A llama laval lamp! It is found under Lighting/Table Lamps for 100$, and casts a cool white light. The animated textures loop smoothly in game. I just couldn't fit the whole cycle in a gif. The llama started its existence as a mesh from TS3's Midnight Hollow set, converted here by Veranka. Also: wew, slave subsets are even more of a pain in the ass on lamps. Enjoy being able to recolour the goo, glass and glow pattern, because I spent a while finicking with them. -> Download at SimFileShare
Reblog if you're an active TS2 Simblr.
My dash is kind of empty
Pulling from most every other set of Sun&Moon for potion ingredients, this set gives the sims the ability to brew various potions that affect moods, skills, life states, aging, pregnancy, health, and a variety of other mostly harmless effects.
The Quick Feature Review/Set Breakdown below the cut.
The Potion Crafting Bench - The heart of the set itself, the potion bench is where components are stored, prepared, and combined into batches of potions. At this station, sims can do the following.
Practice potion making and brew a total of 56 potions that have varying effects when drank by sims
Earn Logic Skill and Science Enthusiasm
Stock materials
Order Supply Bundles to facilitate quicker potion making
Obtain a Writ of Mastery in potion crafting
Keep a tidy workstation by keeping things clean
A set of “basic” potions, and their ingredients will be considered REQUIRED for function. Do not remove those files. Let the manual guide you.
Access to these is dictated by logic skill level as well as a writ of mastery/Creature Life State/Traits.
This station has 28 decorative slots, as well as a decorative mode to enable/disable effects and an "in use" look at will.
Story Mode Enabled - Skip all the ingredients and steps, just enjoy the end products, or just run the animations on a station for the ease of taking pictures.
*New Feature* - Station Cleanliness. As the station is used, it will obtain dirty points. This dirty level affects the outcomes of potion crafting and increases failure chances. Make sure to keep the cauldron clean to ensure quality products!
*New Feature* - Supply Ordering. For a flat rate, sims can buy a bulk order of various materials needed for any potion. They will be added directly to the station's crafting counts.
All potions can be found in Hobbies/Logic. Complete Danish and Portuguese translations. If you'd like to translate into your native language, please share your strings with us and we'll update the set proper!
Inventory Tools & New Items
Botanical Book - Pretty and useful. Inventory Tool.
Writ of Mastery - Apothecary Version. Inventory Tool.
Crate of Jars - 6 glass jars needed for potion making.
Cauldron Dregs - Waste produced from cleaning the station or failing in potion making.
Bonus Items
Reference Tome - In game recipe book for all potions
Counter Split OMSP - Give maxis counters a chance to hold more things!
Display Shelves - 9 decorative slots, two versions.
Apothecary Todd Cart and Pavilion - Previously released sets bundled into this set; they have been optimized and renamed, please remove the old versions.
Potion Specifics
Potions come in 5 types: Basic, Folk Remedy Potions, Arcane Potions, Creature/Lifestate Potions, and Poison Potions. The more fantastical the potion, the more complex it is to make.
Please be aware that depending on your playstyle you will have to add more files from other sources or you can delete certain files from this set without worry; For example, if you do not play your game with creature life states or custom creature life states, you may delete anything related to those potions, provided it is not used in another “basic” potion.
Potions are NOT recolorable and will not be made so in the future. If you wish to alter the bottle/potion colors yourself, this may be done in the properties/categorized properties tab of each subset txmt in SimPe, using the stdMatDiffCoef line.
Potions Vs. Teas: You will notice that many potions have the same effects as previously released teas from the Quali-Tea set. So what’s the difference?
Teas are based on cooking and logic skills only. Potions function more on Logic skill level and a Writ of Mastery, OR Witch/Warlock state, and other traits.
Teas are single cup per crafting interactions (except basic hunger teas). Potions will always produce in a batch of 6.
In some cases, Teas require MORE ingredients to make, whereas Potions require LESS ingredients but higher Logic skill and rarer/less natural ingredients.
