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Lab Assistant
#16201 Old 3rd Feb 2026 at 9:22 AM
Quote: Originally posted by Yinepu
Forget about subhoods for a moment. Focus on one singular mainhood only for a moment. I'm going to use my (still WIP) Anywhere City as a demonstration for this explanation. Now in the image below you see it's using the concrete terrain, and with the concrete terrain comes concrete terrain roads, right? Well usually by vanilla default game behavior it's very much like in this image where the entire neighborhood is restricted to using the same road texture. But what if, say, I wanted the left side of the map to use lush terrain roads, and the right side of the map to use the dirt terrain roads while keeping the concrete terrain roads in the middle island and keeping the neighborhood using the concrete terrain base textures.



That's the best way I can explain my idea.


That reminds me of the map on Grand Theft Auto III
Mad Poster
#16202 Old 3rd Feb 2026 at 9:55 AM
Quote: Originally posted by Legate

That reminds me of the map on Grand Theft Auto III


The similarities between the two is intentional.

I'm going to nerd out a bit here. GTA2 was originally going to be a retro-futuristic NYC-inspired GTA1 spin-off called Grievous Bodily Harm, but was changed mid development to GTA2 since the core gameplay was very similar and also since "Grand Theft Auto" is a title that the folks at DMA Design thought would resonate better with their target audience. Most of the artworks and the intro movie for GTA2 were created and filmed in NYC itself. It was much easier for Rockstar/DMA to film and capture the artwork in their host city since they had a what is considered "indie" budget back then.

While the final city of GTA2 is nothing like real NYC, it makes sense for me as a person making fanon to use a map resembling NYC.

Previously known as HarVee. Just call me Yin from now on.

Mad Poster
#16203 Old 3rd Feb 2026 at 12:12 PM
Quote: Originally posted by Lena88
Tents are not fit for winter season. I had my sims freeze many times when they used tent to sleep in. Maybe a mod or a plug-in could help.


I knew there had to be one somewhere. https://modthesims.info/d/603753/te...provements.html

Quote: Originally posted by Lena88
I wonder if there is a way to unlock this as movement/animation and use it for hair.


Not the same hairdryer (which would be cool), but there is this. https://crispsandkerosene.tumblr.co...sims-functional
Field Researcher
#16204 Old 5th Feb 2026 at 10:40 PM
Mad Poster
#16205 Old 8th Feb 2026 at 5:14 PM
Quote: Originally posted by aliceaeromcr
the only CC I would like to see right now is a hi vis vest for men and a long hair under a hard hat mod! I DONT UNDERSTAND WHY THE VEST IS SO HARD TO FIND! Sims 4 has all of those things, but my beloved Sims 2 does not. And bodyshop doesn't work on my computer


Late reply is late, but I mentioned the lack of these to someone and he just finished making some! https://blueheavensims.wordpress.co...roes-road-work/
Forum Resident
#16206 Old 8th Feb 2026 at 8:31 PM
Quote: Originally posted by Legate

That reminds me of the map on Grand Theft Auto III


The map reminds me of GTA IV, which is my favorite out of the GTA series. I think IV actually brought a better and realistic feel to Liberty City than GTA III. Although, I think IV's map is a much more larger. It would probably be Pink Soup City, if someone made IV's map for Sims 2.

@Yinepu I'm enjoying the progress of your recreation of GTA II. If only we could find a way to convert GTA soundtracks (radio and music) to Simlish, it would be the complete GTA to Sims experience .

Dag-Dag. That's goodbye in Simlish.
Mad Poster
#16207 Old 8th Feb 2026 at 10:40 PM
Quote: Originally posted by monijt1
The map reminds me of GTA IV, which is my favorite out of the GTA series. I think IV actually brought a better and realistic feel to Liberty City than GTA III. Although, I think IV's map is a much more larger. It would probably be Pink Soup City, if someone made IV's map for Sims 2.

@Yinepu I'm enjoying the progress of your recreation of GTA II. If only we could find a way to convert GTA soundtracks (radio and music) to Simlish, it would be the complete GTA to Sims experience .

