Tumgik
timelesscat · 5 days
Text
Making Sims 2 University Fun: my personal guide
I've noticed that while it's probably one of the most utilized of the expansions, TS2's university is generally seen as a slog. Which makes sense. It has a completely different gameplay loop than the rest of the game. But it's very handy to send your sims to college, especially if you use any of the various mods that limit careers based on education. So here's my big guide to making university an actual fun experience to play through (to me, at least).
The university expansion is, uh, very tailored to the 2000s college party time animal-house tropes. the pack becomes more fun when you treat it that way and let your sims be stupid young adults who streak and fool around on campus and throw parties. which, by default, is tricky because of the gameplay that requires so much skill building and assignments. which the rest of this guide will also deal with.
Note: I make some pretty big changes to normal university gameplay, to the point that it does require a bit of modding and at least one instance of fooling with simpe. there's probably also easier ways to do it, and of course everything is optional. maybe you do like keeping sims in dorms for the entire time and just three-speeding trough it all.
*mods: there are a few absolute must-have mods to me.:
TwoJeff's College Adjuster. It's basically an all-in-one controller to adjust semester timing, change semesters, plus a bunch of other features. The semester timing is the most important to me.
Active Classes is still in testing, but it almost completely changes how I play college sims. Once again, I'll detail gameplay later, but actually sending your sims to class makes for a much more fun campus experience.
No College Time Progression On Community Lots: this goes hand-in-hand with the previous mod.
Community Time: IIRC you have to do a little editing in SimPE to make it work right with University - this post explains what to edit. I don't know if I'm allowed to share the exact edit I made as a download. This might seem redundant after the last mod, but there's a reason for the madness: while one group of sims are in their active classes, the other students can do things on the home lot.
Instant Pledge for Greek Houses: This one is important for greek house gameplay, which is later.
SimBlender: There's like, 500 different edits of the SimBlender, and I think all of them have the main function needed for my college gameplay, which is teleportation. You can use a comparable teleporter if you fancy.
Simlogical's University Break is another important one for me, but it's not really necessary if you don't want it. I usually give the sims one break day per season - more on that later.
Autonomous Casual Romance is not required, but it sure adds a lot of fun to your college experience. You can also do any number of professor-limiting, custom degrees, etc mods and fixes you want.
*mods i do not use: there are mods to change the number of/length of semesters, but I seem to run into issues with them so I use the college adjuster to do the same things. I also don't really use any major overhauls, or mods that make term papers faster. I did have the tuition mod for a bit but grew tired of using it.
*general timing changes: I do seven-day seasons with longer lifespans for all sims and play rotations each day. These are the things I do specifically for university:
Four semesters: I only do semesters 2, 4, 6, and 8. Every time a new semester starts, I just use the College Adjuster to set the correct semester for each sim. I use the default length of 72 hours.
Synchronized finals: I use the College adjuster to reset the timer so the finals are all around 6-8am, and synchronized for each sim on a lot. This makes it easier to keep track of timing and skills. Also, all sims in university run on the same 3-day semester. Finals are the same day for the entire college each round. Once again, that just makes it easier for me to keep track of college-wide events for gameplay reasons.
Because this means there's 3 days per school year, and two school years per season week, it syncs better if they get a day off every Sunday using the University break mod.
Teens are sent to college on the same schedule. I send teens to school when they have 14 days or so left, with maybe an extra day or two if the college is currently in the middle of the semester.
*Gameplay: living situations: Here's where the meat begins. Now all your sims are on the same college schedule, they're all being sent to school, and now they need to actually move into college. I follow a real rule a number of colleges use: Every student spends a year in the dorms. Just their freshman year, then they have to move somewhere else. I find that this gives them a chance to meet dormies, adapt to being on college, and sorta figure out what kind of young adults they are. Plus, this gives them time for joining greek houses, which will be talked about later.
I do this because I like seeing sims as their own little characters with arcs and whatever and it forces me to think about what exactly they would be doing in college. Some sims get so frustrated with the constant mess of a dorm, some sims thrive by making friends with every dormie. Sometimes they start new drama with the others they came from high school with. Nothing quite like losing your high school sweetheart to some stinky dormie, after all.
