Sims Legacy Collection โ€“ Terminology

Sims 1 Terminology

What people mean when they say CC, mods, hacking and everything else

On this page
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Why This Page Exists

If you've landed on a forum post, a mod readme, or a download page and found yourself unsure what something means, this page should clear it up.

โ„น๏ธ The Sims 1 community has been around since 2000 and has developed its own language over that time. Some terms mean something specific to this game that they don't mean anywhere else. Others are borrowed from broader gaming culture but used loosely. And a few are genuinely confusing because the same abbreviation means different things depending on context - "CC" being the main culprit.
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CC โ€“ Custom Content

CC Custom Content

In the Sims community, CC means Custom Content โ€“ any file made by a player (not Maxis/EA) that adds something visual to the game. This includes custom clothing, hairstyles, skin tones, furniture, wall coverings, floors, and objects.

CC is the catch-all term for things that change how the game looks without changing how it plays. A new outfit is CC. A custom sofa is CC. A wall pattern is CC.


โš ๏ธ Sims 1 CC vs The Sims Complete Collection (also abbreviated CC)

This is the main source of confusion. The Complete Collection was the original boxed set of The Sims 1 with all expansion packs included, released in 2005. Players and stores often abbreviated it to "The Sims CC" or just "CC".

If you're reading an old forum post or mod readme from the early 2000s and it mentions "CC", the author might mean the Complete Collection rather than custom content. A line like "works with Sims CC" most likely means the Complete Collection. A line like "drop this file in your CC folder" means custom content.

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Mod

Mod Modification

A mod is a file (or set of files) that changes how the game behaves. In Sims 1, this usually means a modified .iff file that alters an object's price, the carpool timing, how relationships decay, how quickly skills are gained, or similar gameplay values.

The distinction between a mod and CC gets blurry in Sims 1. A custom chair that looks different but works the same as the base game chair is really CC. A chair that's been edited so Sims gain Body skill by sitting in it is a mod. In practice, the community often uses "mod" and "CC" interchangeably for any downloaded file, so don't read too much into which word someone uses.

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Hacking

Hacking Object Hacking / IFF Hacking

In the Sims community, "hacking" has nothing to do with breaking into systems or doing anything illegal. It refers to opening and editing the game's object files - specifically .iff files โ€“ to change how objects work.

When someone says they've "hacked" an object, it means they've opened it in a tool like IFF Pencil 2, modified the values or scripts inside, and saved a new version. A "hack" is the resulting modified file.

The term comes from the earliest days of Sims modding when this kind of editing was novel and required genuine technical knowledge. It stuck even as the tools became much easier to use. Today "hacking" and "modding" are used interchangeably when people talk about editing game objects, even if no coding is involved.


So when you see "object hack", "gameplay hack" or a site calling itself a hacking resource โ€“ this is normal Sims community language for creating or editing gameplay mods. Nobody is doing anything untoward.

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IFF & FAR Files

IFF Interchange File Format

An .iff file is the core file format for Sims 1 objects. Every buyable item, piece of furniture, interactive object and most gameplay modifications exist as .iff files. The format is actually quite old โ€“ it was developed by EA and used across many of their games in the 1980s and 90s before The Sims adopted it.

An .iff file is essentially a container that holds multiple different resources bundled together:

  • Sprites – the images that make the object look right at every angle and zoom
  • BHAV scripts – the code that tells the game what the object does
  • Constants – price, skill gain rates, comfort values
  • Text – the object's name and catalog description

When modders talk about editing an object, they mean editing the contents of its .iff file.

FAR File Archive

A .FAR file is a bundle that contains multiple .iff files packed together. Think of it like a zip file, but one the game can read directly without you needing to unpack it. Many older mods and all of the Sims 1 expansion pack content is distributed as .FAR files.

Most modern mods come as loose .iff files rather than .FAR files, but you may still encounter them. Both go in the same Downloads\ folder and the game handles them the same way.

For full technical explanations of every file type used in The Sims 1 – including what's inside an IFF file and how each resource type works – see the ๐Ÿ—‚๏ธ File Reference page.

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Skins

Skins Body textures / Head textures

In Sims 1, "skins" refers specifically to the image files that make a Sim look the way they do - their clothing, body shape appearance, facial features and hair. These are bitmap (.BMP) files that get painted onto the 3D Sim body and head models.