Heck, this GTA2 recreation already gave me pink soup nightmares so much so that I had to remove 60 percent of the neighborhood deco and keep only what was absolutely needed. So I can only imagine how demanding a GTAIV recreation would be!

Removing the deco in the long run is actually okay since it drastically reduced pink soup likelihood and it gives me more land to build on! :D

Thanks for the kind words. I also like GTAIV, it is an interesting entry in the series with quite a bit of unique themes, not unlike how GTA2 is, and Niko is actually my favorite protagonist of the "HD era"

Previously known as HarVee. Just call me Yin from now on.

Mad Poster
#16208 Old 9th Feb 2026 at 2:20 PM
Pink Soup City. XD

The most hardcore town!
Mad Poster
#16209 Old 12th Feb 2026 at 8:46 AM
Quote: Originally posted by Charity
Pink Soup City. XD

The most hardcore town!

I'm convinced that this might be the Beta name for Anywhere City!

Seriously... But I guess that's what I get for upscaling to 2k textures and pushing the limits of the game engine. But gosh darn I love pushing games to their limits!

Previously known as HarVee. Just call me Yin from now on.

Inventor
#16210 Old 12th Feb 2026 at 6:20 PM
Quote: Originally posted by Yinepu
Heck, this GTA2 recreation already gave me pink soup nightmares so much so that I had to remove 60 percent of the neighborhood deco and keep only what was absolutely needed. So I can only imagine how demanding a GTAIV recreation would be!

Removing the deco in the long run is actually okay since it drastically reduced pink soup likelihood and it gives me more land to build on! :D

Thanks for the kind words. I also like GTAIV, it is an interesting entry in the series with quite a bit of unique themes, not unlike how GTA2 is, and Niko is actually my favorite protagonist of the "HD era"


Not gonna lie, the grit of GTA IV was a partial inspiration for the dystopian version of Pleasantview that I came up with. The graffiti, the shootings/killings, the drugs... The hard part of it is deciding which of the premades, townies, etc are to die in the story because you get attached to them. Jennifer Burb was an easy one to write off because I accidentally killed her as Jennifer Pleasant in TS1, so that's a continuation of that.

I actually made a character in TS2 based on a Bully character, which is from the same universe as GTA. (You can see her at https://simasota.com/Mandy_Wiles_Download/, tempted to submit her to MTS). I've thought about making Niko Bellic as well. Someone else did the reverse and uploaded a generic "Sims 2 girl" on one of the GTA IV mod sites. I was surprised they didn't pick one of the premades to model after, on the other hand I can kind of understand because who wants to kill Angela or Lilith Pleasant or Juliette Capp in GTA? Running over the unsavory charlatan, the repo man, or even the social worker with a bus however...
Alchemist
#16211 Old 15th Feb 2026 at 5:00 PM
Quote: Originally posted by bnefriends
The hard part of it is deciding which of the premades, townies, etc are to die in the story because you get attached to them.


That's when I break out the dice/random number generator and start rolling! Helps with situations like these when I can't decide or if I'd like to introduce a bit more death and randomness into my game but know I'm too chicken to shake up the story on my own. There's a few ways I've done it--sometimes I roll for a set of unlucky numbers first and then any sim who later gets that number has to go, sometimes it's any sim who gets a number under or above a certain number, sometimes it's simply even vs odd.

Anyway, if I'm truly heartbroken about the roll and don't want a favorite sim to die, I just give the sim a pass, figure out a storyline where they get to come back to life, or I just find something else to do instead. The game is supposed to be fun after all.

"Thinking of you, wherever you are. We pray for our sorrows to end, and hope that our hearts will blend." - Kingdom Hearts

XPTL Mod Archive | Change a Mod's Mesh into a CC Object | Increasing the Game Difficulty | Editing ACR 4 Your Age Mod
aka Kelyns | she/her
Inventor
#16212 Old 15th Feb 2026 at 11:24 PM
Quote: Originally posted by Phantomknight
That's when I break out the dice/random number generator and start rolling! Helps with situations like these when I can't decide or if I'd like to introduce a bit more death and randomness into my game but know I'm too chicken to shake up the story on my own. There's a few ways I've done it--sometimes I roll for a set of unlucky numbers first and then any sim who later gets that number has to go, sometimes it's any sim who gets a number under or above a certain number, sometimes it's simply even vs odd.

