MTS has all free content, all the time. Find out how YOU can help to keep it running. Tell me how...

Featured upload! 21 Animated Lot Based Effects, Down from the 'Hood

by Sophie-David Posted 4th Apr 2013 at 2:32 PM - Updated 13th May 2014 at 6:30 PM by Sophie-David : Posted Stinky Skunk Bugfix, May 25, 2013
109 Comments / replies (Who?) - 13 Feedback Posts, 12 Thanks Posts
This is a new mesh, and means that it's a brand new self contained object that usually does not require a specific Expansion pack (although this is possible depending on the type). It may have Recolours hosted on MTS - check below the description for more information.
This is a featured upload! It showcases the best talent and creativity available on MTS and in the community.
Title: 21 Animated Lot Based Effects, Down from the 'Hood


Stinky Skunk Bugfix: May 25, 2013

Thanks to the bug reports from nooobody and gazania, I have posted an update to all the files in this archive so that Stinky Skunk no longer has a jump bug when the animal appears on a lot where one of these effects is in use. If you also use the Apocalyptic Effects, please be sure to download the bugfix for them also.


Purpose

To make several neighbourhood special effects readily available for use in lots.

General Description

These "Down from the 'Hood" effects are found in the catalogue under Decorative/Misc. To distinguish these from my Apocalyptic series, they use a control tile that is twice as large. This set is priced the same as the original series: the Rising Smoke costs §10 and all the others are grouped with the Miscellaneous Effects at a cost §12 each. I have included collection files for these new items.

These effects have the following features: they may be placed on locked tiles and beach tiles, are non-flammable, cannot be struck by lightning, cannot be stolen or repossessed, and they remain in place if the lot is sold. For maximum flexibility, these items are flagged to allow placement on all types of surfaces.

These effects do not disturb Sims or damage game objects, apart from having a slightly positive effect on environmental scores. Note that Sims may come to see a newly placed effect, as they routinely do when new items are placed.

Although several of the effects require expansion packs (EPs) for them to work, all of these files are basegame compatible, i.e. they will not crash the basegame even if the effect is not available.

Usage

The catalogue description indicates that most of these effects are "Sinkable", i.e. they may be placed underwater or under the ocean. These sinkable items are also height adjustable if Apartment Life or Mansions & Gardens is installed.

The "Rising Vapours" effect is an exception, in that it is "Floatable", meaning that it can be placed on pond surfaces but it cannot be height adjusted.

When first placed in buy mode the Effect will appear as a square coloured tile. While in live mode the placement tile will disappear but it will reappear when you return to Build or Buy mode. If you prefer, you can select the included invisible recolour so that the tile is never displayed at all.

The effects themselves will only be displayed in live mode. Some effects may take much longer to appear than others, for example the steam train may take well over two game hours to arrive.

I have found that with some less capable computers, such as my laptop, some of these effects simply do not appear in the neighbourhood if a later EP such as Apartment Life is installed. For example the special University and Nightlife birds may be suppressed in this way. If the effect will not appear in the neighbourhood then it definitely will not appear as a lot effect either.

Note: please use caution when placing Effects, as they may cause slowdowns on older machines, or in large and complex lots. When using effects, less is more.



Terms of Use

You may include these Effects in any uploaded lots, whether for free or pay. Please include a credit and link to this page.


Credits:

GIMP 2, IrfranView, Microsoft Paint and Photo Editor for graphics editing, conversion, processing, sizing, and labeling
Milkshape 3D and Ultimate Unwrap3D Pro, for 3D modeling and mapping
Numenor's AnyGameStarter, for development and testing
SimPE, PJSE, and CEP for Sims 2 object creation
Duds' Star Trek: NCC-1701-A Enterprise is featured in the "tractor beam" and Rising Vapours screenshots
V1ND1CARE's The Halls of Moria illustrates the Flashing Red Glow, Fog, Rising Smoke, and Surf & Sand
StephSim's Simtopia Train Depot 4 is the setting for the Fast Trains, Hot Air Balloon, Helicopter and Steam Train
The Fast Trains were shown running on Kativip's Memory Series Station rails
The remainder of the screenshots were taken in StephSim's medieval Gwyrch neighbourhood