Unlike later Sims games where clothing and hair are separate items with meshes, in Sims 1 the entire Sim is essentially one texture. A "skin" for an outfit means a complete body image โ€“ top, bottom and shoes all in one file. Hair is painted directly onto the head texture rather than being a separate item. This is why skin files must go in GameData\Skins\ with no subfolders โ€“ the game scans that one directory directly at load time.

When you see "skin download" on an old Sims 1 site, it means a new outfit, hairstyle or character appearance โ€“ not a separate mesh or item.

Skin Filename Prefixes How the game knows what type of outfit it is

Everything the game needs to know about a skin is encoded in its filename. The first letter tells the game what clothing category the skin belongs to - which dresser drawer it appears in, whether it's buyable at a clothing rack, and which expansion unlocked it.

PrefixTypeWhere it appearsRequires
CCranium (Head)Create-A-Sim head selectionBase game
BBody (Everyday)Dresser โ€“ everyday clothing drawerBase game
LLingerie (Pyjamas / Sleepwear)Buyable at clothing rack โ€“ sleepwear sectionHot Date
FFormalBuyable at clothing rack โ€“ formal sectionHot Date
SSwimwearBuyable at clothing rack โ€“ swimwear sectionHot Date
WWinterwearBuyable at clothing rack โ€“ winterwear sectionVacation
HHigh FashionBuyable at clothing rack โ€“ high fashion sectionSuperstar
HHand filesSim's hand texture (separate from body)Base game
xskin-Mesh file (.skn)Defines the 3D shape โ€“ paired with BMP texturesBase game

After the type prefix, the rest of the filename encodes (all run together, no spaces): mesh number (3 characters, e.g. 001, 300), gender (F = female, M = male, U = unisex), age (A = adult, C = child), body type (Fat / Fit / Skn / Chd – bodies only, not heads), skin tone (lgt / med / drk – BMP only, not in CMX/SKN), then an underscore and the identifier. Example: L300FAFitlgt_MySleepwear.bmp = Lingerie, mesh 300, female adult, fit body type, light skin tone.

Note on H: Both High Fashion and hand files start with H. The game distinguishes them by context โ€“ hand files are referenced directly in character files, while High Fashion skins appear in the clothing rack like other buyable types.

Buyable Skins & the SkinsBuy Folder Hot Date, Vacation, Superstar

The L, F, S, W and H prefixed skins are "buyable" - they don't appear in your Sim's home dresser but are instead purchased from a clothing rack on a community lot (introduced in Hot Date). This means your Sims have to visit a shopping lot to buy them, just like in real life.

In the original game and older installation guides, buyable skins were told to go in a separate SkinsBuy\ folder rather than the main Skins folder. In the Legacy Collection, this folder exists at ExpansionShared\SkinsBuy\.

Which folder should buyable skins go in for the Legacy Collection? Community testing confirms that the ExpansionShared\SkinsBuy\ folder is the correct location for buyable skins (L, F, S, W, H prefix) in the Legacy Collection. Dropping them in the regular GameData\Skins\ folder may work for some, but using the dedicated SkinsBuy folder is the more reliable approach. The no-subfolders rule applies to both locations.
Buyable skins do not appear in Create-A-Sim. This is intentional โ€“ the L, F, S, W and H categories are shopping-only outfits by design. Your Sim needs to visit a clothing rack on a community lot to purchase them. They will never show up in the dresser at home or in the initial character creator, regardless of which folder they're installed in. If you want a skin to be available in Create-A-Sim, it needs to have a B prefix (everyday). You can rename a buyable skin's files to use a B prefix to make it appear in CAS, but doing so removes it from the clothing racks entirely โ€“ it's one or the other.
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Complete Collection vs Legacy Collection

Complete Collection Sims CC / TCC

The Complete Collection was a boxed retail version of The Sims 1 released in 2005 that included the base game and all expansion packs available at the time. It was later updated to include Makin' Magic. Most players who played Sims 1 in its original era will have had the Complete Collection rather than individual discs.

Because it was abbreviated as "CC" or "Sims CC", this causes confusion when reading old modding guides that also use CC to mean custom content. If you're reading an old forum post or mod readme from the early 2000s and it mentions "CC", the author might mean the Complete Collection rather than custom content. A line like "works with Sims CC" most likely means the Complete Collection. A line like "drop this file in your CC folder" means custom content.