Anyway, if I'm truly heartbroken about the roll and don't want a favorite sim to die, I just give the sim a pass, figure out a storyline where they get to come back to life, or I just find something else to do instead. The game is supposed to be fun after all.


That's an elaborate way of doing things! I actually think I've settled on most of the violence casualties being purpose created Sims (ones made just to die), simply because the Pleasantview townies don't actually live in Pleasantview in that their homes don't exist on the map, so they must be from nearby Port Simasota, Lake Suzy, or Oldtown. As an added bonus, when I EVENTUALLY start publishing the series as a story, I don't have to worry about offing someone's favorite Sim in a horrific way (even watered down for a family friendly audience, gang violence isn't a pretty thing).

I'll give you a spoiler though: Jennifer Burb becomes an organ donor after a random act just walking the streets of the once-peaceful Pleasantview. Also, Kennedy Cox gets murdered, but it isn't gang related; it's an act of revenge by Angela Smyth's sister and friends for what he tried to do to her.
Instructor
#16213 Old 16th Feb 2026 at 9:18 AM
Delivery mod - Sims can make food and deliver for money or for free food they prepare. And how much they earn depends of their cooking SKILL + if the food is burned or not. It could be useful for college sims or teens.
Theorist
#16214 Old 16th Feb 2026 at 10:40 AM
Quote: Originally posted by Lena88
Delivery mod - Sims can make food and deliver for money or for free food they prepare. And how much they earn depends of their cooking SKILL + if the food is burned or not. It could be useful for college sims or teens.


I'd really want that too! I try to do this with the mod "visit sims" (might be a part of story progression idk), but then as a player you have to direct the delivery sim. It would be really nice if this could be done like delivering groceries or Chinese food and pizza.
Instructor
#16215 Old 16th Feb 2026 at 2:42 PM
Quote: Originally posted by lientebollemeis
I'd really want that too! I try to do this with the mod "visit sims" (might be a part of story progression idk), but then as a player you have to direct the delivery sim. It would be really nice if this could be done like delivering groceries or Chinese food and pizza.



Now that you mention VISIT SIMS mod... an add-on for PROGRESSION STORY mod where there is also COMMUNITY TIME part = when sims go to a COMMUNITY lot and the time they come back matches the time thats on their residental lot. That would be perfect.

Either add-on or kind of patch mod to make STORY PROGRESSION and COMMUNITY TIME mods compatible.
Theorist
#16216 Old 16th Feb 2026 at 3:41 PM
Quote: Originally posted by Lena88
Now that you mention VISIT SIMS mod... an add-on for PROGRESSION STORY mod where there is also COMMUNITY TIME part = when sims go to a COMMUNITY lot and the time they come back matches the time thats on their residental lot. That would be perfect.

Either add-on or kind of patch mod to make STORY PROGRESSION and COMMUNITY TIME mods compatible.


I don't use community time as I have story progression, but with this I can workaround that:
https://www.tumblr.com/teaaddictyt/...te?source=share

This is "go out with cars", but there is also one on foot to pretend the sim is still away.
Mad Poster
#16217 Old 24th Feb 2026 at 5:05 PM Last edited by AndrewGloria : 24th Feb 2026 at 10:54 PM. Reason: This roof is already in the game. Maxis made it!
Default [NOT NEEDED!] A partial hip roof. [Not needed as it's already in the game!!]
This probably isn't possible, but what I'd really like is a new roof type -- a partial or truncated hip roof. It's probably best if I illustrate what I mean.


I'd like to be able to build a roof like the one on this house, but without the bit marked with the double-ended arrow between the two red lines. That means with partial hip roofs over the single-storey parts of the building, but with a plain double-height wall (without visible roof elements) for the 2-storey part of building in between. As things are, I had to use full hip roofs extending back into the building, resulting in this narrow "awning" effect on the part of the wall in between. I hope I've explained that in an understandable way. I could of course use gabled part roofs for the single-storey parts of the building, but a partial hip roof would be a better match for the building's main roof.

