<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:dc="http://purl.org/dc/elements/1.1/">
	<channel>
		<title><![CDATA[LeeFish - Resources]]></title>
		<link>https://www.leefish.nl/mybb/</link>
		<description><![CDATA[LeeFish - https://www.leefish.nl/mybb]]></description>
		<pubDate>Wed, 29 Apr 2026 08:49:37 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Dialogue - Text Notification - TNS Style 0x05]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=9393</link>
			<pubDate>Wed, 28 Oct 2020 10:10:41 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=9393</guid>
			<description><![CDATA[I have found an (undocumented) TNS style for primitive 0x0024 - Dialogue - Text Notification.  This applies to node version 0x01 of the primitive.<br />
<br />
The documented TNS Style 4 "Sim (about Object ID in Temp 1)" displays a text notification speech bubble with a picture of the Sim (in the Stack Object), a text string and an object icon (object ID in Temp 1)<br />
<br />
However, if we're using &#36;PrivateString&#0;1 type <a href="http://www.leefish.nl/mybb/showthread.php?tid=8688" target="_blank">substitutions</a> in the text string, we need the Stack Object to be the ID of the object that has the referenced STR# and not the Sim ID<br />
<br />
This is where TNS Style 5 (which I'm calling) "Sim (about Object ID in Temp 1 by Sim NID in Temp 2)" comes into play as it displays a text notification speech bubble with a picture of the Sim (NID in Temp 2), a text string and an object icon (object ID in Temp 1).  This style is not known about by the SimPE instruction wizard, so you'll have to set the TNS Style (operand 12) manually.<br />
<br />
An example can be found in BHAV 0x1005 "Interaction - Hunt Bugs" of the "Controller - Bug Collection" object (group 0x7F93FBA3)]]></description>
			<content:encoded><![CDATA[I have found an (undocumented) TNS style for primitive 0x0024 - Dialogue - Text Notification.  This applies to node version 0x01 of the primitive.<br />
<br />
The documented TNS Style 4 "Sim (about Object ID in Temp 1)" displays a text notification speech bubble with a picture of the Sim (in the Stack Object), a text string and an object icon (object ID in Temp 1)<br />
<br />
However, if we're using &#36;PrivateString&#0;1 type <a href="http://www.leefish.nl/mybb/showthread.php?tid=8688" target="_blank">substitutions</a> in the text string, we need the Stack Object to be the ID of the object that has the referenced STR# and not the Sim ID<br />
<br />
This is where TNS Style 5 (which I'm calling) "Sim (about Object ID in Temp 1 by Sim NID in Temp 2)" comes into play as it displays a text notification speech bubble with a picture of the Sim (NID in Temp 2), a text string and an object icon (object ID in Temp 1).  This style is not known about by the SimPE instruction wizard, so you'll have to set the TNS Style (operand 12) manually.<br />
<br />
An example can be found in BHAV 0x1005 "Interaction - Hunt Bugs" of the "Controller - Bug Collection" object (group 0x7F93FBA3)]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[String Variables for BHAVs]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=8688</link>
			<pubDate>Fri, 23 Nov 2018 02:55:23 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=8688</guid>
			<description><![CDATA[Some notes for the variables to use inside dialogs generated by BHAVS. I use them for messages to the user regarding my object. Things like sim cannot do that because of X.<br />
<br />
STR# Variables:<br />
<br />
Note: a,b,c, etc. are local variable references<br />
<br />
&#36;Object (stack object = objectId, supplies name)<br />
&#36;Local:a (a = value, supplies value)<br />
&#36;Neighbor (stack object = neighorId, supplies name)<br />
&#36;NeighborLocal:a (a = neighborId, supplies name)<br />
&#36;Family (stack object = familyId, supplies family name)<br />
&#36;NameLocal:a (a = objectId, supplies name)<br />
&#36;LastName (stack object = neighborId, supplies last name)<br />
&#36;FullName (stack object = neighborId, supplies full name)<br />
&#36;FullNameLocal:a (a = neighborId, supplies full name)<br />
&#36;CatalogLocal:a (a = objectId, supplies catalog name)<br />
&#36;GUIDCatalogNameLocal:a:b (a = guidLo, b = guidHi, supplies catalog name)<br />
&#36;TimeLocal:a (a = hour, supplies time)<br />
&#36;DayLocal:a (a = 0 to 6: 0 = Sunday, supplies name - STR# 0x99)<br />
&#36;DayFlags:a (a = day flags, supplies name of days)<br />
&#36;JobTitle:a[:b] (a = job title index, b = objectId, supplies job title)<br />
&#36;FamilyAssets:a (a = familyId, supplies value)<br />
&#36;Money[:a]:b (a = multiplier, b = value, supplies value)<br />
&#36;Cash:a:b (a = multiplier, b = value, supplies value)<br />
&#36;NeighborhoodLocal:a (a = neighborhoodId, supplies neighborhood name)<br />
&#36;PrimaryNeighborhood (supplies name of primary neighborhood)<br />
&#36;LotNameLocalByLotId:a (a = lotId, supplies lot name)<br />
&#36;Attrib:a (a = index, supplies value of attribute)<br />
&#36;SkillName:a (a = skill, supplies name of skill)<br />
&#36;WordPoints (supplies the word "points") (?)<br />
&#36;AspirationString:a:b (a = 0x9A to 0x9E, b = index, supplies name - see Live.package)<br />
&#36;BehaviorString:a (a = instance, supplies ?)<br />
&#36;PrivateString:a:b (a = instance, b = index, supplies STR#)<br />
&#36;SemiGlobalString (a = instance, b = index, supplies STR#)<br />
&#36;GlobalString:a:b (a = instance, b = index, supplies STR#)<br />
&#36;PropertyPrivateString (a = instance, b = index, supplies value of property)<br />
&#36;PropertySemiGlobalString (a = instance, b = index, supplies value of property)<br />
&#36;PropertyGlobalString (a = instance, b = index, supplies value of property)<br />
&#36;WantDescriptionLocal:a:b (a = personId, b = slotNum, supplies description)<br />
&#36;WantHelpTextLocal:a:b (a = personId, b = slotNum, supplies help text)<br />
&#36;FearDescriptionLocal:a:b (a = personId, b = slotNum, supplies description)<br />
&#36;FearHelpTextLocal:a:b (a = personId, b = slotNum, supplies help text)<br />
&#36;Neighbor - Insert name of neighbor pointed at by neighbor ID in <br />
stackObject ID <br />
&#36;FamilyAssets - Insert family monetary Net worth into string from family index in local var <br />
&#36;Family - Insert house-hold name of person in stack object into string<br />
&#36;Me - Insert catalog name of current person into string<br />
&#36;Object - Insert catalog name of current stack object into string<br />
&#36;Local:X - Insert value of local var X<br />
&#36;TimeLocal - Insert hour of day in text using in index of local var to point at var with hour value in it new ones <br />
&#36;NameLocal:X - Insert catalog name of object with ID pointed at inside of local var X<br />
&#36;NameAttrib:X - Insert catalog name of object with ID pointed at index <br />
X of stack objects attribute (?)<br />
&#36;NeighborLocal:X - Insert name of neighbor pointed at by neighbor ID with ID pointed at inside of local var X (?)<br />
&#36;Attrib:X - Insert attribute value X of stack objects attribute (?)<br />
&#36;CatalogLocal:X - Insert catalog description of object with ID of local var X (?)<br />
&#36;TokenNameLocal:X - Insert catalog name of object type pointed at by token type, which is indexed by local var X<br />
&#36;DayLocal:X - Insert text name of day given in local var X. Day values are 0-6, 0 being Sunday (?)<br />
&#36;JobTitle:X - Insert text name of a job title of given object. Using index passed in via local var X, this indexes into string table 800 (?)<br />
&#36;PrivateString:X:Y - Gets the Private string from table X, string Y !WARNING! Guessed, yell at me if wrong<br />
&#36;LastName - Gets the current family's last name !WARNING! Guessed, yell at me if wrong<br />
* static const string sNeighborSub("&#36;Neighbor");<br />
o Insert name of neighbor pointed at by neighbor ID in stackObject ID <br />
* static const string sFamilyAssetsSub("&#36;FamilyAssets");<br />
o Insert family monetary Net worth into string from family index in local var <br />
* static const string sFamilySub("&#36;Family");<br />
o Insert family name of person in stack object into string <br />
* static const string sMeSub("&#36;Me");<br />
o Insert catalog name of current person into string <br />
* static const string sObjectSub("&#36;Object");<br />
o Insert catalog name of current stack object into string <br />
* static const string sLocalSub("&#36;Local");<br />
o Insert value of local var using passed index of local var to get value from * static const string sTimeSub("&#36;TimeLocal");<br />
o Insert hour of day in text using in index of local var to point at var with hour value in it new ones <br />
* static const string sNameLocalSub("&#36;NameLocal");<br />
o Insert catalog name of object with ID pointed at inside of passed in index of local var <br />
* static const string sNameAttribSub("&#36;NameAttrib");<br />
o Insert catalog name of object with ID pointed at by passed in index of stack objects attribute <br />
* static const string sNeighborLocalSub("&#36;NeighborLocal");<br />
