Hi! I'm Blueybre, that chaos-loving 'bre known from MTS... now with his own cosy Simblr corner... 28y, he/him. German with slight obsession over British English. Love Sims, Pokémon & Genshin.
Don't wanna be here? Send us removal request.
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WCIF a hair like this?
Hello Simblr enjoyers!
There's a specific hair that I - or rather, my fiancée - is looking for, for an OC she is trying to recreate in Sims. That OC's hair looks similar to the hair seen on the Pokémon anime character Serena.

There's plenty of ponytails, a lot of long female hair, but NONE that is tied lowly like that. Anywhere.
The closest I could find was this TS4 hair by SimAndy, which does kinda showcase what I am looking for, but it's twintails :(
After exhausting all options and search terms I could grasp, I am reaching out here as a last resort, hoping that someone may have at some point stumbled upon this sort of CC, or knows someone who just happens to be working on a similar hair.
It doesn't matter whether Sims 2, 3 or 4, any CC that goes in this direction is welcome!
Thanks so much in advance!
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This seems to be the answer to mods like Community Time not working anymore. It relies on a Community Time Token that is added to a Sim's inventory, and updated with needed data to calculate how long a Sim should stay off-world until returning home. Without a token, or without correct data added to the token, Sims get sent home instantly.
Sadly I don't think Community Time can be changed to NOT require the Manage Inventory primitive, so unless EA fixes the primitive, this is where the Community Time story ends.
Way to go, EA.
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

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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Yo Yo... I mean Bluey! May I suggest a feature for your's More Dangerous Burglars mod? What about adding a chance for burglar to steal a percentage of household money too like in this Sims 3 mod? modthesims info/d/677763/burglars-steal-simoleons-too html By the way, any plans to "convert" your mod for Sims 3? Thanks and have a good day!
Hey anon!
I am very interested in your suggestion… it could work by subtracting the playable family’s household funds and adding it to the burglar’s pocket (it’ll go into the normally inaccessible NPC family’s funds and be basically out of the game, but then so do any tips you give to NPC’s for their work). I’ll see if I can work on an update in the coming days. Stay tuned!
As for your second question: as I have zero experience in Sims 3 modding, I am afraid I cannot make a similar mod for that game (though I’d love to see it happen!). I apologise!
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Greetings Yoshi, I have just discovered your tumblr page and the content. I like you cc. If you dont mind...I have a question (take it as question if you dont take requests) - did you ever think you could EDIT/UPDATE Simlogical' HOTEL CC? It allowes you to run a hotel...kinda...but not like in vacation sub-hood. 🤔😀
Hello Anon! Sorry for the late reply.
You mean the hotel podium that was released before BV?
I'm afraid it'd take more than just my humble coding skills to update said podium to have all the BV features like tours, room service, travel companions etc. for non-playables, since these are all very much tailored to a playable family.
Other huge mods like playable schools, college classes, prisons, daycares, hospitals... they've all been done and they work, but compared to these other mods I mentioned that mainly just spawn playables or non-playables over and make them interact in certain things and slap some text adventures on - BV holidays are a notch more complex. Maybe it's even impossible to make them work and feel genuine for non-playables - but in today's world I'd never say never.
I apologise for not having a more satisfying answer for you. :(
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I think I am having an issue with your more dangerous buglers mod. I have the original version. I am having a weird error, after restoring the hobby car I can't click it without getting a reset error on the controllable sim. I ran HCD 4.1 and found no mod conflicts only a duplicate of my default road. I don't have a default for the car or any other mods related to cars or driving. I am pasting some the text from the error log as it will probably make more sense to you than I.
Object id: 708 name: N001_User00165 - Olive Stack size: 9 Error: Bad gosub tree number. Iterations: 1 Frame 8: Stack Object id: 310 Stack Object name: Car Ownable - Restorable Node: 8 Tree: id 8523 name 'Interaction - Ownable - Install Alarm TEST' version -32754 from CarGlobals Prim state: 0 Params: Locals:
This error tells me that, besides the standard version, you also downloaded the "Visit Other Sims" compatibility patch. Did you get the new version of it when I released an update for it on November 26th last year?
