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TS2GridAdjuster V1.2.3 - Change Grid Elevations (Updated June 5, 2010)

by Mootilda Posted 24th Apr 2009 at 9:31 PM - Updated 27th Nov 2013 at 3:22 PM by Nysha
157 Comments / replies (Who?) - 21 Feedback Posts, 4 Thanks Posts
TS2GridAdjuster Version 1.2.3:

New pattern: (no-slope) Basement. See the Release History for a full list of changes.

The TS2GridAdjuster will allow you to adjust grid elevations on a Sims 2 lot, similar to what you can do with the "constrainFloorElevation" cheat.

It will easily allow you to create negative elevations, to create "real" basements (with no slope), to create walls which are less than 4 clicks high, and to create floors which cross over each other.

At this time, there are only four patterns available: flat, sloped, curved, and (no-slope) basement. Future versions may have hyperbolic paraboloids, similar to my Soaring Starter, and elliptic paraboloids (cones). I am open to adding other patterns, as time permits.

The TS2GridAdjuster will also allow you to adjust elevations relative to the current lot grid, so that consecutive changes can be added on to each other, creating more fanciful patterns.

I used an earlier version of this program to create many of the modern rooflines for my Fledgling Flat starter lots.

To install, just download and unzip it. Run the EXE from the unzipped location.

This is "alpha" software and is still in development; it is not guaranteed to work and may corrupt your neighborhoods. Be sure to backup your game before using this tool.

I have included the source code for version 1.2 in There is no need to download this file unless you are a C# programmer who wishes to look at or modify the code.

I left the previous version ( available, in case there are any unforseen problems. There is no need to download this file.

- The program uses some DLLs from SimPE; they are included in the zip file.
- TS2GridAdjuster is released under the GNU General Public License.
- You need the Microsoft .NET Framework 2.0 to run TS2GridAdjuster:

Running under OS/X:
Please read this thread for information about running TS2GridAdjuster under OS/X:


1) Backup your game files.

2) Run TS2GridAdjuster.EXE. Click on Start.

3) Select the neighborhood and lot, or choose a lot from the LotCatalog. If your neighborhood is not in the standard location, use the Browse button to select the neighborhood. See Numenor's comment for instructions on accessing AnyGameStarter neighborhoods:

4) Choose the range of the lot that you want changed. Note that level -1 is the underground level used by the pool; level 0 is the ground. Every elevation within the range will be changed.

5) Choose the pattern (flat, sloped, curved, or basement) which you want to create on your lot.

6) Depending upon the pattern that you choose, you will be asked for additional information:

6.A) For a flat single-level grid, type in the elevation that you want. A standard wall is 16 clicks.

6.B) For a sloped single-level grid, type in the beginning and ending elevations.

6.C) For a curved single-level grid, you will need to specify four pieces of information:

- The Elevation of the axis (zero-point) of the sine wave. The default curve will first arch above this elevation, then dip below it. Changing this value shifts the entire curve vertically (up and down).

- The Amplitude, or maximum height of the curve above the axis. The curve will also dip by this amount below the axis. Changing this value stretches the curve vertically, similar to Stretch Vertical in Windows Paint. If the amplitude is too large, the curve will not be smooth.

- The Phase shift, as a number of tiles. Basically, this shifts the entire curve horizontally (back and forth).

- The Period is the number of tiles that will hold one cycle of the curve (ie, one hill and one valley). Changing this value stretches the curve horizontally, similar to Stretch Horizontal in Windows Paint. If the Period is too small or too large, then the curve will be flattened out.

6.D) For a single-level no-slope basement, type in the elevation that you want for the basement floor, normally somewhere between -14 and -10 clicks. The TS2GridAdjuster will handle everything for you, including fixing the ground and water levels, making the ground invisible so that you can see the basement underneath, and ensuring that your lot impostors are correct and that your lot will not destroy your neighborhood terrain.

To remove an existing no-slope basement made with the TS2GridAdjuster, check "Remove basement" and type in the new elevation that you want for the (previous) basement floor, normally somewhere between 4 and 16 clicks. The TS2GridAdjuster will handle everything for you, including fixing the ground and water levels and making the ground visible again.

Note: When creating or removing basements, you will likely want to adjust multiple levels at the same time.

Here is a tutorial on how to make a basement:

6.E) TS2GridAdjuster will show you the direction of the pattern, based on the rotation of the lot. If you want the pattern to occur in a different direction, then choose a rotation value. Currently, the rotations are limited to 90, 180, and 270 degrees, but I hope to have a more general rotation available in a future version.