o Insert name of neighbor pointed at by neighbor ID with ID pointed at inside of passed in index of local var <br />
* static const string sAttribSub("&#36;Attrib");<br />
o Insert attribute value pointed at by passed in index of stack objects attribute <br />
* static const string sCatalogDescriptionLocalSub("&#36;CatalogLocal");<br />
o Insert catalog description of object with ID pointed at inside of passed in index of local var <br />
* static const string sTokenNameLocalSub("&#36;TokenNameLocal");<br />
o Insert catalog name of object type pointed at by token type, which is indexed by local var <br />
* static const string sDayLocalSub("&#36;DayLocal");<br />
o Insert text name of day given an index to a local var with day value in it. Day values are 0-6, 0 being Sunday <br />
* static const string sJobTitleSub("&#36;JobTitle");<br />
o insert text name of a job title of given object. Using index passed in via local var, this indexes into string table 800]]></description>
			<content:encoded><![CDATA[Some notes for the variables to use inside dialogs generated by BHAVS. I use them for messages to the user regarding my object. Things like sim cannot do that because of X.<br />
<br />
STR# Variables:<br />
<br />
Note: a,b,c, etc. are local variable references<br />
<br />
&#36;Object (stack object = objectId, supplies name)<br />
&#36;Local:a (a = value, supplies value)<br />
&#36;Neighbor (stack object = neighorId, supplies name)<br />
&#36;NeighborLocal:a (a = neighborId, supplies name)<br />
&#36;Family (stack object = familyId, supplies family name)<br />
&#36;NameLocal:a (a = objectId, supplies name)<br />
&#36;LastName (stack object = neighborId, supplies last name)<br />
&#36;FullName (stack object = neighborId, supplies full name)<br />
&#36;FullNameLocal:a (a = neighborId, supplies full name)<br />
&#36;CatalogLocal:a (a = objectId, supplies catalog name)<br />
&#36;GUIDCatalogNameLocal:a:b (a = guidLo, b = guidHi, supplies catalog name)<br />
&#36;TimeLocal:a (a = hour, supplies time)<br />
&#36;DayLocal:a (a = 0 to 6: 0 = Sunday, supplies name - STR# 0x99)<br />
&#36;DayFlags:a (a = day flags, supplies name of days)<br />
&#36;JobTitle:a[:b] (a = job title index, b = objectId, supplies job title)<br />
&#36;FamilyAssets:a (a = familyId, supplies value)<br />
&#36;Money[:a]:b (a = multiplier, b = value, supplies value)<br />
&#36;Cash:a:b (a = multiplier, b = value, supplies value)<br />
&#36;NeighborhoodLocal:a (a = neighborhoodId, supplies neighborhood name)<br />
&#36;PrimaryNeighborhood (supplies name of primary neighborhood)<br />
&#36;LotNameLocalByLotId:a (a = lotId, supplies lot name)<br />
&#36;Attrib:a (a = index, supplies value of attribute)<br />
&#36;SkillName:a (a = skill, supplies name of skill)<br />
&#36;WordPoints (supplies the word "points") (?)<br />
&#36;AspirationString:a:b (a = 0x9A to 0x9E, b = index, supplies name - see Live.package)<br />
&#36;BehaviorString:a (a = instance, supplies ?)<br />
&#36;PrivateString:a:b (a = instance, b = index, supplies STR#)<br />
&#36;SemiGlobalString (a = instance, b = index, supplies STR#)<br />
&#36;GlobalString:a:b (a = instance, b = index, supplies STR#)<br />
&#36;PropertyPrivateString (a = instance, b = index, supplies value of property)<br />
&#36;PropertySemiGlobalString (a = instance, b = index, supplies value of property)<br />
&#36;PropertyGlobalString (a = instance, b = index, supplies value of property)<br />
&#36;WantDescriptionLocal:a:b (a = personId, b = slotNum, supplies description)<br />
&#36;WantHelpTextLocal:a:b (a = personId, b = slotNum, supplies help text)<br />
&#36;FearDescriptionLocal:a:b (a = personId, b = slotNum, supplies description)<br />
&#36;FearHelpTextLocal:a:b (a = personId, b = slotNum, supplies help text)<br />
&#36;Neighbor - Insert name of neighbor pointed at by neighbor ID in <br />
stackObject ID <br />
&#36;FamilyAssets - Insert family monetary Net worth into string from family index in local var <br />
&#36;Family - Insert house-hold name of person in stack object into string<br />
&#36;Me - Insert catalog name of current person into string<br />
&#36;Object - Insert catalog name of current stack object into string<br />
&#36;Local:X - Insert value of local var X<br />
&#36;TimeLocal - Insert hour of day in text using in index of local var to point at var with hour value in it new ones <br />
&#36;NameLocal:X - Insert catalog name of object with ID pointed at inside of local var X<br />
&#36;NameAttrib:X - Insert catalog name of object with ID pointed at index <br />
X of stack objects attribute (?)<br />
&#36;NeighborLocal:X - Insert name of neighbor pointed at by neighbor ID with ID pointed at inside of local var X (?)<br />
&#36;Attrib:X - Insert attribute value X of stack objects attribute (?)<br />
&#36;CatalogLocal:X - Insert catalog description of object with ID of local var X (?)<br />
&#36;TokenNameLocal:X - Insert catalog name of object type pointed at by token type, which is indexed by local var X<br />
&#36;DayLocal:X - Insert text name of day given in local var X. Day values are 0-6, 0 being Sunday (?)<br />
&#36;JobTitle:X - Insert text name of a job title of given object. Using index passed in via local var X, this indexes into string table 800 (?)<br />
&#36;PrivateString:X:Y - Gets the Private string from table X, string Y !WARNING! Guessed, yell at me if wrong<br />
&#36;LastName - Gets the current family's last name !WARNING! Guessed, yell at me if wrong<br />
* static const string sNeighborSub("&#36;Neighbor");<br />
o Insert name of neighbor pointed at by neighbor ID in stackObject ID <br />
* static const string sFamilyAssetsSub("&#36;FamilyAssets");<br />
o Insert family monetary Net worth into string from family index in local var <br />
* static const string sFamilySub("&#36;Family");<br />
o Insert family name of person in stack object into string <br />
* static const string sMeSub("&#36;Me");<br />
o Insert catalog name of current person into string <br />
* static const string sObjectSub("&#36;Object");<br />
o Insert catalog name of current stack object into string <br />
* static const string sLocalSub("&#36;Local");<br />
o Insert value of local var using passed index of local var to get value from * static const string sTimeSub("&#36;TimeLocal");<br />
o Insert hour of day in text using in index of local var to point at var with hour value in it new ones <br />
* static const string sNameLocalSub("&#36;NameLocal");<br />
o Insert catalog name of object with ID pointed at inside of passed in index of local var <br />
* static const string sNameAttribSub("&#36;NameAttrib");<br />
o Insert catalog name of object with ID pointed at by passed in index of stack objects attribute <br />
* static const string sNeighborLocalSub("&#36;NeighborLocal");<br />
o Insert name of neighbor pointed at by neighbor ID with ID pointed at inside of passed in index of local var <br />
* static const string sAttribSub("&#36;Attrib");<br />
o Insert attribute value pointed at by passed in index of stack objects attribute <br />
* static const string sCatalogDescriptionLocalSub("&#36;CatalogLocal");<br />
o Insert catalog description of object with ID pointed at inside of passed in index of local var <br />
* static const string sTokenNameLocalSub("&#36;TokenNameLocal");<br />
o Insert catalog name of object type pointed at by token type, which is indexed by local var <br />
* static const string sDayLocalSub("&#36;DayLocal");<br />
o Insert text name of day given an index to a local var with day value in it. Day values are 0-6, 0 being Sunday <br />
* static const string sJobTitleSub("&#36;JobTitle");<br />
o insert text name of a job title of given object. Using index passed in via local var, this indexes into string table 800]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How to convert a deco item to be a buyable ingredient]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=8672</link>
			<pubDate>Sun, 11 Nov 2018 17:48:49 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=8672</guid>
			<description><![CDATA[This tutorial is for people who want to convert a deco object into a functioning food ingredient. This is useful for deco objects that already have a lot of recolours and you don't want to lose the recolours. Otherwise you would just convert an existing object that does the trick.<br />
For this tutorial you need :<br />
<ul>
<li>SIMPE and to be confident using SIMPE</li>
<li>the files attached to this post</li>
<li>Seasons and OFB as well as the base game<br />
</li></ul>
<br />
Open the deco object with simpe (just regular Open, not open from Object Workshop). You can just double click on the package file and then it will open.<br />
<br />
Save a copy somewhere (file &gt; save copy as)<br />
<br />
Go to the resource list and click once on the semi global file (see the picture, now it will be highlighted).<br />
<br />
Using the dropdown arrow on the far right select HarvestableGlobals and press commit. (Look at the picture, the dropdown arrow is the thing with the green box around it).<br />
<br />