This error should not be occurring without said compatibility patch, or with the updated version correctly installed.
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Saw your VR googles. I have a question - do I need JACKY93's version for this to work or your version is enough? Stand alone?
My version overrides theirs, you can’t use them together as they have the same GUID. Jacky93Sims’ version comes with five files. My version overrides one of these five files, while the other four files must be kept in your game if you already had the VR headset before. Otherwise, you must download these four files to use them together with my changes.
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Jacky93Sims' 4t2 Functional VR Headset - Bugfixes and New Features
So I have been playing with the 4t2 Functional VR Headset by @jacky93sims for a while now. While it is an amazing thing to have it at all, I immediately noticed some weird things going on in my game whenever I tried to use it. Initially I just wanted to get rid of these weird things, but this sparked a big makeover of the entire mod's functions, as I felt this object could do so much more with a bit of BHAV magic.
Most importantly, Sims can now use the VR headset autonomously, gain Science enthusiasm (because waaaay too few objects benefit that hobby) and Fitness through it, you are no longer prompted to take a screenshot whenever a Sim puts the headset on or off, and the headset will no longer kill Sims if you leave them unattended.
Note that the download link only includes the main object containing all the code! Please go to the original download page to grab the headset accessory and the child, teen and adult meshes, too.
DOWNLOAD
The complete changelog is under the cut, if you are interested in the other ways I have changed this object up.
NEW FEATURE: All interactions are now autonomous! All Sims can play or work out if they seek Fun, but Playful Sims are more likely to play with it, and Active Sims are more likely to work out on it.
NEW FEATURE: Sims now gain Science hobby enthusiasm when playing or working out, at a default of 120% the normal speed. (Requires FreeTime, but you can use this updated version without FT, too.)
NEW FEATURE: Sims now gain Fitness when working out. By default the rate is about 50% faster than working out on stereos, to justify the hefty price tag.
CHANGE: Slightly more Fun gain while playing (40/hour -> 50/hour). In turn, higher Energy (-5/hour -> -20/hour) and Comfort loss (none -> -20/hour).
CHANGE: Slightly more Energy (-10/hour -> -20/hour), Comfort (-10/hour -> -25/hour) and Hygiene (none -> -25/hour) loss. Removed the weird fixed -2 Comfort loss when putting the headset on. Active Sims now only gain 50% more Body skill when working out with the VR headset; other Sims still retain the base 150% skill rate gain. I feel like VR would close the skill gap a bit, so...
CHANGE: Made all the gain and loss tunable for those that know their way around SimPE and can change BCON resource 0x1000 (for playing) and 0x1002 (for working out).
CHANGE: Looped the "jumping jack" and "jog" workout animations three times, and slowed them down. Looped the "knee-bend", "stretch side" and "stretch toes" animations twice. It all looked quite odd being at normal speed.
CHANGE: Added a dialogue when a Body Skill point is gained.
CHANGE: Clarified that the object requires University through the catalogue, because it uses a SimVac animation. I also adjusted the catalogue values for Fun (N/A -> 10) and Environment (6 -> 8).
CHANGE: Added a German translation.
CHANGE: Removed some unnecessary resources.
CRITICAL BUGFIX: Sims will now stop using the headset if their fun is maxed or their motives are failing (same thresholds as with any other "Fun" object), so they don't play or work out until they drop dead. This is a similar issue to an unmodded Exercise Bike from FT.
BUGFIX: You are no longer prompted to take a picture when a Sim puts on or takes off the headset. Maybe @jacky93sims did this to create a bit of immersion, but I did not like it.
BUGFIX: Motive changes are now cleared after taking the headset off. Previously, Sims would keep gaining Fun and losing Energy and/or Comfort even after stopping to use the headset.