While potions can have the same effect as a similar tea, more risk is involved with taking them and sims can experience adverse/opposite of intended effects.
A Shader Edit/Default Replacement "StandardMaterial" is the shader commonly used by sims objects. It tells the game how to render them, and by default offers features such as making them glowy or transparent. However, most of its effects apply to the whole material at once. I figured out how to edit it! So here is my improved version. It now supports: - An "additive" texture map, lighting up specific areas of the material. - An envCube mask, controlling the intensity of this effect via a texture. - Two new envCube modes, and improvements to an undiscovered one. + "Blend" replaces the base texture by the envCube's. + "Multiply" multiplies them together (duh). + "DiffuseRadiance", which already existed in the shader, adds the envCube texture to the light received by the material rather than its already lit texture. All three of them support the envCube mask and the envCubeCoef parameter. The envCube modes are mutually exclusive, but all effects can otherwise be used with each other. The download itself contains the shader package, a pdf ReadMe listing features and material parameters, and examples showcased on my envCubeTesterObject (also included). The readme lists the specific shader files I've edited, in case anyone else made an incompatible mod. (I've not included the recolours from the first preview pic as they're kind of lame lol + I had to make a CEP extra for the robot.) I'm hyped to see what cool objects and recolours people will make with this! And I'm probably forgetting information.
-> Download at SimFileShare
The Time as come to finally release this, I’ve started working on this since… Late July, And I only released this today because I decided to motivate myself to do so.
So now I’m giving you all not 1, not 2, not 10… a whopping 71 CASH DEFAULTS with Coins, Shells, Gems and other assortments of Historic and Fantasy Currencies.
So for Starters we have hriveresse Drachmas converted from their acessory form, Hodgekisse’s Medieval Coins with 2 more extra styles of coin (Boat and White Gold Tower) besides the original 2 styles (Face and Imperial) in 3 colors for a whooping 12 Defaults, worship4ever0227 Investment Silver, with Xia’s 4 recolors, and 3 styles of Asian Coins, by me, Koban and Tenpo Tsuho only have one Color as of now, but the One I call “Cash Coins” has 7 Defaults:
- Thuận Thiên Nguyên Bảo
- Sangpyeong Tongbo
- Eiraku Tsuho/Yongle Tongbao/Vĩnh Lạc Thông Bảo (In Copper and Silver)
- Qianlong Tongbao/Càn Long Thông Bảo
- Hongwu Tongbao
- Wu Zhu
We also have some Gemstones from TSM in 7 Sun & Moon Colors, The Nuggets are based on an edited free mesh from Sketchfab, it only came in gold, so I made silver and copper colors, And Pearls from Skyrim, although the texture is not from Skyrim.
And I couldn’t forget seashell Currencies, We have Cowrie Shells, made by me, Bon Voyage Seashells, and Sand Dollars from Retailsims
And for the Legend of Zelda Afficionados out there, we have Rupees, A Rupee Bag from Hyrule Warriors, and a Bunch of Rupees from Link’s Awakening Remake, All come in 7 defaults each.
And to end it all, we have Frac’s Coin Pouch in 3 leather colors and 3 coin colors, making 9 defaults each, and a burlap pouch with salt and rice for currency, adding 2 more defaults for a total of 11 coin pouch defaults, we also have 3 Bottlecap defaults from Fallout 4 (Two Nuka Cola and One Sunset Sarsparilla) and to finish, Cocoa Beans made by me.
Some of these meshes might clip in Sim Hands, I tried mitigating it at best, but that’s gonna have to be something you’ll have to live with if you use them.
Feel free to use meshes I did for whatever, just give credit and don’t put them behind a paywall.
This will be all for the time being, I might do a part 2 later down the line, but for the time being, enjoy all the defaults. Special Thanks to @fireflowersims, @fracturedmoonlight, @hodgekiss and @illenlan for helping me with fetching for references and resources.
Swatches are included in the files, File have also been compressorized.
Download Here
Thank you for incorporating my translation! I'm glad to be of help!
