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letthemplaysims · 2 months
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i think if mercutio took tybalt to a punk show with him it would change his life forever. maxed body skill + music and dance hobby + inexplicable penchant for pushing people? tybalt doesnt need to be performing at violin recitals or whatever the hell his family wants him to be doing he needs to be in the PIT
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letthemplaysims · 3 months
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I was looking at the fhairgwenupdo page when it occurred to me that maybe it was based on one of Gwen Stefani's hairstyles and a quick google search later ...
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... i can't believe i didn't connect the dots earlier.
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letthemplaysims · 3 months
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gnomeo
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letthemplaysims · 4 months
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Autonomous crafting for all teen+ Sims
I've never before been so happy to share a creation! Get ready to get crafting, because it's about to get autonomous! Released today in collaboration with the wonderful @joplayingthesims who has built a community lot for the mod, seen in the pictures below. Exciting!
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In my game, I have a community lot with crafting stations for Sims who can't afford one, or don't have space for one. But as I visited it recently with one of my college students wanting to learn flower arrangement, I got a bit depressed by all the empty stations and the other visitors just standing around chatting. I wondered if anyone had added autonomy, and I came upon iCad's autonomy enabler. While neat, it only adds autonomy for the active household which is the opposite of what I wanted. So I made my own that enables it for visiting Sims as well, only to quickly realize how annoying that got. All these Sims asking me to pick a recolor for them, blergh! So I went on tweaking, fixing the annoyances as they came up, and here we are! Finally it is possible to have a lively crafting studio where all Sims participate, without being annoying for you the player! Are you excited? Because I am excited!
What does the mod do? - Enables autonomy on "make many" and "continue" (see readme for more info on why not make one) for all five original crafting types - Robots, toy making, flower arrangement, pottery and sewing - Does NOT charge your Sims money for background Sim crafting. Money sounds and visuals show for all Sims, but only your current households crafting charges household funds. - By default only autonomous on community lots. Has optional autonomy on residential/apartment lots, you can enable autonomy on those lot types by placing the Autonomy Toggler object somewhere on the lot (custom object made using parts of the FT crafting clutter, found in hobbies/misc for 1 simoleon). I set it up this way as residential autonomy sounds irritating to me, but I'm all about flexibility for the user. Perhaps you want to run arts classes at your residential playable school, or you simply like autonomy more than I do :) Please note that autonomy advertisement is tuned with community lot use in mind, so it might be higher than you'd want for residential. If there's interest I am happy to make a second version with lower advertising for those who primarily want residential use. If you are somewhat familiar with TTAB edits yourself, you can try changing attenuation code to low or medium to limit advertisement distance which will reduce appeal to Sims. - Fixes annoyances with background crafting, such as selecting recolors and pop ups about progress - Changes inventory mechanics to allow for owned studio-type use, in case you'd like a friendly owner Sim present to provide instruction. Crafting now only goes to business lot owner if done by an employee, otherwise crafting Sim gets the object. Includes home business, so if it bothered you that family members don't get to keep their work, this also fixes that. If that part annoys you, see readme for how to remove this feature.
Download mod on simfileshare
You might say "Okay well fun for you Gummi, but I don't have a community lot with crafting stations, so why would I need this?". Well fortunately Joandsarah has the solution for that problem! Check out the cute crafting studio she built to give all of you a place to start community crafting! Available on MTS
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Conflicts: Only known conflict is iCad's original autonomy enabler, you have to pick if you want hers version of autonomy, or mine :) Readme contains breakdown of the functionality of all parts, to help you decide a load order should you encounter conflicts. It should be possible to resolve conflicts though if there are any others, so please report them to me :)
Credits: @joplayingthesims for collaborating with me and providing a lot that you can get started with if you don't have one, iCad at @dramallamadingdang for the original autonomy enabling mod, @cityof2morrow who helped playtest the mod
If anyone else builds a community lot intended for autonomous use, I hope you let me know somehow so I can add links to it in my post :) If any other modders see ways to improve on what I did, please feel free to do so :) I am hoping to eventually post an update that sends all crafting to inventory to fix the make one issue, and the station clogging that happens over time.
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letthemplaysims · 5 months
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Chris Hatch's Community Time Mod fix
This post is about Chris Hatch's version of the popular Community Time Project mod for Sims 2, which prevents an immediate return of a Sim to their home lot after a travel. It's a great idea and I use this mod ever since I started using mods in my game.
However, it has a known but so far unfixed issue. If the player ever closes the text box that shows the remaining time until the Sim's return, or if the player closes their game while a Sim is off-world and later reloads the lot, then the mod will throw an "Undefined Transition" error.
CTP also fails to calculate the time correctly if a Sim is away for longer than 72 hours, and instead flows over to zero.
I have prepared a little fix for these two issues which I deemed not large enough to upload to MTS, but it's a critical fix for CTP users nonetheless.
Note that, unless CTP is re-written from scratch, travel times longer than seven days (168 hours) will still slow over to zero, because the Token - Community Time does not keep track of larger time units than the current Day of Week at departure.
While I was at it, I also solved the conflict between CTP and @lazyduchess' Playable Nannies mod.
Make sure the fix loads after CJH_CommTime(StandAlone), and also after ld_scheduler_car_semiglobals if you have it.
DOWNLOAD
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letthemplaysims · 7 months
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letthemplaysims · 10 months
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Scripting and Sims2: Coding the Psychology of Little People / Making The Sims the Sims: How we make objects and Sims behaviors in Sims2. - Jake Simpson
A presentation at the 2005 Game Developer Conference by Jake Simpson. He was the lead engineer on simulation and tools for The Sims 2.