Polygon Counts:
All Effects Tiles: 2 faces, 4 vertices

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
sdDownFromTheHood-ALL.zip | The whole set of In-Lot Effects, Down from the 'Hood

Size: 65.1 KB · Downloads: 8,982 · 4th Apr 2013
65.1 KB 8,982 4th Apr 2013
sdDownFromTheHoodBG.zip | Basegame In-Lot Effects only, Down from the 'Hood

Size: 30.9 KB · Downloads: 2,087 · 4th Apr 2013
30.9 KB 2,087 4th Apr 2013
sdDownFromTheHoodUni.zip | University In-Lot Effects only, Down from the 'Hood

Size: 6.2 KB · Downloads: 1,689 · 4th Apr 2013
6.2 KB 1,689 4th Apr 2013
sdDownFromTheHoodNL.zip | Nightlife In-Lot Effects only, Down from the 'Hood

Size: 15.5 KB · Downloads: 1,800 · 4th Apr 2013
15.5 KB 1,800 4th Apr 2013
sdLightBeamOFB.zip | Open for Business In-Lot Effects only, Down from the 'Hood

Size: 3.1 KB · Downloads: 1,697 · 4th Apr 2013
3.1 KB 1,697 4th Apr 2013
sdFastTrainsPets.zip | Pets In-Lot Effects only, Down from the 'Hood

Size: 3.2 KB · Downloads: 1,631 · 4th Apr 2013
3.2 KB 1,631 4th Apr 2013
sdSteamTrainFT.zip | FreeTime In-Lot Effects only, Down from the 'Hood

Size: 3.2 KB · Downloads: 1,533 · 4th Apr 2013
3.2 KB 1,533 4th Apr 2013
sdWhiteGlowAL.zip | Apartment Life In-Lot Effects only, Down from the 'Hood

Size: 3.1 KB · Downloads: 1,759 · 4th Apr 2013
3.1 KB 1,759 4th Apr 2013
sdCollectionPrePets_DownFromTheHood.zip | Down from the 'Hood Collection Files for use with only Basegame or EPs earlier than Pets

Size: 3.9 KB · Downloads: 1,504 · 4th Apr 2013
3.9 KB 1,504 4th Apr 2013
sdCollectionPetsAndLater_DownFromTheHood.zip | Down from the 'Hood Collection File if you have Pets or any later EP installed

Size: 1.9 KB · Downloads: 3,107 · 4th Apr 2013
1.9 KB 3,107 4th Apr 2013
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
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\
  • Non-Origin, Windows Vista/7/8/10: Users\(Current User Account)\Documents\EA Games\The Sims 2\Downloads\
  • Non-Origin, Windows XP: Documents and Settings\(Current User Account)\My Documents\EA Games\The Sims 2\Downloads\
  • Mac: Users\(Current User Account)\Documents\EA Games\The Sims 2\Downloads
  • Mac x64: /Library/Containers/com.aspyr.sims2.appstore/Data/Library/Application Support/Aspyr/The Sims 2/Downloads
Need more information?
 
109 Comments / Replies (Who?) - 43 Feedback Posts, 65 Thanks Posts
Hide Thanks Posts for this thread (Show only feedback)
Page 2 of 5
Field Researcher
THANKS POST
#26 Old 6th Apr 2013 at 6:52 AM
Ooh, these are very nice. I think I'm actually most excited about the high clouds. Something with the Seasons engine changed the skybox for the game. There used to be some clouds in the daytime sky, plus many more stars and a visible moon in the evening. A placeable high cloud will be much more dynamic than a recolorable horizon object.
Field Researcher
THANKS POST
#27 Old 6th Apr 2013 at 10:27 AM
Oh I love it, I'm so excited to use it in my game ! I have a slight preference for clouds <3
Banned
THANKS POST
#28 Old 6th Apr 2013 at 1:44 PM
Thank you David. The fog is my favorite.
Test Subject
THANKS POST
#29 Old 6th Apr 2013 at 11:28 PM
These are bloody fantastic Sophie-David! Thanks!
epo
Test Subject
THANKS POST
#30 Old 7th Apr 2013 at 10:13 PM
Woah, these are really cool and useful!!! Thank you!
Theorist
Original Poster
#31 Old 8th Apr 2013 at 5:58 AM
Thank you, and you're welcome.
Test Subject
#32 Old 8th Apr 2013 at 10:38 AM
Thank you for these, David! I'm sure gonna try some of it in my next pictures.