BUGFIX: If a Sim doesn't have enough room to play or work out after already having strapped the headset on, the "in use" flag and overlays will now properly reset.
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Questioning how TTAB's really work...
I've started doubting something that everyone assumed was correct so far, and I will update my "More Intelligent Bathrooms" mod on MTS shortly to test if I am correct in my doubts, because I've had multiple people complain to me that my mod is not working as intended, despite me exactly following the instructions from this tutorial back in early '23 when I created the mod. Back then, I wasn't as experienced in modding yet, and did not really question tutorials on the Internet either.
To the matter at hand. There is a non-zero chance that the explanation provided by @dramallamadingdang regarding TTAB's... is wrong, because of an oopsie in SimPE.
iCad's exemplic study, the FreeTime exercise bike, according to SimPE, displays following advertisement values: Base 0003, Delta 000A, Type 0023. iCad checked the TTAB entry on the MTS Wiki against it, and did not find type 0023 in there, but for the tutorial did not follow this oddity further, instead asking people to just set the value to 0000 to apply to all Sims equally.
Now, while the exercise bike was not present in early EP's, we can look at other objects and look at its own TTAB advertisement values as they are displayed now, and as they were displayed in, say, Open for Business. Because, in fact, Pets introduced new TTAB formats that allow you to set separate advertisements for different motives for Sims and pets. And quite notably, many interactable objects in the game were subsequently updated. Sometimes, values were just switched around, while sometimes, they were completely overhauled.
It's the switcheroo cases that made me open my eyes and come up with this hypothesis.
What if all the columns are actually shifted by one in later TTAB formats, causing the labels and columns to mismatch?
If we look at the exercise bike again, suddenly the advertisement values make perfect sense. Instead of type "23" weirdness, we have a very clear bias towards Active Sims (type 3) using the exercise bike, which is also observable in-game.
But also, for the medicine cabinets where I saw a type "32" I couldn't make sense of, suddenly this is just a huge Delta for Neat Sims (type B), and I finally have an explanation for why Sims almost never wash their faces (because only Neat Sims are enabled to do so at all, and even then brushing their teeth advertises to them so much more).
Again, as mentioned in the beginning, I will update my Bathroom Intelligence mod shortly to reflect these new findings - let's see if I'm right.
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Today I’ve got a bit of a WCIF of my own:
Does anyone know if someone ever made a hair for male Sims, with blinding bangs (hair that covers both eyes) like the TS3 hair in this picture, for Sims 2?
I have never been able to find one for games other than TS3 or TS4, and my fiancée desperately needs a hair like that because she has an emo OC and would like to have him included in a Sims 2 neighbourhood.
Short hair like the pictured one would be perfect, but alternative options are always welcome too.
Thanks in advance!

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In this case its not even the black screen but to actually open. the resolution gets changed but i'm stuck on the desktop for at least 3-4 minutes and i cant click on anything.
Hmmmm...
I remember having to deal with this in the past, but I don't remember what I did to fix it. I don't think it has anything to do with the processor though. Between your AMD laptop and your Intel computer, there could be so many other differences to consider.
Do you run your game using DXVK? Because I had to recently toss it out as my game actually ran worse with it than without.
Do you use the Sims 2 RPC Launcher? What does your installation look like anyway - are you playing with the original disks, the Origin version, or through other means?
Graphics Rules Maker has done its part? Is your graphics card entered into the Video Cards.sgr file, too?
(Feel free to reply under this post instead of asking a new question each time, by the way.)
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Not basically finding a mod but i have a laptop with Ryzen 5 and everytime i open TS2 it takes ages to open but when i open task manager during that it says its not responding. I thought it was windows 10 related but on my old Core 2 Duo pc also with W10 it opens immediately. Do you know how can i fix that issue?