6.F) For multi-level grids, choose an additional elevation which will separate the various levels. Note that a standard TS2 wall is 16 clicks (3.0) high, so this is the default value.

6.G) If you want more precise control over elevations, uncheck the Clicks checkbox. This will allow you to enter elevations as floating point numbers. Note that a click is .1875 and a standard wall is 3.0.

7) If you want the new elevations to be added to the existing elevations on the lot, then check "Relative to current elevation".

8) Click on the Finish button.

9) Run the game, make a build change to the lot, and save to update the lot impostor, which is the picture of the lot within the neighborhood view.

10) Keep your backup until you are completely satisfied with the changes.

Known Issues:
A) TS2GridAdjuster has been tested with all EPs and SPs up to and including Mansion and Garden Stuff. It may not work with later EPs and SPs.

B) TS2GridAdjuster changes only the grid elevations. I recommend that you use this program with walls and floors only, since windows, doors, furniture, and other objects may not end up where you expect them to be. If you do find objects in the wrong place on the lot, they can sometimes (but not always) be fixed by picking them up and then letting them go again; at this point, they may "snap" to the appropriate place on the lot.

C) TS2GridAdjuster will not update anything on the lot except for the grid elevations. This means that it will not update the lot imposter. To update, you must run the game and make a build change to the lot, then save (Step 9 above). The adjustment is not complete without this step.

D) The TS2GridAdjuster will allow you to change the terrain (level = 0) at the very edge of your lot. This may create a "blue tear" between the lot and the neighborhood. If the lot edge is properly formed, you can fix this blue tear by picking up the lot in the neighborhood view and placing it down again; however, this will not fix edges which do not conform to TS2 rules. Be careful if you set a range which includes both level = 0 and the edges of the lot.

E) The TS2GridAdjuster will allow you to change the elevations of your road. The game prefers flat roads with an elevation of zero; therefore, changing road elevations may create problems with your road. By default, changes start 10 squares in from the front of the lot. Be careful if you set a range which includes both level = 0 and depth < 10.

F) The game prefers walls of 16 clicks for all livable spaces; otherwise, the room will not be weather proof. Usually, you can work around this problem by creating the livable space using standard walls, then adding non-standard-height walls to make the house more interesting.

G) I recommend the "Versioned backups" option for anyone who uses the "Restart" button. This will ensure that all intermediate backups of your lot are kept until you are certain that your changes are working as expected.

Release History:

To-Do List:

"Real" Basements:
Tags: #grid, #elevation, #CFE, #negative, #0, #clicks, #basement, #slope, #curve

Operating System: Windows Linux Mac OS X
Utility Type: Save Editors
Plugin Type: Not Applicable

You must have the expansion or stuff packs listed below installed to use this custom content. Please see the post text for any exceptions.

Sims 2
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date | Previous version V1.1 - no need to download

Size: 673.3 KB · Downloads: 317 · 30th May 2010
673.3 KB 317 30th May 2010 | C# source code V1.2 - for programmers only

Size: 73.1 KB · Downloads: 344 · 30th May 2010
73.1 KB 344 30th May 2010 | GridAdjuster V1.2.3

Size: 669.7 KB · Downloads: 3,504 · 24th Apr 2009
669.7 KB 3,504 24th Apr 2009
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Basic Download and Install Instructions:

1. Download: Click the download link to save the .rar or .zip file(s) to your computer.

2. Extract the zip, rar, or 7z file.

3. Place in Downloads Folder: Cut and paste the .package file(s) into your Downloads folder:
  • Origin (Ultimate Collection): Users\(Current User Account)\Documents\EA Games\The Sims™ 2 Ultimate Collection\Downloads\
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157 Comments / Replies (Who?) - 137 Feedback Posts, 15 Thanks Posts
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Page 5 of 7
Field Researcher
#101 Old 18th Jan 2011 at 1:34 PM
I mean,for example creating a square 10x10,and then use the GridAdjuster to make the walls higher!

I have tried it myself!When I load the lot I can see the changes,but when I exit to the neighborhood the building looks exactly like it was before editing with GridAdjuster.But it isn't in the reality!!

I'm wondering if there is a certain number of clicks that can be seen from neighborhood view.
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Original Poster
#102 Old 18th Jan 2011 at 4:10 PM
After using the GridAdjuster, you will need to save the lot in-game before the changes will show up in the neighborhood view. This is because the GridAdjuster relies on the game to update the lot impostor.

