Note: I'm really sorry for the cheap, bad pun, but i couldn't come with anything.
WCIF areas in a forum are the best source of ideas one can find, expecially those things no one has made and you think "Hey, this is actually a neat idea", One of Kimmi's WCIF was a version of the Store Basketball Hoop, withouth the floor marks and the pole, so i did it, then Cloudwalker asked if i could do a version withouth the Board, i said no problem, one/two weeks later, here it is (If it wasn't for Cloud to explain me how to import package files to Workshop, my guess would be that the boardless hoop wouldn't have been released)
(Sorry for the picture wonkiness, i required two floors to do this)
Details:
- They aren't attachtable to the wall, the reason for this is that if they were, the hoops would stand in the oposite direction of the wall, i recomend the use of the "Moveobjects on" cheat to place them right were you want.
- They require the ORIGINAL Store Basketball Hoop (be it .package or .sims3pack), it doesn't come with the file but... it shoudn't be hard to find ;)
Terms of use (Boring Part):
- You can use them for whatever you want, but don't claim it is yours and post them at paysites and the exchange, that is just cheap.
Credits:
-EA for the original mesh
-Me for the Edit
Download:
Mediafire: http://www.mediafire.com/file/p99p9hkh3t6m6u4/BasketballHoops.rar/file SimFileShare: http://www.simfileshare.net/download/563476/
Here it goes Kimmi and Cloud, hope you enjoy!
So, for a while now I’ve been doing some re-meshes for FreeSO and Simitone, and I’ve always had planned to convert some of these for at least Sims 2.
Well, these are the first two of said remeshes The “Black Tree Tapestry” and the “"Eruption of Decadence" Tapestry“ are now both oficially converted to Sims 2, for your castle decor needs.
Details:
-Both cost in game §8100 Simoleons and Add +9 to Environment;
- Names and Descriptions are lifted directly from The Sims;
- They are recolor enabled (although with only one subset);
Feel Free to do whatever with these, just don’t put them behind a paywall of any kind and claim as yours.
Files have been compressed.
Download:
http://www.simfileshare.net/download/2069513/
Hello! Thank you for all your hard work. I was wondering if there are any resources for learning about how to make custom crafting stations in general, and I was also wondering how difficult it is in terms of modding abilities. Have my own sci fi setup that I wanna build crafting stations for, and I wan a know where to start learning. Thanks!
Hey there, long answer here, so I've divided it up into sub-sections. See below the cut
There are no tutorials for making crafting stations specifically. Honestly, the difficulty depends on your experience making custom objects, modding BHAV's, testing and the complexity of what you want to make.
The first thing you will want to start with is learning basic object creation, there are plenty of tutorials on every aspect of this. Remember: object creation is not just about SimPE! It also involves meshing and creating textures.
Then once you have a handle on that, you will want to learn BHAV modding. Resources for this type of modding are rarer, documentation can be spotty, but good places to start are Echo's BHAV tutorial @midgethetree's Resources page and @picknmixsims' Primitives page on his site.
Another good way to learn BHAV modding is to look at other people's code. See if others have made code that might be useful to you. Look at how they did it and try to understand why it was made this way. Screenshot a BHAV, label every node with what it does.
Seeing as you're interested in crafting stations in particular, you can take a look at custom crafting stations. A few you could look at are Nadira's Sculpture Manufactory at MTS or anything "descended" from Beck's crafting stations like @deedee-sims' Woodworking station, @nixedsims' Blacksmith Crafting station or @fireflowersims' Candle Crafting station. You could also look at our code for insights, though we do not support straight-up cloning.
But, before you can get to actually making a station, it's important to get a good idea of what you intend to make. The planning stage is as important as the development. What will the station make? Will it require resources a la Sun&Moon? Money a la EAxis OFB stations? Or perhaps the only investment is time and motives? Each of these options are different in coding. And if it needs resources, you'll have to create those resources too. Can the action be interrupted? That'll add some complexity. Autonomy and/or trait options are other things to consider. We like to have the basics planned out before we begin coding in earnest. This gives us a good idea of whether we can do this with our current arsenal or if we need to develop some more parts.
What I've found useful in this stage is reducing the station down to its basic steps: sim goes to the station, does animation, x things get removed from their inventory, then y other thing gets added. This is a very basic example, most stations are more complex than that, but it can help you get a general idea of how to structure your code.
It's also good to remember that crafting stations are not just code... We put a significant amount of time into the visuals. Sourcing meshes and textures or creating them from scratch, mapping said meshes to look good with the textures, optimizing them so they perform well without sacrificing quality. It's an entire development process that takes time.
Testing is another important aspect. We test when developing new code, we test before we duplicate code, we test after we duplicated code. We have some amazing beta testers that help out a lot with this, but even then, things will probably slip past that'll require fixing later on. I cannot understate how important testing is.
When learning how to do any modding, especially BHAV modding, It's a good idea to find a Discord server with experienced modders to join up. @gayars' Sims Crafters is an excellent place for this, as is the PBK Discord. I have also heard good things about @lazyduchess' server.