<a href="http://www.leefish.nl/mybb/xthreads_attach.php/6762_1541958415_79265dc1/4d162f5dd38ec2c5362276b479fb3d54/semiP2.jpg" rel="lightbox"><img src="http://www.leefish.nl/mybb/xthreads_attach.php/6762_1541958415_79265dc1/4d162f5dd38ec2c5362276b479fb3d54/semiP2.jpg/thumb640x480" alt="" /></a><br />
<br />
Now we need to remove all the existing BHAVS, BCONs and Text Lists (except one). You do this by clicking on the group name in the resource tree (left pane) and then click once on the files in the resource list (right pane). See picture, you can select more than one at once. Then right click in the resource list on the right and press delete. <br />
<br />
<span style="font-weight: bold;">Do not delete the Text List with the resource ID 0x00000085 (133)</span>. Copy the modelname without the ##IC500000! gubbins  and save it in a notepad file. You will need this for fixing integrity.<br />
<br />
<a href="http://www.leefish.nl/mybb/xthreads_attach.php/6763_1541958415_f8d8d934/e7f7900dfaa0ba608852152ba5ea569f/deletebconsetc3.jpg" rel="lightbox"><img src="http://www.leefish.nl/mybb/xthreads_attach.php/6763_1541958415_f8d8d934/e7f7900dfaa0ba608852152ba5ea569f/deletebconsetc3.jpg/thumb640x480" alt="" /></a><br />
<br />
Next, import all the files from the attached rar. Right click on the resource list and press add. Open each of the folders in turn and select all of the files and click on the Open button on the bottom right. Press save.<br />
<br />
Open the OBJF (Object functions) and check that the BHAVs are correct. In the object I used to make this tutorial they were not correct, see the picture, the init needs to have the last 4 digits of the resource number of the init BHAV (in these files, the init is 0x1000 and the main is 0x1001).  If any other lines are filled in other than the init and main you can remove them by highlighting that line and changing the bhav number to 0x0000.<br />
<br />
<a href="http://www.leefish.nl/mybb/xthreads_attach.php/6764_1541958415_9d8ab6c4/9766afb9b148caf5acde9a25c9e62b07/fixobjf4.jpg" rel="lightbox"><img src="http://www.leefish.nl/mybb/xthreads_attach.php/6764_1541958415_9d8ab6c4/9766afb9b148caf5acde9a25c9e62b07/fixobjf4.jpg/thumb640x480" alt="" /></a><br />
<br />
You change the number by clicking in the box with the green square round it (see picture) and typing the number in. You can backspace one digit and make the change. Press commit.<br />
<br />
Now we need to edit the OBJD to make the stock option on the fridge work and to make sure the object will show up on a community lot. See the picture, I have highlighted 3 areas with a green box. Firstly, set the numbers to decimal. Then, change the community sort to 130 and then scroll down to the miscellaneous section, and change the selector category to 124. Commit.<br />
<br />
<a href="http://www.leefish.nl/mybb/xthreads_attach.php/6765_1541958529_2fc730f3/e987fcc6ae40458a0f42d8e12adb8360/OBJD5.jpg" rel="lightbox"><img src="http://www.leefish.nl/mybb/xthreads_attach.php/6765_1541958529_2fc730f3/e987fcc6ae40458a0f42d8e12adb8360/OBJD5.jpg/thumb640x480" alt="" /></a><br />
<br />
Last step, editing the BHAV to make the restock work. In the resource list, click on the BHAV "CT - Restock Replacement". In the picture you will see that I have highlighted 4 boxes on the right. These 4 boxes represent the GUID. You have to change the values in those boxes to be the GUID of the object you are editing.<br />
<br />
<a href="http://www.leefish.nl/mybb/xthreads_attach.php/6766_1541958529_529e646d/dc3294834e4aabe86bdaee966d8cef24/bhav6.jpg" rel="lightbox"><img src="http://www.leefish.nl/mybb/xthreads_attach.php/6766_1541958529_529e646d/dc3294834e4aabe86bdaee966d8cef24/bhav6.jpg/thumb640x480" alt="" /></a><br />
<br />
Example: if your GUID is 01456d18 then box 1 has 01 in it, box 2 has 45 in it, box 3 has 6d in it and box 4 has 18 in it. You edit by putting your cursor in the box and backspace away the two characters and then type in your new ones. <br />
<br />
Change the guid, press commit and save. Then from the tools menu at the top left select object tools, fix integrity using the model name you copied, and then save when it has done its thing.<br />
<br />
The object may not show up in game; if it doesnt show then go to SIMPE Object work shop, press clone, and untick all the options on the clone page and then reclone the object. Use the modelname we already copied to be the name.]]></description>
			<content:encoded><![CDATA[This tutorial is for people who want to convert a deco object into a functioning food ingredient. This is useful for deco objects that already have a lot of recolours and you don't want to lose the recolours. Otherwise you would just convert an existing object that does the trick.<br />
For this tutorial you need :<br />
<ul>
<li>SIMPE and to be confident using SIMPE</li>
<li>the files attached to this post</li>
<li>Seasons and OFB as well as the base game<br />
</li></ul>
<br />
Open the deco object with simpe (just regular Open, not open from Object Workshop). You can just double click on the package file and then it will open.<br />
<br />
Save a copy somewhere (file &gt; save copy as)<br />
<br />
Go to the resource list and click once on the semi global file (see the picture, now it will be highlighted).<br />
<br />
Using the dropdown arrow on the far right select HarvestableGlobals and press commit. (Look at the picture, the dropdown arrow is the thing with the green box around it).<br />
<br />
<a href="http://www.leefish.nl/mybb/xthreads_attach.php/6762_1541958415_79265dc1/4d162f5dd38ec2c5362276b479fb3d54/semiP2.jpg" rel="lightbox"><img src="http://www.leefish.nl/mybb/xthreads_attach.php/6762_1541958415_79265dc1/4d162f5dd38ec2c5362276b479fb3d54/semiP2.jpg/thumb640x480" alt="" /></a><br />
<br />
Now we need to remove all the existing BHAVS, BCONs and Text Lists (except one). You do this by clicking on the group name in the resource tree (left pane) and then click once on the files in the resource list (right pane). See picture, you can select more than one at once. Then right click in the resource list on the right and press delete. <br />
<br />
<span style="font-weight: bold;">Do not delete the Text List with the resource ID 0x00000085 (133)</span>. Copy the modelname without the ##IC500000! gubbins  and save it in a notepad file. You will need this for fixing integrity.<br />
<br />
<a href="http://www.leefish.nl/mybb/xthreads_attach.php/6763_1541958415_f8d8d934/e7f7900dfaa0ba608852152ba5ea569f/deletebconsetc3.jpg" rel="lightbox"><img src="http://www.leefish.nl/mybb/xthreads_attach.php/6763_1541958415_f8d8d934/e7f7900dfaa0ba608852152ba5ea569f/deletebconsetc3.jpg/thumb640x480" alt="" /></a><br />
<br />
Next, import all the files from the attached rar. Right click on the resource list and press add. Open each of the folders in turn and select all of the files and click on the Open button on the bottom right. Press save.<br />
<br />
Open the OBJF (Object functions) and check that the BHAVs are correct. In the object I used to make this tutorial they were not correct, see the picture, the init needs to have the last 4 digits of the resource number of the init BHAV (in these files, the init is 0x1000 and the main is 0x1001).  If any other lines are filled in other than the init and main you can remove them by highlighting that line and changing the bhav number to 0x0000.<br />
<br />
<a href="http://www.leefish.nl/mybb/xthreads_attach.php/6764_1541958415_9d8ab6c4/9766afb9b148caf5acde9a25c9e62b07/fixobjf4.jpg" rel="lightbox"><img src="http://www.leefish.nl/mybb/xthreads_attach.php/6764_1541958415_9d8ab6c4/9766afb9b148caf5acde9a25c9e62b07/fixobjf4.jpg/thumb640x480" alt="" /></a><br />
<br />
You change the number by clicking in the box with the green square round it (see picture) and typing the number in. You can backspace one digit and make the change. Press commit.<br />
<br />
Now we need to edit the OBJD to make the stock option on the fridge work and to make sure the object will show up on a community lot. See the picture, I have highlighted 3 areas with a green box. Firstly, set the numbers to decimal. Then, change the community sort to 130 and then scroll down to the miscellaneous section, and change the selector category to 124. Commit.<br />
<br />
<a href="http://www.leefish.nl/mybb/xthreads_attach.php/6765_1541958529_2fc730f3/e987fcc6ae40458a0f42d8e12adb8360/OBJD5.jpg" rel="lightbox"><img src="http://www.leefish.nl/mybb/xthreads_attach.php/6765_1541958529_2fc730f3/e987fcc6ae40458a0f42d8e12adb8360/OBJD5.jpg/thumb640x480" alt="" /></a><br />
<br />
Last step, editing the BHAV to make the restock work. In the resource list, click on the BHAV "CT - Restock Replacement". In the picture you will see that I have highlighted 4 boxes on the right. These 4 boxes represent the GUID. You have to change the values in those boxes to be the GUID of the object you are editing.<br />
<br />
<a href="http://www.leefish.nl/mybb/xthreads_attach.php/6766_1541958529_529e646d/dc3294834e4aabe86bdaee966d8cef24/bhav6.jpg" rel="lightbox"><img src="http://www.leefish.nl/mybb/xthreads_attach.php/6766_1541958529_529e646d/dc3294834e4aabe86bdaee966d8cef24/bhav6.jpg/thumb640x480" alt="" /></a><br />