Rabbit pen - a default replacement (yet another collab with @episims ❤)
Put your hand up if you ever used this toy dog pen! 🙋♀️ No one? Yeah, thought so XD
Originally I wanted to make this a custom pen, but then we decided that the toy dog pen wouldn’t be missed, so we made a default! And also, because the animations needed to be edited, and it was easier this way! (we’re not going to create a custom verison)
The bunny comes from sims 4 (many thanks to @tvickiesims for extracting it!), but it got adjusted to the pen. It has all the original 8 color variations (4 as defaults, and 4 recolors)! The animations are not accurate (that’s not how bunnies move!), and there’s also some clipping as well, but that was the best we could do. The weirdest animations got removed though, so the bunnies don’t bark at least. The sounds also got removed, bunbun is a silent creature!
The bunny has its own pet treat, and its own food box texture. The pen also got a little facelift, featuring some hay, a chewing stick, and a wooden bunny house! (that they never use, but whatever, it’s part of the ~aesthetic~) Despite this, all the existing recolors should work fine with this default!
The toy dog-related wants (and fears) also got adjusted, so now sims roll wants and fears about the bunnies instead of the dogs! Important! The Wants file in the download shouldn’t be renamed, because it’ll stop working!
The description and interaction texts were changed and got translated to Finnish and Hungarian as well. If you wish to provide a translation to other languages, please contact Epi!
Update 08/12/22: Polish translation by @jellymeduza added!
Update 08/17/22: More translations added! Russian by @summer-choi-simblr, French by @tvickiesims, and Brazilian Portuguese by @itsyuna! Thank you all!
Update 08/18/22: Even more translations added, woo! Spanish by @nevernerdenough, and Swedish by @namelessperson98! Thank you so much!
Update 11/11/22 (cool date lol): Text got replaced in the buy a toy dog want (only the Wants file changed). Please tell us if it doesn’t work, we couldn’t test it properly!
Update 12/14/23: Portuguese translation by @logansimmingwolverine added! Thank you so much!
Mesh, texture, and font credits go to Eaxis, Freepik, Julsfels, Veranka, Eddysims, Franzillasims
Oh and it’s advisable to delete your thumbnails to see the changes in the pet selection window!
Have fun, and tell us if you find any problems! 🐇
Download - Alternate
I’ve been looking for this old set for a long time now after I stumbled on a couple of individual pieces, I’m glad to see it complete and with a fresh look to it.
BlueTexasBonnie Keep It Simple Set
Thanks to all of you who sent well-wishes about COVID! We are all finally feeling better, although my cough lingers and I’m still tired a lot. This set was asked for on WishingTree @ GoS and I thought I’d post it here as well.
All of the objects not repository to the counter are repository to the bookcase. So there are really only 2 main files for the set, which has counter, island, cabinet, new deco corner counter, end table, table, desk, bookcase, fireplace, pantry/ fridge (updated to FT/AL), and garderobe/toilet (not shown). I have done a lot of work on this set- cleaning up the textures, making all the TXMTs match, quarter-tiling, new deco corner counter and making matching textures for many pieces so that the whole set has all the original BTB textures. If you’d like it, you can
DOWNLOAD
After weeks of email round robin where every tech support person knew something different. ^_^
It's back! For realz this time. With it's totally centered header if your browser is wide that I'll most likely never fix because I don't ever want to do this again.
A big thanks to everyone for their patience and support. I hope to never do this again.
All bookmarks should work. All redirects from old digitalperversion links should work. Feel free to let me know of any links not working. Unless it's cc stuff, then I probably not the one to ask.
Here's what I've learned so far. CRES structure is the same for most (if not all) TS2 coffee/chocolate makers.
You can adjust position of the entire thing or each part separately via Translation brackets, found in cTransform node tabs.
Coffemaker node is the first one on the CRES list - edit this to move the entire object, including items mentioned below, that are attached to it (hand slot, kettle, and also shadow).