After freshmen year, the students are kicked out of the dorms. They can get an apartment, they can rent a house, they can move into a greek house if they join one. Either way, they need to live somewhere. You can let them stay in the dorms, but I prefer somewhat smaller college households and divide them accordingly. Which gets into that whole greek house situation:
*Gameplay: greek houses. I gamify the Greek houses. I play SSU in my megahood, which comes with a fraternity and sorority, and you can do whatever setup you like there if you dislike gendered houses. Or abandon them all together and ignore this section. There are a few important elements:
Freshmen cannot live in Greek houses. They can, however, pledge while living in the dorms and move in right after their finals end. This includes dormies. There are benefits to the dorm, such as free housing, more social opportunities, usually more money per household since I cheat to make the greek houses actually nice to live in with things like pools and comfortable furniture, etc.
The Greeks have to be recruiting consistently. To keep the house going, they need to constantly be bringing in new members, either playable OR dormies.
Any recruited dormies are required to move in. You can townify them after graduation if you don't really get attached to them, but every member of the house is moved in. I use the instant pledge mod to get rid of that annoying requirement where they have to hang out on the lot so long before moving in. That, and they also move in after finals. You can teleport or invite them on and just ask them to move in. Whatever you want. Then, you must set them to be sophomores. Beyond that you can do whatever. They're playable now. Have fun.
You gotta let the Greeks party. Throw toga parties all the time and use a teleporter to maximize guests. Generally, ALL members of ALL greek houses are teleported to a party by default. Add more dormies, any friends, anybody in the dorms - the kids need to recruit and the easiest way is by forcing everyone on one lot. If you have autonomy mods or realistic alcohol, sit back and watch the madness unfold.
I don't really play wants-based, so playables that join greek houses is more based on vibes or friendship with existing greek members than wants.
*Gameplay: what do you mean we have to study??? Yeah. I made it this far before even bringing up the whole point of college. This is also where it gets a little more complicated and changed up, so bear with me.
I don't do wants-based, again, so I generally just try to make sure sims are at least passing by default. Whether they go beyond a C is up to whatever. I usually try to get knowledge sims to their 4.0s or sims that just seem like they'd take it seriously to max GPA.
ACTIVE CLASSES ARE SUCH A LIFESAVER. You can use the pre-made lecture hall or make your own. Put some skill-building objects in there, and if you like flavor theme the lecture halls around majors. I have a business/gen ed building, a science lot, and an arts lot, each with two classrooms (plus the library contains a classroom). I do believe I made an edit to the mod to make the class performance go higher with active classes, as well, so attending class every day is the bare minimum to get a passing grade.
The active class lots also contain career reward skill-building objects. These are nice because your sims can request to be taught by other sims on the lot. If you have a mod that allows non-students to visit uni lots, this helps even more with faster skill-building.
Every day, I send groups of sims with similar majors to their class. If there's a mixed-major group, each sim group gets one day in active class per semester. (So if there's an economics major, a bio major, and an art major, each one attends class on a separate rotation and the others do the normal autonomous go-to-class where they leave the lot and disappear). They attend one or both of the lectures and otherwise exist on the college lot to skill-build, socialize, eat, etc.
Outside of class, sims will usually research if they're not doing great. I honestly barely bother with assignments or term papers unless the sim actually wants to do them or are aiming for a high GPA. Maybe they go hang out at the lounge or downtown to fool around. Maybe they just fester at home. Whatever they want.
*other gameplay/storytelling things: I usually will take advantage of the aspiration change after their sophomore year if I realize that their aspiration just doesn't really jive with how they act. It's realistic to me. They had many years since being like, 13 when they first had their aspiration selected. I'd like to implement more in the way of holidays/events, personally, but that's not really relevant either. I usually give them an outfit change as well, and I like to go hard with the idea that they're going through a bunch of weird fashion phases. You know you want to give them a mohawk, just for a few days, don't you? Dye their hair red? Shave it all off? Have fun with it.
All of these things combine for me, at least, to make the college years a lot more engaging/interesting and less of a slow "move to a dorm -> study -> read books -> meet needs -> graduate" loop. There's a lot more storyline development that comes from sims being able to enjoy their time as young adults, too, such as the regular polycule jealousy explosions and party fights. It serves to break up anything they had going on as teens and give them a little direction to enter adulthood with. This concludes my little mini-guide, feel free to steal all my gameplay style or just take inspiration if you please. Or ignore it all and shake your head and call me an idiot. do whatever you want forever.