<br />
Example: if your GUID is 01456d18 then box 1 has 01 in it, box 2 has 45 in it, box 3 has 6d in it and box 4 has 18 in it. You edit by putting your cursor in the box and backspace away the two characters and then type in your new ones. <br />
<br />
Change the guid, press commit and save. Then from the tools menu at the top left select object tools, fix integrity using the model name you copied, and then save when it has done its thing.<br />
<br />
The object may not show up in game; if it doesnt show then go to SIMPE Object work shop, press clone, and untick all the options on the clone page and then reclone the object. Use the modelname we already copied to be the name.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Short Tutorial for Changing Wall Objects to Hide with Walls Down]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=7718</link>
			<pubDate>Wed, 22 Feb 2017 12:27:33 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=7718</guid>
			<description><![CDATA[These are just some quick instructions I wrote for myself while I was fixing some wall cabinets. Since so many of you here are already awesome creators, you probably already know this, but when I was doing it, I couldn't find any simple instructions and had to figure things out from bits and pieces of posts scattered around. So I thought it might help someone else to have it written up. <br />
<br />
If you have some cc that’s bugging you by hanging out in the air while your walls are down, here’s how to fix it. This only works for objects that are already set for wall placement, like paintings and mirrors and cabinets and such like. <img src="images/smilies/tongue.png" style="vertical-align: middle;" border="0" alt="Tongue" title="Tongue" /><br />
<br />
1. Open the package in SimPE.<br />
2. Select Behavior Function (BHAV) in the Resource Tree on the left.<br />
3. Select Function - Init from the Resource List on the right.<br />
4. If the you see a function that says “Expression (My flags Clear Flag Literal 0x000B)”, then select it. If not, then go to the next section.<br />
5. With the function selected, click on the Pop-up Wizard tool icon.<br />
6. Change “Clear” to “Set” in the drop down menu.<br />
7. Okay, Commit File, Save. Done! <br />
<br />
If there is no 0x000B function in step 4:<br />
5b. Select the last function in the Function Editor on the bottom.<br />
6b. Click Insert via True.<br />
7b. Open the Pop-up Wizard by clicking on the small tool icon. (Make sure your new BHAV function is still selected.)<br />
8b. Uncheck the Decimal and Attribute boxes.<br />
9b. Fill in the drop-down menus and boxes to say “My 0x0008 Set Flag Literal 0x000B” (to go down with walls)<br />
-or “My 0x0008 Clear Flag Literal 0x000B” (to be visible with walls down)<br />
10b. Okay, Commit File, Save. Done!<br />
<br />
More info:<br />
<a href="http://www.modthesims.info/showthread.php?t=82685" target="_blank">http://www.modthesims.info/showthread.php?t=82685</a><br />
<a href="http://modthesims.info/t/222091" target="_blank">http://modthesims.info/t/222091</a>]]></description>
			<content:encoded><![CDATA[These are just some quick instructions I wrote for myself while I was fixing some wall cabinets. Since so many of you here are already awesome creators, you probably already know this, but when I was doing it, I couldn't find any simple instructions and had to figure things out from bits and pieces of posts scattered around. So I thought it might help someone else to have it written up. <br />
<br />
If you have some cc that’s bugging you by hanging out in the air while your walls are down, here’s how to fix it. This only works for objects that are already set for wall placement, like paintings and mirrors and cabinets and such like. <img src="images/smilies/tongue.png" style="vertical-align: middle;" border="0" alt="Tongue" title="Tongue" /><br />
<br />
1. Open the package in SimPE.<br />
2. Select Behavior Function (BHAV) in the Resource Tree on the left.<br />
3. Select Function - Init from the Resource List on the right.<br />
4. If the you see a function that says “Expression (My flags Clear Flag Literal 0x000B)”, then select it. If not, then go to the next section.<br />
5. With the function selected, click on the Pop-up Wizard tool icon.<br />
6. Change “Clear” to “Set” in the drop down menu.<br />
7. Okay, Commit File, Save. Done! <br />
<br />
If there is no 0x000B function in step 4:<br />
5b. Select the last function in the Function Editor on the bottom.<br />
6b. Click Insert via True.<br />
7b. Open the Pop-up Wizard by clicking on the small tool icon. (Make sure your new BHAV function is still selected.)<br />
8b. Uncheck the Decimal and Attribute boxes.<br />
9b. Fill in the drop-down menus and boxes to say “My 0x0008 Set Flag Literal 0x000B” (to go down with walls)<br />
-or “My 0x0008 Clear Flag Literal 0x000B” (to be visible with walls down)<br />
10b. Okay, Commit File, Save. Done!<br />
<br />
More info:<br />
<a href="http://www.modthesims.info/showthread.php?t=82685" target="_blank">http://www.modthesims.info/showthread.php?t=82685</a><br />
<a href="http://modthesims.info/t/222091" target="_blank">http://modthesims.info/t/222091</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[See the Light: Mini-Tutorial on Lighting Sims Pics]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=6077</link>
			<pubDate>Sat, 13 Sep 2014 04:58:56 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=6077</guid>
			<description><![CDATA[This mini-tutorial was originally written for MTS in 2008, but never published.  Maybe someone will still find it useful.<br />
<br />
<span style="font-weight: bold;"><span style="color: green;">What this mini-tutorial is for:</span></span>  To show how to take nice bright pictures in outdoor and indoor settings. The goal is to end up with pictures that clearly show the detail on a sim's clothing - but taking bright pictures is helpful no matter what you need them for.<br />
<br />
<br />
<br />
<span style="font-weight: bold;"><span style="color: green;"><span style="font-size: large;">See the Light: Taking Sunny Outdoor Pics</span></span></span><br />
<br />
When taking pictures outside, it's easy to end up with something that's dark and shadowy. But it's also easy to end up with something bright and clear - you just need to face your sim in the proper direction.<br />
<br />
All lots in Sims 2 have a sunny side and a shady side. To figure out which is which, simply build 2 intersecting walls as shown below. Notice how the wall on the left here is bright (sunny) while the other is dark (shady): <br />
<br />
<a href="http://www.leefish.nl/mybb/xthreads_attach.php/5937_1410582969_dcda2a05/d7e4e8fdc2562118c7fd6b9bcb5e9b0c/seethelight_01.jpg" rel="lightbox"><img src="http://www.leefish.nl/mybb/xthreads_attach.php/5937_1410582969_dcda2a05/d7e4e8fdc2562118c7fd6b9bcb5e9b0c/seethelight_01.jpg/thumb640x480" alt="" /></a><br />
<br />
<br />
When your sim stands against the sunny wall, he's nicely lit and easy to see:<br />
<br />
<a href="http://www.leefish.nl/mybb/xthreads_attach.php/5938_1410582969_1dd182d9/361c59e312f35da6dbfe79294a952543/seethelight_02.jpg" rel="lightbox"><img src="http://www.leefish.nl/mybb/xthreads_attach.php/5938_1410582969_1dd182d9/361c59e312f35da6dbfe79294a952543/seethelight_02.jpg/thumb640x480" alt="" /></a><br />
<br />
<br />
But when he stands against the shady wall, it's hard to see him well:<br />
<br />
<a href="http://www.leefish.nl/mybb/xthreads_attach.php/5939_1410582969_82696f72/914b14c98b89933554cc59dcbce878f3/seethelight_03.jpg" rel="lightbox"><img src="http://www.leefish.nl/mybb/xthreads_attach.php/5939_1410582969_82696f72/914b14c98b89933554cc59dcbce878f3/seethelight_03.jpg/thumb640x480" alt="" /></a><br />
<br />
<br />
Here's a side-by-side comparison. See how dark that shady side looks? You can hardly see the sim or his clothes. But you can see him very well on the sunny side:<br />
<br />
<a href="http://www.leefish.nl/mybb/xthreads_attach.php/5940_1410582969_3241eb65/665fedc7641b9a793d0ca7a22c1b051d/seethelight_04.jpg" rel="lightbox"><img src="http://www.leefish.nl/mybb/xthreads_attach.php/5940_1410582969_3241eb65/665fedc7641b9a793d0ca7a22c1b051d/seethelight_04.jpg/thumb640x480" alt="" /></a><br />
<br />
<br />
<br />
<span style="font-weight: bold;"><span style="color: green;"><span style="font-size: large;">See the Lamp: Taking Bright Indoor Pics</span></span></span><br />
<br />
If it's nighttime or bad weather in your Sims' world, you may need to move the photoshoot indoors. Sometimes an indoor set is best for certain items too - white clothing tends to get washed out in direct sunlight, for example, so it's good to photograph it indoors. <br />
<br />
Like outdoor pics, photos taken indoors can be dark and shadowy or bright and clear. It all depends on using enough light, and putting that light in the right place. The following example shows 3 different lighting conditions.<br />
<br />
