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		<title><![CDATA[LeeFish - Work in Progress]]></title>
		<link>https://www.leefish.nl/mybb/</link>
		<description><![CDATA[LeeFish - https://www.leefish.nl/mybb]]></description>
		<pubDate>Thu, 30 Apr 2026 04:56:02 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Creating Pie Menu for Hidden Interaction]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=10346</link>
			<pubDate>Sun, 15 Sep 2024 12:51:39 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=10346</guid>
			<description><![CDATA[Hi there!<br />
Me Burak Khan.<br />
I am Sims 2 Player for over 10 years.<br />
I stuck in creating new Pie Menu of Hidden Interactions.<br />
I wanna make visible Pie Menu out of the Hidden Interactions.<br />
Please help me to make new Pie Menu for the Sims 2.<br />
Yours Sincerely.]]></description>
			<content:encoded><![CDATA[Hi there!<br />
Me Burak Khan.<br />
I am Sims 2 Player for over 10 years.<br />
I stuck in creating new Pie Menu of Hidden Interactions.<br />
I wanna make visible Pie Menu out of the Hidden Interactions.<br />
Please help me to make new Pie Menu for the Sims 2.<br />
Yours Sincerely.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Puzzled]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=9562</link>
			<pubDate>Mon, 10 May 2021 04:12:36 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=9562</guid>
			<description><![CDATA[Did a reinstall of my game cause it kept crashing when I tried to access my collections If I clicked on one, or tried to organize collection files, the game crashed. Once reinstall done, checked, and the problem is still here. I don't understand - game is not giving me any clues. I could play a bit not using collections, but they are a tool I depend on, and the constant crashing is frustrating me -- especially after the load tomes, and I'm not using nearly as much CC as I usually do. Any ideas? Any idea where to even look for a clue to whats wrong? Any help is very welcome     Deb/Altanna]]></description>
			<content:encoded><![CDATA[Did a reinstall of my game cause it kept crashing when I tried to access my collections If I clicked on one, or tried to organize collection files, the game crashed. Once reinstall done, checked, and the problem is still here. I don't understand - game is not giving me any clues. I could play a bit not using collections, but they are a tool I depend on, and the constant crashing is frustrating me -- especially after the load tomes, and I'm not using nearly as much CC as I usually do. Any ideas? Any idea where to even look for a clue to whats wrong? Any help is very welcome     Deb/Altanna]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[5 Vacation Related Mods]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=9503</link>
			<pubDate>Fri, 05 Mar 2021 11:28:21 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=9503</guid>
			<description><![CDATA[<a href="https://www.picknmixmods.com/Sims2/Downloads/GesturesFromMagazines/GesturesFromMagazines.html" target="_blank">Learn Gestures From Magazines</a> - while reading a magazine there is a small chance of learning the basics of a vacation skill.<br />
			<br />
<a href="https://www.picknmixmods.com/Sims2/Downloads/MahJongWants/MahJongWants.html" target="_blank">Mah Jong Satisfies "Play With" Wants</a> - a simple fix to the Mah Jong table to satisfy any wants to "Play With" one of the other players.<br />
			<br />
<a href="https://www.picknmixmods.com/Sims2/Downloads/MoreSpecialCollectionSouvenirs/MoreSpecialCollectionSouvenirs.html" target="_blank">More Special Collection Souvenirs</a> - increases the number of mementos that count towards the special collections when placed on the 'ShowMeOff Rack of Glory'.<br />
			<br />
<a href="https://www.picknmixmods.com/Sims2/Downloads/SecretMapsAsSouvenirs/SecretMapsAsSouvenirs.html" target="_blank">Secret Maps As Souvenirs</a> - maps to the associated secret lot for a holiday destination can occasionally appear for sale in a souvenir rack.<br />
			<br />
<a href="https://www.picknmixmods.com/Sims2/Downloads/MementosOnShelves/MementosOnShelves.html" target="_blank">Vacation Mementos On Shelves</a> - mementos such as the pirate doubloon and secret maps can be placed on shelves.]]></description>
			<content:encoded><![CDATA[<a href="https://www.picknmixmods.com/Sims2/Downloads/GesturesFromMagazines/GesturesFromMagazines.html" target="_blank">Learn Gestures From Magazines</a> - while reading a magazine there is a small chance of learning the basics of a vacation skill.<br />
			<br />
<a href="https://www.picknmixmods.com/Sims2/Downloads/MahJongWants/MahJongWants.html" target="_blank">Mah Jong Satisfies "Play With" Wants</a> - a simple fix to the Mah Jong table to satisfy any wants to "Play With" one of the other players.<br />
			<br />
<a href="https://www.picknmixmods.com/Sims2/Downloads/MoreSpecialCollectionSouvenirs/MoreSpecialCollectionSouvenirs.html" target="_blank">More Special Collection Souvenirs</a> - increases the number of mementos that count towards the special collections when placed on the 'ShowMeOff Rack of Glory'.<br />
			<br />
<a href="https://www.picknmixmods.com/Sims2/Downloads/SecretMapsAsSouvenirs/SecretMapsAsSouvenirs.html" target="_blank">Secret Maps As Souvenirs</a> - maps to the associated secret lot for a holiday destination can occasionally appear for sale in a souvenir rack.<br />
			<br />
<a href="https://www.picknmixmods.com/Sims2/Downloads/MementosOnShelves/MementosOnShelves.html" target="_blank">Vacation Mementos On Shelves</a> - mementos such as the pirate doubloon and secret maps can be placed on shelves.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Better "Clean Up" of trash items]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=9490</link>
			<pubDate>Tue, 16 Feb 2021 10:43:45 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=9490</guid>
			<description><![CDATA[Why do Sims make multiple trips to the bin to throw-away junk-food cartons, but will stack dishes before heading to the sink?<br />
<br />
Why do Sims throw out a single old newspaper only to have to trek all the way back across the lot to throw out the other old one that was next to it?<br />
<br />
Two mods to make Sims clean up quicker (oh, and if you leave if for the maid, reduce her bill as you won't be paying for her daily work-out class!)<br />
<br />
<a href="http://www.picknmixmods.com/Sims2/Downloads/DisposeJunkFoodTogether/DisposeJunkFoodTogether.html" target="_blank">Dispose Junk Food Together</a> - Sims will collect all junk food in the room and then make a single trip to the waste bin.<br />
<br />
<a href="http://www.picknmixmods.com/Sims2/Downloads/DisposeNewspapersTogether/DisposeNewspapersTogether.html" target="_blank">Dispose Newspapers Together</a> - Sims will collect all newspapers on the lot and recycle/compost them in a single trip to the bin.]]></description>
			<content:encoded><![CDATA[Why do Sims make multiple trips to the bin to throw-away junk-food cartons, but will stack dishes before heading to the sink?<br />
<br />
Why do Sims throw out a single old newspaper only to have to trek all the way back across the lot to throw out the other old one that was next to it?<br />
<br />
Two mods to make Sims clean up quicker (oh, and if you leave if for the maid, reduce her bill as you won't be paying for her daily work-out class!)<br />
<br />
<a href="http://www.picknmixmods.com/Sims2/Downloads/DisposeJunkFoodTogether/DisposeJunkFoodTogether.html" target="_blank">Dispose Junk Food Together</a> - Sims will collect all junk food in the room and then make a single trip to the waste bin.<br />
<br />
<a href="http://www.picknmixmods.com/Sims2/Downloads/DisposeNewspapersTogether/DisposeNewspapersTogether.html" target="_blank">Dispose Newspapers Together</a> - Sims will collect all newspapers on the lot and recycle/compost them in a single trip to the bin.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Replacement School Minibus]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=9461</link>
			<pubDate>Mon, 11 Jan 2021 20:48:41 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=9461</guid>
			<description><![CDATA[Being British, the big yellow school bus in The Sims 2 really jars in my neighbourhoods.  Most children in my part of the world walk to school, while those that are bussed to school tend to be picked up in people carriers or 12-seat minivans.<br />
<br />
It also bugs me that sim parents in low-level Education career jobs do not travel to work with their off-spring.<br />
<br />
I've been meaning to fix these gripes for a long, long time - hence these mods.<br />
<br />
The minibus is a <span style="font-style: italic;">replacement</span> for the standard big yellow school bus.<br />
<br />
In addition, it can be set as the carpool vehicle for low-level adult Education jobs.<br />
<br />
<img src="https://www.picknmixmods.com/Sims2/Downloads/SchoolMinibus/SchoolMinibus03.jpg" border="0" alt="[Image: SchoolMinibus03.jpg]" /><br />
<br />
Four colour options are provided along with three driver uniforms (more of both can be added) and the selected colour/uniform is saved on a per family basis.<br />
<br />
Even though there are only three usable seats, it can cope with any number of children in the family! <a href="http://www.picknmixmods.com/Sims2/Downloads/SchoolMinibus/Hoard_TeensAndChildren_ToSchool.mp4" target="_blank">Video</a><br />
<br />
Full details can be found <a href="https://www.picknmixmods.com/Sims2/Downloads/SchoolMinibus/SchoolMinibus.html" target="_blank">here</a>.<br />
<br />
An adult Education career using it as the carpool is available <a href="https://www.picknmixmods.com/Sims2/Downloads/AltEducationCareer/AltEducationCareer.html" target="_blank">here</a>. <br />
<br />
A mod to make sims walk to school can be found <a href="https://www.picknmixmods.com/Sims2/Downloads/AutoWalkToSchool/AutoWalkToSchool.html" target="_blank">here</a><br />
<br />
A mod to make sims walk to work can be found <a href="https://www.picknmixmods.com/Sims2/Downloads/AutoWalkToWork/AutoWalkToWork.html" target="_blank">here</a><br />
<br />
Enjoy.<br />
<br />
William]]></description>
			<content:encoded><![CDATA[Being British, the big yellow school bus in The Sims 2 really jars in my neighbourhoods.  Most children in my part of the world walk to school, while those that are bussed to school tend to be picked up in people carriers or 12-seat minivans.<br />
<br />
It also bugs me that sim parents in low-level Education career jobs do not travel to work with their off-spring.<br />
<br />
I've been meaning to fix these gripes for a long, long time - hence these mods.<br />
<br />
The minibus is a <span style="font-style: italic;">replacement</span> for the standard big yellow school bus.<br />
<br />
In addition, it can be set as the carpool vehicle for low-level adult Education jobs.<br />
<br />
<img src="https://www.picknmixmods.com/Sims2/Downloads/SchoolMinibus/SchoolMinibus03.jpg" border="0" alt="[Image: SchoolMinibus03.jpg]" /><br />
<br />
Four colour options are provided along with three driver uniforms (more of both can be added) and the selected colour/uniform is saved on a per family basis.<br />
<br />
Even though there are only three usable seats, it can cope with any number of children in the family! <a href="http://www.picknmixmods.com/Sims2/Downloads/SchoolMinibus/Hoard_TeensAndChildren_ToSchool.mp4" target="_blank">Video</a><br />
<br />
Full details can be found <a href="https://www.picknmixmods.com/Sims2/Downloads/SchoolMinibus/SchoolMinibus.html" target="_blank">here</a>.<br />
<br />
An adult Education career using it as the carpool is available <a href="https://www.picknmixmods.com/Sims2/Downloads/AltEducationCareer/AltEducationCareer.html" target="_blank">here</a>. <br />