215 notes · View notes
timelesscat · 7 days
Text
Modern Plumbobs for Sims 2
Tumblr media
It's... been a while since I made anything for Sims 2 hasn't it?
I've been meaning to get back into the rhythm of creation for a long time now and only managed to do so just recently while going through some old and unfinished works in progress.
This isn't something that I'd had laying around for a while, in-fact this was a very spur of the moment idea that against seemingly all odds, managed to be completed.
But enough chit-chat, more previews and download below the cut!
Tumblr media Tumblr media
Replaces plumbobs in neighborhood view, cinematics*, groups and dates, as well as business employees!
Also removes the glowing effect surrounding the plumbobs in Live Mode and neighborhoods. *Except for the alien birth cinematic.
Tumblr media
• Download •
SimFileShare
97 notes · View notes
timelesscat · 10 days
Text
Tumblr media
No matter how many times Buzz tries to fight him, and curse him out, PT9 will still offer him a hot dog. He knows he’s the winner of this fued because he’s got a wife and kids that love him :) He’s everything Buzz can’t be, and he’s an alien !
Too bad Buzz!
704 notes · View notes
timelesscat · 14 days
Text
Tumblr media
🐳 splash pad set 🐳
the main thing that got my attention when i first saw the trailer for the newest pack was that whale and as a community lot enthusiast i needed to have it. @jinxxsims already converted it as a sprinkler and it's very cute, but i needed it to be Big. and a fountain. so there it is, along with the mushroom emitter also as a fountain - i believe they require open for business and glamour life? i also cloned the same sprinkler that jinxy did for the basic and the ball emitter. the flower and the leaf are sculptures, and the rugs have the textures of the small, medium, and large pads on two meshes (medium and large are actually the same size so i only did two meshes; the large one is repo'd to the small one). and while i usually get rid of any shininess on conversions, i thought it looked appropriate here, so there it is. fountains and sculptures in deco > sculptures; rugs in deco > rugs; sprinklers in hobby > recreation
lmk if anything is broken
EDIT: well i wouldnt be me if i didnt have to fix something i guess, thanks @kayleigh-83 for letting me know about some missing community lot flags! i updated the files and everything should now show up on community lots, please re-download!
🌊 download: 🌊
merged [SFS] 🌊 [MF]
unmerged [SFS] 🌊 [MF]
credits: ea, fresh-prince @ mts
835 notes · View notes
timelesscat · 16 days
Text
Tumblr media Tumblr media
[JK]  My first job was as an Assistant Producer for a video game company called Interplay in Irvine, CA. I had recently graduated from Boston University's School of Fine Arts with an MFA in Directing (I started out as a theatre nerd), but also had some limited coding experience and a passion for computers. It didn't look like I'd be able to make a living directing plays, so I decided to combine entertainment and technology (before it was cool!) and pitched myself to Brian Fargo, Interplay's CEO. He gave me my first break. I packed up and moved out west, and I've been producing games ever since.
Tumblr media
[JK] I loved my time at EA. I was there for almost a full decade, and learned a tremendous amount about game-making, and met the most talented and driven people, who I remain in touch with today. EA gave me many opportunities, and never stopped betting on me. I worked on The Sims for nearly 5 years, and then afterwards, I worked on console action games as part of the Visceral studio. I was the Creative Director for the 2007 game "The Simpsons", and was the Executive Producer and Creative Director for the 2009 game "Dante's Inferno".
Tumblr media
[JK] I haven't played in a long while, but I do recall that after the game shipped, my wife and I played the retail version for some time -- we created ourselves, and experimented with having a baby ahead of the actual birth of our son (in 2007). Even though I'd been part of the development team, and understood deeply how the simulation worked, I was still continually surprised at how "real" our Sims felt, and how accurate their responses were to having a baby in the house. It really felt like "us"!
Now for some of the development and lore related questions:
Tumblr media
[JK] So I ended up in the incredibly fortunate position of creating the shipping neighborhoods for The Sims 2, and recruiting a few teammates to help me as we went along. 
