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WIP: Cubic Dynamics Kitbash UPDATE 001

Published: 5-1-2024 | Updated: N/A SUMMARY The Cubic Dynamics Kitbash (CDK) Series will be my biggest “series” yet – a project that has been in the works for about two years. It will include some iconic CC staples, updated with retro-futuristic detail and/or repo’d with add-ons/tweaks. This content revolves around “white-collar,” career/business-themed settings – office suites, schools, courts, writer’s rooms, trading floors, banks, post offices, design/planning rooms, IT spaces. Still, there will be plenty of items you can use to make factories, warehouses, parking/transit settings, and other types of lots. The Company Expo (Simmons, 2024) set is the “mesh pack” – it contains all the textures/recolors used in the other 50 (!) sets (don’t worry, there will be a complete collection file). Keep an eye out for releases under the #co2cdkseries and #ofbprops tags in the coming months. In the meantime, here are some “in progress” images….. PREVIEWS *some items shown here may be updated/discarded/changed before the official series release. *I am absolutely open to suggestions for office themes/items and/or questions – even just hearing what you might use these kinds of sets for helps me plan.

Gettin' any ideas? - What kinds of office-themed lots are you planning?

CREDITS Thanks: SimCrafters, Sim Shenanigans, Sketchfab, Ranabluu, ChocolateCitySim, Kasmirsims, and so many more – there will be a full/extensive credits document posted when the official release is ready. Sources: Beyno (Korn via BBFonts), EA/Maxis, Offuturistic Infographic (Freepik).

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Mod Organizing & Load Order Shenanigans

Published: 5-1-2024 | Updated: N/A MOD ORGANIZING During the [first] "pandemic summer," I started reorganizing my game folders. I also started  a "conflict management" list, containing all the known conflict info from download pages, new conflicts I discover while playtesting, etc. It's 44 pages long at the moment....a testament to my unapologetic mod addiction. I encourage all simmers to keep a list like this. It’s very reassuring (and handy!) to be able to look up known conflicts or keep track of mods which have been merged (duplicate files can break your game FAST!).  **I won’t be able to share mine at this time but most of my info comes from the same pages where I download CC/mods - shout out to the creators who take the time to include this info.

MY LOAD ORDER(S) I number my folders and use mostly lower case filenames to force the load order I want – these were the most important changes I made re: how I maintain a heavily-modded-but-still -very-functional game. With few exceptions, this has been much more effective than keeping track of the number of z's and cases. It also means I don't need to rename downloaded files - I just put them in the right folder. When I played exclusively on mac, I learned that numbering the store cc folders was the ONLY way I could get all the content to work. I never figured out why but I imagine it was because the mac series doesn't include expansions required for some of this content.

DETAILS (the codes) I put that grad school debt...I mean...those grad school research skills to good use and made up my own codes. Here they are... 0= files needed in every save aka my "essentials." These include repair files, shader/UI files, CEPs, global probes (like scriptorium, money globals, inteen checker, inventory checker, etc).

1= mods that do NOT need a load order, some OFB-themed sets I want to keep separate from other CC - like the #co2bellabrand or upcoming #co2cdkseries stuff.

2= mods that require a hard load order. As @episims writes HERE, this only works for mods with non-game-breaking conflicts between them. Only the last mod in the sequence will retain ALL its intended functions. The code for this section goes like this: [number]-[what the mod deals with in-game; i make sure to consider alphabetical order]-[load order number] -name of the mod(s)

I have several global mods that need to load as close to LAST as possible. These folders all start with "2-z-[load order #]-." The "2" tells me they need to load in a certain order and the "-z" makes them load after all the other #2 folders.

See Object Freedom 1.02 (@fwaysims, 2023) and Shiftable Everything (@lamare-sims, 2022) both load at #78? I don't have them BOTH in game at the same time, but giving them the same number ensures that the right load order stays no matter which one i'm paying with. 3 = build mode and neighborhood deco/defaults

4= buy mode

"ts1," "ts3," and similar labels = content that was converted for Sims 2.

5=CAS/bodyshop

OTHER DETAILS I also label folders with certain "type codes" - these tell me things like whether they add permanent data to my saves (custom memories, careers, foods, etc. do this) or whether they are maxis-match. Here are some examples:

-BIN = mod files which go in the program folders -DEF = default replacement -MEM = this content includes custom memory data -MM = maxis-match or an add-on for default game furniture -ADD = content that is not maxis-match -NPC = this content includes or changes one or more NPCs -FIX  or -EDIT = this is a fixed or uniquely edited version of a pre-existing mod -BETA and -TEST = this mod is unfinished and/or a test version Remember, conflicts do not always mean something has to be removed from your game, nor are all conflicts unresolvable. No matter what kind of method(s) you use to organize your game – it’s just important to try/have at least one in the cut.