If you still don't see the changes, try editing the lot and making a build-mode change, such as placing a floor tile on the ground and then removing it. Then, save the lot and exit to the neighborhood. The game sometimes doesn't recreate the lot impostor until a build-mode change has been made.

Note that the cut-outs for doors and windows will not be correct if the wall is not a standard height.
Field Researcher
#103 Old 20th Jan 2011 at 5:09 PM Last edited by MAB-2000 : 20th Jan 2011 at 5:29 PM.
Note that the cut-outs for doors and windows will not be correct if the wall is not a standard height.

You mean there will be a space between the door and the next level?

If this is what you mean there will be no problem as I want it for decorative reasons only,the lot will actually not be usable,as I create it in Residential Lot,unless a family move to that lot.

EDIT:Thanks a lot it works!
Field Researcher
#104 Old 7th Feb 2011 at 12:51 PM Last edited by MAB-2000 : 7th Feb 2011 at 4:10 PM.
I thought about making a driveway which leads to a real basement!
Would that be possible or there would be a problem with the levels?

I have attached a picture,hope I make myself clear.

EDIT:I've been reading the "Ramps" section,and the answer to my question must be somewhere there.Have you found a way to achive the movement between (floor = 0) and (floor = 2)?
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Original Poster
#105 Old 7th Feb 2011 at 4:21 PM Last edited by Mootilda : 7th Feb 2011 at 5:17 PM.
I have a post about this somewhere... yes, it's possible; I've done it. However, there will be no "drive into garage" animation, since there will be a level difference between the road and the driveway. I'll have to look for the thread. [Update:] Looks like my notes are in post #85 of this thread.[end update]

We also have a way for sims to travel between two levels which are at the same elevation. I assume that this is what you mean by the "ramps" thread:

Basically, you can use an invisible modular stair to traverse two levels which are at the same elevation. First, create a 2-click (or more) elevation difference between the two levels, so that you can add a modular stair between the two levels. Then, adjust the levels so that they are at the same elevation. Finally, make the stair invisible. The animation isn't perfect, but it works fairly well.
Field Researcher
#106 Old 7th Feb 2011 at 6:59 PM
About garage I'm thinking to create a shopping center and I want to make an underground garage using Mog's hack to park in the lot and not on the road.
I don't really care about car animations as long as sims animations are fine.
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Original Poster
#107 Old 7th Feb 2011 at 7:57 PM
If you want sims to enter into the building from the garage, then my tests in post #85 will work well. If you want sims to exit the garage to the outside, then you'll have odd sim animations if you use the invisible modular stairs.
Field Researcher
#108 Old 8th Feb 2011 at 3:15 PM
The odd sim animations you said only happen when exiting a garage door or every time a sim travels to a "lower" floor using the invisible recoulor?
e.g.from (floor = 2) to (floor = 0)
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Original Poster
#109 Old 8th Feb 2011 at 4:27 PM Last edited by Mootilda : 9th Feb 2011 at 5:26 PM. Reason: Link to new thread.
The odd sim animations only occur with the invisible modular stair. You won't need that object unless you are trying to have your sims exit the garage via the garage door; if so, you'll need some way to get your sims from the underground level to the sloped driveway. I would recommend that you just have your sims exit the underground parking, via normal stairs or an elevator, into the main building. This will avoid the need for the invisible modular stairs.

If you have further questions about this, could you please start a new thread in the Create / Sims 2 / Building forum and we'll move this conversation there? It really makes sense to put all of this information into one separate thread, so that people will be able to find it easily. You could even write a tutorial, once you've got everything working...

Here's a link to the conversation, for anyone else who is interested in no-slope basement garages:
Field Researcher
#110 Old 11th Apr 2011 at 3:50 PM
Today I was trying to build a curved roof and I run through your notes about curves on this thread

First of all the terms (Phase,Amplitude,Period) was understantable to me, as not an english speaker (I didn't knew what they ment),but I have some basic knowledge in Physics!

The term Phase is simmilar frequency?

Despite all this, the problem I have is with the game and not with understanding the terms!

Take a look the curved roof is smooth from the one side and rough to the other!

