Sims Legacy Collection โ€“ Creating CC

Creating Custom Content

Everything you need to create custom content for Sims 1 Legacy Collection

On this page
โ„น๏ธ This section is a work in progress โ€“ screenshots and additional tool instructions will be added. If something is unclear, ask on Simscord or r/thesims1.

These guides are written for the Sims Legacy Collection, but the technical foundation is the same as the original Sims 1. The file formats (BMP, CMX, SKN, IFF), the filename conventions, and the folder structure all carry over from the original release – Legacy mostly changes the install location and the renderer, not the content pipeline. That means CC, modding techniques, and troubleshooting steps from this guide should work in the original Sims 1 too, and content created for the original game should load in Legacy without changes. The community references these guides draw on predate Legacy by two decades and remain accurate for both versions – full list on the Sources & Credits page.

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What You Can Make

Choose a content type to get started

โ„น๏ธ Custom animations require advanced knowledge of BHAV scripting and the Simpose tool. They're covered on the IFF Hacking page.
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Tools Overview

Classic Maxis tools and modern Blender addons

What each tool does and where to get it

A note on Legacy Collection compatibility: the original Maxis tools (The Sims Creator, Home Crafter) need a registry key that Legacy Collection doesn't create. Each subpage has detailed setup instructions. The Secondhand-Feraligatr installer handles this for a selection of Maxis tools โ€“ but not every tool that exists. See the CC Troubleshooting registry fix for the manual method.

ToolUsed forLegacy fix neededGet it
The Sims CreatorClothing & head CC โ€“ provides body templates, exports .CMX/.SKN filesRegistry key onlyFeraligatr installer โ†—
Home CrafterWall coverings and floor tilesRegistry key + 16-bit + XP SP2Feraligatr installer โ†—
GIMPAll image editing and paintingNone โ€“ works standalonegimp.org โ†—
TransmogrifierCloning objects before retexturingNone โ€“ works standaloneSims Depot โ†—
IFF Pencil 2Object sprite replacementNone โ€“ works standaloneGitHub โ†—
Skin DoctorValidates skin files โ€“ catches colour depth errorsNone โ€“ works standaloneBeyondSims / Internet Archive
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Tutorials & Further Reading

RECOMMENDED Simblr.cc Retexture Tutorial
Step-by-step walkthrough using Sims 2 Body Shop textures as a source for Sims 1 clothing. The most up-to-date beginner guide available for skin creation.
Read Tutorial โ†—
COURSE Sims College Archive โ€“ Hacking Lessons
Archived lessons from the original SimsCollege.com covering BHAV scripting and object behaviour โ€“ useful context even if you're focused on visual CC.
Open Course Archive โ†—
The Sims Depot โ€“ Adding Skins & Meshes
Classic guide covering how skins and meshes relate in Sims 1, with tool setup notes.
View Guide โ†—
Sims 1 Tutorials โ€“ Awesome Expression
Advanced: custom animations and poses using Simpose. For experienced modders.
View Tutorial โ†—
The Sims Online Skin Conversions
TSO used the same skin mesh as Sims 1. A large archive of outfit textures is available and works directly โ€“ you already have the meshes.
See Retexture Tutorial โ†—
r/thesims1
Reddit community for Sims 1 players and modders. Good place to ask CC creation questions and share work.
Visit Subreddit โ†—
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Sharing Your CC

Where and how to make your creations available to other players

Once you have finished making your CC and tested it in-game, you might want to share it with the community. There are several free options for hosting your files, and a few things you should include with every release to make it easy for people to install and credit you properly.

Where to host your files

All of the options below are free. Pick whichever suits you best – many creators use more than one.

  • SimsFileShare – the most widely used file host in the Sims CC community. Direct download links, no account needed for downloaders, and files stay available long-term. Create a free account to upload.
  • GitHub – ideal if you want version history, changelogs, and a clean release page. Create a public repository, upload your files, and use the Releases feature to package each version. Downloaders get a zip with one click.
  • Tumblr – the Sims 1 community is active on Tumblr (often called "Simblr"). Post preview screenshots with a download link to SimsFileShare or another host. Good for visibility and discovery.
  • ModTheSims – the long-running Sims modding community has a dedicated Sims 1 section. Uploads go through a brief review process. Your CC gets a permanent page with screenshots, description, and comments.
  • Personal blog or site – WordPress, Weebly, and Wix all offer free tiers. Many Sims 1 CC creators run personal sites where they post all their work. Gives you full control over how your CC is presented.
  • Google Drive or Dropbox – quick and simple. Create a shared folder, drop your zip files in, and share the link. The downside is that links can break if you reorganise your folders, and there is no built-in preview or description page.

Where to list your CC for discovery

Hosting your files is one step – making sure people can find them is another. These community directories help players discover new CC:

  • Simblr.cc – has a Sims 1 mod submission system. Submit your CC and it appears in their searchable database alongside other creators' work.
  • SneakySims – maintains a CC database for The Sims 1. You can submit your creations for listing.
  • r/thesims1 – the Reddit community. Post your CC with screenshots and a download link. Good for getting feedback and building a following.

What to include in a release

A good CC release makes installation painless and gives downloaders the information they need. Include these with every upload:

  • The CC files themselves – the .iff, .bmp, .cmx, .skn, .wll, or .flr files that go into the game. Package them in a zip.
  • A readme – a short text file explaining what the CC is, which folder to install it into, and any requirements (does it need a specific expansion pack?). Even a few sentences helps.
  • A preview screenshot – show the CC in-game so people know what they are downloading. A screenshot of the object placed on a lot, the clothing on a Sim in CAS, or the wall/floor applied to a room. This is what makes people click "download."
  • Your Magic Cookie number and GUID – if you are sharing objects, include your cookie number in the readme so other creators can check for conflicts. The GUID is generated automatically by TMog from your cookie.

Credits and permissions

  • Credit mesh creators – if you painted a texture for someone else's custom mesh, credit them in your readme and download description. Link to their site if they have one.
  • State your permissions – let other creators know whether they can retexture your meshes, include your CC in lots they share, or repost your files. A simple line like "Feel free to retexture – just credit me and link back" or "Please do not reupload my files" is enough.
  • Texture sources – if you used textures from Poly Haven, ambientCG, or other sources, note this in your readme. Both of those are CC0 (no attribution required), but it is good practice to mention them anyway.
โ„น๏ธ For sharing objects online, get a Magic Cookie number from the community Magic Cookie Database (Google Sheet). This replaced the original TMog registry which no longer exists. One cookie is enough for all your creations – it generates up to 65,535 unique GUIDs.