<br />
A mod to make sims walk to school can be found <a href="https://www.picknmixmods.com/Sims2/Downloads/AutoWalkToSchool/AutoWalkToSchool.html" target="_blank">here</a><br />
<br />
A mod to make sims walk to work can be found <a href="https://www.picknmixmods.com/Sims2/Downloads/AutoWalkToWork/AutoWalkToWork.html" target="_blank">here</a><br />
<br />
Enjoy.<br />
<br />
William]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Sims 2 Tools Project]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=9437</link>
			<pubDate>Sat, 12 Dec 2020 14:36:00 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=9437</guid>
			<description><![CDATA[Took a break from BHAV mangling to write some C# code ...<br />
<br />
<span style="font-weight: bold;">Sims2Tools Project</span><br />
The Sims2Tools Project consists of two libraries and three applications<ul>
<li>DBFF Library</li>
<li>Utils Library</li>
<li>DBPF Viewer Application</li>
<li>BHAV Finder Application</li>
<li>HCDU Plus Application<br />
</li></ul>
<span style="font-weight: bold;">DBPF Library</span><br />
The DBPF Library is a set of classes for reading "The Sims 2" DBPF (.package) files.  It can extract both uncompressed and compressed <a href="https://modthesims.info/wiki.php?title=List_of_Sims_2_Formats_by_Name" target="_blank">resources</a> of types BCON, BHAV, CTSS, GLOB, OBJD, OBJf, STR#, TPRP, TRCN, TTAB, TTAs and VERS - ie all the ones of use to coding modders.<br />
<br />
<span style="font-weight: bold;">Utils Library</span><br />
The Utils Library is a set of classes to support development of applications that use the DBPF Library providing classes for registry persistence, MRU lists and common dialogs (about, configuration and progress)<br />
<br />
<span style="font-weight: bold;">DBPF Viewer Application</span><br />
The <a href="https://www.picknmixmods.com/Sims2/Notes/DbpfViewer/DbpfViewer.html" target="_blank">DBPF Viewer</a> is a simple application to display the contents of a DBPF (.package) file.  It was written primarily as a testing application for the DBPF Library, but also supports exporting resources as XML (either to the clipboard or to a file)<br />
<br />
<img src="https://www.picknmixmods.com/Sims2/Notes/DbpfViewer/DbpfViewer01.jpg" border="0" alt="[Image: DbpfViewer01.jpg]" /><br />
<br />
<span style="font-weight: bold;"> BHAV Finder Application</span><br />
The Simantics Resource Finder in <a href="https://modthesims.info/showthread.php?t=630456" target="_blank">SimPE</a> (Tools -&gt; PJSE -&gt; Simantics Resource Finder...) is very good at what it does, but doesn't quite measure up if you want to dig into the Maxis game code, for example, when searching for code snippets that use primitives in a certain way, or link to specific strings (eg animations).<br />
<br />
The <a href="https://www.picknmixmods.com/Sims2/Notes/BhavFinder/BhavFinder.html" target="_blank">BHAV Finder</a> application is my attempt to make spelunking in the game code more productive.  Recently, I have wanted to be able to answer questions such as, which BHAVs ...<ul>
<li>use the old version of the relationship primitive</li>
<li>use TNS Style 0x05 (see <a href="https://www.picknmixmods.com/Sims2/Notes/TnsStyle5/TnsStyle5.html" target="_blank">here</a>)</li>
<li>create the "Token - Poison Ivy" object</li>
<li>access the Lot Inventory</li>
<li>call "Want Satisfy - Kiss" in the SofaSocialGlobals</li>
<li>use the firefly jar animations<br />
</li></ul>
BHAV Finder was written to provide the answers.<br />
<br />
<img src="https://www.picknmixmods.com/Sims2/Notes/BhavFinder/Answer3_1.jpg" border="0" alt="[Image: Answer3_1.jpg]" /><br />
<br />
<span style="font-weight: bold;">HCDU Plus Application</span><br />
The <a href="http://www.leefish.nl/mybb/showthread.php?tid=2063" target="_blank">Hack Conflict Detection Utility</a> (HCDU) is an essential tool when using mods, but it does have some shortcomings<br />
<ol type="1">
<li>it doesn't consider STR#, OBJD, OBJf or other resources</li>
<li>it can't be told which folder to start in</li>
<li>it can't be told to ignore known conflicts (eg all the InTeenimater flavor paks)</li>
<li>it reports conflicts at the resource (BHAV, BCON and STR#) level and not at the package level (it's usually enough to know that "InTeenimater_FlavorPak_BackToSchool.package" conflicts with "InTeenimater_B.package" without giving the eleven resources that conflict)<br />
</li></ol>
<br />
The <a href="https://www.picknmixmods.com/Sims2/Notes/HcduPlus/HcduPlus.html" target="_blank">HCDU Plus</a> application is my attempt to remedy these.<br />
<br />
<img src="https://www.picknmixmods.com/Sims2/Notes/HcduPlus/HcduPlus01.jpg" border="0" alt="[Image: HcduPlus01.jpg]" /><br />
<br />
Full source code is available on <a href="https://github.com/whoward69/Sims2Tools" target="_blank">GitHub</a>]]></description>
			<content:encoded><![CDATA[Took a break from BHAV mangling to write some C# code ...<br />
<br />
<span style="font-weight: bold;">Sims2Tools Project</span><br />
The Sims2Tools Project consists of two libraries and three applications<ul>
<li>DBFF Library</li>
<li>Utils Library</li>
<li>DBPF Viewer Application</li>
<li>BHAV Finder Application</li>
<li>HCDU Plus Application<br />
</li></ul>
<span style="font-weight: bold;">DBPF Library</span><br />
The DBPF Library is a set of classes for reading "The Sims 2" DBPF (.package) files.  It can extract both uncompressed and compressed <a href="https://modthesims.info/wiki.php?title=List_of_Sims_2_Formats_by_Name" target="_blank">resources</a> of types BCON, BHAV, CTSS, GLOB, OBJD, OBJf, STR#, TPRP, TRCN, TTAB, TTAs and VERS - ie all the ones of use to coding modders.<br />
<br />
<span style="font-weight: bold;">Utils Library</span><br />
The Utils Library is a set of classes to support development of applications that use the DBPF Library providing classes for registry persistence, MRU lists and common dialogs (about, configuration and progress)<br />
<br />
<span style="font-weight: bold;">DBPF Viewer Application</span><br />
The <a href="https://www.picknmixmods.com/Sims2/Notes/DbpfViewer/DbpfViewer.html" target="_blank">DBPF Viewer</a> is a simple application to display the contents of a DBPF (.package) file.  It was written primarily as a testing application for the DBPF Library, but also supports exporting resources as XML (either to the clipboard or to a file)<br />
<br />
<img src="https://www.picknmixmods.com/Sims2/Notes/DbpfViewer/DbpfViewer01.jpg" border="0" alt="[Image: DbpfViewer01.jpg]" /><br />
<br />
<span style="font-weight: bold;"> BHAV Finder Application</span><br />
The Simantics Resource Finder in <a href="https://modthesims.info/showthread.php?t=630456" target="_blank">SimPE</a> (Tools -&gt; PJSE -&gt; Simantics Resource Finder...) is very good at what it does, but doesn't quite measure up if you want to dig into the Maxis game code, for example, when searching for code snippets that use primitives in a certain way, or link to specific strings (eg animations).<br />
<br />
The <a href="https://www.picknmixmods.com/Sims2/Notes/BhavFinder/BhavFinder.html" target="_blank">BHAV Finder</a> application is my attempt to make spelunking in the game code more productive.  Recently, I have wanted to be able to answer questions such as, which BHAVs ...<ul>
<li>use the old version of the relationship primitive</li>
<li>use TNS Style 0x05 (see <a href="https://www.picknmixmods.com/Sims2/Notes/TnsStyle5/TnsStyle5.html" target="_blank">here</a>)</li>
<li>create the "Token - Poison Ivy" object</li>
<li>access the Lot Inventory</li>
<li>call "Want Satisfy - Kiss" in the SofaSocialGlobals</li>
<li>use the firefly jar animations<br />
</li></ul>
BHAV Finder was written to provide the answers.<br />
<br />
<img src="https://www.picknmixmods.com/Sims2/Notes/BhavFinder/Answer3_1.jpg" border="0" alt="[Image: Answer3_1.jpg]" /><br />
<br />
<span style="font-weight: bold;">HCDU Plus Application</span><br />
The <a href="http://www.leefish.nl/mybb/showthread.php?tid=2063" target="_blank">Hack Conflict Detection Utility</a> (HCDU) is an essential tool when using mods, but it does have some shortcomings<br />
<ol type="1">
<li>it doesn't consider STR#, OBJD, OBJf or other resources</li>
<li>it can't be told which folder to start in</li>
<li>it can't be told to ignore known conflicts (eg all the InTeenimater flavor paks)</li>
<li>it reports conflicts at the resource (BHAV, BCON and STR#) level and not at the package level (it's usually enough to know that "InTeenimater_FlavorPak_BackToSchool.package" conflicts with "InTeenimater_B.package" without giving the eleven resources that conflict)<br />
</li></ol>
<br />
The <a href="https://www.picknmixmods.com/Sims2/Notes/HcduPlus/HcduPlus.html" target="_blank">HCDU Plus</a> application is my attempt to remedy these.<br />
<br />
<img src="https://www.picknmixmods.com/Sims2/Notes/HcduPlus/HcduPlus01.jpg" border="0" alt="[Image: HcduPlus01.jpg]" /><br />
<br />
Full source code is available on <a href="https://github.com/whoward69/Sims2Tools" target="_blank">GitHub</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Hobby Magazine Racks]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=9387</link>
			<pubDate>Wed, 21 Oct 2020 11:26:57 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=9387</guid>
			<description><![CDATA[Two magazine racks, one floor standing and one for a counter, that sell the ten hobby magazines<br />
<br />
<a href="http://www.picknmixmods.com/Sims2/Downloads/HobbyMagazineRacks/HobbyMagazineRacks.html" target="_blank">http://www.picknmixmods.com/Sims2/Downlo...Racks.html</a><br />
<br />
<img src="http://www.picknmixmods.com/Sims2/Downloads/HobbyMagazineRacks/HobbyMagazineRacks01.jpg" border="0" alt="[Image: HobbyMagazineRacks01.jpg]" />]]></description>
			<content:encoded><![CDATA[Two magazine racks, one floor standing and one for a counter, that sell the ten hobby magazines<br />
<br />
<a href="http://www.picknmixmods.com/Sims2/Downloads/HobbyMagazineRacks/HobbyMagazineRacks.html" target="_blank">http://www.picknmixmods.com/Sims2/Downlo...Racks.html</a><br />
<br />
<img src="http://www.picknmixmods.com/Sims2/Downloads/HobbyMagazineRacks/HobbyMagazineRacks01.jpg" border="0" alt="[Image: HobbyMagazineRacks01.jpg]" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Lots of Lots, lots of testing...the hated testing.]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=9360</link>
			<pubDate>Thu, 24 Sep 2020 14:26:54 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=9360</guid>
			<description><![CDATA[ZOMG, I have so many Lots that are WIPs it's not funny. Probably 25-30, several of which are completely done and just need testing. I hate, hate, hate the tedium of testing. Find one little aggravating thing and you have to move the Sims out, delete the Lot, put in a new copy, fix, put the Sims back in, re-test...on and on and on. Yeah, of course I usually make sure to find all the glitches and then fix, but sometimes it's just one little thing...grrr.<br />
<br />
I should be "working" on these, instead of uploading pictures of them, but here are my current Desert WIPs, because I happened to have a desert hood loaded.<br />
<br />
<span style="font-weight: bold;">Pharaoh-3BR:</span> A house with royal pretentions, especially inside. Or is it pretenses? 95% done, then testing.<br />
<img src="https://i.ibb.co/FqHbzLD/Pharaoh.jpg" border="0" alt="[Image: Pharaoh.jpg]" /><br />
<br />
<span style="font-weight: bold;">I'm making a series of desert townhouses,</span> all in the same style and ranging in size from 1BR to 4BR. I have one more to make, the largest. Their streetside facades will mesh with one another, like rowhouses, so a player can place them side-by-side in any order:<br />
<img src="https://i.ibb.co/r3B51pt/Desert-Hood-1.jpg" border="0" alt="[Image: Desert-Hood-1.jpg]" /><br />