These are my options:

The sun might not be related as I rotated the lot to all four directions!
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Original Poster
#111 Old 11th Apr 2011 at 5:47 PM Last edited by Mootilda : 11th Apr 2011 at 10:24 PM.
Frequency is basically the same measurement as period. From this site:

Frequency is the cycles/second. Period is the seconds/cycle
Think of the lot tiles as seconds. So, period is the number of tiles in a cycle (one hill and one valley). Frequency would be the number of cycles in a tile, which doesn't make as much sense because you can't fit one cycle into one tile.

Phase shift just specifies where to start the cycle. For example, do I want to start the cycle (the zero point just before the hill) at the first tile of the range, or at the 5th tile of the range? Phase can help you to select the portion of the curve that you want: Do you want a hill? Do you want a valley?

It's hard for me to tell what the problem is from the pictures. Which EPs and SPs are you using? Could you package the lot and attach it, so that I can examine the internal structures?
Field Researcher
#112 Old 12th Apr 2011 at 1:32 PM
In my AnyGame I have University,Seasons,Freetime

I have included in the folder pictures with the options,the results,the TestLot itself and a a picture !!!PLEASE SEE THIS ONE!!! wich is refered to an unrelated question!

Is it possible to make the green axis "touch" the red one?I mean not to have the blue space (1 cl. high).
I assume that the "Elevation" in GA, is for that use!
Download - please read all instructions before downloading any files!
File Type: 7z Curves Test.7z (1.17 MB, 7 downloads)
Site Helper
Original Poster
#113 Old 13th Apr 2011 at 6:13 PM
The picture is either a function of your graphics card or the graphics options that you've chosen; the roof is perfectly smooth on my computer. However, if I reset my options, I can create the effect that you are seeing. I've included snapshots of my original options and a set of options which make the roof appear to be rough; if you play around a bit, you should be able to determine exactly which option is causing your problem.

You can move the entire roof down a bit by adding a flat relative elevation of -1 click.
Test Subject
#114 Old 12th Aug 2011 at 11:09 PM
Sorry to bother you, but I was wondering if there was a simpler/easier to understand tutorial for less-experienced builders, namely when it comes to adjusting the foundation height? I have it figured out for the most part, however I'm at a loss at what to do when placing in windows and doors. They all have gaps above them, and reading back through the comments I understand that you used decorative beams and columns to rectify that. However, I was wondering if there was anything else I could do besides that using the GridAdjustor to fix the issue, or barring that, if you could recommend a few of the creators who make the beams you use?
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Original Poster
#115 Old 13th Aug 2011 at 12:06 AM
I never use CC. I'm not quite sure where you got the idea that I use custom content beams; I don't.

If you want a wall to have doors and windows, then the wall height must be exactly 16 clicks. Anything more than 16 clicks will create gaps and anything less than 16 clicks will make the wall overlap the door or window. This also helps if you want your house to be weather-proof (if you have Seasons); any wall which is 16 clicks and covered with floor tiles will be weather-proof; any wall which is not 16 clicks will not be weather-proof.

Once you understand that, then there's basically one trick that I use to create varying heights: create additional "dummy" levels which are not 16 clicks and wallpaper them so that they appear to be an extension of the existing 16 click walls.

If you download any of my lots, you'll be able to see that I create all living spaces with 16-click walls and then I add levels above or below those living spaces to add interest to the houses. Those additional levels tend to have the "interesting" shapes: too short, too tall, slanted, curved, etc. None of the non-standard walls have doors or windows.

There are a number of tutorials about creating dummy levels; although I'm not sure which ones are the best. The wiki has some articles about this technique:

As well, MikeInside has some good tutorials:

You might want to ask in one of the modding forums. In the menu at the top, choose Create / Sims 2 / Building. Take a look through the threads there to see whether there's anything useful to you and feel free to ask questions.

The ConstrainFloorElevation cheat (CFE) can be used to do a lot of the things that the GridAdjuster does, so you might want to look for tutorials which use CFE as well. Once you understand how dummy levels work, you can decide whether CFE or the GridAdjuster is better for what you're trying to accomplish.

I hope that this helps and answers your question, or at least points you in the right direction.
Test Subject
#116 Old 13th Nov 2011 at 6:41 PM
Is it possible to drop the ground without affecting hovering floor tiles above it?
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Original Poster
#117 Old 13th Nov 2011 at 8:42 PM
If the floor tiles are on the ground, then they will drop with the ground. However, if the floor tiles are on level 1, then you can adjust just level 0 and the floor tiles will be unaffected.
Test Subject
#118 Old 14th Nov 2011 at 1:25 AM
Ok. If I could explain my issue, you could let me know if this program would be of any use to me, or perhaps there is a cheat or hack that would be easiest for what I need. If that's ok?

