#Sims 2 SimPe
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belladovah · 9 months ago
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Which Version of SimPe for The Sims 2 do you use and why?
Please comment with the reason for your choice / any advantages or disadvantages for a particular version that you know of. Thanks!
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belladovah · 2 years ago
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What a great and aesthetic guide! I highly recommend people do things like this because objects not being quarter-tile-placeable can be really annoying and sometimes some CC items have really silly prices and stats! I show this kind of thing and loads more in my video on How to Organise & Edit Sims 2 Build/Buy CC to Perfection so I think these guides really go hand in hand!
I just want to add to both this guide and my video, that depending on which version of SimPe you have, you might not have the 'sale price' row to make things quater-tile-placeable but instead need to scroll down to the User Placement Section a bit further down from the Catalog Price Section and you'll see a line that says 'Ignore Quarter Tile Placement - (1 = true)' and you need to change the number next to this to something else if its 1 and you want it to be able to be placed on quarter tiles, I usually set it to 0 but I'm pretty sure it can be anything, 2, 35...whatever, just not 1! Hope that helps😊
A Guide: Editing Objects in SimPe!
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I was doing my usual downloading and editing of CC today and thought, "hey maybe someone out there might want to know how to do this," and thus this visual guide was born! I wish I would've known how to do this when my picky self was first getting started 1.5 years ago. 😋
the object I'm using as an example in this tutorial is the mushroom pot by thimblesims from this post (for no other reason than I think it's adorable and I'm crazy about mushrooms).
please let me know if I've made a mistake somewhere or if you have any questions! I hope this helps someone out there who's as picky as I am. 🌟
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pforestsims · 5 months ago
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So it turns out it's quite easy to change Sim's voice in SimPe.
I had this household where all adult female Sims sounded the same and I had to do something about it xD. I've recorded a few TS2 voice types for future reference so I might as well share. Samples below the cut.
Here are examples & values for four adult female and four adult male voices.
It's NOT possible to change voice type gender or age group by editing Voice Type value
AF1 0xFD34, AF2 0xDE83, AF3 0x354A, AF4 0x3949
AM1 0xEF85, AM2 0xDCF8, AM3 0x0D95, AM4 0xE918
These samples are from phone call conversations. Second and the last male voice is by the same voice actor but it has different 'dialogs'. AM 0xE918 seems more assertive (?).
*To be honest I'm not sure if it's a different voice type or does it depend on personality? I need to look into that. TS2 only had four voice actors /for adult voices?/ but that doesn't mean there are only four voice types, right? 🤔/
*This is about The Sims 2
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snowssims · 15 days ago
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Yes, more Fo4 conversions. I don't know why everything I've done so far has been seating (or tables) but oh well. This took a little longer than I had hoped because there were other things I'd wanted to convert but they just weren't turning out any good, so ultimately this is what I was left with. This is the sofa from the "Modern Domestic" set, plus the coffee tables from the Pre-War prologue of the game.
Details:
I've changed things up with the sofas a little this time, in two ways. The first is that while there is an add-on version without the armrest... things, there is also a standalone version of the armless mesh, which shares its guid with the original mesh, meaning you can use it without the original and still have all recolors.
The second change is that the sofa cushion recolors are all patterns this time, as I didn't really want to do the color ones again. (I'm not exactly sure on those palettes lol) The default texture is a plain blank color however, for easier recoloring.
The sofa has two subsets and the coffee tables have one, they both use the same natural wood colors as last time.
The small coffee table is linked to the big one.
Textures this time are 1024x1024, because they didn't size down well. Files are compressed.
Download Sofas (sfs)
Download Coffee Tables (sfs)
EDIT:I accidentally deleted the coffee tables from sfs thinking it was a duplicate file, so links in old reblogs won't work now... They're up again though.
vv(Polycounts, Swatches, and Plain previews under cut)vv
Polycounts:
Sofa - F:1014/V:970
Armless Sofa - F:614/V:610 (HALF??? Half the polys are in the arms??)