<br />
<img src="https://i.ibb.co/cYf2PQT/Desert-Hood-2.jpg" border="0" alt="[Image: Desert-Hood-2.jpg]" /><br />
<br />
<br />
<span style="font-weight: bold;">DesertNomadHouse-2BR:</span> A Lot inspired by a real house in Tucson, Arizona. I had this uploaded to MTS a few years ago, but I want to make a few minor changes to the landscaping:<br />
<img src="https://i.ibb.co/y0p9Gkv/Desert-Nomad-House-01.jpg" border="0" alt="[Image: Desert-Nomad-House-01.jpg]" /><br />
<br />
<img src="https://i.ibb.co/KzS3P8N/Desert-Nomad-House-Ext1.jpg" border="0" alt="[Image: Desert-Nomad-House-Ext1.jpg]" /><br />
<br />
<img src="https://i.ibb.co/Yh45n91/Desert-Nomad-House-Ext2.jpg" border="0" alt="[Image: Desert-Nomad-House-Ext2.jpg]" /><br />
<br />
<br />
<span style="font-weight: bold;">Desert#03-4BR:</span> About 85% done. It has a few too many cypress trees right now and I need to lower some of the landscaping at some of the lot edges, among several other things. Then testing...<br />
<img src="https://i.ibb.co/VpYw0rF/Desert-03-Ext1.jpg" border="0" alt="[Image: Desert-03-Ext1.jpg]" /><br />
<br />
<img src="https://i.ibb.co/YDmvLpr/Desert-03-Ext2.jpg" border="0" alt="[Image: Desert-03-Ext2.jpg]" /><br />
<hr />
<span style="font-weight: bold;">Townhouse#02-3BR:</span> Done, needs testing. Pretty much loaded, with large basement pool, spa, gym, 6 terraces, more. I tried making the house in the shape of congruent cubes, like this:<br />
<img src="https://i.ibb.co/r0wmbcf/cubes.jpg" border="0" alt="[Image: cubes.jpg]" /><br />
<br />
It kind of worked, somewhat<br />
<img src="https://i.ibb.co/3rP31Cw/Townhouse-02-Ext1.jpg" border="0" alt="[Image: Townhouse-02-Ext1.jpg]" /><br />
<br />
<img src="https://i.ibb.co/qrWNZ9q/Townhouse-02-Ext2.jpg" border="0" alt="[Image: Townhouse-02-Ext2.jpg]" /><br />
<br />
<span style="font-weight: bold;">HalstonHouse-4BR:</span> Inspired by the real Halston House, a modern rowhouse in Manhattan whose most famous owner was the clothing designer Halston, back in the 70s. This obviously needs some attached rowhouses alongside. Matching the street facades will be easy enough, but the roofs also need to somehow be made to match and work.<br />
A truly cavernous interior has the ground floor living room open all the way to the skylight on the roof. Garage, elevator, lofts, catwalks on the upper levels, lots of stuff. Plus a penthouse that not only has a bedroom, but also a living room, full second kitchen and full bath. Plus the roof terrace.<br />
This has been on the backburner for a couple of years, so it will be a while, if it ever sees the light of day.<br />
<img src="https://i.ibb.co/N1rPthS/Halston.jpg" border="0" alt="[Image: Halston.jpg]" /><br />
<br />
Street facade<br />
<img src="https://i.ibb.co/jgZrVcG/Halston-House-Ext1.jpg" border="0" alt="[Image: Halston-House-Ext1.jpg]" /><br />
<br />
Roof<br />
<img src="https://i.ibb.co/mbqnn4F/Halston-House-Ext2.jpg" border="0" alt="[Image: Halston-House-Ext2.jpg]" /><br />
<br />
Ground floor living room and second floor loft<br />
<img src="https://i.ibb.co/d5vcm5Y/Halston-House-Int1.jpg" border="0" alt="[Image: Halston-House-Int1.jpg]" /><br />
<br />
Various third floor rooms and catwalk looking down to the living room two floors below. Second floor bedroom also visible at bottom of picture<br />
<img src="https://i.ibb.co/gdkksjf/Halston-House-Int2.jpg" border="0" alt="[Image: Halston-House-Int2.jpg]" /><br />
<br />
Penthouse and roof terrace<br />
<img src="https://i.ibb.co/YtxpRzY/Halston-House-Int3.jpg" border="0" alt="[Image: Halston-House-Int3.jpg]" /><br />
<br />
<span style="font-weight: bold;">ThreeColumnHouse-2BR:</span> Done and needs testing. A really nice backyard, with the pool nestled in the luscious landscaping. I really ought to test this and upload it because it's not that big a house.<br />
<span style="font-weight: bold;">DONE AND UPLOADED: <a href="http://www.simfileshare.net/download/2084739/" target="_blank">http://www.simfileshare.net/download/2084739/</a></span><br />
<br />
<img src="https://i.ibb.co/TgXqf0g/Three-Columnhouse-Ext1.jpg" border="0" alt="[Image: Three-Columnhouse-Ext1.jpg]" /><br />
<br />
<img src="https://i.ibb.co/zFyyBjt/Three-Columnhouse-Ext2.jpg" border="0" alt="[Image: Three-Columnhouse-Ext2.jpg]" /><br />
<br />
<img src="https://i.ibb.co/MSThqWj/Three-Columnhouse-Ext3.jpg" border="0" alt="[Image: Three-Columnhouse-Ext3.jpg]" /><br />
<br />
<span style="font-weight: bold;">Brutalist#07-2BR:</span> Done and needs testing. <span style="font-weight: bold;">DONE AND UPLOADED: <a href="http://www.simfileshare.net/download/2074779/" target="_blank">http://www.simfileshare.net/download/2074779/</a></span><br />
<img src="https://i.ibb.co/JvFtfMX/Brutalist-07-Ext1.jpg" border="0" alt="[Image: Brutalist-07-Ext1.jpg]" /><br />
<br />
<img src="https://i.ibb.co/FgPytdc/Brutalist-07-Ext2.jpg" border="0" alt="[Image: Brutalist-07-Ext2.jpg]" />]]></description>
			<content:encoded><![CDATA[ZOMG, I have so many Lots that are WIPs it's not funny. Probably 25-30, several of which are completely done and just need testing. I hate, hate, hate the tedium of testing. Find one little aggravating thing and you have to move the Sims out, delete the Lot, put in a new copy, fix, put the Sims back in, re-test...on and on and on. Yeah, of course I usually make sure to find all the glitches and then fix, but sometimes it's just one little thing...grrr.<br />
<br />
I should be "working" on these, instead of uploading pictures of them, but here are my current Desert WIPs, because I happened to have a desert hood loaded.<br />
<br />
<span style="font-weight: bold;">Pharaoh-3BR:</span> A house with royal pretentions, especially inside. Or is it pretenses? 95% done, then testing.<br />
<img src="https://i.ibb.co/FqHbzLD/Pharaoh.jpg" border="0" alt="[Image: Pharaoh.jpg]" /><br />
<br />
<span style="font-weight: bold;">I'm making a series of desert townhouses,</span> all in the same style and ranging in size from 1BR to 4BR. I have one more to make, the largest. Their streetside facades will mesh with one another, like rowhouses, so a player can place them side-by-side in any order:<br />
<img src="https://i.ibb.co/r3B51pt/Desert-Hood-1.jpg" border="0" alt="[Image: Desert-Hood-1.jpg]" /><br />
<br />
<img src="https://i.ibb.co/cYf2PQT/Desert-Hood-2.jpg" border="0" alt="[Image: Desert-Hood-2.jpg]" /><br />
<br />
<br />
<span style="font-weight: bold;">DesertNomadHouse-2BR:</span> A Lot inspired by a real house in Tucson, Arizona. I had this uploaded to MTS a few years ago, but I want to make a few minor changes to the landscaping:<br />
<img src="https://i.ibb.co/y0p9Gkv/Desert-Nomad-House-01.jpg" border="0" alt="[Image: Desert-Nomad-House-01.jpg]" /><br />
<br />
<img src="https://i.ibb.co/KzS3P8N/Desert-Nomad-House-Ext1.jpg" border="0" alt="[Image: Desert-Nomad-House-Ext1.jpg]" /><br />
<br />
<img src="https://i.ibb.co/Yh45n91/Desert-Nomad-House-Ext2.jpg" border="0" alt="[Image: Desert-Nomad-House-Ext2.jpg]" /><br />
<br />
<br />
<span style="font-weight: bold;">Desert#03-4BR:</span> About 85% done. It has a few too many cypress trees right now and I need to lower some of the landscaping at some of the lot edges, among several other things. Then testing...<br />
<img src="https://i.ibb.co/VpYw0rF/Desert-03-Ext1.jpg" border="0" alt="[Image: Desert-03-Ext1.jpg]" /><br />
<br />
<img src="https://i.ibb.co/YDmvLpr/Desert-03-Ext2.jpg" border="0" alt="[Image: Desert-03-Ext2.jpg]" /><br />
<hr />
<span style="font-weight: bold;">Townhouse#02-3BR:</span> Done, needs testing. Pretty much loaded, with large basement pool, spa, gym, 6 terraces, more. I tried making the house in the shape of congruent cubes, like this:<br />
<img src="https://i.ibb.co/r0wmbcf/cubes.jpg" border="0" alt="[Image: cubes.jpg]" /><br />
<br />
It kind of worked, somewhat<br />
<img src="https://i.ibb.co/3rP31Cw/Townhouse-02-Ext1.jpg" border="0" alt="[Image: Townhouse-02-Ext1.jpg]" /><br />
<br />
<img src="https://i.ibb.co/qrWNZ9q/Townhouse-02-Ext2.jpg" border="0" alt="[Image: Townhouse-02-Ext2.jpg]" /><br />
<br />
<span style="font-weight: bold;">HalstonHouse-4BR:</span> Inspired by the real Halston House, a modern rowhouse in Manhattan whose most famous owner was the clothing designer Halston, back in the 70s. This obviously needs some attached rowhouses alongside. Matching the street facades will be easy enough, but the roofs also need to somehow be made to match and work.<br />
A truly cavernous interior has the ground floor living room open all the way to the skylight on the roof. Garage, elevator, lofts, catwalks on the upper levels, lots of stuff. Plus a penthouse that not only has a bedroom, but also a living room, full second kitchen and full bath. Plus the roof terrace.<br />
This has been on the backburner for a couple of years, so it will be a while, if it ever sees the light of day.<br />
<img src="https://i.ibb.co/N1rPthS/Halston.jpg" border="0" alt="[Image: Halston.jpg]" /><br />
<br />
Street facade<br />
<img src="https://i.ibb.co/jgZrVcG/Halston-House-Ext1.jpg" border="0" alt="[Image: Halston-House-Ext1.jpg]" /><br />
<br />
Roof<br />
<img src="https://i.ibb.co/mbqnn4F/Halston-House-Ext2.jpg" border="0" alt="[Image: Halston-House-Ext2.jpg]" /><br />
<br />
Ground floor living room and second floor loft<br />
<img src="https://i.ibb.co/d5vcm5Y/Halston-House-Int1.jpg" border="0" alt="[Image: Halston-House-Int1.jpg]" /><br />
<br />
Various third floor rooms and catwalk looking down to the living room two floors below. Second floor bedroom also visible at bottom of picture<br />
<img src="https://i.ibb.co/gdkksjf/Halston-House-Int2.jpg" border="0" alt="[Image: Halston-House-Int2.jpg]" /><br />
<br />
Penthouse and roof terrace<br />
<img src="https://i.ibb.co/YtxpRzY/Halston-House-Int3.jpg" border="0" alt="[Image: Halston-House-Int3.jpg]" /><br />
<br />
<span style="font-weight: bold;">ThreeColumnHouse-2BR:</span> Done and needs testing. A really nice backyard, with the pool nestled in the luscious landscaping. I really ought to test this and upload it because it's not that big a house.<br />
<span style="font-weight: bold;">DONE AND UPLOADED: <a href="http://www.simfileshare.net/download/2084739/" target="_blank">http://www.simfileshare.net/download/2084739/</a></span><br />
<br />
<img src="https://i.ibb.co/TgXqf0g/Three-Columnhouse-Ext1.jpg" border="0" alt="[Image: Three-Columnhouse-Ext1.jpg]" /><br />
<br />
<img src="https://i.ibb.co/zFyyBjt/Three-Columnhouse-Ext2.jpg" border="0" alt="[Image: Three-Columnhouse-Ext2.jpg]" /><br />
<br />
<img src="https://i.ibb.co/MSThqWj/Three-Columnhouse-Ext3.jpg" border="0" alt="[Image: Three-Columnhouse-Ext3.jpg]" /><br />
<br />
<span style="font-weight: bold;">Brutalist#07-2BR:</span> Done and needs testing. <span style="font-weight: bold;">DONE AND UPLOADED: <a href="http://www.simfileshare.net/download/2074779/" target="_blank">http://www.simfileshare.net/download/2074779/</a></span><br />
<img src="https://i.ibb.co/JvFtfMX/Brutalist-07-Ext1.jpg" border="0" alt="[Image: Brutalist-07-Ext1.jpg]" /><br />
<br />
<img src="https://i.ibb.co/FgPytdc/Brutalist-07-Ext2.jpg" border="0" alt="[Image: Brutalist-07-Ext2.jpg]" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Various WIPs (and even a few completed)]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=9322</link>
			<pubDate>Tue, 18 Aug 2020 11:50:58 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=9322</guid>
			<description><![CDATA[I've been going through some of my half-started and half-thought about ideas as I've resurrect my neighbourhood onto my Win 10 / Origin UC system (if I wasn't married and male I'd have the writers of Graphics Rules Maker V2 64-bit babies!)<br />
<br />
<span style="font-weight: bold;"><a href="http://www.picknmixmods.com/Sims2/Downloads/BreakUpByPhone/BreakUpByPhone.html" target="_blank">Break Up By Phone</a></span><br />