(Lama)
Lab Assistant
THANKS POST
#33 Old 8th Apr 2013 at 4:53 PM
I can't wait to put an ominous red glow and fog in my (mostly evil) witches' village houses! And the beams are great for cinemas - all I need now are giant searchlight objects.

Thank you for making these!
Test Subject
THANKS POST
#34 Old 9th Apr 2013 at 7:21 AM
This is so cool, I can't wait to install all the effects. It's nice to see mods still being made for S2. Thanks for sharing!
Top Secret Researcher
#35 Old 9th Apr 2013 at 1:13 PM
This is unbelievably amazing! It was always so disappointing that no birds were visible in lots, this will add much more life to them. Seagulls are my favourite, too! (If you like the shore, you saw my latest set? ) I also like the clouds a lot, for the smog over my industrial areas.

One question: If I have a replacement, e.g. my UFOs for the helicopter, will that show up with this mod, too?

Check out Omicron-Simtauri, my new space project!

Newest creation on my Livejournal: Fish with party hats: Garland and default
Looking for an Underground Station? thread on GoS
Grungy cars! thread on GoS latest: VW Type 2 Two-Tones
Field Researcher
THANKS POST
#36 Old 10th Apr 2013 at 5:41 AM
I love this! Thank you soo much. These effects will be extremely useful for us Machinima makers. Graci!!
Theorist
Original Poster
#37 Old 10th Apr 2013 at 6:53 AM
Thank you all for the encouragement!

Quote:
Originally Posted by Psychosim
One question: If I have a replacement, e.g. my UFOs for the helicopter, will that show up with this mod, too?
I had a quick look at your replacement package, and I don't think UFO mod will apply to the Down from the 'Hood helicopter. My package makes a direct call to the effect itself - EP2_neighborhoodHeliCopterFx - and I don't think the UFO mod will change that. But why not give it a try?
Top Secret Researcher
#38 Old 10th Apr 2013 at 12:38 PM
I tested it, and sure enough UFOs appeared in the lot! So it seems your mod calls the effect which then calls the mesh and texture, which can be a replacement. Though I noticed that sometimes it would fly through the ground, and my mesh is at the same height as the helicopter's so I expect it to be the same with that. Is it possible to adjust the height?

(Now, if only there was a way to also make the game use the same varied terrain textures in lot view as it does in neighbourhood view, not the same for everything around, my dreams would be complete. )

Check out Omicron-Simtauri, my new space project!

Newest creation on my Livejournal: Fish with party hats: Garland and default
Looking for an Underground Station? thread on GoS
Grungy cars! thread on GoS latest: VW Type 2 Two-Tones
Theorist
Original Poster
#39 Old 10th Apr 2013 at 5:56 PM
Quote:
Originally Posted by Psychosim
I tested it, and sure enough UFOs appeared in the lot! So it seems your mod calls the effect which then calls the mesh and texture, which can be a replacement. Though I noticed that sometimes it would fly through the ground, and my mesh is at the same height as the helicopter's so I expect it to be the same with that. Is it possible to adjust the height?)
That's neat! Thanks for getting back to me, Psychosim.

The helicopter is one of the effects that is height adjustable - some of them such as the hot air balloon are not. I deliberately brought the default height closer to the ground so that I could see the helicopters more often, but in some lots I can imagine that this would put them into the ground. I will add an additional (original height) variant for this effect. A workaround for this problem is to raise the control tile higher within the lot - but in some lots that is not practical.
Gone Fishin'
retired moderator THANKS POST
#40 Old 13th Apr 2013 at 12:25 PM
I didn't see this until now - but I'm so glad I did! Excellent for storytelling, and some of my lots have ponds that definitely need rising vapours - not to mention my graveyards that will be that much more eerie with some fog swirling around the headstones. Thank you very much for this!
Theorist
Original Poster
#41 Old 13th Apr 2013 at 8:35 PM Last edited by Sophie-David : 13th Apr 2013 at 10:41 PM.
You're welcome NixNivis.

I've been listening to some feedback and will be releasing a version of the fog that will be closer to the ground - more suitable for swirling around headstones!
Lab Assistant
THANKS POST
#42 Old 17th Apr 2013 at 11:30 PM
Thank you so much for another way to make my game and stories more entertaining.