Around the same time, we started using the Buy/Build tools to make houses we could save, and also bring them into each new build of the game (correcting for any bugs and incompatibilities). With the import tool, we could load Sims into these houses. In time, this "vanguard QA" process turned into a creative endeavor to define the "saved state" of the neighborhoods we would actually end up shipping with the game.
On playtesting & the leftover sims data on various lots:
Basically, we were in the late stages of development, and the Save Game functionality wasn't quite working. In order to test the game properly, you really needed to have a lot of assets, and a lot of Sims with histories (as if you'd been playing them for weeks) to test out everything the game had to offer. So I started defining a set of characters in a spreadsheet, with all their tuning variables, and worked with engineering to create an importer, so that with each new build, I could essentially "load" a kind of massive saved game, and quickly start playing and testing. 
It was fairly organic, and as the game's functionality improved, so did our starter houses and families. 
The thought process behind the creation of the iconic three neighborhoods:
I would not say it was particularly planned out ahead of time. We knew we needed a few saved houses to ship with the game; Sims 1, after all, had the Goth house, and Bob Newbie's house. But there wasn't necessarily a clear direction for what the neighborhood would be for Sims 2. We needed the game to be far enough along, so that the neighborhood could be a proper showcase for all the features in the game. With each new feature that turned alpha, I had a new tool in my toolbox, and I could expand the houses and families I was working on. Once we had the multi-neighborhood functionality, I decided we would not just have 1 starter neighborhood, but 3. With the Aging feature, Memories, a few wacky objects, plus a huge catalog of architectural and decorative content, I felt we had enough material for 3 truly distinct neighborhoods. And we added a couple of people to what became the "Neighborhood Team" around that time.
Later, when we created Strangetown, and eventually Veronaville, I believe we went back and changed Pleasantville to Pleasantview... because I liked the alliteration of "Verona-Ville", and there was no sense in having two "villes". (To this day, by the way, I still don't know whether to capitalize the "V" -- this was hotly debated at the time!)
Pleasantview:
Anyway, to answer your question, we of course started with Pleasantview. As I recall, we were not quite committed to multiple neighborhoods at first, and I think it was called Pleasantville initially, which was kind of a nod to Simsville... but without calling it Simsville, which was a little too on the nose. (There had also been an ill-fated game in development at Maxis at the time, called SimsVille, which was cancelled.) It's been suggested that Pleasantville referred to the movie, but I don't think I ever saw that movie, and we just felt that Pleasantville kind of captured the feeling of the game, and the relaxing, simple, idyllic world of the Sims.
Pleasantview started as a place to capture the aging feature, which was all new to The Sims 2. We knew we had toddlers, teens, and elders to play with, so we started making families that reflected the various stages of family life: the single mom with 3 young kids, the parents with two teens, the old rich guy with two young gold-diggers, etc. We also had a much greater variety of ethnicity to play with than Sims 1, and we had all new variables like sexual orientation and memories. All these things made for rich fodder for a great diversity of families. Then, once we had family trees, and tombstones that carried the actual data for the dead Sims, the doors really blew open. We started asking ourselves, "What if Bella and Mortimer Goth could be characters in Sims 2, but aged 25 years? And what if Cassandra is grown up? And what if Bella is actually missing, and that could be a fun mystery hanging over the whole game?" And then finally the "Big Life Moments" went into the game -- like weddings and birthdays -- and we could sort of tee these up in the Save Game, so that they would happen within the first few minutes of playing the families. This served both as a tutorial for the features, but also a great story-telling device.
Anyway, it all just flowed from there, as we started creating connections between families, relationships, histories, family trees, and stories that we could weave into the game, using only the simulation features that were available to us. It was a really fun and creative time, and we wrote all of the lore of Sims 2 within a couple of months, and then just brought it to life in the game.
Strangetown:
Strangetown was kind of a no-brainer. We needed an alternate neighborhood for all the paranormal stuff the Sims was known for: alien abduction, male pregnancy, science experiments, ghosts, etc. We had the desert terrain, which created a nice contrast to the lush Pleasantville, and gave it an obvious Area 51 vibe.
The fact that Veronaville is the oldest file probably reflects the fact that it was finished first, not that it was started first. That's my guess anyway. It was the simplest neighborhood, in many ways, and didn't have as much complexity in terms of features like staged big life moments, getting the abduction timing right, the alien DNA thing (which I think was somewhat buggy up until the end), etc.  So it's possible that we simply had Veronaville "in the can", while we put the last polish on Pleasantville (which was the first and most important neighborhood, in terms of making a good impression) and Strangeville (which was tricky technically).