Legacy Collection The Sims 25 / LC

The Legacy Collection is the 2025 re-release of The Sims 1, available on Steam and the EA App. It includes the base game and all seven expansion packs, updated to run on Windows 10 and 11. This is the version this guide is written for.

The internal save file folder is named "The Sims 25" (referencing the 25th anniversary), which is why some paths on this guide reference that name. The Legacy Collection is functionally identical to the Complete Collection for modding purposes โ€“ the same folders, the same file types, just different root paths.

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Maxis Match

Maxis Match MM

Maxis Match is a style of custom content that deliberately matches the visual style of the original game assets โ€“ same colour palette, similar texture quality, comparable level of detail. CC described as "Maxis Match" looks like it could have shipped with the base game or an expansion pack. It fits naturally into the game world without standing out as obviously custom-made.

The opposite of Maxis Match is sometimes called "Alpha CC" or "high-res CC" โ€“ content made with much higher texture quality and detail than the original game. In Sims 1, because the base game uses 256-colour indexed bitmaps, most CC is inherently Maxis Match by necessity. The term becomes more relevant when looking at content that's been converted from later Sims games, which may look sharper or more detailed than the originals.


When browsing Sims 1 CC sites, "Maxis Match" or "MM" in a description or tag means the creator aimed to keep their work visually consistent with what Maxis produced โ€“ a useful shorthand for knowing whether a download will blend into your existing game.

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Other Terms You Might See

BHAV Behaviour
A BHAV is a behaviour script inside an .iff file that tells the game what an object does and how Sims interact with it. When modders talk about BHAV editing or BHAV scripting, they mean changing the logic that drives object interactions โ€“ the most advanced type of Sims 1 modding. You don't need to touch BHAVs to use most mods, but you do if you want to create new interactions from scratch.
Vulkan

Vulkan is a modern graphics API (Application Programming Interface) โ€“ the layer that sits between software and your GPU. The Legacy Collection replaced the original game's DirectDraw renderer with Vulkan, which is why Legacy requires a Vulkan-compatible GPU when the original could run on ancient hardware.

Most players never need to think about this unless the game refuses to launch with a "Vulkan Initialization Failed" error. This means either your GPU doesn't support Vulkan (older Intel integrated graphics) or your drivers need updating. See the Game Troubleshooting page for fixes.

Get Cool Stuff Official Maxis downloads

"Get Cool Stuff" was a section on the official Maxis/EA Sims website from 2000 to around 2003. It offered free official downloadable content โ€“ objects, skins, tools and pre-made houses โ€“ created by the Maxis team. These were never bundled with the game disc and had to be downloaded separately.

The Legacy Collection does not include this content, and the original .exe installers won't work because they look for the game at the old registry path. The community has archived all of it. See the About Legacy page for working download links.

WCIF Where Can I Find
WCIF is an acronym used across Sims forums meaning "Where Can I Find". You'll see it in forum thread titles like "WCIF: purple couch" or "WCIF: no bills mod". It's simply someone asking where to download a specific piece of CC or a mod they've seen.
Default Replacement
A default replacement is a mod that swaps out an existing Maxis base-game file with a modified version. Rather than adding something new to the game, it replaces something that's already there. A default replacement skin, for example, changes what the base Maxis Sims look like rather than adding new clothing options alongside them.
Cloning
Cloning means taking an existing game object and making a copy of it to modify. This is the standard starting point for creating new objects โ€“ you clone a Maxis original in Transmogrifier, then edit the copy rather than the original. This keeps the base game intact and means your mod doesn't break anything if it's removed.
Recolour also: Retexture
Changing the colours or pattern of an existing game object, skin, or wall/floor without altering its shape, behaviour, or stats. In Sims 1 modding, "recolour" was the original community term โ€“ you'll see it in older tutorials and download sites. This guide uses "retexture" because it more accurately describes the process (you're replacing the full texture image, not just swapping colours), but they mean the same thing.
Meshing

Creating or editing the 3D geometry (the shape) of a Sim's body, head, or an accessory, rather than just repainting its texture. Sims 1 body and head CC uses real 3D mesh files (SKN format) that get wrapped with a BMP texture. Objects (furniture, dรฉcor) are different – they are pre-rendered as 2D sprites, so object "meshing" means editing those sprite images rather than a 3D file.

For body and head CC, mesh editing requires tools like Blender + TS1 Blender IO (free) or MilkShape 3D + SKN2OBJ (classic paid tool). See the Custom Clothing Meshes guide for the full workflow.