Carafe_rot is the location of the handheld kettle part.
slot_coffemaker_target is the hand slot, a point where Sim 'grabs' the handle. Coffee stream fx shows next to it (at fixed distance). If you move the hand slot, coffee fx will also move. Distance between those two limits kettle width (unless you're willing to ignore / remove the coffee stream fx OFC).
Coffeemaker contains 8 mugs of coffee by default, it's easy to edit.
Pics feature this 4t2 kettle, my functional remake is here.
More under the cut:
To make a functional version of the tea kettle I've used compact kettle by Oshima @persimmonthusiast as cloning material. It doesn't have coffee making animations (not needed in this case) so that's a few less things to adjust. It has custom pie menu, but you can easily bring back "make/ drink coffee/ juggle mugs" menu in all languages: clone random TS2 coffemaker, extract Pie Menu Strings resource from it and replace the one inside Tea Kettle clone.
If you'd like to have two recolourable subsets, go ahead and add one. It seems TS2 coffeemakers handle the dreaded Fix integrity quite well.. But it's best you make sure your clone works fine in the game before you start working on it ;)
Handheld kettle part will not align with the base when you extract and combine both in 3D software because - as any handheld TS2 item, it's placed almost in the center of XYZ axis. So even with reference, it might take quite a few in-game checks and corrections to properly align all the parts.
Coordinates that work for one coffemaker, might not work well for another one that's cloned from something else. Numbers on pics below are just an example.
*the pic above: that's +X to the right, or -X to the left, when looked at from the back of the counter.
You can move the entire coffemaker, or just the kettle (carafe_rot) left or right by adjusting X value, and front / back by adjusting Y value in Translation bracket. Obviously you can just move 3D models instead - takes more time, but some ppl might prefer it.
Have in mind that even if you move the coffemaker node, Sim will approach the coffemaker and hold the mug in the same place as before. Only Sim's hand will be pulled to where the hand slot has been moved.
0x2 carafe_trans is the idle position of the kettle, usually doesn't need adjusting. BUT if changing other coordinates causes your kettle to shift position when animation starts, then you could try to adjust that one as well.
slot_coffeemaker_coffeegrounds_fx is where coffee aggregates in the filter during the coffee bag animation. Unlike coffee stream, you can't hide that one, but it can be moved by adjusting cTransform.
If you're an advanced SimPE user you probably know that SimPe is using different translation system than Milkshape or Blender. Here's a tut about converting coordinates between Milkshape & SimPE.
Amount of coffee mugs per kettle is 8 by default, and that's quite a lot. If you'd like to change that, it's one number in the BHAV. Pic below (thanks @episims ) shows where to find it.
The other pic contains instructions on how to replace the chocolate* / coffee stream with invisible effect. You cannot simply delete it from the text list, it as object might (and usually will) start throwing errors.
*I always use chocolate effect instead of coffee as to me it looks a tiny bit better (less green, I think?)
So my earliest memory is from my first time playing any sims game, it was sims 2 for console, I think I was 8 years old, and I think it was near my birthday too, or was easter, the memory is kind of fuzzy in those regards I just had got the copy, and I start playing, I think I went to free mode first and foremost, and I try to recreate the characters of this anime called Kaleido Star, which was airing at the time in a specific nacional kids channel, anyways, I don't think any of them look like the characters, but, long story short, they were all living in a single room house cubicle, and sims died and it was an overall mess, details are kinda vague on that. But I guess I still wanted more.
The earliest memory of the sims you have. On your mark, get set...go!
This is a suggestion for the ts2 community to make finding cc easier. It's not a big problem, but sometimes I still make this mistake, so it's also a reminder for myself.
When answering WCIFs, name the cc item or mod, its creators and any other information that would be useful to identify where it came from. Don't just say "It's here" and paste the link. Knowing the information could save a lot of time if the original download post goes down. Include a picture of the item if you can.
Similarly, when you share something, type a descriptive title in text, so it's easier to find through google. Don't just use a title card.
Also, this is not as common anymore, but if you're going to name your cc after a song, make sure your file names include some kind of basic description of the item, or a put a preview picture in your zip/rar/7z file.
(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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