The pic on the left is taken at night with no lights. It's very dark and hard to see. The middle picture is taken at night with a light behind the sim. Like in real life, putting a light behind your sim creates a dark shadow and doesn't light him well at all. The pic on the right is taken at night with a ceiling lamp and a floor lamp, both placed in front of the sim just out of camera range. This lights him up well. <br />
<br />
<a href="http://www.leefish.nl/mybb/xthreads_attach.php/5941_1410582969_f3c584a8/3cd8f66141d1bca1a59f08edc1a65ce4/seethelight_05.jpg" rel="lightbox"><img src="http://www.leefish.nl/mybb/xthreads_attach.php/5941_1410582969_f3c584a8/3cd8f66141d1bca1a59f08edc1a65ce4/seethelight_05.jpg/thumb640x480" alt="" /></a><br />
<br />
<br />
<br />
<span style="font-weight: bold;"><span style="color: green;"><span style="font-size: large;">In Conclusion:</span></span></span><br />
<br />
It's quite simple to take bright screenshots once you know how. Just see the light! Whether you're taking pics outdoors or indoors, at night or in daylight - look for the bright side of your lot. Place windows and lighting in front of your sim as needed. Delete your guide walls if you want an outdoor scene, or just add some simple paint and flooring and voilà! - you'll have a nice bright picture to show off your upload. <br />
<br />
<a href="http://www.leefish.nl/mybb/xthreads_attach.php/5942_1410582969_7591e2f5/60f39cb89a6160ece1a6e46b9f10caaa/seethelight_06.jpg" rel="lightbox"><img src="http://www.leefish.nl/mybb/xthreads_attach.php/5942_1410582969_7591e2f5/60f39cb89a6160ece1a6e46b9f10caaa/seethelight_06.jpg/thumb640x480" alt="" /></a><br />
<br />
<br />
<span style="font-weight: bold;"><span style="color: green;"><span style="font-size: large;">Bonus Tips:</span></span></span>  <br />
<br />
- Move your sim, not the camera! To photograph the back of your sim's clothes, turn him around with the "moveobjects on" cheat. If you turn the camera instead, you'll end up with a dark shady pic of his back.<br />
<br />
- Here are some <a href="http://www.leefish.nl/mybb/showthread.php?tid=5603" target="_blank">InvisiLamps</a> made by me especially for picture taking.<br />
<br />
- For tips on positioning the camera and getting large clear screenshots, see this <a href="http://simswiki.info/wiki.php?title=MTS2:Creator_Guidelines/Screenshot_Basics" target="_blank">Screenshot Basics Guide at MTS</a> and this <a href="http://clockwatching.net/~jack/s2/reader/DrSupremeNerd206057/#" target="_blank">CameraMan Mode Tutorial</a> salvaged from the old Sims 2 Exchange.]]></description>
			<content:encoded><![CDATA[This mini-tutorial was originally written for MTS in 2008, but never published.  Maybe someone will still find it useful.<br />
<br />
<span style="font-weight: bold;"><span style="color: green;">What this mini-tutorial is for:</span></span>  To show how to take nice bright pictures in outdoor and indoor settings. The goal is to end up with pictures that clearly show the detail on a sim's clothing - but taking bright pictures is helpful no matter what you need them for.<br />
<br />
<br />
<br />
<span style="font-weight: bold;"><span style="color: green;"><span style="font-size: large;">See the Light: Taking Sunny Outdoor Pics</span></span></span><br />
<br />
When taking pictures outside, it's easy to end up with something that's dark and shadowy. But it's also easy to end up with something bright and clear - you just need to face your sim in the proper direction.<br />
<br />
All lots in Sims 2 have a sunny side and a shady side. To figure out which is which, simply build 2 intersecting walls as shown below. Notice how the wall on the left here is bright (sunny) while the other is dark (shady): <br />
<br />
<a href="http://www.leefish.nl/mybb/xthreads_attach.php/5937_1410582969_dcda2a05/d7e4e8fdc2562118c7fd6b9bcb5e9b0c/seethelight_01.jpg" rel="lightbox"><img src="http://www.leefish.nl/mybb/xthreads_attach.php/5937_1410582969_dcda2a05/d7e4e8fdc2562118c7fd6b9bcb5e9b0c/seethelight_01.jpg/thumb640x480" alt="" /></a><br />
<br />
<br />
When your sim stands against the sunny wall, he's nicely lit and easy to see:<br />
<br />
<a href="http://www.leefish.nl/mybb/xthreads_attach.php/5938_1410582969_1dd182d9/361c59e312f35da6dbfe79294a952543/seethelight_02.jpg" rel="lightbox"><img src="http://www.leefish.nl/mybb/xthreads_attach.php/5938_1410582969_1dd182d9/361c59e312f35da6dbfe79294a952543/seethelight_02.jpg/thumb640x480" alt="" /></a><br />
<br />
<br />
But when he stands against the shady wall, it's hard to see him well:<br />
<br />
<a href="http://www.leefish.nl/mybb/xthreads_attach.php/5939_1410582969_82696f72/914b14c98b89933554cc59dcbce878f3/seethelight_03.jpg" rel="lightbox"><img src="http://www.leefish.nl/mybb/xthreads_attach.php/5939_1410582969_82696f72/914b14c98b89933554cc59dcbce878f3/seethelight_03.jpg/thumb640x480" alt="" /></a><br />
<br />
<br />
Here's a side-by-side comparison. See how dark that shady side looks? You can hardly see the sim or his clothes. But you can see him very well on the sunny side:<br />
<br />
<a href="http://www.leefish.nl/mybb/xthreads_attach.php/5940_1410582969_3241eb65/665fedc7641b9a793d0ca7a22c1b051d/seethelight_04.jpg" rel="lightbox"><img src="http://www.leefish.nl/mybb/xthreads_attach.php/5940_1410582969_3241eb65/665fedc7641b9a793d0ca7a22c1b051d/seethelight_04.jpg/thumb640x480" alt="" /></a><br />
<br />
<br />
<br />
<span style="font-weight: bold;"><span style="color: green;"><span style="font-size: large;">See the Lamp: Taking Bright Indoor Pics</span></span></span><br />
<br />
If it's nighttime or bad weather in your Sims' world, you may need to move the photoshoot indoors. Sometimes an indoor set is best for certain items too - white clothing tends to get washed out in direct sunlight, for example, so it's good to photograph it indoors. <br />
<br />
Like outdoor pics, photos taken indoors can be dark and shadowy or bright and clear. It all depends on using enough light, and putting that light in the right place. The following example shows 3 different lighting conditions.<br />
<br />
The pic on the left is taken at night with no lights. It's very dark and hard to see. The middle picture is taken at night with a light behind the sim. Like in real life, putting a light behind your sim creates a dark shadow and doesn't light him well at all. The pic on the right is taken at night with a ceiling lamp and a floor lamp, both placed in front of the sim just out of camera range. This lights him up well. <br />
<br />
<a href="http://www.leefish.nl/mybb/xthreads_attach.php/5941_1410582969_f3c584a8/3cd8f66141d1bca1a59f08edc1a65ce4/seethelight_05.jpg" rel="lightbox"><img src="http://www.leefish.nl/mybb/xthreads_attach.php/5941_1410582969_f3c584a8/3cd8f66141d1bca1a59f08edc1a65ce4/seethelight_05.jpg/thumb640x480" alt="" /></a><br />
<br />
<br />
<br />
<span style="font-weight: bold;"><span style="color: green;"><span style="font-size: large;">In Conclusion:</span></span></span><br />
<br />
It's quite simple to take bright screenshots once you know how. Just see the light! Whether you're taking pics outdoors or indoors, at night or in daylight - look for the bright side of your lot. Place windows and lighting in front of your sim as needed. Delete your guide walls if you want an outdoor scene, or just add some simple paint and flooring and voilà! - you'll have a nice bright picture to show off your upload. <br />
<br />
<a href="http://www.leefish.nl/mybb/xthreads_attach.php/5942_1410582969_7591e2f5/60f39cb89a6160ece1a6e46b9f10caaa/seethelight_06.jpg" rel="lightbox"><img src="http://www.leefish.nl/mybb/xthreads_attach.php/5942_1410582969_7591e2f5/60f39cb89a6160ece1a6e46b9f10caaa/seethelight_06.jpg/thumb640x480" alt="" /></a><br />
<br />
<br />
<span style="font-weight: bold;"><span style="color: green;"><span style="font-size: large;">Bonus Tips:</span></span></span>  <br />
<br />
- Move your sim, not the camera! To photograph the back of your sim's clothes, turn him around with the "moveobjects on" cheat. If you turn the camera instead, you'll end up with a dark shady pic of his back.<br />
<br />
- Here are some <a href="http://www.leefish.nl/mybb/showthread.php?tid=5603" target="_blank">InvisiLamps</a> made by me especially for picture taking.<br />
<br />
- For tips on positioning the camera and getting large clear screenshots, see this <a href="http://simswiki.info/wiki.php?title=MTS2:Creator_Guidelines/Screenshot_Basics" target="_blank">Screenshot Basics Guide at MTS</a> and this <a href="http://clockwatching.net/~jack/s2/reader/DrSupremeNerd206057/#" target="_blank">CameraMan Mode Tutorial</a> salvaged from the old Sims 2 Exchange.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[TS2 Ultimate Collection: Only remove Securom Once]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=5961</link>
			<pubDate>Tue, 05 Aug 2014 22:27:30 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=5961</guid>
			<description><![CDATA[Since many users do not want SecuROM on their systems, but would like to be able to reinstall or restore the game should inevitable disaster strike, I thought a tutorial on how to back up TS2UC registries might be helpful.<br />