The presentation covers the following topics:
Definition of the concept of an "object" in Sims 2.
The process of determining what an object will be.
Tools used in object creation, including the Edith Object/Scripting/Debugging Tool.
Discussion of alternative approaches to script creation.
Demonstration of the object creation process. (not saved)
Acknowledgments to the object engineering team in Sims 2.
Description of the core content of objects in Sims 2.
The process of object creation, including design requirements, technical meetings, scheduling of models, animations, textures, and sounds.
Tools and processes used in object creation.
Exploration of the Simantics language used for object script development.
Pros and cons of Edith/Simantics in the object creation process.
Discussion of scripting approaches.
Specifics of object construction, including hierarchical script construction and exporting/importing settings for external modification.
The importance of profiling and debugging in the object creation process.
Demonstration of object creation using the Sims 2 object pipeline. (not saved)
Additionally, the presentation includes mentions of developers, acknowledgments, and the opportunity for questions.
Slides from the presentation:
Audio recording of Jake Simpson's speech:
Transcription of the audio recording - to read if it is difficult to perceive by ear, and to quickly find information from the speech. Only the answers to the questions turned out to be incomplete:
На русском языке:
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letthemplaysims · 11 months
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letthemplaysims · 1 year
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i support women's wrongs and girl failures and most of all category five women moments
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letthemplaysims · 1 year
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I considered retexturing Simple by @letthemplaysims for some time…but I didn’t pull the trigger until I saw that this version that @roguebotanist did!   I even used some of @roguebotanist‘s texture in this. As well as @pooklet‘s and a little stretched out Nymphy curls too, to fill in some gaps.
Aged teen to elder.
Polycount: 1k
Download
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letthemplaysims · 1 year
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some more sims from my ts2 town named Deadbug :0)
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letthemplaysims · 1 year
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Hey, I have a question about the "Default townie pool expansion" (with different aged sims). Do these sims in the townie pool actually have relationships towards one another (i.e. child of this sim, grandmother of that sim etc.)? When you add this pool as a subhood, the names will be randomized but families will still share the same surname, right (even though randomized)? Thank you. :)
Hello! Thanks for your interest. Yes, there's two pairs of siblings in there - I don't remember adding any other relations. Adding the sims via a subhood scrambles everyone's name, though, so the Ramseys and Venturos will no longer share a surname.
If it bothers you, there's a tool that could fix that by reversing the sims' names to their original ones. :)
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letthemplaysims · 1 year
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Object Freedom 1.0
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Object Freedom 1.0
Tired of using cheats to get objects/Sims/Pets to be placed where you want them to be? Tired of doors and windows freaking out when an object is placed in front of them? This mod alleviates a good portion of those issues. More info after the cut. 
Keep reading
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letthemplaysims · 1 year
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Maxis Infant Face Templates 1-28
Yes those are babies not toddlers.
After many weeks of nearly smashing my computer they are finally complete.
If you don’t want to hear my ramble about how it works, skip down to the bottom for the disclaimers (PLEASE READ THEM VERY IMPORTANT) and links lol 
Ramble:
After Marticore mentioned in her video about Aliens in TS2, that the infant alien face had it’s own template that could mix, I had the sudden realisation that infants were defaulting to face 2 (base). Just like how the broken face templates did before Argon made their fix.
 With some reverse enginering of the 2 non default face template tutorials (Argon’s arch fix and templates were also extremly helpful and supplied the BINX file I needed) and cloning the infant face 2 files, I finally figured out how to add the files back for each template. I then needed to figure out how to modify the facial structures.
  DeeDee had managed to add infant faces to their non default template but used Milkshape to edit the faces. But I didn’t have the attention span or reflexes to do that so I wanted to see if I could do it in bodyshop. After 5 days of fighting with my pc and game files I worked out that if you replace the toddler face and scalp mesh with the infant one, it shrinks the head down and sliders work perfectly. Then I discovered if you saved the facial structure you wanted to shrink down as a toddler, then exited and added the toddler to infant face files, it shrunk those down with minimal distortion. 
Many disclaimers:
1. What these can do: Add infant faces to new sims. Face templates can mix by right clicking or using the face section buttons (nose eyes eyebrows etc). Babies will actually look like their other age groups.
You can however add them to existing sims (somewhat). This works well on maxis townies as they use full face templates with no changes. (You can have all the Komei Tellerman babies you want) Tutorial here
2. What these can’t do: These will not add faces to existing sims (Same as broken face template fix or default face replacements). Sliders do not work on them. Any changes made will not be reflected on children. They will only show the base templates you used. 
I am currently working on sliders for infants, however I am taking a day break so I don’t lose my mind 
3. How to make your own: If you want to make faces to match your own custom templates, the simpe part is the same as this tutorial just substitute the template files with mine. To make the infant faces, I explained this in my non default post here and just use the default tutorial instead of the non default ones linked there.
4. Final note: These are techcially still in testing. I have played with them in my game and made cute babies but only one generation. If you have any issues using them or trouble creating your own, feel free to leave a comment or send a dm :D
5. Wait no 1 more note: You might notice the alien face isn’t the default face, this is the aged down version of the toddler which resembles the rest of the ages. If you want the original ones, you can leave out the alien one
Download /Alternate
Recommended: Argon Arch fix for faces 21&25
Credits: Argon: For their original tutorial on non default faces and and files
Dominiquex: For their later tutorial with added photos and infomation
Special thanks to Marticore for inspiring me on this insane project :D
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letthemplaysims · 1 year
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My farmer sim and his two beautiful normal daughters
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letthemplaysims · 1 year
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a wild nervous appears!!
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og post
oh and a bonus
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letthemplaysims · 1 year
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