CREDITS Thanks: Episims, PleasantSims, and all simmers who include load order/conflict notes. Sources: Beyno (Korn via BBFonts), EA/Maxis, Forcing the Load Order of Mods (whoward/Pick’N’MixSims, 2021 via sims2tutorials), Image(s) (Alexander, 2016), Offuturistic Infographic (Freepik).

...Oh and yes...I AM in fact an INTJ/Capricorn.

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I've been building a townhouse all day today and these have been invaluable to me today!

Seasoned TS2 builders/players will no doubt recognise them, but I only recently discovered them, and thought it might be useful to share them, along with download links with you all. 😇

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episims

The Load Order Myth

There's a persistent myth in this community that mod conflicts can be solved by making the mods load in the right order.

However: This is only true if the mod creator has made them compatible. It might be true if two mods just happen to do the same thing, but that's very rare.

How mod conflicts work:

No matter in which order these mods load, the sim will always do either thing, not the combination of both.

So the mod that loads first will stop working.

Making these compatible is only possible by making a new mod:

Depending on how complicated mods we're talking about, making compatible versions can be just as worksome than making a completely new mod.

So if the creator doesn't want to use both of the mods themselves, chances are they aren't interested in making yet another mod.

TL;DR: whenever creators say "these will work together if my mod loads after", they've intentionally made it that way (and will likely tell about it in the post).

thanks for the effective, precise explanation.

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Saturday, April 13th at 13:00 (GMT -6)- SimPE: A Beginner’s Guide (Part 1) An introductory course to SimPE. Intended for those who’ve always wanted to get into creating, but find SimPE daunting. Part 1 includes:

• What is SimPE? What are resources? • The Resource Tree • The Resource List • The Action Pane • The Quick Actions Buttons • The Tools Menu • The Extra Menu/Preferences • The Window Menu • Resource Actions/ Filter Resources • The Resource Tab • The Object Workshop Tab • The Finder Tab The workshop starts on Saturday, April 13th at 13:00 (GMT -6). As always, materials will be provided in the workshop resource post.

To join Sims 2 Shenanigans, click here:   https://discord.gg/tkNzjgsSTS

Already joined and interested in the event? To RSVP or check the event thingy for your local time, click here: https://discord.com/events/904954828940275753/1205513647028183051

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picknmixsims

Object Relocator - Hood View Update

Added a right-click context menu item to make an object (in)visible in hood view.

Only works for objects that have their CRES and SHPE resources in the same .package file, so you can't create Maxis overrides.

  1. From the Options menu, select Show Hood View. The resource grid will now have an additional "Hood View" column.
  2. Select your object's folder as usual, the Hood View column will display one of four values - Yes: object is visible in hood view, No: object is not visible in hood view, n/a: not an object, unknown: you enabled the Show Hood View option AFTER selecting the object's folder, re-select the folder to refresh the grid.
  3. Select the object(s) you want to alter, right-click and from the context menu select either "Make Visible In Hood" or "Remove Visible In Hood".
  4. Save your changes.

Make Visible In Hood

  • Edits the CRES and adds a GameData cDataListExtension block if missing, then edits the GameData block and adds a string name/value entry of LODs=90
  • Edits the SHPE and changes the Level Of Detail value to 90

Remove Visible In Hood

  • Edits the GameData block in the CRES and removes the LODs=90 name/value entry
  • Edits the SHPE and changes the Level Of Detail value to 0

Enhanced Backup

The auto-backup mechanism of my apps has been improved, with support for multiple backup files. For a file called "WH_Something.package" the first backup will still be "WH_Something.package.bak" but subsequent backups will be "WH_Something.package.V2.bak", "WH_Something.package.V3.bak", "WH_Something.package.V4.bak", etc. This prevents overwriting the .bak file, the first of which was probably the only working copy of the mod you had!

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Illuminated Shop Sign Remix

Published: 2-24-2024 | Updated: N/A SUMMARY “If you want your shop to stand out on the High Street, don't just have a plain ordinary sign - what you really want is an illuminated shop sign. This base game compatible illuminated shop sign is designed to fit snuggly just above the top of your shop door and windows, and for this reason it is six tiles in width. If you would like other sizes, please let me know” -MogHughson This is a 1-tile version of MogHughson’s popular Illuminated Shop Sign (2010; 2009; edited by Pooklet, 2014). I’ve also included  small and large, 2-sided versions and 30+ frame recolors (CuriousB’s ACYL, cubic metals, AL woods, LACK woods).