<br />
 It isn't all that difficult to back up your clean installation of the UC before you remove SecuROM. Then you can restore your installation at any time without fussing with Origin or SecuROM ever again. <img src="images/smilies/celebrate.gif" style="vertical-align: middle;" border="0" alt="Celebrate" title="Celebrate" /><br />
<br />
You may even want to use this same procedure with your older TS2 Installation before you even try the UC, so you can revert easily if necessary. Some of the registry entries and paths will differ, but not so much that it can't be figured out.<br />
<br />
This tutorial assumes we are using Windows 7, but the procedures should not be all that different for other flavors of Windows.<br />
<br />
There are just three things that must be backed up to restore a TS2 Installation: (provided you are running with a fixed/nocd exe like you can get from <a href="http://m0001.gamecopyworld.com/games/pc_the_sims_2_mansion_garden_stuff.shtml" target="_blank">gamecopyworld</a><img src="images/smilies/smile.png" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /> the application directory (*:/Program Files (x86)/Origin Games/The Sims 2 Ultimate Collection, ) the user data directory (...My Documents/EA Games/The Sims 2 Ultimate Collection) and the <a href="http://pcsupport.about.com/od/windows7/ht/backup-registry-keys-windows-7.htm" target="_blank">registry entries</a> (general tutorial in link) the game uses listed below (There are other entries, but they are just part of Origin/EADM/SecuROM.) If you are squeamish about touching the registry, you may want to <a href="http://pcsupport.about.com/od/windows7/ht/backup-registry-windows-7.htm" target="_blank">make a backup of the entire registry first</a> to ease your mind.<br />
<br />
I've listed locations for <span style="color: #6E0E7F;">64-bit systems</span> in <span style="color: #6E0E7F;">purple</span>. If you have a <span style="color: #2637B0;">32-bit system</span>, look for this <span style="color: #2637B0;">blue</span> portion of the path instead: <span style="color: #2637B0;">HKEY_LOCAL_MACHINE\SOFTWARE\</span><br />
<br />
*Note also that while I have listed very specifically just the TS2 entries, if you have nothing else from EA installed or don't care about a few orphaned registry entries should you uninstall any of your other EA software and restore TS2, you can just extract all of <span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>EA GAMES\, all of <span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>Electronic Arts\EA Games\ and each of the App Paths entries at the bottom of the list.<br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">18 EA GAMES entries:</span></span><br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>EA GAMES\The Sims 2\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>EA GAMES\The Sims 2 Apartment Life\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>EA GAMES\The Sims 2 Bon Voyage\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>EA GAMES\The Sims 2 Celebration Stuff\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>EA GAMES\The Sims 2 Family Fun Stuff\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>EA GAMES\The Sims 2 FreeTime\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>EA GAMES\The Sims 2 Fun with Pets Collection\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>EA GAMES\The Sims 2 Glamour Life Stuff\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>EA GAMES\The Sims 2 H M Fashion Stuff\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>EA GAMES\The Sims 2 IKEA Home Stuff\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>EA GAMES\The Sims 2 Kitchen &amp; Bath Interior Design Stuff\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>EA GAMES\The Sims 2 Mansion and Garden Stuff\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>EA GAMES\The Sims 2 Nightlife\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>EA GAMES\The Sims 2 Open For Business\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>EA GAMES\The Sims 2 Pets\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>EA GAMES\The Sims 2 Seasons\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>EA GAMES\The Sims 2 Teen Style Stuff\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>EA GAMES\The Sims 2 University\<br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">17 Electronic Arts/EA Games entries - serials:</span></span><br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>Electronic Arts\EA Games\The Sims 2\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>Electronic Arts\EA Games\The Sims 2 Bon Voyage\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>Electronic Arts\EA Games\The Sims 2 Celebration Stuff\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>Electronic Arts\EA Games\The Sims 2 Family Fun Stuff\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>Electronic Arts\EA Games\The Sims 2 FreeTime\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>Electronic Arts\EA Games\The Sims 2 Glamour Life Stuff\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>Electronic Arts\EA Games\The Sims 2 H M Fashion Stuff\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>Electronic Arts\EA Games\The Sims 2 IKEA Home Stuff\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>Electronic Arts\EA Games\The Sims 2 Kitchen &amp; Bath Interior Design Stuff\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>Electronic Arts\EA Games\The Sims 2 Mansion and Garden Stuff\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>Electronic Arts\EA Games\The Sims 2 Nightlife\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>Electronic Arts\EA Games\The Sims 2 Open For Business\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>Electronic Arts\EA Games\The Sims 2 Pets\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>Electronic Arts\EA Games\The Sims 2 Seasons\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>Electronic Arts\EA Games\The Sims 2 Teen Style Stuff\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>Electronic Arts\EA Games\The Sims 2 Ultimate Collection\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>Electronic Arts\EA Games\The Sims 2 University\<br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">18 App Paths entries:</span></span><br />
<br />
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\Sims2.exe<br />
<br />
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\Sims2EP1.exe<br />
<br />
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\Sims2EP2.exe<br />
<br />
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\Sims2EP3.exe<br />
<br />
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\Sims2EP4.exe<br />
<br />
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\Sims2EP5.exe<br />
<br />
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\Sims2EP6.exe<br />
<br />
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\Sims2EP7.exe<br />
<br />
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\Sims2EP8.exe<br />
<br />
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\Sims2EP9.exe<br />
<br />
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\Sims2SC.exe<br />
<br />
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\Sims2SP1.exe<br />
<br />
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\Sims2SP2.exe<br />
<br />
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\Sims2SP4.exe<br />
<br />
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\Sims2SP5.exe<br />
<br />
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\Sims2SP6.exe<br />
<br />
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\Sims2SP7.exe<br />
<br />
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\Sims2SP8.exe<br />
<br />
Once extracted, the registry entries can be merged into one handy file with <a href="http://www.askvg.com/regfilemerger-merge-multiple-registry-files-into-a-single-one/" target="_blank">RegFileMerger</a>. I would make 3 folders, one for each type of entry before you start extracting and you can merge each group one at a time, before merging all 3 groups, for better organization. Double check, verify that you don't miss anything, especially if you are taking the precision route for the EA GAMES and Electronic Arts/EA Games entries.<br />
<br />
Note the weirdness of the naming: EP9 refers to M&amp;G, a stuff pack.<br />
SC is for Double Deluxe.<br />
SP3 is not in the list because it is the holiday pack and the files are just rolled into the base game files.<br />
Also, there is no serial labeled for Apartment Life, it uses one for the Ultimate Collection Instead.<br />
The rest should be self-explanatory.<br />
<br />
<a href="http://www.modthesims.info/download.php?t=250555" target="_blank">Any Game Starter</a> may work if you have the most recent fixed exe for each EP/SP and the base game, but as leefish tells me it does not work for the earlier Collection Packs, this is doubtful. Anyone care to test? Remember, running any of the original exes from the game will reinstall SecuROM.<br />
<br />