This mod permits Sims to break up (going steady/committed relationship, engagement or marriage) by phone. No longer does your Sim need to invite their soon-to-be-ex over just to have an argument with them!  And related, <a href="http://www.picknmixmods.com/Sims2/Notes/PhoneCalls/PhoneCalls.html" target="_blank">Notes on Custom Phone Calls</a> - my musings on voyages and discoveries while making the Break Up By Phone mod.<br />
<br />
<span style="font-weight: bold;"><a href="http://www.picknmixmods.com/Sims2/Downloads/Spells/Spells.html" target="_blank">Various Spells</a></span><br />
This mod contains a number of spells (mostly evil) inspired by <a href="https://modthesims.info/showthread.php?t=334955&amp;c=1&amp;ht=&amp;page=457&amp;pp=25#startcomments" target="_blank">these posts</a> (11409/11410) at MTS.  The mod also provides a framework for making the task of adding new spells easier. Most of the code for casting spells is common, with just the conditions (reagents, alignment, skill, etc) and outcome being spell specific. The framework is mainly configured via BCONs for most spell casting actions, with just the outcome needed to be coded in BHAVs.<br />
<br />
<span style="font-weight: bold;"><a href="http://www.picknmixmods.com/Sims2/Downloads/BetterScopeRoom/BetterScopeRoom.html" target="_blank">Better Scope Room</a></span><br />
This global mod changes the universal "X is HOT!" message after a Sim scopes the room to one that reflects the actual attraction the Sim feels towards the target of their affection. It also adds a similar message when checking out a specific Sim. The single "X is HOT!" message had always bothered me, but when HobbesED wrote their <a href="https://modthesims.info/d/643015/secondary-aspiration-attraction.html" target="_blank">"Secondary Aspiration Attraction"</a> mod the finer grain values prompted me to finally do something about it.<br />
<br />
<span style="font-weight: bold;"><a href="http://www.picknmixmods.com/Sims2/Downloads/InstantPledge/InstantPledge.html" target="_blank">Instant Pledge for Greek Houses</a></span><br />
If my playable Sim wants to invite another Sim to join their Greek House, I don't want to wait while they clock up the pledge time before they can move in!<br />
<br />
<span style="font-weight: bold;"><a href="http://www.picknmixmods.com/Sims2/Downloads/TeenRunAway/TeenRunAway.html" target="_blank">Run Away - Teen Sim Interaction</a></span><br />
Improves the "Run Away" interaction a couple of other mods provide for more story-telling usability, in that the teen changes into outdoor clothes and runs to the nearest portal before fading away.  Memories, wants and fears for both the teen and family members are included<br />
<br />
<span style="font-weight: bold;"><a href="http://www.picknmixmods.com/Sims2/Downloads/PregnancyTestKit/PregnancyTestKit.html" target="_blank">Pregnancy Test Kit</a></span><br />
A working pregnancy test kit with extra InTeen options and better animations. Also has an option for Sims who have suffered morning sickness to use the test autonomously.<br />
There are two basic tests - "Am I Pregnant?" and "Pregnancy Details".  If InTeen is installed, and the Sim has a bio clock in their inventory, there are two additional options - "Take Morning After Pill" and "Take Termination Pill".<br />
<br />
<span style="font-weight: bold;"><a href="http://www.picknmixmods.com/Sims2/Downloads/InfoCard/InfoCard.html" target="_blank">Info Card</a></span><br />
When read, the Info Card provides a small boost to a skill or badge.  The card was designed to be placed beside exhibits in a museum or art gallery (community lot) to educate the Sim about the associated item.<br />
<br />
And finally some multiple tile wall-art<br />
<a href="http://www.picknmixmods.com/Sims2/Downloads/AngelAndDemon/AngelAndDemon.html" target="_blank">2-tile Angel and Demon Mural</a><br />
<a href="http://www.picknmixmods.com/Sims2/Downloads/MudFlapGirl/MudFlapGirl.html" target="_blank">3-tile Mud Flap Girl Mural</a><br />
<a href="http://www.picknmixmods.com/Sims2/Downloads/RomanticCouple/RomanticCouple.html" target="_blank">2-tile Romantic Couple Mural</a><br />
<a href="http://www.picknmixmods.com/Sims2/Downloads/OlympicRings/OlympicRings.html" target="_blank">3-tile Olympic Rings Mural</a><br />
<br />
Use/Abuse as you wish.  Please feel free to ask any questions, make observations.<br />
<br />
William]]></description>
			<content:encoded><![CDATA[I've been going through some of my half-started and half-thought about ideas as I've resurrect my neighbourhood onto my Win 10 / Origin UC system (if I wasn't married and male I'd have the writers of Graphics Rules Maker V2 64-bit babies!)<br />
<br />
<span style="font-weight: bold;"><a href="http://www.picknmixmods.com/Sims2/Downloads/BreakUpByPhone/BreakUpByPhone.html" target="_blank">Break Up By Phone</a></span><br />
This mod permits Sims to break up (going steady/committed relationship, engagement or marriage) by phone. No longer does your Sim need to invite their soon-to-be-ex over just to have an argument with them!  And related, <a href="http://www.picknmixmods.com/Sims2/Notes/PhoneCalls/PhoneCalls.html" target="_blank">Notes on Custom Phone Calls</a> - my musings on voyages and discoveries while making the Break Up By Phone mod.<br />
<br />
<span style="font-weight: bold;"><a href="http://www.picknmixmods.com/Sims2/Downloads/Spells/Spells.html" target="_blank">Various Spells</a></span><br />
This mod contains a number of spells (mostly evil) inspired by <a href="https://modthesims.info/showthread.php?t=334955&amp;c=1&amp;ht=&amp;page=457&amp;pp=25#startcomments" target="_blank">these posts</a> (11409/11410) at MTS.  The mod also provides a framework for making the task of adding new spells easier. Most of the code for casting spells is common, with just the conditions (reagents, alignment, skill, etc) and outcome being spell specific. The framework is mainly configured via BCONs for most spell casting actions, with just the outcome needed to be coded in BHAVs.<br />
<br />
<span style="font-weight: bold;"><a href="http://www.picknmixmods.com/Sims2/Downloads/BetterScopeRoom/BetterScopeRoom.html" target="_blank">Better Scope Room</a></span><br />
This global mod changes the universal "X is HOT!" message after a Sim scopes the room to one that reflects the actual attraction the Sim feels towards the target of their affection. It also adds a similar message when checking out a specific Sim. The single "X is HOT!" message had always bothered me, but when HobbesED wrote their <a href="https://modthesims.info/d/643015/secondary-aspiration-attraction.html" target="_blank">"Secondary Aspiration Attraction"</a> mod the finer grain values prompted me to finally do something about it.<br />
<br />
<span style="font-weight: bold;"><a href="http://www.picknmixmods.com/Sims2/Downloads/InstantPledge/InstantPledge.html" target="_blank">Instant Pledge for Greek Houses</a></span><br />
If my playable Sim wants to invite another Sim to join their Greek House, I don't want to wait while they clock up the pledge time before they can move in!<br />
<br />
<span style="font-weight: bold;"><a href="http://www.picknmixmods.com/Sims2/Downloads/TeenRunAway/TeenRunAway.html" target="_blank">Run Away - Teen Sim Interaction</a></span><br />
Improves the "Run Away" interaction a couple of other mods provide for more story-telling usability, in that the teen changes into outdoor clothes and runs to the nearest portal before fading away.  Memories, wants and fears for both the teen and family members are included<br />
<br />
<span style="font-weight: bold;"><a href="http://www.picknmixmods.com/Sims2/Downloads/PregnancyTestKit/PregnancyTestKit.html" target="_blank">Pregnancy Test Kit</a></span><br />
A working pregnancy test kit with extra InTeen options and better animations. Also has an option for Sims who have suffered morning sickness to use the test autonomously.<br />
There are two basic tests - "Am I Pregnant?" and "Pregnancy Details".  If InTeen is installed, and the Sim has a bio clock in their inventory, there are two additional options - "Take Morning After Pill" and "Take Termination Pill".<br />
<br />
<span style="font-weight: bold;"><a href="http://www.picknmixmods.com/Sims2/Downloads/InfoCard/InfoCard.html" target="_blank">Info Card</a></span><br />
When read, the Info Card provides a small boost to a skill or badge.  The card was designed to be placed beside exhibits in a museum or art gallery (community lot) to educate the Sim about the associated item.<br />
<br />
And finally some multiple tile wall-art<br />
<a href="http://www.picknmixmods.com/Sims2/Downloads/AngelAndDemon/AngelAndDemon.html" target="_blank">2-tile Angel and Demon Mural</a><br />
<a href="http://www.picknmixmods.com/Sims2/Downloads/MudFlapGirl/MudFlapGirl.html" target="_blank">3-tile Mud Flap Girl Mural</a><br />
<a href="http://www.picknmixmods.com/Sims2/Downloads/RomanticCouple/RomanticCouple.html" target="_blank">2-tile Romantic Couple Mural</a><br />
<a href="http://www.picknmixmods.com/Sims2/Downloads/OlympicRings/OlympicRings.html" target="_blank">3-tile Olympic Rings Mural</a><br />
<br />
Use/Abuse as you wish.  Please feel free to ask any questions, make observations.<br />
<br />
William]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[I need help with a bit of a conundrum.]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=9137</link>
			<pubDate>Fri, 14 Feb 2020 17:25:08 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=9137</guid>
			<description><![CDATA[I'm building (actually, they're completed, so 'built') two farmhouses. They both use the same fence. This one: <a href="http://modthesims.info/d/307966/chic-porch-set-w-recolorable-open-underneath-modular-stairs.html" target="_blank">Chic Porch Fence</a> by tBudgett on MTS2.<br />
<br />
I have my TS2 set up on two computers. <br />
- The Win 7 machine - has UC with my full game(s) with all CC, CEPextras, mods, hacks, etc...<br />
- The Win 10 machine - has UC with empty hoods and just the basic CEP, building mods (like Numenor's wall and open-under stairs) and the no-regen stuffeths...<br />
<br />
I built these 2 farmhouses on the Win 7 machine. Packaged them up. Grabbed the extra CC they needed. And, installed them on my Win 10 game.<br />
<br />
THE PROBLEM: The fence is invisible. It is invisible on both houses. (Irregardless of the lot-imposter in the pix!)<br />
<img src="http://www.leefish.nl/mybb/attachment.php?aid=4021" border="0" alt="[Image: attachment.php?aid=4021]" /><br />
You can see the fence on the porch of the house next door, but on the yellow house it is invisible. It <span style="font-style: italic;"><span style="font-weight: bold;">is </span></span>there - you canNOT put down another fence unless you delete the invisible one first. In the catalog, the icon is blank (bottom right) but the description identifies it, so I know that's <span style="font-style: italic;">THAT</span> fences icon. Other fences work fine.<br />
<br />
I tried a fresh download of tBudgett's file from MTS2 to the Win 10 machine; still doesn't work. What gives? Why does it work on one machine and not the other? Both machines use the UC. Both have CEP. Why is this fence invisible (and not any of the others?)<br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=4021" target="_blank">FarmhouseFenceConundrum.jpg</a> (Size: 493.06 KB / Downloads: 3206)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[I'm building (actually, they're completed, so 'built') two farmhouses. They both use the same fence. This one: <a href="http://modthesims.info/d/307966/chic-porch-set-w-recolorable-open-underneath-modular-stairs.html" target="_blank">Chic Porch Fence</a> by tBudgett on MTS2.<br />