By the way, this is Herbert F. Foster's house at 11 Bow Street in Monopolis by Veronaville, that I've been posting about recently. With a well-paid job and frequent promotions, this ambitious Fortune Sim keeps building new bits onto the originally tiny single-storey house, that he shares with his adopted teenage son Ian.

I wonder if this is even do-able, but I suspect I'm not the only one who would like this.

[EDIT] Maxis did make a roof like this -- and I've got it in my game. See simsample's post below! It's probably base game. So clearly there's no need for anyone to make a CC version!!
Screenshots

All Sims are beautiful -- even the ugly ones.
My Simblr ~~ My LJ
Sims' lives matter!
The Veronaville kids are alright.
Top Secret Researcher
#16218 Old 24th Feb 2026 at 9:01 PM
Honestly I am curious how you even managed that. How'd you get it to let you put the roof through the rooms like that? Doesn't it interfere with the objects inside?

Trans Rights Are Human Rights

Be careful who you hate; it may be someone you love.
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=^..^=
it hurts my head
retired moderator
#16219 Old 24th Feb 2026 at 9:24 PM
Quote: Originally posted by AndrewGloria
This probably isn't possible, but what I'd really like is a new roof type -- a partial or truncated hip roof.

I have one in my game- not sure what EP it came with, can anyone remember?



Trouble is that it's one of those that you can't control direction for, so it flips whichever way it deems correct. So you end up with situations like this:



If you manage to get it just right though, it looks nice:

Screenshots
Mad Poster
#16220 Old 24th Feb 2026 at 10:46 PM Last edited by AndrewGloria : 24th Feb 2026 at 10:59 PM.
@simsample : I do have that roof! I reckon it's probably base game. Somehow I didn't spot it -- or didn't spot that it would do the job.

I've now revised the roof of Herbert F. Foster's house --
It worked perfectly at the front. At the back it kept "flipping" the wrong way. That roof seems to work best for a roof that's wider than it's long. The bit sticking out at the back of the house is 5x5 tiles square. So, instead of extending it right to the wall of the upper storey, I stopped it 1 tile-width before the wall, and put in a 1-tile wide gabled wall section to fill the gap. (I then demolished the unnecessary gable with the wall tool.) The only problem is that the gabled wall section extends back half a tile into the house. You can't see it inside the house, but you can see it in the picture extending over the window in the exterior wall. I would prefer it to stop at the wall like the one at the front of the house, but I (and my Sims!) can live with it the way it is. Anyway Herbert F. Foster will probably extend the upper floor to match the ground floor at the back, when he's earned a little bit more money.

Anyway, since this roof is in the game, there's clearly no need for anyone to make one, so I'll edit my previous post.

--------------------------------------------------------------------------------------

@StrangeTownChick : It doesn't seem to be a problem, at least not in my version of the game (highest EP: OFB). Inside the house, the interior part of those extended roofs isn't visible. I can place furniture and Sims can move about unimpeded. At least that's how I recall it working. I think I've got Sims living in a house with a roof like that, but I can't remember who! At the moment the upper floor of Herbert's house is still unfurnished, as it's newly built, and, now that I've demolished that roof, I can't really test it in this house. So I'll build another house with a roof like that to test it. I've got several CAS-created Sims waiting in the family bin for somewhere to live, so I'm sure they'll happy to move into a new house and help me to test it. It will probably take a few days, but I'll post again when I've done it, and let you know how we get on.
Screenshots

All Sims are beautiful -- even the ugly ones.
My Simblr ~~ My LJ
Sims' lives matter!
The Veronaville kids are alright.
Mad Poster
#16221 Old 5th Mar 2026 at 3:35 PM
Quote: Originally posted by StrangeTownChick
Honestly I am curious how you even managed that. How'd you get it to let you put the roof through the rooms like that? Doesn't it interfere with the objects inside?
In my game at least, it does seem to work. See my last picture in my post in the Houses and Landscaping picture thread. It works for me as long as I have roof above the room. I'm cautious about whether it would work with Seasons or above.

All Sims are beautiful -- even the ugly ones.
My Simblr ~~ My LJ
Sims' lives matter!
The Veronaville kids are alright.
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