2-Tile Coffee Table - F:256/V:264
1-Tile Coffee Table - F:256/V:264
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andrevasims · 3 months ago
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How to Stop the Super Duper Hug Bug at the SOURCE
So we've had BoilingOil's No Sim Loaded for a long while, which suppresses the Super Duper Hug Bug if it ever were to appear, and that's perfectly great.
Then we also have Chris Hatch's SuperDuperHugTest, which detects then removes the bug after you click OK on a pop-up then save the lot, which is even better.
But there's a way to stop it from ever having a chance to exist in the first place.
The Super Duper Hug Bug is caused by any mod that has the fallback GUID 0x6DB7E00F. As long as the mod is in your Downloads, there's no problem. But if you remove the mod, or if you package a lot you loaded with that mod in your Downloads and share it with someone, the game can no longer find that mod's normal GUID, so it uses the fallback one: The Super Duper Hug.
I think it's fine to just rely on Chris Hatch's SuperDuperHugTest at that point, since it then removes the bug immediately. But if you want to share lots with other people, then I think this is a much simpler fix than constantly swapping out mods to either avoid causing the bug or force it to activate so Chris Hatch's mod can remove it.
All you have to do in order to prevent the bug from existing completely is remove the Super Duper Hug from the offending mod's fallback GUID.
The only mods that might use the Super Duper Hug are either social related, and/or add a new option to a sim's pie menu. The one that turned out to be causing my recent problems was LookAtMeNow, so that's my example here.
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Open the mod's package file in SimPE.
Click on the OBJD. There might be more than one, so check both/all.
Look at the Fallback GUID under Plugin View.
Is it 0x6DB7E00F? That's the Super Duper Hug.
Change it to 0x00000000. Click Commit, then Save.
If it's not 0x6DB7E00F, idk enough about modding to say if that's good or bad or neutral. I don't think it matters though, as long as it's not 0x6DB7E00F.
DONE! Now that mod will never create the Super Duper Hug Bug again (another mod might though lol).
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sweetbeagaming · 6 months ago
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Cove Beach Club 🏖️
So which is it, a beach or a club? What if we told you both? Souvenirs, sand castles and roasting marshmallows seaside for the kids! Fruity drinks, dancing and sunbathing for the adults! Smustle on over to Cove Beach Club today!
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just-ornstein · 11 months ago
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WHAT THE FUCK IS THE BEAKER CASTLE EVEN - A SimPE Deep Dive
Alright, so after stumbling upon some of the Beta pics on the Russian TheSims.cc site and this analysis post about the Beaker mansion, I became deeply curious if some of this would be reflected in the lot relationships. After all, some characters like Viola, Kelly, on top of several others could be found when digging through the raw and somewhat encrypted code of lots.
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By now it's pretty clear that the Beaker home once belonged to this dude and his army of girlfriends (definitely check out the post I mentioned earlier). On top of that Loki (and possibly Circe) seems to have gone through at least two iterations before eventually settling on their final forms.
And on top of that whenever you scan the mansion in a completely new game, you will find fingerprints of primarily deceased Sims everywhere!
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Now to get to the Sim relationships on the lot...
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712 freaking Sim Relationships, all of which are unknown. Some of which still have stats set such as married, friends, relationship scores, etc. I tried comparing this to other lots in their neighborhood and NONE even come close. Both Olive and the Smiths have around 400. The other lots have below. And the only lots that are even a tad higher in this number are the Capps and the Summerdreams which makes sense when you realise that hood went through at least one other iteration before turning into Veronaville.
Now I wondered if the encrypted code (despite being very hard to read due to being partially encrypted) had any old Sim remnants left in there. And yep, several even. Many of which even have information such as their gender, hair, clothes and age in there. So lemme go over some of them:
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1. First one, a guy who's name is partially encrypted so it will never fully be visible. It's not Johnny cause Johnny also has his character file on this lot.