<br />
I have my TS2 set up on two computers. <br />
- The Win 7 machine - has UC with my full game(s) with all CC, CEPextras, mods, hacks, etc...<br />
- The Win 10 machine - has UC with empty hoods and just the basic CEP, building mods (like Numenor's wall and open-under stairs) and the no-regen stuffeths...<br />
<br />
I built these 2 farmhouses on the Win 7 machine. Packaged them up. Grabbed the extra CC they needed. And, installed them on my Win 10 game.<br />
<br />
THE PROBLEM: The fence is invisible. It is invisible on both houses. (Irregardless of the lot-imposter in the pix!)<br />
<img src="http://www.leefish.nl/mybb/attachment.php?aid=4021" border="0" alt="[Image: attachment.php?aid=4021]" /><br />
You can see the fence on the porch of the house next door, but on the yellow house it is invisible. It <span style="font-style: italic;"><span style="font-weight: bold;">is </span></span>there - you canNOT put down another fence unless you delete the invisible one first. In the catalog, the icon is blank (bottom right) but the description identifies it, so I know that's <span style="font-style: italic;">THAT</span> fences icon. Other fences work fine.<br />
<br />
I tried a fresh download of tBudgett's file from MTS2 to the Win 10 machine; still doesn't work. What gives? Why does it work on one machine and not the other? Both machines use the UC. Both have CEP. Why is this fence invisible (and not any of the others?)<br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=4021" target="_blank">FarmhouseFenceConundrum.jpg</a> (Size: 493.06 KB / Downloads: 3206)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
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			<title><![CDATA[Default Replacement Walls]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=8880</link>
			<pubDate>Wed, 22 May 2019 01:15:29 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=8880</guid>
			<description><![CDATA[The "groovy" walls that came with University never get much love in my game, so I thought if I redid them they might. I'm hoping to jump feet first into modding with a set of default replacement walls. Here are the ideas I have so far:<br />
<br />
<img src="https://sites.google.com/site/appleviewcorner/GroovyWallReplacementsWIP.jpg" border="0" alt="[Image: GroovyWallReplacementsWIP.jpg]" /><br />
<br />
What do you think? Would they be useful to you, and if not, what you might be looking for instead (I always love new ideas/feedback). <img src="images/smilies/smile.png" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /><br />
<br />
If I get hopelessly lost I'm sure you'll see me in the modding help boards. <img src="images/smilies/confused.png" style="vertical-align: middle;" border="0" alt="Confused" title="Confused" /> <img src="images/smilies/rofl.gif" style="vertical-align: middle;" border="0" alt="Rofl" title="Rofl" />]]></description>
			<content:encoded><![CDATA[The "groovy" walls that came with University never get much love in my game, so I thought if I redid them they might. I'm hoping to jump feet first into modding with a set of default replacement walls. Here are the ideas I have so far:<br />
<br />
<img src="https://sites.google.com/site/appleviewcorner/GroovyWallReplacementsWIP.jpg" border="0" alt="[Image: GroovyWallReplacementsWIP.jpg]" /><br />
<br />
What do you think? Would they be useful to you, and if not, what you might be looking for instead (I always love new ideas/feedback). <img src="images/smilies/smile.png" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /><br />
<br />
If I get hopelessly lost I'm sure you'll see me in the modding help boards. <img src="images/smilies/confused.png" style="vertical-align: middle;" border="0" alt="Confused" title="Confused" /> <img src="images/smilies/rofl.gif" style="vertical-align: middle;" border="0" alt="Rofl" title="Rofl" />]]></content:encoded>
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			<title><![CDATA[Shopping racks]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=8695</link>
			<pubDate>Tue, 27 Nov 2018 07:09:23 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=8695</guid>
			<description><![CDATA[So how annoying is that? I have been making some deco items into shopping racks, and now I discover why all Maxis shopping racks only have one subset. When the rack gets emptied it uses a BHAV to update the material and then the rack subset defaults back to the default colour. You can recolour it back to the correct colour, but still. <br />
<br />
gah <img src="images/smilies/sad.png" style="vertical-align: middle;" border="0" alt="Sad" title="Sad" /><br />
<br />
Is this a problem for users? Would you download an object that had this glitch?]]></description>
			<content:encoded><![CDATA[So how annoying is that? I have been making some deco items into shopping racks, and now I discover why all Maxis shopping racks only have one subset. When the rack gets emptied it uses a BHAV to update the material and then the rack subset defaults back to the default colour. You can recolour it back to the correct colour, but still. <br />
<br />
gah <img src="images/smilies/sad.png" style="vertical-align: middle;" border="0" alt="Sad" title="Sad" /><br />
<br />
Is this a problem for users? Would you download an object that had this glitch?]]></content:encoded>
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			<title><![CDATA[Barn Door Conversion]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=8659</link>
			<pubDate>Fri, 02 Nov 2018 18:49:27 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=8659</guid>
			<description><![CDATA[Just working on this.<br />
<br />
<!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=3645" target="_blank">barndoor.jpg</a> (Size: 203.64 KB / Downloads: 2207)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Just working on this.<br />
<br />
<!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=3645" target="_blank">barndoor.jpg</a> (Size: 203.64 KB / Downloads: 2207)
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			<title><![CDATA[Another big one - because I don't do small apparently]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=8646</link>
			<pubDate>Tue, 23 Oct 2018 23:49:25 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=8646</guid>
			<description><![CDATA[There's also this happening, inspired by Pizzatron's WCIF. If/when finished there will be a wide assortment of shapes/sizes/styles of easy recolor signage. This is just very basic, early stage, simple sign, with a rough texture for testing (in MS3D).<br />
<br />
<!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=3635" target="_blank">basicpre1.jpg</a> (Size: 102.06 KB / Downloads: 2203)
<!-- end: postbit_attachments_attachment --><br />
<br />
The frame is meshed out, as you can see, to make it simpler to recolor for people who may not be as advanced with adding depth through the texture.<br />
<br />
<!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=3636" target="_blank">basicpre2.jpg</a> (Size: 78.97 KB / Downloads: 2233)
<!-- end: postbit_attachments_attachment --><br />
<br />
I have many ideas for styles and such, like side mount of varied sizes/shapes and signs for the ground, like the TS3 ones. All mapped for the easiest recoloring I can manage.]]></description>
			<content:encoded><![CDATA[There's also this happening, inspired by Pizzatron's WCIF. If/when finished there will be a wide assortment of shapes/sizes/styles of easy recolor signage. This is just very basic, early stage, simple sign, with a rough texture for testing (in MS3D).<br />
<br />
<!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=3635" target="_blank">basicpre1.jpg</a> (Size: 102.06 KB / Downloads: 2203)
<!-- end: postbit_attachments_attachment --><br />
<br />
The frame is meshed out, as you can see, to make it simpler to recolor for people who may not be as advanced with adding depth through the texture.<br />
<br />
<!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=3636" target="_blank">basicpre2.jpg</a> (Size: 78.97 KB / Downloads: 2233)
<!-- end: postbit_attachments_attachment --><br />
<br />
I have many ideas for styles and such, like side mount of varied sizes/shapes and signs for the ground, like the TS3 ones. All mapped for the easiest recoloring I can manage.]]></content:encoded>
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		<item>
			<title><![CDATA[Very start of something that will probably get out of control]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=8644</link>
			<pubDate>Tue, 23 Oct 2018 18:58:18 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=8644</guid>
			<description><![CDATA[I have some party type stuff I'm already sitting on (like the drinks dispensers and crockpots - chili and mac and cheese - bellow), and then the other day, out of the blue, I had an urge to make more "homey" looking buffet tables. I'm not sure yet how the anims will look since I lowered the serving platters, and I haven't really made it out of MS3D yet, but Lee asked so here's a look at what's going on so far.<br />
<br />
<br />
<br />
<!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=3628" target="_blank">buffetpre1.jpg</a> (Size: 256.08 KB / Downloads: 2271)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=3629" target="_blank">all.jpg</a> (Size: 159.62 KB / Downloads: 2285)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=3630" target="_blank">chili.jpg</a> (Size: 176.65 KB / Downloads: 2367)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=3631" target="_blank">macncheese.jpg</a> (Size: 178.25 KB / Downloads: 2282)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[I have some party type stuff I'm already sitting on (like the drinks dispensers and crockpots - chili and mac and cheese - bellow), and then the other day, out of the blue, I had an urge to make more "homey" looking buffet tables. I'm not sure yet how the anims will look since I lowered the serving platters, and I haven't really made it out of MS3D yet, but Lee asked so here's a look at what's going on so far.<br />
<br />
<br />
<br />
<!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=3628" target="_blank">buffetpre1.jpg</a> (Size: 256.08 KB / Downloads: 2271)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=3629" target="_blank">all.jpg</a> (Size: 159.62 KB / Downloads: 2285)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=3630" target="_blank">chili.jpg</a> (Size: 176.65 KB / Downloads: 2367)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=3631" target="_blank">macncheese.jpg</a> (Size: 178.25 KB / Downloads: 2282)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
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			<title><![CDATA[WCIF: Letters for Business Signs]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=8637</link>
			<pubDate>Sat, 20 Oct 2018 02:10:07 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=8637</guid>
			<description><![CDATA[<img src="http://mysims2stuff.tritonius.com/WCIFBusinessSignLetters.jpg" border="0" alt="[Image: WCIFBusinessSignLetters.jpg]" /><br />
<br />
So the first Simmy business to get its own storefront sign was Portia Rubinia's deli (the <span style="font-style: italic;">Sparkling Tomato</span>); its sign is just four of those Greek House letters from University (with two wall lights placed over them with Ctrl+Alt to light the sign at night), and they don't necessarily spell "Sparkling Tomato"; I like to imagine that the word is "Food," but I'm not fluent in Simlish.  <img src="images/smilies/tongue.png" style="vertical-align: middle;" border="0" alt="Tongue" title="Tongue" /><br />
<br />