I built a dock house and deck over a beach using a beach lot. I dropped the terrain at the beach line further inward in order to extent the beach. When I picked up the lot and moved it into the lot bin to copy it, and then placed the lot down again, the beach floor that I had lowered the floor elevation automatically fixed/corrected itself and now there is land underneath my piers and deck where there was once water! When I try to drop the land again using "constrainfloorelevation false" it also drops the floor tiles above it.

Is there a way to manipulate the ground and lock the floor tiles in place so that they do not warp? Or, is there a way to tell the game by using a cheat or hack to keep the floor elevation that it was set to intact when I place the lot in the neighborhood? Or to lock the tiles in place?

Does this program assist with that?

Site Helper
Original Poster
#119 Old 14th Nov 2011 at 3:33 AM
If you adjust just level 0, you should get what you want.

Alternatively, you could try lowering the terrain without the constrainfloorelevation cheat. I can usually adjust the terrain as long as there are no floor tiles on that level. However, if you turn CFE off, then all levels will be affected by your change.
Test Subject
#120 Old 14th Nov 2011 at 5:50 AM Last edited by mari jo : 14th Nov 2011 at 6:47 AM. Reason: extra detail
Floor Elevation Issue
I understand about using CFE, but the ground that I am altering is where the beach water is, and that ground cannot be altered without using the CFE cheat. When you say adjust level 0, am I able to do that in build mode or only when the game is not running? I tried to run the exe file while my game was running and it wouldn't show any of the neighborhoods. I also need to lower only part of the lot, and not the whole thing.

I know that you have a tutorial, but it's sooo foreign to me. I don't understand it. I am just randomly trying adjustments to crossing my fingers, lol. I did try it and all of the furniture disappeared, and I guess 16 clicks was way to many, lol.
Site Helper
Original Poster
#121 Old 14th Nov 2011 at 2:50 PM
The GridAdjuster is a separate program, which must be run when the game is not running because it modifies the game files.

You can specify a small part of the lot by typing in the number of tiles that you want to modify from the front of the lot and from the left of the lot.

If you want the ground to be lower, you'll need to specify a negative number. The ground level (level 0), especially the road, usually starts at an elevation of 0. The water level is usually at -.5. So, if you want the ground level to be underwater, you might want to specify a ground level of -4 or more. 16 clicks is the height of a wall, so -16 is pretty deep.
Test Subject
#122 Old 7th Dec 2011 at 12:08 PM
I'm not quite sure how fast I will get an answer on this, but thought I would try anyway. I am workin' on a house that I want a 1/2 foundation. I have tried everything in the tutorial given, but I am not understanding how to make the walls higher. I got the foundation give to where I wanted it to be, but now I cannot place stairs for the porch, and the walls are all the way down and will not raise. Is there someone who can please help me. Thanks.
Site Helper
Original Poster
#123 Old 7th Dec 2011 at 4:22 PM Last edited by Mootilda : 7th Dec 2011 at 4:36 PM.
Perhaps you should take a screenshot of your GridAdjuster parameters, or at least tell us exactly what you did (ie each value that you typed in).

If I wanted to change the foundation to 1/2 the size of a normal foundation, then I would choose:
Level: 1 to 1 (the ground is always level 0, so the foundation is the next level up)
Pattern: Flat
Elevation: 2 clicks, which is 1/2 the size of a normal foundation (4 clicks).

That is, unless you mean that you want the foundation to be 1/2 the size of a normal wall, in which case the elevation should be 8 clicks.

If I wanted to adjust every level above the foundation as well, to make the height of a normal living space, then I might choose:
Level: 1 to <maximum>
Pattern: Flat
Elevation: 2 clicks
Add per level: 16 clicks, which is the size of a normal wall.
Test Subject
#124 Old 7th Dec 2011 at 4:40 PM
To be honest I don't even remember what I did. I do know that I have been tryin' it for the last 4 hrs and have tried so many different ways that I don't know what I did last time. I will try what you have suggested and let you know. Thanks for the quick reply back.
Site Helper
Original Poster
#125 Old 7th Dec 2011 at 6:32 PM
Since there's a possibility that you've adjusted other levels, you might want to restore from your backup before trying my suggestions.
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