A male teen with brown hair who used to wear the "tmbodyhoodedsweatshirtboardshorts" + the "tmhairhatcap" hairstyle.
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2. Second is another teen, this time by the name of Zeeshan. He had black hair, the bucket hat hairstyle and wore the hooded sweatshirt, except with pants this time around (and grey apparently?).
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3. The third was an adult male Sim by the name of Kenneth with black hair. Based on his info he was likely meant to be a Gardener Sim.
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4. The fourth was one named Kana... Possibly a longer name cause once again the code becomes a bit shambled here. She too was meant to be a Gardener as seen by her outfit and hair data. Her hair would have been brown.
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5. Elle, another female Gardener Sim, this one having red hair.
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6. Vasyl, an adult male Sim who wore the busdriver outfit. Sadly his hair data seems to be blocked behind the code. For funsies I like to give the name to Bald Beta Loki, since he gives off that vibe. BUT, I think this was an NPC busdriver due to the outfit.
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7. Joanne, an adult female Sim with an unknown hair colour in corn rows style and the classy afbodyjacketturtlesweaterdressboots. Sadly her ID is hidden behind the encrypted code, so it's hard to fully make out.
All of these Sims appear to be NPC/Townie Sims. None of them match ANYONE in the Beta pictures. And the current Townies/NPCs seem to have replaced them. Interestingly enough, those that were NPCs are still NPCs and those that were Townies are still Townies. Making me wonder if this is a thing that translates to other Sim IDs too. That Sims that were Townies in earlier iterations are still Townies in their new form. Same for NPCs and yep, Playables. This is merely an assumption I'm making on what I'm finding here, but if anyone can help research this further, that would be greatly appreciated, especially as this could mean the Viola ID may not belong to Viola Monty.
Viola is an odd case cause no outfit, hair or other data can be found in the lot file and she's only ever mentioned once in the context of lines filled with "sleep in pyjamas". But for now I cannot say anything with certainty unless more remnants of these old Sims could be found somewhere. OR, if these files could be read in its entirety which is quite difficult.
It's very hard to get a Sim ID attached to a lot (believe me I tried) and often times seems to rather happen accidentally than intentionally. Moving a Sim out or having a Sim die usually removes the data they once held to that lot. Good example is Loki in my current Strangetown who lived on this lot all of his life and when he died he had no remnants left on this lot.
REGARDLESS! The Beaker lot is ancient and seems to have been ground for a ton of testing, Sims and many more things. No wonder the Beakers got this home with its incredibly shady history. Half of the beta town was partying here!
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marticoresims · 3 months ago
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How to make custom eyes non-dominant?
So you downloaded cool custom eyes for your Sims 2 but you wish they weren't dominant in genetics (as they usually are)? It's very simple to fix as long as you have SimPE.
Explanation: Custom eyes are dominant because their default genetic value is 0, and creators usually don't bother with changing that. Maxis genetic values are 1 and 2, so 0 dominates over both, which means custom eyes are more dominant than Maxis dominant.
And now, how to change it:
Open SimPE.
Open the eye file that you'd like to edit (you can drag it directly from the folder into SimPE).
Go to Texture Overlay XML, it will probably be named something like "uuface_eye_gray".
In Plugin View below, find "genetic (dtSingle)".
Now it's time to decide if you want the eyes to be dominant or recessive. 1 - Maxis dominant 2 - Maxis recessive In the window located to the right, you can edit it and type in the desired number (1 or 2, never leave it at 0!).
Commit. Save. Done!
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Now you can go into the game and test it (close SimPE first!). Make two fresh Sims, one with a Maxis recessive eye color (e.g. light blue) and the other with this custom one you just edited. Then "play with genetics" and if the offspring ever gets the Maxis recessive color, it works! Sims straight from CAS are homozygous, so it wouldn't be possible for recessives to even appear if the other color was dominant.