Hey, I actually have a Ryzen 5 processor in my desktop PC and I, too, need to wait about 5-15 seconds from a black screen until I see the game's loading screen. (It's generally quicker if I quit the game after it loads and start it a second time during the same PC session - which happens a lot when I test mods). Yes, it is Not Responding in that time, but I'm just used to it. My game runs better than ever with hardly any crashes despite a 7 GB folder of CC, so I don't worry about loading times that much (especially since, compared to Sims 3 loading times, this is still quite tame!).
I'm afraid I may not be the right person to help with this, if you are planning to nix the black screen loading for good.
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Hi Yoshi! So you made the batch to randomize TV clips. I was wondering, could you also do it for radio stations? It always starts playing Salsa radio station. It would be also cool if the songs would be randomized when we make our own playlists. They always play the same order we set them in. Thanks and have a good day!
Hi there! My randomiser would actually mess things up because the .package files containing the music HAVE to be of a specific filename for the game to find them. The radio station issue is an unrelated one anyway and there are already mods to tackle it.
To fix the Salsa Syndrome (as I like to call it), check out I'm Sick Of Salsa Music by @hexagonal-bipyramid. I can also wholeheartedly recommend the Music Preferences Mod by @lamare-sims so then Sims can have individual music preferences (kinda like in Sims 3!). With that second mod, Sims will prefer to tune stereos to their favourite station if they have any, will NEVER tune stereos to their hated stations, and you can additionally control the randomness in a bit more depth. Check the description spoiler there for more info.
On the second thing you brought up: Songs that you picked for your custom stations are written into a customstation.xml file in Music\ in a fixed order that is not changeable unless you hand-edit said file.
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Hey Love your Game Rack Mods, but I cant help myself editing everything do you know how to make the urbz rack have an empty state like the other racks? more than happy to do it myself was just wondering if you could point me in the right direction so far all I have is a texture without the game box shadows and an empty mesh but not sure about how to go about making them work, fair enough if you don't know how just thought id ask since you seemed to have worked on those items before.
Might be simpler than I initially thought when I read your question in my inbox. First picture is the model names on the FreeTime video game rack, where graphic number 2 is the empty game rack mesh. The second picture is the routine where the game rack is set to graphic number 2 and the "Out of Stock" flag once its stock hits zero. I suppose this could be worth a try, just drop this mesh name into line 0x02 of the Model - Names STR# resource of the Urbz rack (originally, this line is empty). Since it only affects the mesh, I hope that the textures won't end up looking weird.
Feel free to test this out and report back, as this may be an important fix I need to apply to my mod.
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Hey hate to ask anonymously again after you already made Urbz avaliable for all game racks, but do you think you could possibly do the opposite and make all the games avaliable on the urbz rack? fair enough if you cant
I had the thought while I was working on it, but didn't expect you'd actually ask for it. :p
Thankfully you're in luck. The Urbz game rack got a unique group instance (and not the generic 0xFFFFFFFF), allowing me to create an override mod without having to provide the entire object with it.
I didn't only enable browsing and buying all Maxis games, I also enabled the Urbz game rack for all business purposes. Originally you could only browse and buy. Now, you can add it to your business and it'll work just like any other game rack, letting you restock and set your own price for the games you sell. I proclaim... it's time for some
Urbz Rack Freedom!
To install this correctly, you have to make it load after the Urbz game files. When in doubt where in the Downloads folder you left them, just put my mod into the main Downloads folder (not a sub-folder) and rename it to zLimeyYoshi_UrbzRackFreedom. This should ensure it definitely loads last.
Always use this together with Bust Out of Bustin' Out and Purchase Sims 3 and Urbz from Racks. In particular, the second mod is crucial as you will not be able to buy Sims 3 or even Urbz from those modified game racks otherwise. Without the first mod, Sims 3 will use the cover art of Command & Conquer 3, which is... unfavourable.
FreeTime is required due to the dependency on the second mod.
DOWNLOAD
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Would you please be able to add the Urbz Game to the Game Rack like you did for the Sims 3?
