#simpe tutorial
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dystopianam · 9 months ago
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How to extract sims and family thumbnails from the game!
A tip for those who have difficulty taking photos of their Sims entire family or a portrait to create a character sheet.
You just need simPe (and a backup of your 'hood, just to be safe, but isn't nothing dangerous)
Family previews
For the family photo, go in Documents > The Sims 2 > Your 'hood folder > Thumbnails > Open the N00x_Family Thumbnails.package with simPe.
Once opened, a list of image will load, right-click on the image you want to extract and click "extract". You can also extract ALL the previews of all the families at once (selecting all files together and then right click and clicking "extract")
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Sims Thumbnails
For sim previews, however, open simPe > load your neighborhood > search for the sim from which you want to extract the thumbnail > open their character data. A list will appear, at the bottom of this there will be two .jpg files. One is all black, the other is the picture of your sim. Right-click on the file, and click "extract"
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PRO: You won't have to go crazy taking photos in game and posing all the sims, and if you forget to take a photo of a sim you don't have to reopen the game. Just simPe.
CONS: Unfortunately the images are in low quality and being jpg the background is black and not transparent. I saw someone manage to extract them in high quality though and I would like to try to understand how they did it.
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belladovah · 2 years ago
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Hey! I'm really interested in using your aging mod. I was just wondering, if I throw a birthday party and the sim blows out the candles before midnight, will he age an additional day when the clock hits 12am?
Hey! Yeah unfortunately they will, that's why I use the Sim Blender edit by @picknmixsims with the added option to age sims up & down by 1 day as well as 3 and 5 days. So when I throw a birthday party then they age a day again at midnight, I age them down one day with the Sim Blender. Alternatively, you can easily edit the hour they age up (and the age spans for that matter) by opening my mod in SimPe...
Click on the Tuning BCON in the Resource List
Click the Plugin View Tab
Click the Process Hour Line
Change the number in the box next to 'Dec' to the hour you want. 0 is midnight, 18 is 6pm like by default, or any other time on the 24 hour clock. (Everything you need to customise your own age spans is in this file clearly labelled, though you enter 1 less than the amount of days you want it to be e.g. put 4 for it to be 5 days)
Click Commit File
Then, to change the time the text popup says, click on the Dialog prim string set STR# in the Resource List
Click on the first line
Edit the time written in the text box to whatever time you've set it to in step 4
Click Commit File
Save!
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Hope that helps :)
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plumbob-boy · 1 month ago
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How to see a Sim's skill points in SimPE
1. Open SimPE
2. Go to Tools > Neighborhood Browser and select the neighborhood where the Sim in question lives
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3. Select Sim Description in the left panel
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4. Select the Sim who you are investigating in the right panel
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5. Select Plugin view in the bottom panel. You should see the Sim's picture in the Overview tab.
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6. Select the Skills tab. It's the 6th tab.
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7. Each skill a number with two decimal points. The skill point is the number rounded down to the nearest whole number. The decimals indicate the progress made to the next skill point. For example, this Sim's Creativity is 0.46 so the Sim has no creativity skills. His Body skill is 2, and his Cleaning skill is 1. So he has 3 total skill points.
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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 · 4 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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andrevasims · 2 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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psudopod · 8 months ago
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Snufkin quotes for the tumblrtrolls
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marticoresims · 2 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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equinoxts2 · 2 years ago
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@cindysimblr​ recently asked me for more information on making SimPE work on Linux. Instead of sharing the information I found with just one simmer through messaging, I’m typing up a tutorial so that anyone plaing on Linux can get SimPE running!
First, you will need: - A Linux system. I’m using Ubuntu and this tutorial is based on knowledge I found at the AskUbuntu site linked above. Haven’t tested it on other Linux versions (Cindy, I know you use Mint so I hope this still works for you!) - Lutris  - The Sims 2, installed through Lutris - Wine & Winetricks - Your chosen version of SimPE (I’m using v0.73.44-QA, as in “before Chris Hatch took over SimPE” because aroace feminist here)
Step 1: Install SimPE. In my case I just unzipped the folder to my desktop. If there’s an installer, you will need to install it using Wine - right click on the Setup.exe file and go to “Open With” then choose “Open with wscript”. After that you can install as usual.
Step 2: Create a 32-bit wineprefix and install dotnet20. Open your Linux terminal. To create a 32-bit wine prefix, copy the following command: WINEARCH=win32 WINEPREFIX=~/.wine32 winecfg and right click to paste into the terminal. Don’t use Ctrl+V, it doesn’t work here! Then to install dotnet, copy this line: env WINEPREFIX=~/.wine32 winetricks dotnet20 Let the terminal do its stuff, then you’re on to the next step...
Step 3: Set up Lutris to recognise SimPE. Open Lutris and click the little + button in the top left corner. Select “Add locally installed game” and it will let you configure options. On the first tab called Game Info: Name the game SimPE (or whatever you like, as long as you can remember it’s SimPE!) and set the runner to Wine. On the second tab, Game Options: Browse to wherever the SimPE .exe is located. This might take some time to find if you installed from an .exe file - for reference, when I tried installing from an .exe, it wound up in Home/Games/the-sims-2/drive_c/Program Files (x86)/SimPE. Select wine32 as your prefix, and the prefix architecture as 32-bit. Ignore the other two tabs unless you REALLY know what you’re doing!