Veronaville:
But my personal favorite was Veronaville. We had this cool Tudor style collection in the Build mode catalog, and I wanted to ship some houses that showed off those assets. We also had the teen thing going on in the aging game, plus a lot of romance features, as well as enemies. I have always been a Shakespeare buff since graduate school, so putting all that together, I got the idea that our third neighborhood should be a modern-day telling of the Romeo and Juliet story. It was Montys and Capps (instead of Montagues and Capulets), and it just kind of wrote itself. We had fun creating the past family trees, where everyone had died young because they kept killing each other off in the ongoing vendetta.
Tumblr media
[JK] You know, I have never seen The Lone Gunmen, and I don't remember making any kind of direct references with the Strangetown Sims, other than the general Area 51 theme, as you point out. Charles London helped out a lot with naming Sims, and I'm pretty sure we owe "Vidcund" and "Lazlo" to him ... though many team members pitched in creatively. He may have had something in mind, but for me, I largely went off of very generic and stereotypical ideas when crafting these neighborhoods. I kind of wanted them to be almost "groaners" ... they were meant to be tropes in every sense of the word. And then we snuck in some easter eggs. But largely, we were trying to create a completely original lore.
Tumblr media
[JK] Well, I think we kind of pushed it with The Sims 2, to be honest, and I remember getting a little blow-back about Bunny Broke, for example. Bunny Broke was the original name for Brandi Broke. Not everyone found that funny, as I recall, and I can understand that. It must have been changed before we shipped.
We also almost shipped the first outwardly gay Sims in those neighborhoods, which was bold for EA back in 2004. My recollection was that we had set up the Dreamers to be gay (Dirk and Darren), but I'm looking back now and see that's not the case. So I'm either remembering incorrectly (probably) or something changed during development.
In general we just did things that we found funny and clever, and we just pulled from all the tropes of American life.
Tumblr media
[JK] The alien abduction started in Sims 1, with a telescope object that was introduced in the "Livin' Large" expansion pack. That's when some of the wackier ideas got introduced into the Sims lore. That pack shipped just before I joined Maxis in 2001; when I got there, the team had shipped "House Party" and was underway on "Hot Date". So I couldn't tell you how the original idea came about, but The Sims had this 50's Americana vibe from the beginning, and UFOs kind of played right into that. So the alien abduction telescope was a no-brainer to bring back in Sims 2. The male pregnancy was a new twist on the Sims 1 telescope thing. It must have been that the new version (Sims 2) gave us the tech and flexibility to have male Sims become pregnant, so while this was turned "off" for the core game, we decided to take advantage of this and make a storyline out of it. I think this really grew out of the fact that we had aliens, and alien DNA, and so it was not complicated to pre-bake a baby that would come out as an alien when born. The idea of a bunch of guys living together, and then one gets abducted, impregnated, and then gives birth to an alien baby ... I mean, I think we just all thought that was hilarious, in a sit-com kind of way. Not sure there was much more to it than that. Everything usually came from the designers discovering ways to tweak and play with the tech, to get to funny outcomes.
Tumblr media
[JK] Possibly we were just testing the functionality of the Wants/Fears and Memories systems throughout development, and some stuff got left over.
Tumblr media
[JK] I can't remember, but that sounds like something we would have done! I'm pretty sure we laid the groundwork for more stories that we ended up delivering :) But The Sims 2 was a great foundation for a lot of continued lore that followed.
--
I once again want to thank Jonathan Knight for granting me this opportunity and taking the time from his busy schedule to answer my questions.
989 notes · View notes
timelesscat · 19 days
Text
Tumblr media
Download (Sims 2)
449 notes · View notes
timelesscat · 1 month
Text
Tumblr media
I've been building a townhouse all day today and these have been invaluable to me today!
Seasoned TS2 builders/players will no doubt recognise them, but I only recently discovered them, and thought it might be useful to share them, along with download links with you all. 😇
Tumblr media
First one is 'Tile Blocker'.
It's as simple as the name suggests. This one stops sims walking into the tile where you've played this big red brick. Of course it has an invisible recolour, like OMSPs. This is useful in instances say, where a dresser's mesh overhangs another tile, so you can stop a sim being router, so they don't walk through the object.
