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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?) - 4 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: 316 · 30th May 2010
673.3 KB 316 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: 3,497 · 24th Apr 2009
669.7 KB 3,497 24th Apr 2009
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
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157 Comments / Replies (Who?) - 137 Feedback Posts, 15 Thanks Posts
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Test Subject
#151 Old 28th Aug 2014 at 3:51 AM
The exe file is on the desk top; the other contents are in the SimPE folder (Computer>Windows8_OS(C>Program Files(x86)>SimPE).

Most if not all of the ddl files were already in that folder. The tgi.xml was placed into the Data folder.

(Thanks for the quick response!)
Site Helper
Original Poster
#152 Old 28th Aug 2014 at 3:53 PM
You need to have all of the files extracted to a folder on your hard drive. Anything else will fail.
Test Subject
#153 Old 29th Aug 2014 at 3:42 AM
Gah! I feel like such a fool! Thanks, you're the best!
Test Subject
#154 Old 11th Jul 2017 at 6:19 PM

The first time I used GridAdjuster it worked beautifully. Every time since then I try to use it and this happens.
What I've tried:
- Deleting the lot and rebuilding on the same spot.
- Deleting the lot and rebuilding on a different lot.
- Deleting the lot and rebuilding in a new neighbourhood.
- Deleting the lot, restarting the computer and rebuilding.
- (In GridAdjuster) selecting the suggested settings, reducing wall height to -12, selected and unselected Relative to current elevations, selected and unselected Versioned backups.
- Deleting and replacing GridAdjuster.
- Removing all downloads from TS2 Downloads folder (except Muse's Invisible Tiles)

In the photo you'll notice there are some random floor tiles on the ground in front of the test lot. I added those only on this attempt to make absolutely sure and to show whoever is able to help that I am 10 spaces away from the road (if I understood correctly that the building must be 10 spaces away).
#155 Old 27th Jan 2019 at 2:45 PM
I added this note to a post on using GA and thought it might be useful in case anyone is working through the instructions through this thread. It helps to clarify the counting needed to use GA for no-slope basements.
Lab Assistant
#156 Old 3rd May 2019 at 10:51 AM
Default Basement for an already built 2-storey house with no foundation?
Hi everyone who still plays or reads here

I've been trying for hours to successfully add a basement to a house with the GridAdjuster. From what I undertsand, it seems like it is possible to create a basement like this on an existing house. Unless I am mistaken?

I think I have finally figured out the placement numbers. Unfortunately, my house keeps stretchig down the third floor, or the third floor will retain the walls but the entire house will lose its floors, etc.

Here are some screenshots to show what I'm talking about, but first, here are the numbers I used for this attempt:

Levels - (I can't recall, I kept trying different things)
Depth: 12-18
Width: 3-8
Pattern: Basement
Elevation: -14 (I have tried -12 previously but that also did not work)

The house is 2 floors, no foundation, on a 1x1 grid lot. I have read the square count posts multiple times and after many failures it looks like the ditch is in the right place, it just sinks my whole house and I'm not able to build any floors, walls, or go below ground level even though there's a canyon beneath.

If anyone could please point me in the right direction, I would truly appreciate it!!

ETA: The Top down view is how the house should look without any basement attempts.
Screenshots - my new Sims page, mods & Quarantine Challenge.
Test Subject
#157 Old 30th Apr 2020 at 7:19 PM
Hey guys, I could really use a little hint from you concerning this program.

I downloaded it and have been trying for hours to create a no-slope basement and I succeeded. The problem, however, is that my sims can NEVER enter the building, even if I somehow managed to get the door from the second floor (moved to ground floor via the basement shift) to the correct spot. I used a tick level of 16 to lower my building and it seems as if the house and the floor perfectly match, but still the sims always fail to enter the building. I am also unable to put regular doors on the wall after having sunk the building into the ground with the program.

My settings:
Level: I chose the correct depth and with, the building is perfectly under the ground, no boundaries anywhere else
pattern: basement
elevation: -16
"remove basement" and "advanced options" UNchecked
add per level (clicks): 16
versioned backups and clicks checked.

I would be very thankful for any advice!
Yours, Fnk
Lab Assistant
#158 Old 24th Oct 2020 at 6:00 PM
thank you for the ability for no-slope basements. Mootilda, you did a great job. Thanks for all your contributions.
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