#ts2 modding help
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rockethorse · 2 years ago
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There are some objects, such as the Seasons fish, which not only change mesh model when placed on a surface (like the floor) vs mounted on the wall, but also change function; ie. they are purely decorative objects on the wall but interactive consumables when placed on any other surface.
Is there a tutorial already available as to how one might achieve something similar with a custom object? Where functionality as well as model changes depending on whether it's on the floor or the wall?
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polarmoon · 4 months ago
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using anthony's loan to purchase an empty building nearby, josie is now the proud owner of her own gym - dunn fitness! 💪
(josie is my ofb guinea pig lol i've never played with running a business before now)
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heathensimmer · 1 month ago
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I'm a God
I fixed my world again...
So in the Sims 2, if you run dxdiag on your computer (just search it on your desktop screen) you can see how much texture memory your graphics card has room for.
I mistakenly set mine much lower with Graphics Rules Maker, which is a godsend. I increased it to just under the limit which was 8k MB.
Now I can have skyboxes, full neighborhood lot distance and fade distance off, and it looks crystal clear like it used to.
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simulationprincess · 6 months ago
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Update: Found - thank you!
Hi hi! Anyone know WCIF the announce pregnancy mod for sims 2? The interaction says “Report Pregnancy” then your sim reacts to it. Any ideas?
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simsllama · 4 months ago
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I've been trying to set a default percentage of bi and gay Sims in my hood by editing SimBlender's SimPE default settings, but it doesn’t seem to be working. 😩 I was really hoping to avoid using ACR just for this, but now I’m wondering – does anyone know if there’s a mod out there that automatically assigns gender preferences to Sims without all the extra ACR features?
Would love to hear if anyone has a solution or if a mod like this exists! 🙏
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maksplaygroundsims2 · 5 months ago
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Am I actually thinking of learning to mod?
I'm desperately tryirng to look for a tutorial on how to transfer the "buy lottery ticket" action/mod part of Monique's computer, to a 4t2 lotto ticket object. I have NO idea where to start, NO clue how to go about even wording it properly into google but, I'm on a mission to find some sort of tutorial. I'll probably post over on the MTS forums, since I've had luck with them when trying to get clean installer to work on Linux... I could also ask in one of the discords I'm in, I'm sure someone could point me in some sort of direction. I have a few other things I want to lean to do but I know this might be a project/thing I'm gonna be spending some time on learning... but well. here's to learning and hyper-focus!
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snapdragoned · 11 months ago
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you know, as much as i personally have never had any interest in playing the premades, i've grown to really appreciate them thanks to the fandom at large. some of you guys are so creative and thoughtful and meticulous trying to flesh out the story scraps that shipped with the game, it blows me away.
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bunnitine · 3 months ago
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does anyone have the omgwtfbbq sims 2 mod or is it just lost media now
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ramblinsims · 6 months ago
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Casual Outfits for Apt Residents
I think I'm losing my mind, or its just internet search engines failing me, but I swore I'd seen a mod that forces apartment residents to wear their casual outfits, or block them from wearing their work outfits, and now I cannot find anything of the sort. The closest was the "Casual Dress for Work" type mods, but I don't know if that would do what I want it to do. And I don't generally mind my own sims wearing their work outfits. Cause as funny as it is to see my beautiful fashionista badass strutting around as the french fry mascot, it really just kills her vibe.
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belladovah · 1 year ago
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I'd really love to fix The Sims 2 Holidays Mod but I can't figure it out😖
I really love the concept of Piqiwi's holiday mod but it has quite a few bugs unfortunately.
I successfully managed to fix sims getting paid for days they wouldn't have been working thanks to @nopke.
And, @jellymeduza implemented a workaround for the problem that it causes the walk to work interaction to be missing completely.
But it has more problems I haven't been able to resolve yet.
From my experience, once a holiday has happened, the sims work schedule will never actually restart, so even on a non-holiday day, there'll be no 'sim needs to be at work in one hour' and the carpool will never show, not until I force off-world errors with the batbox.
Another annoyance, especially with the community time project, is that if the sim is off lot on a holiday at the time they'd usually get paid, they will never get their holiday work pay.
Who else uses this mod? Who else has experienced these problems? Does anyone know how to fix them or have any ideas about how to?
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localhummingbird · 2 years ago
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heathensimmer · 2 months ago
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Alright, I guess I will go ahead and post just in case this issue persists…
If anyone is knowledgable about what makes CAS crash in Sims 2 UC, let me know.
I keep making the same Sim, and start this test by making him skinny, putting him in some CC clothing. Then, I go to the first screen, make him fat, and then go back to his “Sleepwear” option.
Crash.