Information and a tutorial on SecuROM removal can be found <a href="http://www.reclaimyourgame.com/content.php/387-Sims-2-Ultimate-Collection-and-SecuROM" target="_blank">here</a>. There is also a <a href="http://www.reclaimyourgame.com/showthread.php/832-Removal-Batch-File-Update-IMPORTANT!-(may-not-work-anymore)?highlight=secubegone" target="_blank">batch file</a> which despite warnings about its age and lack of support still seems functional.<br />
<br />
I would recommend keeping a backup of both a clean install and of your played game with your own selection of mods, CC, and Neighborhoods.<br />
<br />
Please notify me of any typos or omissions here as soon as you notice them. This worked great for me, but if others can test it I'd be very appreciative. Thank you and enjoy your DRM-free version of TS2!]]></description>
			<content:encoded><![CDATA[Since many users do not want SecuROM on their systems, but would like to be able to reinstall or restore the game should inevitable disaster strike, I thought a tutorial on how to back up TS2UC registries might be helpful.<br />
<br />
 It isn't all that difficult to back up your clean installation of the UC before you remove SecuROM. Then you can restore your installation at any time without fussing with Origin or SecuROM ever again. <img src="images/smilies/celebrate.gif" style="vertical-align: middle;" border="0" alt="Celebrate" title="Celebrate" /><br />
<br />
You may even want to use this same procedure with your older TS2 Installation before you even try the UC, so you can revert easily if necessary. Some of the registry entries and paths will differ, but not so much that it can't be figured out.<br />
<br />
This tutorial assumes we are using Windows 7, but the procedures should not be all that different for other flavors of Windows.<br />
<br />
There are just three things that must be backed up to restore a TS2 Installation: (provided you are running with a fixed/nocd exe like you can get from <a href="http://m0001.gamecopyworld.com/games/pc_the_sims_2_mansion_garden_stuff.shtml" target="_blank">gamecopyworld</a><img src="images/smilies/smile.png" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /> the application directory (*:/Program Files (x86)/Origin Games/The Sims 2 Ultimate Collection, ) the user data directory (...My Documents/EA Games/The Sims 2 Ultimate Collection) and the <a href="http://pcsupport.about.com/od/windows7/ht/backup-registry-keys-windows-7.htm" target="_blank">registry entries</a> (general tutorial in link) the game uses listed below (There are other entries, but they are just part of Origin/EADM/SecuROM.) If you are squeamish about touching the registry, you may want to <a href="http://pcsupport.about.com/od/windows7/ht/backup-registry-windows-7.htm" target="_blank">make a backup of the entire registry first</a> to ease your mind.<br />
<br />
I've listed locations for <span style="color: #6E0E7F;">64-bit systems</span> in <span style="color: #6E0E7F;">purple</span>. If you have a <span style="color: #2637B0;">32-bit system</span>, look for this <span style="color: #2637B0;">blue</span> portion of the path instead: <span style="color: #2637B0;">HKEY_LOCAL_MACHINE\SOFTWARE\</span><br />
<br />
*Note also that while I have listed very specifically just the TS2 entries, if you have nothing else from EA installed or don't care about a few orphaned registry entries should you uninstall any of your other EA software and restore TS2, you can just extract all of <span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>EA GAMES\, all of <span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>Electronic Arts\EA Games\ and each of the App Paths entries at the bottom of the list.<br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">18 EA GAMES entries:</span></span><br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>EA GAMES\The Sims 2\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>EA GAMES\The Sims 2 Apartment Life\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>EA GAMES\The Sims 2 Bon Voyage\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>EA GAMES\The Sims 2 Celebration Stuff\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>EA GAMES\The Sims 2 Family Fun Stuff\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>EA GAMES\The Sims 2 FreeTime\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>EA GAMES\The Sims 2 Fun with Pets Collection\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>EA GAMES\The Sims 2 Glamour Life Stuff\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>EA GAMES\The Sims 2 H M Fashion Stuff\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>EA GAMES\The Sims 2 IKEA Home Stuff\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>EA GAMES\The Sims 2 Kitchen &amp; Bath Interior Design Stuff\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>EA GAMES\The Sims 2 Mansion and Garden Stuff\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>EA GAMES\The Sims 2 Nightlife\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>EA GAMES\The Sims 2 Open For Business\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>EA GAMES\The Sims 2 Pets\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>EA GAMES\The Sims 2 Seasons\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>EA GAMES\The Sims 2 Teen Style Stuff\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>EA GAMES\The Sims 2 University\<br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">17 Electronic Arts/EA Games entries - serials:</span></span><br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>Electronic Arts\EA Games\The Sims 2\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>Electronic Arts\EA Games\The Sims 2 Bon Voyage\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>Electronic Arts\EA Games\The Sims 2 Celebration Stuff\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>Electronic Arts\EA Games\The Sims 2 Family Fun Stuff\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>Electronic Arts\EA Games\The Sims 2 FreeTime\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>Electronic Arts\EA Games\The Sims 2 Glamour Life Stuff\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>Electronic Arts\EA Games\The Sims 2 H M Fashion Stuff\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>Electronic Arts\EA Games\The Sims 2 IKEA Home Stuff\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>Electronic Arts\EA Games\The Sims 2 Kitchen &amp; Bath Interior Design Stuff\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>Electronic Arts\EA Games\The Sims 2 Mansion and Garden Stuff\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>Electronic Arts\EA Games\The Sims 2 Nightlife\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>Electronic Arts\EA Games\The Sims 2 Open For Business\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>Electronic Arts\EA Games\The Sims 2 Pets\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>Electronic Arts\EA Games\The Sims 2 Seasons\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>Electronic Arts\EA Games\The Sims 2 Teen Style Stuff\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>Electronic Arts\EA Games\The Sims 2 Ultimate Collection\<br />
<br />
<span style="color: #6E0E7F;">HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432\</span>Electronic Arts\EA Games\The Sims 2 University\<br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">18 App Paths entries:</span></span><br />
<br />
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\Sims2.exe<br />
<br />
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\Sims2EP1.exe<br />
<br />
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\Sims2EP2.exe<br />
<br />
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\Sims2EP3.exe<br />
<br />
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\Sims2EP4.exe<br />
<br />
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\Sims2EP5.exe<br />
<br />
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\Sims2EP6.exe<br />
<br />
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\Sims2EP7.exe<br />
<br />
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\Sims2EP8.exe<br />
<br />
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\Sims2EP9.exe<br />
<br />
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\Sims2SC.exe<br />
<br />
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\Sims2SP1.exe<br />
<br />
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\Sims2SP2.exe<br />
<br />
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\Sims2SP4.exe<br />
<br />
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\Sims2SP5.exe<br />
<br />
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\Sims2SP6.exe<br />
<br />
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\Sims2SP7.exe<br />
<br />
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\Sims2SP8.exe<br />
<br />