EDIT 2: Aaaaand done! Check it out. It was only consequential that I added Urbz as a browseable game to the countertop and floor racks, too, so I updated my Countertop Rack Fix and its add-on too.
EDIT: So it turns out my search wasn't thorough enough, and I clearly have no idea of the vast world of official Maxis creations that used to be on the Exchange. I'll get to adding support in ASAP, and update the mod over at MTS once done :)
Hello! In order to add Urbz to the game racks, I'd need to know which one you mean. Did anyone ever make Urbz a playable video game in Sims 2? I know no such CC and couldn't find it with a quick search either. It's not in the unmodded game either; at least, not in mine, and I have the Ultimate Collection.
Also, when it comes to adding CC games to the game rack... it requires more than just having the game object with all the clips and stuff. You need proper cover art too if you plan to make the game buyable, and I am unfortunately not proficient with texture manipulation.
So unless the Urbz game you are talking about contains said textures (I'd need to check to know), I'm afraid I have to pass. Just using a placeholder or a different game's texture for the sake of making Urbz buyable from the rack would not be my style.
Fun fact: There was an additional playable game planned for the base game, but all the remaining references to it lead to nonexistent objects, so I don't even know if that could've been Urbz.
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Hi Yoshi, love your work, I’m a secret admirer of sorts 😅 would love to be such a prolific modder as you one day lol.
I have a question/idea for a mod, but have no idea how to start, thought you might have some suggestions or tips if it’s not something you’d be interested in making. If not I'll try my best and give it a shot, who knows I might succeed 😂
So here goes: Do you think it would be possible to have the used glasses from bars not magically disappear, but instead the bartender would have to clean them up? Kind of like how it’s done with the espresso cups for baristas. It has always bothered me how the patrons seem to digest the bar glass, along with the fluids...that doesn't make much sense to me.
Hi, and thank you! Honestly I wouldn't consider myself prolific, I bake pretty small breads compared to other modders (who I look up to, and who inspired me to become a modder myself).
It isn't difficult to make bar glasses not magically disappear, I in fact whipped that up while I was still on holiday and am currently testing it. Once it's done I might share it on my MTS (same username as here) since it's more than just a small fix or a mash-up of someone else's mods.
A bartender's routine, however, is impossible to just change on a whim. Many NPC's in the game - firefighters, wolves, burglars, nannies etc. - have their behaviour baked into their character files, as they are made from templates that reside in the objects.package. That applies to bartenders, too.
Unlike global NPC's such as the Grim Reaper, whose entire character files sit inside that file, they are safe to play, but you'll notice they'll have leftovers of their old behaviour when you add them to a family, such as burglars still sneaking on occasion. That's because all the functions that are in the NPC template also get added to the NPC's character files.
As such, were you to make changes to a function of this NPC template, it would work, but only for newly made NPC's of this type. You cannot change the old NPC's ways without altering their character files, which makes it impossible to solve with one mod you just plop into Downloads.
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You know where i can find any workable washing machine/dryer combo for ts2? I remember there was one kit that worked but i cant seem to find anymore. :')
Hi! There’s currently four kinds I’m aware of that do washing and drying to different degrees.
The first one is Rebecah’s original washing/drying mod. However, it may feel very cheaty. It not only boosts the Sim’s Cleaning skill and Fun, but also maxes out their hygiene and comfort completely.
Secondly, you can check out @gummilutt’s edit on MTS, which removes this cheaty motive gain. Another modder by the name of iCad added autonomous usage which this version also has, great if you want the machines to be on community lots as well.
Third one up is a small edit on GoS that adds payment on community lots and owned businesses, and tweaks the motive gains to make more sense: a small Hygiene gain for washing, and a small warm-up for Sims when they dry their clothes.
The last one I know is also the most advanced one, made by @sunmoon-starfactory, found here. It makes washing and drying clothes function almost like in Sims 3 and 4, but it has a lot of requirements and dependencies so think it through if you want to go this far.
Hope this little overview helps you out!
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