If you’ve made it that far, select SimPE in Lutris and click Play. It should launch, although if you’re doing this for the first time you will need to set up plugins and DDS utilities as you would on a Windows.
One thing I haven’t yet managed is getting it to recognise my expansion pack install paths! I know it’s something to do with it using Windows registry, but unfortunately I haven’t got that bit working yet... :( If anyone knows a workaround, please do share it!
Hi Ten! Guess what? I figured out how to run SimPE on Linux! You need to install dotnet 2.0 using the instructions on this page and set wine32 as the wine prefix for SimPE. Just for good measure, I added SimPE into Lutris using the method you described for Body Shop. It works now! Thanks ^_^
Oh! That is awesome. Thanks so much for sharing. I'll give it a try soon!
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cindysimblr · 1 month ago
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Tutorial/Download: Costum ambient music speakers
I recently came across Mortia’scustom speaker collection. I love the idea and the sounds, but I didn’t want to put the music in the game radio stations, because I already replaced those with fabulous bardcore music. So I poked at the game and found out it’s possible to make some custom radio station and matching speakers to play them. Now, this is a bit tricky, and not as easy as just putting…
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picknmixsims · 7 months ago
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SimAntics and SimPe Notes
I've gather all my SImAntics and SimPe notes together for easy reference
SimAntics Notes
SimPe Notes
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belladovah · 2 years ago
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Hello, I wanted to ask how you got No Driving Without A License by Pick'N'Mix Mods and parenthood by piqiwi to work together since you recommended them on your mod list if its not a bother, hope you have a good day!
Hey, yeah so its actually the InTeen Check which is required for the Driving License mod that conflicts and not any actual files from the Driving License mod itself. @picknmixsims kindly privately told me what you need to do and that is to have the InTeen Check load before Parenthood, then edit any files in the Driving License mod (or any other mod that requires the InTeen Check) which make a call to BHAV 0x0722 and change them to 0x0672. To find these files, you can use Pick N Mix's BHAV Finder tool, as shown in the image below.
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So from the image you can see that there are 2 BHAVs inside WH_DrivingLicence_Core_PrivateLessons_CarMods, 1 inside WH_DrivingLicense_Option_GrandfatherRights_(whichever version of this option you have if any) and 1 inside WH_DrivingLicense_Option_RiskySneakOut_NoNPCTeenDrivers if you use that optional file which I personally don't. So you need to open the files you have out of those 3 with SimPe and then open the BHAVs listed in the 'Name' Column in the Image above and then wherever you see 0x0722, click on it and change the OpCode to 0x0672 instead, commit and save. The picture below might help explain. And that should do it!
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I hope that helps! Let me know if you have any questions.
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pforestsims · 9 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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foxtronaute · 7 months ago
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How to have shadows for your "Sims 4 to Sims 2" conversions: The guide
I made this guide some years ago but my english was terrible, so it was only available in my native language. I finally decided to translate it... or should I say, to convert it to english! I will not explain to you how to convert objects in this guide, you can find other tutorials online for this, here I'm gonna focus exclusively on shadows. Introduction Shadows in the Sims 4 are 3D objects (each object has its own unique one) with one singular texture for all of them. Which means we can easily convert them with the rest of the objects. Blender Once the object exported from TS4 Studio into Blender (or your other favourite 3D software), instead of only exporting the object's mesh like you usually do for conversions, you will also have to export the shadow's mesh separately. Like I said before, each object has its unique shadow mesh, which means that all of the objects you want to convert will now have at least two .obj file.
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One Texture for All You can find the texture of those shadows directly in Blender, but the Sims 4 shadows are black on white, where the Sims 2 needs inverted colors, which means white on black. I made this change for you so you don't have to. You can find the file here
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SIMPE From here you should start to guess how it goes. You have to import the two mesh into SIMPE, apply the full texture on the shadow's mesh (it will automatically get the correct one, you don't need to crop the texture or anything). It's been a long time so I forgot how SIMPE work exactly but you should have settings to tell the game this texture (or the mesh) is in fact, a shadow (who could've guessed) so the texture will work correctly with transparancy and will disappear when the object is placed outside. That's all folks! Hope it will help you with your conversions. Objects without any shadows can look very out of place, so it's nice to know there is a solution to this problem now! Don't hesitate to ask me any questions if I forgot something, I'll try to answer you the best I can.
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deedee-sims · 2 years ago
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Hi. It’s me to called you senior a while ago Hi. It’s me to called you senior a while ago haha. what tools do you use to recoloring tops with 2 colors like (3t2 easygoing top) or fullbody outfit? any tips for beginner? I used to check your recommendation but they using GIMP, the results looked so cheesy :(
Hi! I use Photoshop for recoloring and I usually link the PSDs in my posts, so you can use them easily. I also have a tutorial about how to use them :)
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missshezz · 2 years ago
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The best of Kenobi and SW 2022 came from these tutorials by Cartooning Club 4 Kids on YouTube:
youtube
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And
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Which I personally did myself
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From there, the only good scene from Kenobi is this one:
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