About two years later, I downloaded <a href="http://parsimonious.org/furniture2/pages/lamps_k8-Alphalites.html" target="_blank">Kate's Alphalites from Parsimonious</a> and used them to form the light-up sign on Jolene Lupina's gymnasium and fitness center (the <span style="font-style: italic;">Doghouse Gym</span>), but the building's front is presently too small for me to place the word "Doghouse," so the sign just says "Gym".  It's a start.<br />
<br />
And most recently, I used the Alphalites (along with four of those wheels from Wall Decorations and two lines of neon tubing) to make the rather large, two-story sign gracing the facade of Jazz Freefeet's car restoration and automotive sales lot (the <span style="font-style: italic;">Barefoot Mechanic</span>, seen above), and I was a bit proud of what I had made.  So now I have the sudden urge to go around to <span style="font-style: italic;">all</span> of my Simmy businesses and give them storefront signs!  Kiki Tsang's <span style="font-style: italic;">House of Beauty</span> (hair salon and massage parlour)?  It's getting a sign.  Doctor Hal Malevolence's <span style="font-style: italic;">Littlest Bot Shop</span> and <span style="font-style: italic;">MegaloTech Headquarters</span> (robot sales)?  They're getting signs.  Flora Verbena and Bellandra Heart's <span style="font-style: italic;">Green Thumb Market</span> (garden produce sales)?  Sign.  The Gearsmith family's <span style="font-style: italic;">Wee Little Car Sales</span> and <span style="font-style: italic;">Big Lot Car Sales</span> (both vehicle sales)?  Signs.  Jolene Lupina's <span style="font-style: italic;">Wolf Among the Chickens</span> (chicken sales), <span style="font-style: italic;">Wolf Among the Chickens II</span> (more chicken sales) and <span style="font-style: italic;">What the Dog Dug Up</span> (miscellaneous junk store)?  Signs.  Viviana La Morde's <span style="font-style: italic;">The Stained Canvas</span> (painting sales and art gallery) and <span style="font-style: italic;">The Red Pot</span> (pottery sales and sewing sales)?  Signs.  Kileighney Hagg's cottage deep in Kileighney's Wood (potion sales and witchcraft object sales)?  Okay...probably no sign for <span style="font-style: italic;">that</span> business, seeing as she's like that reclusive, backwoods-dwelling witch whom you stumble across like Hansel and Gretel, and such witches aren't known for their commercial advertising prowess.  Everyone who runs a business and <span style="font-style: italic;">isn't</span> Kileighney?  Signs.  <img src="images/smilies/tongue.png" style="vertical-align: middle;" border="0" alt="Tongue" title="Tongue" /><br />
<br />
But Kate's Alphalites look too whimsical and goofy to besuit the vibe of every business, and I'd kind of like to get some sign-worthy letters from the Simlish alphabet instead of the English alphabet.  The letters don't have to light up by themselves (though it would be nice); certain floor lights and wall lights can be used to illuminate the signs at night if they don't.  And I found a big set of neon letters and neon sign pictures via one of Ginnie's posts, but I haven't given those a try yet.<br />
<br />
But variety in my sign-making doodads probably couldn't hurt anything.  So have any of y'all dug up any letters, numbers or other goodies for creating business signs?  What have you found thus far?  And are you willing to share them with a business-loving Simmer like me?  I'm all ears.  <img src="images/smilies/biggrin.png" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" />]]></description>
			<content:encoded><![CDATA[<img src="http://mysims2stuff.tritonius.com/WCIFBusinessSignLetters.jpg" border="0" alt="[Image: WCIFBusinessSignLetters.jpg]" /><br />
<br />
So the first Simmy business to get its own storefront sign was Portia Rubinia's deli (the <span style="font-style: italic;">Sparkling Tomato</span>); its sign is just four of those Greek House letters from University (with two wall lights placed over them with Ctrl+Alt to light the sign at night), and they don't necessarily spell "Sparkling Tomato"; I like to imagine that the word is "Food," but I'm not fluent in Simlish.  <img src="images/smilies/tongue.png" style="vertical-align: middle;" border="0" alt="Tongue" title="Tongue" /><br />
<br />
About two years later, I downloaded <a href="http://parsimonious.org/furniture2/pages/lamps_k8-Alphalites.html" target="_blank">Kate's Alphalites from Parsimonious</a> and used them to form the light-up sign on Jolene Lupina's gymnasium and fitness center (the <span style="font-style: italic;">Doghouse Gym</span>), but the building's front is presently too small for me to place the word "Doghouse," so the sign just says "Gym".  It's a start.<br />
<br />
And most recently, I used the Alphalites (along with four of those wheels from Wall Decorations and two lines of neon tubing) to make the rather large, two-story sign gracing the facade of Jazz Freefeet's car restoration and automotive sales lot (the <span style="font-style: italic;">Barefoot Mechanic</span>, seen above), and I was a bit proud of what I had made.  So now I have the sudden urge to go around to <span style="font-style: italic;">all</span> of my Simmy businesses and give them storefront signs!  Kiki Tsang's <span style="font-style: italic;">House of Beauty</span> (hair salon and massage parlour)?  It's getting a sign.  Doctor Hal Malevolence's <span style="font-style: italic;">Littlest Bot Shop</span> and <span style="font-style: italic;">MegaloTech Headquarters</span> (robot sales)?  They're getting signs.  Flora Verbena and Bellandra Heart's <span style="font-style: italic;">Green Thumb Market</span> (garden produce sales)?  Sign.  The Gearsmith family's <span style="font-style: italic;">Wee Little Car Sales</span> and <span style="font-style: italic;">Big Lot Car Sales</span> (both vehicle sales)?  Signs.  Jolene Lupina's <span style="font-style: italic;">Wolf Among the Chickens</span> (chicken sales), <span style="font-style: italic;">Wolf Among the Chickens II</span> (more chicken sales) and <span style="font-style: italic;">What the Dog Dug Up</span> (miscellaneous junk store)?  Signs.  Viviana La Morde's <span style="font-style: italic;">The Stained Canvas</span> (painting sales and art gallery) and <span style="font-style: italic;">The Red Pot</span> (pottery sales and sewing sales)?  Signs.  Kileighney Hagg's cottage deep in Kileighney's Wood (potion sales and witchcraft object sales)?  Okay...probably no sign for <span style="font-style: italic;">that</span> business, seeing as she's like that reclusive, backwoods-dwelling witch whom you stumble across like Hansel and Gretel, and such witches aren't known for their commercial advertising prowess.  Everyone who runs a business and <span style="font-style: italic;">isn't</span> Kileighney?  Signs.  <img src="images/smilies/tongue.png" style="vertical-align: middle;" border="0" alt="Tongue" title="Tongue" /><br />
<br />
But Kate's Alphalites look too whimsical and goofy to besuit the vibe of every business, and I'd kind of like to get some sign-worthy letters from the Simlish alphabet instead of the English alphabet.  The letters don't have to light up by themselves (though it would be nice); certain floor lights and wall lights can be used to illuminate the signs at night if they don't.  And I found a big set of neon letters and neon sign pictures via one of Ginnie's posts, but I haven't given those a try yet.<br />
<br />
But variety in my sign-making doodads probably couldn't hurt anything.  So have any of y'all dug up any letters, numbers or other goodies for creating business signs?  What have you found thus far?  And are you willing to share them with a business-loving Simmer like me?  I'm all ears.  <img src="images/smilies/biggrin.png" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" />]]></content:encoded>
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		<item>
			<title><![CDATA[The Fens Dormitory]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=8625</link>
			<pubDate>Fri, 12 Oct 2018 07:21:41 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=8625</guid>
			<description><![CDATA[After recently moving some college Sims into a campus house that has its own swimming pool, I came to a sudden realization: Sim State University doesn't have very many swimming pools or other opportunities to go swimming.  Somehow, that turned into a "flooded city" idea where Sims would have to go <span style="font-style: italic;">everywhere</span> by swimming.  But then I decided that one dorm set in a bayou would be enough.  Let it never be said that I am devoid of mercy.  <img src="images/smilies/biggrin.png" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" /><br />
<br />
So I set about creating my "swamp dorm" through the usual process that I adopted after I used it to try (only to fail, alas) to get a dorm uploaded to That One Big Sims Site two or three years ago:<br />
<br />
<img src="http://mysims2stuff.tritonius.com/FensDorm002.jpg" border="0" alt="[Image: FensDorm002.jpg]" /><br />
1)  Look over Sim State University (or whichever active University hood I'm playing) and decide where I want to place the new lot and what size it should be.<br />
2)  Open the University hood that I created specifically for building virgin Dorm lots, Residential lots and Community lots for Sim State University (or whichever University hood I'm playing with).<br />
3)  Find a suitably flat patch of land (which is most of the hood), place the empty lot, build it and convert its zoning to the right type (Dorm, Hotel, et al).<br />
4)  Save and Exit.<br />
<br />
(Also seen in that screenshot: Four of my Hobby Dorms.  The Arts &amp; Crafts dorm and the Nature/Cuisine dorm are complete (and are actively used in my game), but the Games dorm and the Fitness/Sports dorm have yet to be finished.)<br />
<br />
<img src="http://mysims2stuff.tritonius.com/FensDorm001.jpg" border="0" alt="[Image: FensDorm001.jpg]" /><br />
5)  Package the lot, move it to my Lot Bin and place the lot again.  I now have a copy of the lot in my Lot Bin to be placed again and again, anytime and virtually anywhere.<br />
6)  Switch to the active University hood and place a copy of the lot where I had wanted to place it.<br />
7)  Open Create-a-Sim and create some Simmy guinea pigs to put the lot through its paces, looking for any problems with the lot.<br />
7a)  If any problems are found, move the test Sims out of the lot (if it's Dorm or Residential) or simply leave it (if it's Community).<br />
7b)  Make changes to fix the lot as needed, changing the lot's zoning if necessary.<br />
7c)  Make note of what I did, switch to the original lot in the Zeta hood and make the exact same changes to it.<br />
7d)  Send the Sims back to the lot in the active hood and run the lot through its paces again.<br />
7e)  If the lot's too far gone to be fixed, bulldoze everything and start from scratch.  But that's strictly the Last Resort option.  I'm the hopeful sort!<br />
8)  Once everything meets my satisfaction, it's time to finalize and Package the pristine, never-graced-by-Sims clone back in the Zeta hood.<br />
<br />
So that's how I'm doing things with the dorm that I'm tentatively naming "The Fens."  It's right next to Castle Von Carstein because all the water in the castle's moat has to come from and/or seep out to <span style="font-style: italic;">somewhere,</span> right?  It might as well be a swamp, a wetland, a bayou or something similar.<br />
<br />
<img src="http://mysims2stuff.tritonius.com/FensDorm003.jpg" border="0" alt="[Image: FensDorm003.jpg]" /><br />
The lot is mostly one big swimming pool with grassy-looking walls and a muddy-looking floor.  Here's one of the points where Simmy students can enter the lagoon.  I forget where I found the 1x2 "rug" that's a bunch of discarded clothes (with seven or eight recolors to change the appearances of the garments), but I'm glad to have it.  <img src="images/smilies/biggrin.png" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" /><br />