I personally changed the value to 1 to make it the same as in the Equal Genetics mod. If you want dominant and recessive in your game, just choose which colors have which value. Unfortunately, you need to edit every single file separately.
You can also use this version of Equal Genetics for eyes to have them all set to 0 - this way no custom eyes will dominate and there's no need to edit them!
That's it! Hope this helps!
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plumbtales · 4 months ago
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SimPe Adventures
I did find some interesting (to me) things when I looked at the text strings for the lots from the original maxis Bluewater Village template in SimPe. Instead of translations I found notes made by the devs, mostly describing what the lots are. Not all lots had text strings or notes but most did.
If anyone's interested, here's how the devs described some of the lots (under the cut):
15 Lake Meadow Circle = Flower Power (A/N: groovy, dude)
Cover Me Clothing = Clothing - Boutique Women's
Bluewater Baths and Salon = Salon - Spa - Gym - High End (A/N: interesting since the lot doesn't have a gym?)
Le Magnifique! International Restaurant = Restaurant
Round Barn General Store = General Store - Western Style2
Tyke's Tower Toys = Toy Store - High End
Amelia's Closet = Clothing - High End Women's
Ramirez's Fine Furniture = Furniture Store
22 Toboggan Way = Sparse Wonder
Bluewater Real Estate Office = Real Estate Office
Club Dante = In Da Club (A/N: Nice one maxis. This one made me chuckle)
Von Dough Gallery = Art Gallery Dos
Here or Else Grocery = General Store Grocery
Just Flowers and More = Flower Shop with Nursery
Electronics Supercenter = Electronics Store
Papaya Regime = Clothing High End Men's
33 Gondola Way = Slenda (A/N: what does that even mean?)
146 Pebble Drive = Ramirez
32 Eagle Lane = the tinkery (A/N: That's cute)
Contempo Moderne = Furniture Store Small (A/N: It's not small though?)
1-2-3+ Gym = Gym - Salon - Spa
Simoleon Arcade = Arcade - 2
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jacky93sims · 7 months ago
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So... I cloned a toy xilophone today. Suddenly I clicked on the Pie Menu Functions and saw this:
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Did you already know this Easter Egg? I'm still laughing :D
SAVE ME OBI WAN!!
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goatskickin · 27 days ago
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the signs as Geometric Data Containers (GMDC's) from The Sims 2™ base game files
Aries
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Taurus
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Gemini
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Cancer
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Leo
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Libra
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Scorpio
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Virgo
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Sagittarius
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Capricorn
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Aquarius
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Pisces
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belladovah · 2 years ago
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Trying to work on a mod for a got struck by lightning memory
Its been really bothering me for some time that there is no memory for getting struck by lightning, especially because they always pee themselves right after and they always remember that so in their memories it looks like they just randomly had an accident when it was because of the lightning.
I think I roughly know how to make a custom memory thanks to this tutorial but instead of it being for the tattered diary, I want the lightning event to actually trigger it on its own.
But I cannot find the getting struck by lightning event/interaction in the objects.package, I don't get how you're meant to find anything ever when you can't search by resource name ugh. So, can anyone give me any general tips on finding things within the objects.package and/or tell me where this blasted struck by lightning bhav is / what its called?
Even better, since I'm so slow, if anyone wants to take this idea and run with it and make this mod before I do, please be my guest.😆
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nonsensical-pixels · 1 month ago
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PLEASE WILL WRIGHT LET SIMPE WORK ON LINUX
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pforestsims · 10 months ago
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SimPe mini-tutorial: compressing resources
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SimPe compression is less efficient than Compressorizer compression - but only a little bit less. And it's quite convenient if you are doing quick edits of files in your Downloads folder. (NOTE: do not click Force commit).
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blueybre · 7 months ago
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Questioning how TTAB's really work...