I make him again, place him in the fat body shape from the start, and put him in CC clothing. No problem. I change his skintone to lightest and then go back to Sleepwear...
Crash.
Whatttt is happeninggggg to my gameeee 🥲🙃
I’m saving any fiddling with CC for last... Im trying to remove all the clothing I downloaded yesterday first before doing anything that requires more effort and focus.
Also, i haven’t even used CAS in a hot minute so...
I also lowered texture memory with GRM and changed Resolution.
Crash on fat morph sleepwear or for some reason the lightest skintone?
Ugh!!
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simgigglegirl · 1 year ago
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Modders help needed for turn-on mod
I've been trying to fix two issues that my turn-on replacement mod has but no matter what I do, it still won't work like it should.
You can find the package file here if you want to take a look at the file. The read more has more details on the issues I have.
Notice: For anyone who can't help but want to try my turn-on replacement mod (I know there will be some doing so since the download is public). I suggest you read what my problems are before deciding to try out the mod. While the mod is pretty much done it's still not ready for an official post till I fix this, so you'll be waiting a while for the update. Oh and if you spot any issues that I might have missed, do inform me.
Worked it out by myself. Not longer need any help.
So my first issue is that I made some Lua Script edits but the checks still aren't performing like they should.
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Its mostly been ignoring giving original eye colour attractions to the Vampire, Werewolf and Plantsim sims because I have defaults that give them different eye colours when they turn. And I wanted the lua script to kinda reflect that in a realistic way.
I also have Skell's servo eye defaults where the females get blue eyes and the males green eyes, so I tried to make a check that depending on a servo's gender it will give the correct attraction. That was also ignored.
Lastly, it seems that the script also bypassed the check to not give servo and plantsims hair attraction and I copied this over, it shouldn't be giving issues at all.
The only checks that are working correctly in the script are the Influential, Education and Plantsims have green eyes.
Also where they are sending the attractions, if it pass the check, is correct. In my edited turn-on mod I made the following edits:
Blond Hair is now called Recessive Genes and the sim needs to have either, blond hair/ red hair/ light & dark blue eyes or grey eyes in order to gain this attraction. (TO2, 1)
Red Hair is now called Dominant Genes and the sim needs to have either, brown hair/ black hair/ brown eyes or green eyes in order to gain this attraction. (TO2, 2)
When I tested it, it kept both the blond and red hair checks for Brandi (grey eyes/ black hair), when she should have lost the blond hair check (grey eyes) as soon as she turned into a werewolf.
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UPDATE: Given up on trying to give servo different eye colours based on their gender. It seems the way the game stores information about the servo is different than I imagine or my lack of Lua script knowledge is limiting me. Rewrote the script and now it correctly performs the checks I complained about previously. Here's what it looks like now, in case anyone wants to see or do something similar.
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The other issue is, for some reason, any traits that are in the first three slots in a sim's inventory will get ignored, almost like it was never there to begin with.
In the example below Easily Impressed trait should be ticking the brown hair attraction.
(That attraction got renamed to Head in the Clouds and it should be checking for the following traits: Absent-minded/ brooding/ clumsy and easily impressed)
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But as soon as I move over the same trait to the very back of the inventory, it suddenly gets "discovered".
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UPDATE: Found out I was using the wrong bhav primitive that searches the traits GUIDs in order to set the attraction flag or not. Fixed it.
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effiejae · 4 months ago
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ts2 mod help: editing the location of interactions in pie menus
i want to edit the location of the "break up" interaction from midge's "friendly break up" mod. it shows up on the first page of the pie menu & i keep accidentally clicking it. how can i make this show up on the last page, or better yet, as a nested interaction? (sometimes there are two break up interactions because i use the adults go steady mod, so i'd need to know how to move both of them)
tia for any help!!
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murphyslawyer · 5 months ago
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I might not have played TS2 for 3+ years but it is and will always be a hyperfixation of mine lmao it’s like I just got home from a long ass trip
Last night I literally couldn’t sleep because I kept thinking about my premade headcanons 💀
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gir-sims · 2 years ago
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Ikea rugs not working properly
Hey guys,
I've been looking almost everywhere online for a solution to this problem I'm having with two rugs from the IKEA stuff pack, where I'm not able to place the rug down unless MoveObjects is on, and when the rugs are placed down, Sims won't walk over it, they will avoid it or complain that it's in the way! The only thing I was able to find was this thread on MTS from 2018, where someone else had this problem, but there wasn't a solution for the problem :(
Which is why I'm posting this here, maybe one you have dealt with this problem, or something similar to it, and fixed it! If you know, or have any suggestions on what I could do, please don't be afraid to tell me! Thanks a bunch!
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