Example of it being used here.
You can download it here.
Tumblr media Tumblr media
Second one(s) are Slot Blocker/SlotBlocker and serve the same purpose.
I have many surfaces in the townhouse, where I don't want to put items, but I don't want sims to place items there either. There are two different types and I downloaded both.
Tumblr media
I found that the SlotBlocker (pictured above) appears on more areas than the first one, but I do have Moar Slots installed. The first link is part of a Counter Completers set.
Slot Blocker can be downloaded here.
SlotBlocker can be downloaded here.
Tumblr media Tumblr media Tumblr media
And last, but by no means least, are these beauties. These were a shock that I'd not heard of them before. I actually found them off TeaAddict's videos, but she mentioned that AniBats had used them in her Pleasantview series videos.
These are Object Rotators. 😍
Basically, they let you rotate for even more increments, so not just at 45 degree angles.
Tumblr media
For example, I got this chair to be at a fair gentler angle to the dresser than if you'd not used them. There are three different sizes for differently sized objects, only 1 tile objects sadly atm.
The set I have can be downloaded here.
However, in searching for the link for this post, I saw these as well, which I assume serve the same purpose..? 🤔 I've not used them but thought I'd link them just in case anybody else was interested.
260 notes · View notes
timelesscat · 1 month
Photo
Tumblr media
THE BREATH OF SOVIET RUSSIA
The set of industrial hood deco for TS2, converted from World of tanks (edited)
DOWNLOAD
Tumblr media Tumblr media
Читать дальше
379 notes · View notes
timelesscat · 2 months
Text
Ufo Set for The Sims 2
Tumblr media Tumblr media
These are a bunch of alien themed items for The Sims 2. Ufo Lamp, Signs and Ufo tv are 4to2 conversion from Sims41ife. Cow Lamp is from Pixelvibes. Ufo Neon is from Mechtasims. I managed to reduce the polygons for all the items.
Cow Lamp will be green when turned on. The Ufo Lamp can also rotate. Tv is functional.
Tumblr media
DOWNLOAD HERE
-----------------------------------
If you want to support my creations, you can send me a donation with Paypal or Ko-fi ☕ If you want to ask for a Paid Commission, HERE you can find more details. Thank you <3
705 notes · View notes
timelesscat · 2 months
Text
Ultrasound Scan for The Sims 2
Tumblr media
This is a 4to2 conversion from LittleMsSam, low poly. It's a painting but your sims can also use it as a "Pregnancy Test" to see if they are actually pregnant, who are the parents and the pregnancy time.
DOWNLOAD HERE
----------------------------------
If you want to support my creations, you can send me a donation with Paypal or Ko-fi ☕ If you want to ask for a Paid Commission, HERE you can find more details. Thank you <3
207 notes · View notes
timelesscat · 2 months
Text
Tumblr media Tumblr media
i will be completely honest with you guys but the way the sims fandom has been ignoring stella's canonical crush doesn't sit right with me... i know dormies are not as popular but still like you may not like this pair or ship her with someone else but please acknowledge that her heart actually belongs to chandler wolosenko!! and even if it's one-sided i can really see a lot of potential in them as a couple. they're just so adorable honestly
Tumblr media
382 notes · View notes
timelesscat · 2 months
Text
Littledica Holidays 2020 Lights for The Sims 2
Tumblr media Tumblr media
These are 4to2 conversions from Littledica, low poly. Deer and Present have a standard light, while the tree has the green light.
DOWNLOAD HERE
191 notes · View notes
timelesscat · 3 months
Text
Save me tutorial Joe and Jane… save me…
Tumblr media Tumblr media Tumblr media
921 notes · View notes
timelesscat · 3 months
Text
My Sims 2 ESSENTIAL MODS in 2024! 😊💚
youtube
2 notes · View notes
timelesscat · 3 months
Text
Tumblr media
9K notes · View notes
timelesscat · 3 months
Text
when I gain a mutual
Tumblr media
5K notes · View notes
timelesscat · 3 months
Text
The Sims 2 Has BETTER GRAPHICS Than The Sims 4
Interesting comparison of graphics in The Sims 2 and The Sims 4.
youtube
43 notes · View notes