I paired this with Psychosim's UFO helicopter replacement as described above and got some very amusing results. http://youtu.be/eJyiW5szYrs

Thanks again for creating some of the coolest stuff in my game ;-)
Theorist
Original Poster
#43 Old 18th Apr 2013 at 12:31 AM
Quote:
Originally Posted by BetsyJayne
Thank you so much for another way to make my game and stories more entertaining.

I paired this with Psychosim's UFO helicopter replacement as described above and got some very amusing results. http://youtu.be/eJyiW5szYrs

Thanks again for creating some of the coolest stuff in my game ;-)
Wow, that video was lots of fun - thanks for sharing!

I've been testing out lot based helicopters at different heights, so that each wave of machine comes in at three layers (if you use all three heights at once). This would be fun too if they were all UFOs, filling the sky in that way. That will be on the next 'Down from the Hood upload.

Quote:
Originally Posted by NixNivis
not to mention my graveyards that will be that much more eerie with some fog swirling around the headstones. Thank you very much for this!
I've done a lot of playing about with the cloud/fog effect, and although it is fully height adjustable above ground there is no way that this particular effect could be partially buried so that the fog would swirl around at gravestone height rather than completely blanketing all the buildings on the lot. Other effects can be partially buried, but not this one.
Field Researcher
#44 Old 18th Apr 2013 at 4:25 AM
These effects are just amazing, Sophie-David! Thank you so much! I wonder if the pigeons and crows could be recolored so they are all ravens/crows?

amor vincit omnia
Theorist
Original Poster
#45 Old 18th Apr 2013 at 9:15 PM
Quote:
Originally Posted by darkraven1753
These effects are just amazing, Sophie-David! Thank you so much! I wonder if the pigeons and crows could be recolored so they are all ravens/crows?
Thank you darkraven! I wouldn't try to go as far as differentiating ravens from crows, but I would very much like to default replace the Nightlife pigeons only with crows only. My particular interest is in the Sims 2 medieval game, and to me crows suit that atmosphere so much better than pigeons. My initial research seemed to indicate that it is impossible to this default replace this particular effect, but I haven't quite given up.
Top Secret Researcher
#46 Old 18th Apr 2013 at 10:22 PM
Well, I've seen the texture for the pigeons before, and as we have already established replacements seem to work with your mods. So a simple texture default replacement should do the trick. You just have to find the right texture.

Check out Omicron-Simtauri, my new space project!

Newest creation on my Livejournal: Fish with party hats: Garland and default
Looking for an Underground Station? thread on GoS
Grungy cars! thread on GoS latest: VW Type 2 Two-Tones
Theorist
Original Poster
#47 Old 19th Apr 2013 at 6:28 PM
Quote:
Originally Posted by Psychosim
Well, I've seen the texture for the pigeons before, and as we have already established replacements seem to work with your mods. So a simple texture default replacement should do the trick. You just have to find the right texture.
From what I've seen so far the pigeon effect is constructed in quite a different way from the helicopter effect. In any event it doesn't look like a simple DR, at least from what I've been able to learn to this point. But at the moment I'm focusing on a completer set for these effects, then I'll turn my attention to a possible transfiguration of pigeons.
Test Subject
THANKS POST
#48 Old 19th Apr 2013 at 9:19 PM
Awesome!!!
Test Subject
THANKS POST
#49 Old 21st Apr 2013 at 4:34 PM
I used a train one once and ive deleted the object but the train still rides through my lot..
Theorist
Original Poster
#50 Old 21st Apr 2013 at 8:00 PM
Quote:
Originally Posted by Daniiquee
I used a train one once and ive deleted the object but the train still rides through my lot..
I would guess that there may be a second copy of the train effect tile left on the lot - it may be hard to find if it blends in with the terrain. If you are referring to the steam train, it would take quite a while before it would reappear, so it would not be immediately obvious if it were gone or not.

Another approach is to simply delete the train file from the Downloads folder. In the case of the steam train the filename is sdSteamTrainFT.package and for the fast train its sdFastTrainsPets.package. When you reopen the lot you will see a patch of flowers where the effect used to be. Remove the flowers from within the game and then reinstall the train package in Downloads if you want it on other lots.
Page 2 of 5