DETAILS Base Game Compatible. Apartment Life for limited shiftability. §200 | Buy > Lighting > Wall Lights This version REPLACES the original 6-tile version by MogHughson/Pooklet but existing sign recolors should still work. The frame uses separate recolors now and there are 30+ recolors included in a merged file. The 1-tile/1-sided sign is REQUIRED for the other versions to display correctly. The default image is 1024x256. Additional recolors for this item will soon be available under the #ts2recolors and #co2recolors tags. ITEMS 1-Tile Illuminated Shop Sign (62 poly) 1-Tile Illuminated Shop Sign (2-Sided) (56 poly) 1-Tile Illuminated Shop Sign (Large, 2-Sided) (56 poly) DOWNLOAD (choose one) from SFS | from MEGA CREDITS Thanks: Pooklet, MogHughson and open-policy creators. Sources: Any Color You Like (CuriousB, 2010), Beyno (Korn via BBFonts), EA/Maxis, Illuminated Shop Sign (Pooklet, 2014; MogHughson, 2010; 2009), Offuturistic Infographic (Freepik), Simlish Barbaro (ChereIndolente, 2021).

3-20-2024 UPDATE (CRITICAL FIX): I’ve fixed the issue with old and/or new recolors not showing up on all three signs – specifically, the repo’s. Please redownload from the link above and replace old files (same GUIDs, pre-existing recolors should still work). My apologies for the inconvenience.   *if you make changes to either of the 2-sided signs, be sure to double check the text strings for the Material Names in simPE (0x0088) and make sure they have the "##0x1C050000!" prefix. If they don't, add it in. BONUS: Here are MogHughson’s British High Street (2010; 2009) sign recolors, reformatted for pooklet’s/this version.

DOWNLOAD (choose one) from SFS | from MEGA

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picknmixsims

Repository Wizard - Object Mode Update

When using the repository technique for an object, it is sometimes necessary to rename a subset in the slave to match that of the master, and it is (almost) always necessary to update the material entries in the slave SHPE to reference the master's materials. The repository wizard currently handles this for you.

However, if the slave object uses the Change Material primitive to alter how the object looks (for example, clean/dirty, lit/unlit), it is also necessary to reflect any subset renames in the STR# 0x0087 "Mesh Groups" resource and the changed material name(s) in the STR# 0x0088 "Material Names" resource. V2.1 of the repository wizard now handles these as well.

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picknmixsims

Sims2Tools - All Apps Updated

As mentioned previously, all apps have now been updated

The configuration dialog now checks the three paths. Invalid paths are highlighted and the OK button disabled.

I highly recommend these tools for several reasons. In my opinion, the most significant benefit is this - THEY SAVE YOU TIME, ENERGY, AND FRUSTRATION. First, they save time/frustrating during troubleshooting. Crashing is rare for me these days, but HCDU Plus and What Caused This are usually the first tools I turn to. They help me figure out what the likely culprits are and in some cases, whether the "conflict" can be fixed with tweaks or load order. I'll also double-check recently added mods/CC for mod conflicts/loading orders (I keep a running list). This helps me "triangulate" the problem a lot faster. I'm able to figure out if the 50/50 method is necessary and for which folders. Second, I keep the Object Relocator and Repository Wizard handy when making CC. These tools allow me to "skip" categorizing, names, prices, descriptions, making repo's, etc while in simPE. That way, I can focus on getting the object meshed/coded correctly at first. Then, I add the missing details/repo's with these tools - in a FRACTION of the time it would take to do so in simPE for each individual package. I also use the BSOK Editor (Bodyshop Organization Kit) (along with Sim-Wolf's clothing mod) to manage the clothing catalog in-game, especially when using custom bodyshapes. These tools aren't really for beginners but they automate/simplify so much of the grunt work that goes into "deep simming" (creating/tweking/modding). As I learn more, i'll be able to use them all some day. ...and an added bonus? Greater tech literacy as far as gaming/modding goes. These tools are tech at its best - it makes the work more efficient. less cumbersome. less time-consuming. GET 'EM! 10/10 recommend.

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New Lot: 255 Mountain Pass

This lot is built inside a mountain. The mountain parts do shift down with the walls making it easy to play the lot.

I have not play tested it so you may need to move things around but I doubt it.

I loaded the lot without any of my hacks in the game and noticed that the bathroom windows don't show as in the preview pictures. I have made a separate post regarding this and have posted the link to that post here:

The Lot consists of:

  • Kitchen
  • Dining
  • Living Room
  • 3 Bedrooms
  • 2 Bathrooms
  • TV Room
  • Driveway
  • Hot Tub next to pond with waterfall
  • Firepit area

I will share additional pictures of each room in the next few days as always and additional recolors that I made.

Link to download lot:

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