<br />
I wish that there were a way to change the color of the water on one lot.  Sure, there are mods which change the water color for your <span style="font-style: italic;">entire game,</span> but I don't want those.  Wouldn't it be nice if water could be normal Aqua Blue in one lot, Algae Green in another lot (like this one), Blood Red in a third lot, Magma Orange in a fourth, and so on?<br />
<br />
(Also, if my pool ladders had included a "rusted metal" look among their recolors, I would gladly have used that instead.  But they don't.  So Algae Green it is!)<br />
<br />
<img src="http://mysims2stuff.tritonius.com/FensDorm004.jpg" border="0" alt="[Image: FensDorm004.jpg]" /><br />
A channel (created with the Miscellaneous &gt; Swimming Pool tools) passing through two fishing holes (created with the Terrain &gt; Water tool).<br />
<br />
Supposedly, there's a way to merge swimming pools with the Water Tool to create lakes, ponds and creeks that Sims can swim in.  But I never tried it for myself, and trying something is one of the best ways to commit the process to memory.  So I forget how it goes.  Maybe I'll Google it up soon.<br />
<br />
<img src="http://mysims2stuff.tritonius.com/FensDorm005.jpg" border="0" alt="[Image: FensDorm005.jpg]" /><br />
The "Big Shack" on the largest island.  The Big Shack boasts the cafeteria, the study, the recreation center <span style="font-style: italic;">and</span> the latrine, complete with two sinks, two toilets and four communal showers.  The lot has enough lodging (and dorm doors) for 14 students, so I hope that the Big Shack is big enough!<br />
<br />
(I told myself to put some of Kate's grassy CC under my Flowers catalogue under every set of stairs, so I end up with grass growing up between the steps.  Note to Self: Big Shack steps still need some tall grass under them.  Is Move_Objects handy or what?)<br />
<br />
<img src="http://mysims2stuff.tritonius.com/FensDorm006.jpg" border="0" alt="[Image: FensDorm006.jpg]" /><br />
The "Papa Bear" Dorm Shack, with two rooms (one stacked atop the other) accommodating three students each.  Don't put your Sims here if they don't like having roommates.  <img src="images/smilies/tongue.png" style="vertical-align: middle;" border="0" alt="Tongue" title="Tongue" /><br />
<br />
(While I'm rambling about "Wouldn't it be nice" stuff, wouldn't it be nice if dorm doors came in varieties with one, two or three photo frames on the door, claimable by one, two or three students respectively?  Not that I have too much of a problem with building dorm rooms as is; if the room's large enough for two or three students, then I can usually find enough wall space in that room for two or three dorm doors.  But still....)<br />
<br />
<img src="http://mysims2stuff.tritonius.com/FensDorm008.jpg" border="0" alt="[Image: FensDorm008.jpg]" /><br />
The Big Shack, First Floor.<br />
<br />
<img src="http://mysims2stuff.tritonius.com/FensDorm007.jpg" border="0" alt="[Image: FensDorm007.jpg]" /><br />
The Big Shack, Second Floor.<br />
<br />
So the lot should have whatever the students need for skill-building.  It has two bookshelves for Cooking, Mechanical and Cleaning, a TV and a kitchen (<span style="font-style: italic;">also</span> for Cooking), a microphone and an easel for Creativity, two mirrors for Charisma and a chessboard for Logic.  With the way that dormies can slob up all the plumbing fixtures, the latrine and the cafeteria should provide plenty of opportunity to build Cleaning too.<br />
<br />
"What about Body?"<br />
<br />
They're in the middle of a <span style="font-style: italic;">giant fargin' swimming pool</span> dressed up to look like a lagoon, and they <span style="font-style: italic;">must</span> swim through it!  If they <span style="font-style: italic;">don't</span> have Body 10 by the time they graduate, then I have failed as a lot builder.  <img src="images/smilies/biggrin.png" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" /><br />
<br />
(Note to Self: That Fitness/Sports dorm?  Surround it with a huge swimming pool.  Make students swim laps around the building for bonus style points.  The Games dorm also has a swimming pool, but it's just there so that Sims can play <del>Klimtog Turno</del> Marco Polo (which also builds Games enthusiasm), so don't worry about that one.)<br />
<br />
Also, the wooden crest on that low wall around the stairs looks a bit bright.  Maybe I should change that.<br />
<br />
<img src="http://mysims2stuff.tritonius.com/FensDorm009.jpg" border="0" alt="[Image: FensDorm009.jpg]" /><br />
Papa Bear Shack (1 room, 3 students) and Baby Bear Shack (1 room, 1 student), First Floor.<br />
<br />
<img src="http://mysims2stuff.tritonius.com/FensDorm010.jpg" border="0" alt="[Image: FensDorm010.jpg]" /><br />
Papa Bear Shack (1 room, 3 students), Second Floor.  Baby Bear Shack doesn't have a second floor.<br />
<br />
<img src="http://mysims2stuff.tritonius.com/FensDorm011.jpg" border="0" alt="[Image: FensDorm011.jpg]" /><br />
Mama Bear Shack (2 rooms, 2 students each), First Floor.<br />
<br />
<img src="http://mysims2stuff.tritonius.com/FensDorm012.jpg" border="0" alt="[Image: FensDorm012.jpg]" /><br />
Mama Bear Shack (2 rooms, one for 2 students + one for 1 student), Second Floor.<br />
<br />
<img src="http://mysims2stuff.tritonius.com/FensDorm013.jpg" border="0" alt="[Image: FensDorm013.jpg]" /><br />
Front View: All four buildings, sans roofs.<br />
<br />
<img src="http://mysims2stuff.tritonius.com/FensDorm014.jpg" border="0" alt="[Image: FensDorm014.jpg]" /><br />
Rear View: All four buildings, sans roofs.<br />
<br />
<span style="text-decoration: underline;">Things that I see possibly becoming problems with this lot:</span><br />
<br />
• Sims can't swim and carry trash at the same time, and despite my efforts to minimize the dorm's trash production, that trash can in the kitchen could fill up sooner or later.  Perhaps a wall chute in every building would be the answer?  (Sure, that solution suggests that Sims on this lot are ultimately dumping trash <span style="font-style: italic;">into the bayou itself</span>.  But no one ever said that the solution needed to be perfectly ethical, right?)<br />
<br />
• Sims can't swim and carry assignments at the same time, neither.  But every building has at least one desk with a dining chair.  And if anyone's dumb enough to pull out an assignment on one of the land masses which have no buildings or desks, then they deserve what they get and their dumb butts will have to sit in the dirt to do their homework.<br />
<br />
• Sims can usually walk through plants in the Flowers menu, but can they still use pool ladders and diving boards when those fixtures are thick with Flower plants?<br />
<br />
• I don't see any paintings or other art!  Add some for quick Fun boosts when needed.  Make it setting-appropriate; carved wooden bears are okay, marble Venus busts are out.<br />
<br />
• Sims can't swim quite as fast as they can walk, skip, run or fly in vampire bat form.  That's not really a problem, though...more like a challenge.  After all, I've put <span style="font-style: italic;">five zombies</span> through college!  If <span style="font-style: italic;">that</span> doesn't teach someone how to manage their time effectively, <span style="font-style: italic;">nothing</span> will.  PROTIP: You know that trick where you wait until the Final Exam's 90 minutes done <span style="font-style: italic;">before</span> you send your Sims running off to it?  <span style="font-weight: bold;">Don't try that stunt here!</span><br />
<br />
• Seriously.  Is this lot a swamp, or is it more like a bayou?  Can I get an authority to weigh in here?<br />
<br />
<img src="http://mysims2stuff.tritonius.com/FensDorm015.jpg" border="0" alt="[Image: FensDorm015.jpg]" /><br />
...and those concerns — and more* — are why I'm sending <span style="font-style: italic;">these</span> swamp-friendly Sims in to check things out.<br />
<br />
* Not counting the swamp/bayou thing.  No Sim on SimEarth can solve <span style="font-style: italic;">that</span> one!<br />
<br />
But I'm up past my bedtime, so...see you tomorrow?  <img src="images/smilies/smile.png" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" />]]></description>
			<content:encoded><![CDATA[After recently moving some college Sims into a campus house that has its own swimming pool, I came to a sudden realization: Sim State University doesn't have very many swimming pools or other opportunities to go swimming.  Somehow, that turned into a "flooded city" idea where Sims would have to go <span style="font-style: italic;">everywhere</span> by swimming.  But then I decided that one dorm set in a bayou would be enough.  Let it never be said that I am devoid of mercy.  <img src="images/smilies/biggrin.png" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" /><br />
<br />
So I set about creating my "swamp dorm" through the usual process that I adopted after I used it to try (only to fail, alas) to get a dorm uploaded to That One Big Sims Site two or three years ago:<br />
<br />
<img src="http://mysims2stuff.tritonius.com/FensDorm002.jpg" border="0" alt="[Image: FensDorm002.jpg]" /><br />
1)  Look over Sim State University (or whichever active University hood I'm playing) and decide where I want to place the new lot and what size it should be.<br />
2)  Open the University hood that I created specifically for building virgin Dorm lots, Residential lots and Community lots for Sim State University (or whichever University hood I'm playing with).<br />
3)  Find a suitably flat patch of land (which is most of the hood), place the empty lot, build it and convert its zoning to the right type (Dorm, Hotel, et al).<br />
4)  Save and Exit.<br />
<br />
(Also seen in that screenshot: Four of my Hobby Dorms.  The Arts &amp; Crafts dorm and the Nature/Cuisine dorm are complete (and are actively used in my game), but the Games dorm and the Fitness/Sports dorm have yet to be finished.)<br />
<br />
<img src="http://mysims2stuff.tritonius.com/FensDorm001.jpg" border="0" alt="[Image: FensDorm001.jpg]" /><br />
5)  Package the lot, move it to my Lot Bin and place the lot again.  I now have a copy of the lot in my Lot Bin to be placed again and again, anytime and virtually anywhere.<br />
6)  Switch to the active University hood and place a copy of the lot where I had wanted to place it.<br />
7)  Open Create-a-Sim and create some Simmy guinea pigs to put the lot through its paces, looking for any problems with the lot.<br />
7a)  If any problems are found, move the test Sims out of the lot (if it's Dorm or Residential) or simply leave it (if it's Community).<br />
7b)  Make changes to fix the lot as needed, changing the lot's zoning if necessary.<br />
7c)  Make note of what I did, switch to the original lot in the Zeta hood and make the exact same changes to it.<br />
7d)  Send the Sims back to the lot in the active hood and run the lot through its paces again.<br />
7e)  If the lot's too far gone to be fixed, bulldoze everything and start from scratch.  But that's strictly the Last Resort option.  I'm the hopeful sort!<br />
8)  Once everything meets my satisfaction, it's time to finalize and Package the pristine, never-graced-by-Sims clone back in the Zeta hood.<br />
<br />
So that's how I'm doing things with the dorm that I'm tentatively naming "The Fens."  It's right next to Castle Von Carstein because all the water in the castle's moat has to come from and/or seep out to <span style="font-style: italic;">somewhere,</span> right?  It might as well be a swamp, a wetland, a bayou or something similar.<br />
<br />
<img src="http://mysims2stuff.tritonius.com/FensDorm003.jpg" border="0" alt="[Image: FensDorm003.jpg]" /><br />