I've started doubting something that everyone assumed was correct so far, and I will update my "More Intelligent Bathrooms" mod on MTS shortly to test if I am correct in my doubts, because I've had multiple people complain to me that my mod is not working as intended, despite me exactly following the instructions from this tutorial back in early '23 when I created the mod. Back then, I wasn't as experienced in modding yet, and did not really question tutorials on the Internet either.
To the matter at hand. There is a non-zero chance that the explanation provided by @dramallamadingdang regarding TTAB's... is wrong, because of an oopsie in SimPE.
iCad's exemplic study, the FreeTime exercise bike, according to SimPE, displays following advertisement values: Base 0003, Delta 000A, Type 0023. iCad checked the TTAB entry on the MTS Wiki against it, and did not find type 0023 in there, but for the tutorial did not follow this oddity further, instead asking people to just set the value to 0000 to apply to all Sims equally.
Now, while the exercise bike was not present in early EP's, we can look at other objects and look at its own TTAB advertisement values as they are displayed now, and as they were displayed in, say, Open for Business. Because, in fact, Pets introduced new TTAB formats that allow you to set separate advertisements for different motives for Sims and pets. And quite notably, many interactable objects in the game were subsequently updated. Sometimes, values were just switched around, while sometimes, they were completely overhauled.
It's the switcheroo cases that made me open my eyes and come up with this hypothesis.
What if all the columns are actually shifted by one in later TTAB formats, causing the labels and columns to mismatch?
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If we look at the exercise bike again, suddenly the advertisement values make perfect sense. Instead of type "23" weirdness, we have a very clear bias towards Active Sims (type 3) using the exercise bike, which is also observable in-game.
But also, for the medicine cabinets where I saw a type "32" I couldn't make sense of, suddenly this is just a huge Delta for Neat Sims (type B), and I finally have an explanation for why Sims almost never wash their faces (because only Neat Sims are enabled to do so at all, and even then brushing their teeth advertises to them so much more).
Again, as mentioned in the beginning, I will update my Bathroom Intelligence mod shortly to reflect these new findings - let's see if I'm right.
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picknmixsims · 8 months ago
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Renaming "sale price" to "Quarter Tile" in SimPe
Notes on how to change "sale price" in the OBJD resource to "Quarter Tile" in SimPe, for versions up to and including 0.75.68
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The OBJD entry 0x0022 is mis-named in versions of SImPe prior to 0.75.69 as it is used to determine if an object can be placed at quarter-tile offsets and not its "sale price".
Fortunately, it's fairly easy to both rename this entry and move which section it is in. (As it sits better within the "User Placement" section, not the "Catalog Price" section.)
1) Before starting SimPe find out its directory path, you can do this by right-clicking the shortcut and selecting Properties. The info you need is the "Start in:" directory.
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2) Start SimPe
3) From the File menu, select Open…
4) Navigate into the "Start in:" directory noted above, then into the "Plugins\pjse.coder.plugin" sub-directory and select the GlobalStrings.package file.
5) Sort the resources (they should all be STR#) by Instance and scroll down to 0x00CC "ObjectDefinition (GLUA) Correct to BV" and select it.
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6) In the Plugin View tab, scroll down to entry 0x0022(34) and change it from "sale price" to "Quarter Tile".
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(If you want you can change any other entries here, for example, 0x0061(97) from "Vacation Sort" to "Holiday Sort" depending on your language preference.)
7) Commit, save and exit SimPe.
8) With a plain text editor, for example, Notepad, open the file "{Start in:}\Data\objddefinition.xml"
9) In the "<category name="02. Catalog Price">" block, find the block of text <property type="short"> <name>sale price</name> <help>sale price</help> <default>0</default> <index>34</index> </property>
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and Cut and Paste it into the "<category name="05. User placement">" block.
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10) Change "sale price" to "Quarter Tile". (This step is not strictly necessary as the displayed text is taken from the GlobalStrings.package file, but it's good to keep things consistent.)
11) Save your changes and exit the text editor.
12) Restart SimPe, open a .package file with an OBJD resource and check that it has worked.
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