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Top Secret Researcher
Original Poster
#1 Old 10th Jul 2026 at 2:39 AM
Default Possible to create a duplicate hair?
Is it possible to clone a piece of hair to appear in two categories, say, grey hair and custom hair (in order to access "white" hair) without copying any graphics. I don't want to clone anygraphics because they are huge, and unnecessary. I think the definition starts with a GZPS Property Set, which then points to other files. If I were to copy a property set into a new file, could I have 2 hairs? What instance number is valid to pick?
Mad Poster
#2 Old 10th Jul 2026 at 9:32 PM
Quote: Originally posted by jonasn
Is it possible to clone a piece of hair to appear in two categories, say, grey hair and custom hair (in order to access "white" hair)

For elders, or for multiple ages?

The easiest would be to make two separate recolors, BUT they can be texture-linked ("repo'd") if you don't want extra texture files.

If you want hairs to be separate from each other, they need separate *everything* when it comes to resources. They can be texture-linked via the TXMT (same way as clothes, hairs are often already texture-linked to some degree so they use the same resources).
Top Secret Researcher
Original Poster
#3 Old Yesterday at 2:02 AM
I want to try a grey hair appear for adults in custom hair. Like this person. I tried to duplicate eyebrows by editing Property Set and 3IDR, but I failed to make any choices appear. Any more resources besides these two that are needed? What is the process of "repoing"?

Young Adults have a lot of "cloned" outfits, both hair and clothes. I decloned (hid) them earlier. They don't ship new graphics in EP1. But now I want to do the opposite and create a cloned hair like that. I hope to get away with a few small files.
Mad Poster
#4 Old Yesterday at 4:45 AM
The easiest way to duplicate hairs is to make a recolor in Bodyshop. It clones/connects all the resources for you, and makes the recolor standalone from the original (there are a lot of resources that need unique IDs, and they are connected all over the file - hairs are quite finnicky, and it's easy to make mistakes if you try to do this manually). I'd think it's possible to do it manually, but I wouldn't recommend it unless you want to spend a lot of time on something that takes a couple minutes in Bodyshop.

After you've made a recolor, you can reference the textures to other TXTRs via the TXMTs, which makes the files very small.


Enabling natural colors for elders is done by not using a grey texture for elders, but a colored texture instead (toddler through elder is colored blonde/black/brown/red/custom), and then having a separate white/grey file (sometimes enabled for toddler through elder, other times with all ages except elder removed - depends on preference). They need to be separate files. If you want the elder sim to switch from one to the other at some point, you have to change their hair with a mirror.
Top Secret Researcher
Original Poster
#5 Old Yesterday at 12:27 PM
This is how it needs to be done then. Body shop generated new resources for everything, and I changed the referenced image inside TXMT in text format without breaking my brain with the numbers.

How do I safely delete Puppy, Child and Young that I don't want in the package? It automatically pulled other hairs for these ages and stubbornly created a separate entry for 0x40. It is not obvious to which ages each BINX belongs to. So when I tried to clone a clothing, I was missing BINX and a "master" file for the whole group (7 files for 6 hairs). This was probably essential.

It works. I have a snow elf now.
Screenshots
Mad Poster
#6 Old Yesterday at 10:12 PM
and delete the "PropertySet" resources for the ages you don't want. If you don't want toddler (PF/PM, age=1), child (CF/CM, age=2), teen (TF/TM, age=4) or Young Adult (YF/YM, age=40), or adult (AF/AM, age=8) delete the PropertySet with the ages you don't want. This effectively hides the ages.

You can also delete the TXMTs with the same ages.

The 3DIRs are a bit iffy, so it's safest to not delete those. If you absolutely want to get rid of them, make sure to work on a copy of the file, because it's easy to delete the wrong thing and you have to start over.
Sort by "Instance", and delete the 3DIR with the INSTANCE that matches the PROPERTY SET of the age you want to delete.
There's a line in the 3DIR itself that lists category and age - completely disregard it, as it more often than not lists the wrong info for that 3DIR (usually the previous or next age, no idea why).
The BINX resource (BinaryIndex) can also be deleted comparing to the Property Set instance number.

Don't skip ages when deleting ages - for instance, don't keep teen, adult and elder, while skipping YA. It can cause issues with the hair when sims grow up, and sometimes they end up changing hair to a different one because the age is missing. You can cut ages at the front and end, but not in the middle.

Hairs can be a bit finnicky, especially if you remove something you shouldn't. If you're unsure, you can deactivate ages by setting "age" and "category" to 0. It's often enough to delete the PropertySet resource, too.
Top Secret Researcher
Original Poster
#7 Old Today at 3:59 PM
More observations.

3IDR 1 contains graphics references for age P, plus some common stuff, but no property set
3IDR 2 contains graphics references for age C and property set for age P (1)
...
3IDR 7 contains only the property set for for age Y (6)
So the property set is offset by one instance throughout. WTF. I can add more entries following this pattern.

BINX contains 3/4/5/6 for the 1st entry, 7/8/9/A for all middle entries, and 0/1/2/3 for the last entry. Not sure what these mean.

I am trying to add multiple custom hairs to the package on the basis of afhairponytailhigh. But it seems that I can only add as many as there are the keywords cfhair, afhair, efhair, yfhair in the Description: field. It respects the text in this field. If I define a brown hair called "efhai2", I must type one of the above into the Description, and it will inherit the texture from that, or show bare skin if I enter something else. But the pony tail (loose bits) can have any material defined freely.

So I get 3 colors normally (a/e/y), and a fourth color if I sacrifice c (and hide it). Haven't tried to sacrifice p yet.

https://imgbox.com/VUU5uUvU

Btw, which flag was to disable hair/clothes for automatic assignment? Was it 0x8? And hidden from player?

I hope to go back to objects.package modding where everything makes sense.
Mad Poster
#8 Old Today at 10:20 PM Last edited by simmer22 : Today at 10:48 PM.
BINX corresponds to lines in the 3DIR, possibly in the PropertySet and a few other things. I'm not certain what all of the lines do (and unless you really want to dig around in that rabbit hole, don't start editing them willy-nilly, because you'll just end up messing things up).

The 3DIRs are nearly always set up like that for the Category - I have no idea why, seems a bit strange, but eh. For hairs, I mostly just delete the other resources and leave the 3DIRs alone (they don't do anything unless they're supported by the PropertySet and BINX anyway). I think I tried to edit them to show the correct info at some point - can't remember the result, but I don't think it worked very well.

For accessories and clothes, the resources can be deleted without any issues, as long as you delete the coupled ones. Hairs are a bit more finnicky.

I usually use Cat's hair binner to remove ages and bin hairs. It removes the unnecessary resources and (I think ) also fixes these weird things.

I think it's 8 in "flag" for de-townifying, but without saying it for sure.

Cat's binner (I recommend to keep copy of the original files at least until you've tested the hairs, to know if you've binned them correctly - I've done some blunders here and there myself....)
https://modthesims.info/d/434016

These two migt be of interest, too (removing/editing textures and resources in hair files)
https://andrevasims.tumblr.com/post/683458917280481280
https://digitalangelsblog.wordpress...ures-in-a-file/
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