The lot is mostly one big swimming pool with grassy-looking walls and a muddy-looking floor.  Here's one of the points where Simmy students can enter the lagoon.  I forget where I found the 1x2 "rug" that's a bunch of discarded clothes (with seven or eight recolors to change the appearances of the garments), but I'm glad to have it.  <img src="images/smilies/biggrin.png" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" /><br />
<br />
I wish that there were a way to change the color of the water on one lot.  Sure, there are mods which change the water color for your <span style="font-style: italic;">entire game,</span> but I don't want those.  Wouldn't it be nice if water could be normal Aqua Blue in one lot, Algae Green in another lot (like this one), Blood Red in a third lot, Magma Orange in a fourth, and so on?<br />
<br />
(Also, if my pool ladders had included a "rusted metal" look among their recolors, I would gladly have used that instead.  But they don't.  So Algae Green it is!)<br />
<br />
<img src="http://mysims2stuff.tritonius.com/FensDorm004.jpg" border="0" alt="[Image: FensDorm004.jpg]" /><br />
A channel (created with the Miscellaneous &gt; Swimming Pool tools) passing through two fishing holes (created with the Terrain &gt; Water tool).<br />
<br />
Supposedly, there's a way to merge swimming pools with the Water Tool to create lakes, ponds and creeks that Sims can swim in.  But I never tried it for myself, and trying something is one of the best ways to commit the process to memory.  So I forget how it goes.  Maybe I'll Google it up soon.<br />
<br />
<img src="http://mysims2stuff.tritonius.com/FensDorm005.jpg" border="0" alt="[Image: FensDorm005.jpg]" /><br />
The "Big Shack" on the largest island.  The Big Shack boasts the cafeteria, the study, the recreation center <span style="font-style: italic;">and</span> the latrine, complete with two sinks, two toilets and four communal showers.  The lot has enough lodging (and dorm doors) for 14 students, so I hope that the Big Shack is big enough!<br />
<br />
(I told myself to put some of Kate's grassy CC under my Flowers catalogue under every set of stairs, so I end up with grass growing up between the steps.  Note to Self: Big Shack steps still need some tall grass under them.  Is Move_Objects handy or what?)<br />
<br />
<img src="http://mysims2stuff.tritonius.com/FensDorm006.jpg" border="0" alt="[Image: FensDorm006.jpg]" /><br />
The "Papa Bear" Dorm Shack, with two rooms (one stacked atop the other) accommodating three students each.  Don't put your Sims here if they don't like having roommates.  <img src="images/smilies/tongue.png" style="vertical-align: middle;" border="0" alt="Tongue" title="Tongue" /><br />
<br />
(While I'm rambling about "Wouldn't it be nice" stuff, wouldn't it be nice if dorm doors came in varieties with one, two or three photo frames on the door, claimable by one, two or three students respectively?  Not that I have too much of a problem with building dorm rooms as is; if the room's large enough for two or three students, then I can usually find enough wall space in that room for two or three dorm doors.  But still....)<br />
<br />
<img src="http://mysims2stuff.tritonius.com/FensDorm008.jpg" border="0" alt="[Image: FensDorm008.jpg]" /><br />
The Big Shack, First Floor.<br />
<br />
<img src="http://mysims2stuff.tritonius.com/FensDorm007.jpg" border="0" alt="[Image: FensDorm007.jpg]" /><br />
The Big Shack, Second Floor.<br />
<br />
So the lot should have whatever the students need for skill-building.  It has two bookshelves for Cooking, Mechanical and Cleaning, a TV and a kitchen (<span style="font-style: italic;">also</span> for Cooking), a microphone and an easel for Creativity, two mirrors for Charisma and a chessboard for Logic.  With the way that dormies can slob up all the plumbing fixtures, the latrine and the cafeteria should provide plenty of opportunity to build Cleaning too.<br />
<br />
"What about Body?"<br />
<br />
They're in the middle of a <span style="font-style: italic;">giant fargin' swimming pool</span> dressed up to look like a lagoon, and they <span style="font-style: italic;">must</span> swim through it!  If they <span style="font-style: italic;">don't</span> have Body 10 by the time they graduate, then I have failed as a lot builder.  <img src="images/smilies/biggrin.png" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" /><br />
<br />
(Note to Self: That Fitness/Sports dorm?  Surround it with a huge swimming pool.  Make students swim laps around the building for bonus style points.  The Games dorm also has a swimming pool, but it's just there so that Sims can play <del>Klimtog Turno</del> Marco Polo (which also builds Games enthusiasm), so don't worry about that one.)<br />
<br />
Also, the wooden crest on that low wall around the stairs looks a bit bright.  Maybe I should change that.<br />
<br />
<img src="http://mysims2stuff.tritonius.com/FensDorm009.jpg" border="0" alt="[Image: FensDorm009.jpg]" /><br />
Papa Bear Shack (1 room, 3 students) and Baby Bear Shack (1 room, 1 student), First Floor.<br />
<br />
<img src="http://mysims2stuff.tritonius.com/FensDorm010.jpg" border="0" alt="[Image: FensDorm010.jpg]" /><br />
Papa Bear Shack (1 room, 3 students), Second Floor.  Baby Bear Shack doesn't have a second floor.<br />
<br />
<img src="http://mysims2stuff.tritonius.com/FensDorm011.jpg" border="0" alt="[Image: FensDorm011.jpg]" /><br />
Mama Bear Shack (2 rooms, 2 students each), First Floor.<br />
<br />
<img src="http://mysims2stuff.tritonius.com/FensDorm012.jpg" border="0" alt="[Image: FensDorm012.jpg]" /><br />
Mama Bear Shack (2 rooms, one for 2 students + one for 1 student), Second Floor.<br />
<br />
<img src="http://mysims2stuff.tritonius.com/FensDorm013.jpg" border="0" alt="[Image: FensDorm013.jpg]" /><br />
Front View: All four buildings, sans roofs.<br />
<br />
<img src="http://mysims2stuff.tritonius.com/FensDorm014.jpg" border="0" alt="[Image: FensDorm014.jpg]" /><br />
Rear View: All four buildings, sans roofs.<br />
<br />
<span style="text-decoration: underline;">Things that I see possibly becoming problems with this lot:</span><br />
<br />
• Sims can't swim and carry trash at the same time, and despite my efforts to minimize the dorm's trash production, that trash can in the kitchen could fill up sooner or later.  Perhaps a wall chute in every building would be the answer?  (Sure, that solution suggests that Sims on this lot are ultimately dumping trash <span style="font-style: italic;">into the bayou itself</span>.  But no one ever said that the solution needed to be perfectly ethical, right?)<br />
<br />
• Sims can't swim and carry assignments at the same time, neither.  But every building has at least one desk with a dining chair.  And if anyone's dumb enough to pull out an assignment on one of the land masses which have no buildings or desks, then they deserve what they get and their dumb butts will have to sit in the dirt to do their homework.<br />
<br />
• Sims can usually walk through plants in the Flowers menu, but can they still use pool ladders and diving boards when those fixtures are thick with Flower plants?<br />
<br />
• I don't see any paintings or other art!  Add some for quick Fun boosts when needed.  Make it setting-appropriate; carved wooden bears are okay, marble Venus busts are out.<br />
<br />
• Sims can't swim quite as fast as they can walk, skip, run or fly in vampire bat form.  That's not really a problem, though...more like a challenge.  After all, I've put <span style="font-style: italic;">five zombies</span> through college!  If <span style="font-style: italic;">that</span> doesn't teach someone how to manage their time effectively, <span style="font-style: italic;">nothing</span> will.  PROTIP: You know that trick where you wait until the Final Exam's 90 minutes done <span style="font-style: italic;">before</span> you send your Sims running off to it?  <span style="font-weight: bold;">Don't try that stunt here!</span><br />
<br />
• Seriously.  Is this lot a swamp, or is it more like a bayou?  Can I get an authority to weigh in here?<br />
<br />
<img src="http://mysims2stuff.tritonius.com/FensDorm015.jpg" border="0" alt="[Image: FensDorm015.jpg]" /><br />
...and those concerns — and more* — are why I'm sending <span style="font-style: italic;">these</span> swamp-friendly Sims in to check things out.<br />
<br />
* Not counting the swamp/bayou thing.  No Sim on SimEarth can solve <span style="font-style: italic;">that</span> one!<br />
<br />
But I'm up past my bedtime, so...see you tomorrow?  <img src="images/smilies/smile.png" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" />]]></content:encoded>
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			<title><![CDATA[Fredrik Secretaire]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=8588</link>
			<pubDate>Wed, 19 Sep 2018 02:03:26 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=8588</guid>
			<description><![CDATA[Working on this, its the Fredrik desk as a desk and bookcase combined.<br />
<br />
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<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=3582" target="_blank">fredrikimg2.jpg</a> (Size: 329.32 KB / Downloads: 2170)
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			<content:encoded><![CDATA[Working on this, its the Fredrik desk as a desk and bookcase combined.<br />
<br />
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<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=3582" target="_blank">fredrikimg2.jpg</a> (Size: 329.32 KB / Downloads: 2170)
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			<title><![CDATA[Nerd Chic Edits]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=8564</link>
			<pubDate>Thu, 06 Sep 2018 01:20:49 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=8564</guid>
			<description><![CDATA[I have been working on this suit. The chucks need to be less pink <img src="images/smilies/smile.png" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /><br />
<br />
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<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=3571" target="_blank">wip.jpg</a> (Size: 152.88 KB / Downloads: 2082)
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<br />
Its an edit of a 3t2 conversion by Veranka, the original had painted on braces things, but the clips were meshed in <img src="images/smilies/sad.png" style="vertical-align: middle;" border="0" alt="Sad" title="Sad" />]]></description>
			<content:encoded><![CDATA[I have been working on this suit. The chucks need to be less pink <img src="images/smilies/smile.png" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /><br />
<br />
<!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=3571" target="_blank">wip.jpg</a> (Size: 152.88 KB / Downloads: 2082)
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<br />
Its an edit of a 3t2 conversion by Veranka, the original had painted on braces things, but the clips were meshed in <img src="images/smilies/sad.png" style="vertical-align: middle;" border="0" alt="Sad" title="Sad" />]]></content:encoded>
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			<title><![CDATA[Killian Jones :D]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=8137</link>
			<pubDate>Thu, 16 Nov 2017 04:45:03 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=8137</guid>
			<description><![CDATA[WIP<br />
<br />
<img src="http://www.modyourpanties.com/hosting/82031_171116044338Capture.JPG" border="0" alt="[Image: 82031_171116044338Capture.JPG]" />]]></description>
			<content:encoded><![CDATA[WIP<br />
<br />
<img src="http://www.modyourpanties.com/hosting/82031_171116044338Capture.JPG" border="0" alt="[Image: 82031_171116044338Capture.JPG]" />]]></content:encoded>
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