system, where neighborhoods would gain thematic specializations (family-oriented, career-focused, etc.). Early builds suggest style choices for households could influence:
- Frequency of specific Townie types
- Availability of exclusive build-mode objects
- Unique random event generation[1]
Analysis of Style Categories
Natural
Focused on organic materials, linen clothing, and outdoor activities. Code references unused gardening animations and nature-related interactions[2].
Romantic
Emphasized Victorian architecture, lace textures, and increased frequency of romantic interactions. Unused dialogue includes poetic declarations of love[2].
Dramatic
Featured theatrical behaviors like exaggerated gestures and conflict-prone traits. Files contain unused stage props and harlequin costumes[1].
Classical
Inspired by Greco-Roman architecture with columns and mosaics. Elements later appeared in the University expansion[1].
Eclectic
Mixed historical eras and cultural motifs. Technical limitations in 2004 prevented implementation of dynamic object combinations[2].
Trailer Park
A controversial "lowbrow" aesthetic with rusted furniture and graffiti. Likely removed due to concerns about ESRB ratings and cultural sensitivity[1].
Reasons for Removal
Technical Constraints
Implementing dynamic styles required:
- Additional 512MB RAM
- High-resolution texture sets
- Complex asset prioritization systems[2]
Gameplay Balance Issues
Playtesting revealed that automated style generation:
- Limited creative freedom in CAS and Buy/Build Mode
- Clashed with Aspiration fulfillment mechanics
- Overcomplicated tutorials for new players[1]
Marketing Considerations
The Trailer Park style risked increasing the ESRB rating to Teen, which conflicted with EA’s family-friendly branding. Internal documents cite worries about reinforcing stereotypes[1].
Legacy in the Final Game
Elements of the scrapped system resurfaced in:
- The Hobbies & Interests system from FreeTime
- Neighborhood-specific Townie generation logic
- Hidden compatibility parameters for social interactions[2]
Conclusion
The 0x000000D2 style table exemplifies the developers’ ambitious vision that outpaced 2004-era hardware. While cut from the final release, these concepts laid the groundwork for later innovations, including The Sims 4’s Lifestyle system.
Citations:
[1] The Sims 2 Cut Content: Unreleased Features, Graphics & More! (YouTube)
youtube
[2] The Cutting Room Floor: The Sims (Windows)/Unused Behaviors/Sim Features
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picknmixsims · 10 months ago
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Repository Wizard - Updated
Repository Wizard V2.6
Fixed a bug when opening objects.package from the Object sub-wizard
With nothing open, you can drag-and-drop a folder from Windows Explorer onto the tree view to open it.
"Delete Local Orphans" is now on the Options menu
"Clothing", "Object" and "Standalone Clothing" are now on the Wizard menu
Ctrl-click on an age or category checkbox will uncheck all others in the group and check just that one
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lionwolficemagma · 2 months ago
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Ok, a long text now, let's go, get comfortable guys So, as I looked at Objects.package I noticed the Instances (ok, it's not an instance per se, it's actually a Group, but since it's related to universal NPCs, let's call it an instance) I noticed that most of the photos without anyone in them are actually of each NPC, some of older versions like the Grim Reaper that should have been there, the version information update in object.package has the Pollination Technician ''instance'', so he must have been added or updated for the last time in that version, why don't there be any of the others? I don't know, Big Boss doesn't seem to have an older photo, that photo is actually of what seems to have been some prototype of the Headmasters, the ''instance'' in the photos is related to a headmaster NPC and not to Big Boss himself The ''instances''
Hula Zombie-0x7FEB2FC7
Pollination Technician-0x7F45284D
Social Bunny-0x7FE33D7F
Grim Reaper-0x7F404283
Remote Control Car-0x7F4C057E
Therapist-0x7F32FC43
Big Boss-0x7FFB23A1F
HeadMaster-0x7F0CD143
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theboldandthebeautifulsims · 4 months ago
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i've been trying to re-build my downloads by sorting cc better and being restrictive about what i keep. i'm also working on making texture replacements for clothes (since i use many mesh replacements by rudhira and pforestsims... i always liked my game to still bear some resemblance to the unmodded original). it's just a thing to do after coming back home wiped out after work.
in the meantime. would anyone like to share their objects.package file since that's the file i might have broken somehow and it messes with my game. either the most recent or freetime one (since it's the freetime clothes and objects that have missing textures)?
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freezerbunny-sims2 · 5 months ago
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These BHAVs are in the objects.package file of the Mansion and Garden stuff pack/expansion. Since I don't know how to read the contents of these, I can only guess it might have been some scripted events for a showcase at E3. The highlighted BHAV has a lot of what I guess are interactions, like gossip and apologize.
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