The important thing is that you have a place where you can ask people for help; both with testing your stuff and figuring out how to resolve that stubborn bug. There is no shame in it, we've all been there. Do not expect people to fix all your issues for you - you'll still have to do the majority of the heavy lifting yourself - but they may just point you in the right direction. Just stay polite and be willing to learn.
So well, Crafting Stations involve quite a bit, but I highly encourage you to dive in and see what you can achieve. Remember: it's not a race, it's a journey. Enjoy the process, errors are your friends. Don't be discouraged if it takes months, so do some of our projects. Laundry took 1.5 years.
The best of luck!
In light of the recent debate about AI scraping of websites for images, we at Plumb Bob Keep would like to publicly state that we, as a site, will never sell anyone's data for advertisement or AI purposes, ever. We also do not use any tracking technology at all. We are committed to our members' privacy.
Having said that, we cannot influence what our current webhost may or may not do. To our knowledge, they are not selling any of our data, but we cannot dictate to them. We are working towards moving the Keep to a new webhost, with more control over our content, but it will take time.
If you are concerned about your pictures being used by AI bots without your permission, there are two programs that are being recommended: Glaze, a defensive program that puts an imperceptible layer over your art, and Nightshade, an offensive program that make the AI unable to identify the images in the work. You can use them together, as well. Both require large computer resources (Glaze more than Nightshade) - one person compared it to running Minecraft - they do not do well with transparency, and they do take time to process the images, but they are what the community has available right now.
Happy 20th anniversary to The Sims 2! I absolutely love The Sims 2 and how this game was treated. Every platform for it provides different, unique gameplay and lore. Out of all the PC versions, this is the one I tend to gravitate towards. There's just something about it. So here's a gift to celebrate it! This gift consists of 9 conversions (+ an extra of the Torchemada Wall Torch to include a flipped version) from The Sims console and The Sims Bustin' Out. This was heavily inspired by the master bedroom at the Goth Manor location, also in spirit of Halloween coming up! Please let me know if there’s any issues!
The Sims console and The Sims Bustin' Out collection file for The Sims 2 can be found on my collection files page: Found Here
20th Anniversary Gift For The Sims 2 - SFS
Alt Download - Patreon
Enjoy my work? Consider becoming a Patreon or buying me a coffee!
Modern Mission Bed Information: The modern mission bedding is included.Mesh and textures were converted by me. Price - §3,000 Category - ‘Comfort > Beds’ Polycount: 1704 (the frame alone is just 196) Texture Sizes - 256x256
Modern Mission End Table Information: Has 9 deco slots, shown in last photo.Mesh and textures were converted by me. Price - §250 Category - ‘Surfaces > End Tables’ Polycount: 68 Texture Sizes - 128x128
Traditional Oak Armoire Information: Mesh and textures were converted by me. Price - §550 Category - ‘Miscellaneous > Dressers’ Polycount: 700 Texture Sizes - 256x256
Faux Bearskin Rug Information: Mesh and textures were converted by me. Price - §4,300 Category - ‘Decorative > Rugs’ Polycount: 231 Texture Sizes - 256x128
Queen Vivanco Roses Information: Mesh and textures were converted by me. Price - §99 Category - ‘Decorative > Plants’ Polycount: 314 Texture Sizes - 256x128
"Eruption of Decadence" TapestryInformation: Mesh and textures were converted by me. Price - §8,100 Category - ‘Decorative > Wall Hangings’ Polycount: 72 Texture Sizes - 256x256
Torchemada Wall Torch (left and right versions)Information: Mesh and textures were converted by me. Price - §250 Category - ‘Lighting > Wall Lamps’ Polycount: 438 Texture Sizes - 128x64
Torchemada CandelabraInformation: Mesh and textures were converted by me. Price - §400 Category - ‘Lighting > Floor Lamps’ Polycount: 455 Texture Sizes - 128x128
Topiary SkullInformation: Mesh and textures were converted by me. Price - §101 Category - ‘Garden Center > Shrubs’ Polycount: 972 (1084 overgrown) Texture Sizes - 128x128
We are at two whole decades of this amazing game! May we get many more to come, because my love of this game will not run out. I still do something sims 2 related every single day and I wouldn't change it for the world! Thank you for the years of fun, and thank you sims 2 community for making the experience even better! :)
As so many are doing, I wanted to share some gifts for this happy occasion. I come bringing treats, literally and metaphorically! I have something for you, for the sims, and for the pets! Yay!
Gift for Players - Posebox function that remembers last used pose
Gift for Sims - Updated Simslice Beer Keg
Gift for Pets - Functional Pet Treat Bucket
Original plan for pets was easier stray adoption. That will be coming but I was not able to finish testing in time, so for now, they get pet treat immersion mod :) I hope you all have had a lovely Saturday with lots of Sims 2 activities and community events. If you have free time, I hope you'll check out the twitch stream train currently going on that is hosted by ChocolateCitySim and Ranabluu!
Heart Balloons by Gayars, shared for anniversary here.
Oh this is absolutely a game changer on the task of mesh repositoring!