Vertex plural: vertices
A single point in 3D space. A mesh is made up of many vertices connected together. Each vertex has a position (X, Y, Z coordinates – how far left/right, up/down, and forward/back from a centre point) and, in Sims 1 body meshes, a bone assignment that controls how it moves during animations. When you edit a mesh, you move vertices to reshape the 3D object.
Face in 3D modelling
A triangle formed by connecting three vertices. Faces are the visible surface of a 3D mesh – the game wraps your BMP texture image over these triangles to create the clothed appearance. Every body mesh is made up of hundreds of these triangles. Not to be confused with the Sim's face (head/facial features), which is a separate concept.
Wireframe
A view of a 3D mesh that shows only the edges (lines between vertices) without any texture or fill. In a wireframe view you can see the full structure of a mesh – how many faces it has, where the vertices are, and how the geometry is laid out. 3D editors like Blender and MilkShape let you switch between solid and wireframe display.
UV Mapping
How a flat 2D image (the BMP texture) is projected onto a 3D shape. Think of it like wrapping a world map (flat paper) around a globe – you have to cut and distort it to cover the sphere. Each vertex in the mesh has a UV coordinate that says "this 3D point corresponds to this pixel on the flat texture." In Sims 1 body skins, the UV layout determines which part of the 256×256 BMP wraps around the torso, arms, and legs. When you start from an existing Maxis BMP, the UV layout is already set correctly.
Bone Weights
How much influence each skeleton bone has over each vertex during animations. A vertex on the upper arm might be 100% controlled by the arm bone, or it might be shared – 70% arm, 30% shoulder – so it blends smoothly between the two during movement. In Sims 1, body mesh vertices each have a bone assignment that controls them during animations (walking, sitting, waving). You rarely need to change bone weights when retexturing, but mesh editing may require checking that moved vertices are still assigned to the correct bones.
Simmer
Just the community word for someone who plays The Sims. Widely used across all generations of the game.
EP Expansion Pack
EP stands for Expansion Pack. The Sims 1 had 7 EPs: Livin' Large, House Party, Hot Date, Vacation, Unleashed, Superstar and Makin' Magic. When a mod readme says "requires EP5" it means Unleashed (the 5th expansion). The numbering isn't always consistent across sources, so it's worth checking what each number refers to in context. The Legacy Collection includes all 7.
CMX Character File

A plain-text configuration file that links a skin texture to a 3D mesh and attaches any accessory meshes. Every Sim body, head, or accessory needs a matching CMX for it to appear in the game. You can open a CMX in Notepad and edit it by hand – no special tools required – which is what makes things like duplicating, renaming, and moving outfits between categories possible without re-exporting from a tool.

The name written on line 5 of the CMX must exactly match the filename on disk, or the game will ignore the file silently. See the Editing CMX Files section for the structure and worked examples.

SKN Skin mesh file
A plain-text 3D mesh file containing the geometry for a body, head, or accessory. Every skin texture (BMP) needs a matching SKN for the game to have something to wrap the texture around. The first line inside the SKN is the filename (no extension) and the second line is either a default texture name or a single lowercase x. File format defined in the community-maintained file format documentation.
BCF Binary Character File
The compiled binary version of a CMX file. FAR archives packed by Maxis contain BCF files rather than CMX, which is why they are not readable in Notepad. Community tools can convert between the two when needed. Animation files (CFP) have their own binary format. Skeleton files are distributed as .bcf inside GameData\Animation\Animation.far.
BMF Binary Mesh File
The compiled binary version of a SKN file. Some older content ships with meshes as BMF inside FAR archives. To edit a BMF you first convert it to SKN format with a converter tool, edit it normally, then – if you need to repack it – convert it back. Most modern Sims 1 CC ships as plain SKN, so BMF is uncommon and mostly encountered when extracting content from older packs.
BMP Bitmap texture

The Windows bitmap image format used for every skin texture in The Sims 1. BMPs have to be saved as 8-bit Indexed with a 256-colour palette or fewer – 24-bit (truecolour) BMPs will show up as a solid white silhouette in Create-A-Sim. Common sizes:

  • 256×256 for adult body textures
  • 128×128 for head textures
  • 64×64 for hand textures
  • 32×32 for small accessories

Non-square BMPs will not display – the game rejects them without an error.

xskin- SKN filename prefix
Every Sims 1 body and head mesh filename starts with xskin-. The part after the dash encodes the mesh code, an identifier, and which part of the skeleton the mesh attaches to (for example xskin-B300FAFit_01-PELVIS-BODY.skn). The xskin- prefix itself does not change – do not rename it, or the file stops working.
Identifier Skin name / label
The part of a skin filename that comes after the underscore. In B300FAFitlgt_RedDress.bmp, the identifier is RedDress. The identifier is how you distinguish between skins that otherwise share the same body code – it is the bit you choose yourself when making new content. Multiple BMPs with different identifiers but the same code all use the same CMX and mesh.
GUID Global Unique Identifier
An eight-character hexadecimal identifier that tags every unique object in the game. Two objects with the same GUID collide – only one of them will load. When you clone a Maxis object in Transmogrifier you get asked for a Magic Cookie, and the tool combines that with a random number to generate a fresh GUID for the clone. See the Magic Cookie section for how the system works.
Magic Cookie
A unique number registered to a CC creator. Transmogrifier uses it as the base seed when generating GUIDs so that two creators cannot accidentally produce objects with the same GUID. One Magic Cookie can generate up to 65,535 unique object GUIDs. The original Maxis cookie registry went offline years ago; the community now maintains a replacement database. See the Magic Cookie section.
BCON Behaviour Constants
A block of numeric values inside an IFF file that controls how an object behaves – skill-gain rates, motive effects, prices, timings. Editing BCON values is the easiest type of IFF hack because nothing runs as code: you just change numbers. Many gameplay mods are nothing more than a handful of BCON changes.
STR# String table
A list of text strings inside an IFF file, each numbered. STR# tables hold things like animation names, dialog lines, and item descriptions. Editing a STR# is how you change text that appears on screen when a Sim uses an object.
PALT Palette
The 256-colour palette block inside an object’s IFF file. Every SPR2 sprite in the same object shares one PALT. Transmogrifier and other retexturing tools handle PALT automatically during export and import; direct editing is rare.
SPR2 Sprite data
The actual pre-rendered images of an object on the lot, stored as a series of frames covering each rotation and zoom level. Sims 1 objects are displayed as 2D sprites rather than real-time 3D, which is why retexturing an object means editing its SPR2 sprites (via Transmogrifier) rather than editing a 3D model.
OBJD Object Definition
The master record inside an IFF file that identifies an object: its GUID, price, catalogue category, and pointers to the BHAV trees that run when interacted with. Multi-tile objects have one OBJD per tile plus a master OBJD tying them together.
TTAB / TTAs Pie menu table / Pie menu labels
TTAB is the resource inside an IFF file that defines an object’s pie menu options – which interactions the object offers, which BHAV runs for each, the motive influence, and autonomy settings. TTAs holds the text labels shown on each pie menu option (for example “Sit”, “Study Cooking”). The two are paired one-to-one.
SimAntics
The scripting system used to write BHAVs. It is an instruction set specific to The Sims 1, running on a simple virtual machine built into the game. Each instruction is called a primitive – they range from basic decisions (“is Hunger below 30?”) to complex actions (“play this animation on this Sim and wait for it to finish”). Writing or editing SimAntics is what people mean when they talk about “BHAV hacking”.
Accessory in mesh terminology
Any 3D mesh that is not a body, head, or hand – glasses, hats, hair that is not part of the head mesh, capes, wings. Accessories are attached to an existing Sim by adding extra lines to a CMX file: a body-part to attach to (HEAD, PELVIS, R_HAND, and so on), the mesh name, and two zero lines. Where the accessory attaches determines whether it moves with the head, the body, or a specific hand during animations.
Bodystring
The section of a Sim’s character IFF file that lists which skins and meshes the Sim is currently wearing – one entry per dress style (normal, formal, swimwear, sleepwear, and so on). When a mod or CC affects what a Sim wears, it is usually touching the bodystring.
Dress style
Each of the outfit categories a Sim can switch between: everyday, formal, swimwear, sleepwear, winter wear, high fashion, plus the nude default underneath. Each dress style is a separate skin + mesh + CMX set in the Sim’s bodystring, which is why you can change one without affecting the others.
NPC Non-Playable Character
A Sim the game controls rather than the player. Examples: the Maid, the Repair Person, the Paperboy, the Grim Reaper, the Mailperson. NPCs have their own character IFF files separate from playable Sims, which is why NPC mods typically edit specific IFF files rather than a generic behaviour.