Repository Wizard
The Repository Wizard is a utility for automating the repository technique for objects and clothing.
Object Mode
This mode of the Repository Wizard automates the process described by HugeLunatic in their Repository Technique tutorial.
Clothing Mode
This mode of the Repository Wizard creates new re-colours for a new/modified mesh based on an existing mesh with its own set of re-colours.
This is NOT the simple approach to the repository method of linking the dependant's TXMT resource(s) to the donor's TXTR resource(s), but a new, more advanced, approach of linking via the 3IDR resource.
See the application’s web page for extensive details about both modes.
If you do not know what the repository technique is, or why you would want to use it, this application is not for you!
Honestly, I’ve been thinking about that possibility for a while now, and it would be awesome if I could figure out doing something like that, but I don’t really know how to do that.
Hey long time no see, how is everyone doing! So this was something that was on the works for a while before It evolved into it’s own mega project, So for those that don’t know, I’m a bit of a coffee appreciator, and I like to have options for my simmies, so it became a separate project of its own. Mod Blends are just that - Mods that enhance the experience of having some of these objects within your game, as I’m about to show you, right now this is the only Mod Blend, but depending of how much I start to mess with things, others will come in the future. So, what does Barista Plus do?
Well, why don’t I show you.
this is a version of the Game without Barista Plus
this on the other hand, is a version of the game with Barista Plus In a nutshell, it allows for custom espresso bars to spawn their own Baristas in unowned community lots!!!! It has been something that has been bugging me since I found out that custom Espresso Bars didn’t have this functionality. But why didn’t they work, you might ask. Short Version: EAxis’s Spaghetti Code at it again. Long Version: It’s not that they didn’t work, they clone just fine, however, the Barista NPC Template has this unique BHAV called “Get My Stand”, basically this BHAV is the one that does the detection for the espresso bar, and io and behold, it only detects one GUID from the Uni Espresso Bar, nothing else, hence why none other custom espresso bar couldn’t spawn a Barista.
So what this does is expand the number of GUID’s the BHAV can detect, which allows for them to fully function in an unowned community lot. Right now, it detects: -Around the Sims 2′s Tea Shop Cart -Vitasims’s Victorian Tea Espresso Cart -linegud’s Elegant Espresso -All Espresso Bars I’m about to release. “But wait!” you might ask “are there any Free GUIDs I can use that are natively compatible with Barista Plus” Of course there are, I saved some from my GUID book specifically for this: 0x0093BBF0- 0x0093BBF1- 0x0093BBF2- 0x0093BBF3- 0x0093BBF4- 0x0093BBF5- 0x0093BBF6- Feel free to use any of them, but please do give me a heads up when you use them, I don’t want people taking GUID and accidentally making objects conflict. How to use them: Make it the GUID for the 0,0 Object Data, that’s it, that’s as simple as that. If you know of any other espresso bars on the wild or if you have your own already on the works with GUIDs and anything, please do tell and I’ll update the mod accordingly. And without further ado: Download Hope you enjoy it! Version Status: 1.0 - Initial Relase Special thanks: MidgeTheTree for setting me in the right direction, Fireflower, Frac and probably a lot of people from The Keep who gave me help and support for doing this.
Done in collab with wonderful @pforestsims – it's 2024, high time to rework how cameras work in TS2!
With this mod, sims can only take pictures if they have a camera in their inventory. To make this more feasible, the default camera is now buyable under Electronics / Small for §120. (If your sim happens to leave on a vacation without a camera, they can still ask kind locals and tourists to take pictures for them.)
In addition, there are six new functional custom cameras.
For most cameras, you'll need to order the photo with a computer to get a printed version, as is the default behavior.
Instant cameras: With Classic Polaroid and Instax cameras, the photo will be added to your sim's inventory right away. They require the instant photo mesh to work (included with the download). The photos taken with instant cameras can't be ordered with computers.
By default, the instant photo has a clear vignette overlay. You can add a tint to it by clicking the mesh and choosing either blue, green, red, or orange tint from the pie menu. It's also possible to revert it back to being clear.
There are two versions of this mod: the 'cellphone' one makes the cellphone work as a camera and is meant to be used together with my phone default. The cellphone will get picked for taking pictures only if the sim doesn't have another camera in their inventory.
The 'no cellphone' version has all the other functionality but the default cellphone won't work as a camera with it.
Files are compressed. Requires Bon Voyage and maybe University too. A collection file for the custom cameras is included; you can keep only those that you like, the mod works with or without them.
🚨🚨 Both mod versions conflict with the custom smartphone camera mod by @jellymeduza. The other parts of that smartphone mod are compatible.
This mod is compatible with camera default replacements that don't include an OBJD override, for example this one by @vegan-kaktus works perfectly.
The mirrorless camera was converted from TS4 by @lordcrumps, thank you for sharing the textures! The telephoto camera was converted from TS4 for this project, thank you @deedee-sims for extracting! The DSLR camera was converted for this project as well, from ACNH.
(He/Him) I share mostly Sims 2 content, not at a consistent rate. (Also known as Sonikku3 and jdps18 on different websites)
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