Once extracted, the registry entries can be merged into one handy file with <a href="http://www.askvg.com/regfilemerger-merge-multiple-registry-files-into-a-single-one/" target="_blank">RegFileMerger</a>. I would make 3 folders, one for each type of entry before you start extracting and you can merge each group one at a time, before merging all 3 groups, for better organization. Double check, verify that you don't miss anything, especially if you are taking the precision route for the EA GAMES and Electronic Arts/EA Games entries.<br />
<br />
Note the weirdness of the naming: EP9 refers to M&amp;G, a stuff pack.<br />
SC is for Double Deluxe.<br />
SP3 is not in the list because it is the holiday pack and the files are just rolled into the base game files.<br />
Also, there is no serial labeled for Apartment Life, it uses one for the Ultimate Collection Instead.<br />
The rest should be self-explanatory.<br />
<br />
<a href="http://www.modthesims.info/download.php?t=250555" target="_blank">Any Game Starter</a> may work if you have the most recent fixed exe for each EP/SP and the base game, but as leefish tells me it does not work for the earlier Collection Packs, this is doubtful. Anyone care to test? Remember, running any of the original exes from the game will reinstall SecuROM.<br />
<br />
Information and a tutorial on SecuROM removal can be found <a href="http://www.reclaimyourgame.com/content.php/387-Sims-2-Ultimate-Collection-and-SecuROM" target="_blank">here</a>. There is also a <a href="http://www.reclaimyourgame.com/showthread.php/832-Removal-Batch-File-Update-IMPORTANT!-(may-not-work-anymore)?highlight=secubegone" target="_blank">batch file</a> which despite warnings about its age and lack of support still seems functional.<br />
<br />
I would recommend keeping a backup of both a clean install and of your played game with your own selection of mods, CC, and Neighborhoods.<br />
<br />
Please notify me of any typos or omissions here as soon as you notice them. This worked great for me, but if others can test it I'd be very appreciative. Thank you and enjoy your DRM-free version of TS2!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[SesameStreet Dorm Templates]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=5820</link>
			<pubDate>Sun, 29 Jun 2014 14:08:53 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=5820</guid>
			<description><![CDATA[Some of the templates that I made for the objects in my Sesame Street Student Dorm upload. All of them are .psd-files, I use Photoshop CS2 so they should work with that and later versions. Most of them are pretty self-explanatory, I have added a .txt inside the zip for further instructions. This is especially relevant for the Marek Lamp <img src="images/smilies/smile.png" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /> <br />
<br />
Have fun! Feel free to use and abuse these templates in whatever way you want. <br />
<br />
List of object templates:<br />
- BG Garbage Can<br />
- BG Reflective Glass Mirror<br />
- BG Retratech Desk<br />
- BG Teaparty in Teak Chair<br />
- IKEA Billy Bookcase<br />
- IKEA Marek Lamp<br />
- IKEA Bladet Pot<br />
- IKEA Jules Chair<br />
- IKEA PS Clock<br />
- UNI Beanbag<br />
- UNI Minifridge]]></description>
			<content:encoded><![CDATA[Some of the templates that I made for the objects in my Sesame Street Student Dorm upload. All of them are .psd-files, I use Photoshop CS2 so they should work with that and later versions. Most of them are pretty self-explanatory, I have added a .txt inside the zip for further instructions. This is especially relevant for the Marek Lamp <img src="images/smilies/smile.png" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /> <br />
<br />
Have fun! Feel free to use and abuse these templates in whatever way you want. <br />
<br />
List of object templates:<br />
- BG Garbage Can<br />
- BG Reflective Glass Mirror<br />
- BG Retratech Desk<br />
- BG Teaparty in Teak Chair<br />
- IKEA Billy Bookcase<br />
- IKEA Marek Lamp<br />
- IKEA Bladet Pot<br />
- IKEA Jules Chair<br />
- IKEA PS Clock<br />
- UNI Beanbag<br />
- UNI Minifridge]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Resource - Templates - EA Curtains]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=5799</link>
			<pubDate>Mon, 23 Jun 2014 01:52:51 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=5799</guid>
			<description><![CDATA[<span style="font-weight: bold;">Templates for all 7 EA Curtains</span><br />
<br />
Templates are provided in PSD format.<br />
<img src="http://www.leefish.nl/mybb/xthreads_attach.php/5362_1403487704_7accd9a9/2fa6e2454c32a795a0a24b19e52d8b88/swatch-EACurtains.jpg" border="0" alt="[Image: swatch-EACurtains.jpg]" /><br />
Curtain Names are listed in the same order as the thumbnail.<br />
<br />
1. Blind<br />
2. Stuart Morning Curtain <br />
3. Veil of Dreams - two curtains - a little complicated - see Special Notes.<br />
4. Antique Lace<br />
5. Window Dressing<br />
6. Loft<br />
7. Victoriana<br />
8. Tieback <br />
<br />
<span style="font-weight: bold;">Special Notes</span><br />
<br />
<img src="http://www.simthing.net/lee/templates/curtain-ea-veilofdreams.jpg" border="0" alt="[Image: curtain-ea-veilofdreams.jpg]" /><br />
This template recolours both the Veil of Dreams and Veil of Dreams Deluxe.<br />
The alpha is built in to the template.<br />
<br />
<img src="http://www.simthing.net/lee/templates/TEMPLATE-Curtain-EAVeilofDreams.jpg" border="0" alt="[Image: TEMPLATE-Curtain-EAVeilofDreams.jpg]" /><br />
Regarding the template - the magenta and lime regions make up one section of curtain fold. <br />
When creating patterns - the top of the lime and the bottom of the magenta sections need to match so as to be seamless. The shading has been set up so that it is seamless.<br />
<br />
The alpha has been amended to be solid with a lace edging. <br />
The header has been amended to be solid and square with a slight padded feel. Please note - that it is mirrored and the right edge is the top.]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;">Templates for all 7 EA Curtains</span><br />
<br />
Templates are provided in PSD format.<br />
<img src="http://www.leefish.nl/mybb/xthreads_attach.php/5362_1403487704_7accd9a9/2fa6e2454c32a795a0a24b19e52d8b88/swatch-EACurtains.jpg" border="0" alt="[Image: swatch-EACurtains.jpg]" /><br />
Curtain Names are listed in the same order as the thumbnail.<br />
<br />
1. Blind<br />
2. Stuart Morning Curtain <br />
3. Veil of Dreams - two curtains - a little complicated - see Special Notes.<br />
4. Antique Lace<br />
5. Window Dressing<br />
6. Loft<br />
7. Victoriana<br />
8. Tieback <br />
<br />
<span style="font-weight: bold;">Special Notes</span><br />
<br />
<img src="http://www.simthing.net/lee/templates/curtain-ea-veilofdreams.jpg" border="0" alt="[Image: curtain-ea-veilofdreams.jpg]" /><br />
This template recolours both the Veil of Dreams and Veil of Dreams Deluxe.<br />
The alpha is built in to the template.<br />
<br />
<img src="http://www.simthing.net/lee/templates/TEMPLATE-Curtain-EAVeilofDreams.jpg" border="0" alt="[Image: TEMPLATE-Curtain-EAVeilofDreams.jpg]" /><br />
Regarding the template - the magenta and lime regions make up one section of curtain fold. <br />
When creating patterns - the top of the lime and the bottom of the magenta sections need to match so as to be seamless. The shading has been set up so that it is seamless.<br />
<br />
The alpha has been amended to be solid with a lace edging. <br />
The header has been amended to be solid and square with a slight padded feel. Please note - that it is mirrored and the right edge is the top.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Resource - EA Textures]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=5649</link>
			<pubDate>Fri, 16 May 2014 01:52:19 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=5649</guid>
			<description><![CDATA[Textures are in PNG format and extracted from Base Game. <br />
<br />
<a href="http://www.simthing.net/lee/templates/BGtextures.rar" target="_blank">Download Base Game Textures</a><br />
<br />
<a href="http://www.leefish.nl/mybb/xthreads_attach.php/5000_1400234848_b8f554fc/bd4b663d90b2f26f0304245ad9671499/BGtextures.jpg" rel="lightbox"><img src="http://www.leefish.nl/mybb/xthreads_attach.php/5000_1400234848_b8f554fc/bd4b663d90b2f26f0304245ad9671499/BGtextures.jpg/thumb640x480" alt="" /></a><br />
<br />
Includes Wood, Metal, Stone, Water, Soil, and others. 50 in all.<br />
<br />
Will add textures from other expansions as I extract them.<br />
<br />
These are extracted from <br />
\The Sims 2\TSData\Res\Sims3D\Textures.package.<br />
<br />
The other files in this folder contain all the bits and pieces that make up sims and objects. Objects06 - Objects09.package have the TXTR images and the LIF0 images that make up every object in the game - both recolourable buyable and not.<br />
<br />
Objects01 - Objects05 have the other bits that make up the objects - CRES, GMND, etc.]]></description>
			<content:encoded><![CDATA[Textures are in PNG format and extracted from Base Game. <br />
<br />
<a href="http://www.simthing.net/lee/templates/BGtextures.rar" target="_blank">Download Base Game Textures</a><br />
<br />
<a href="http://www.leefish.nl/mybb/xthreads_attach.php/5000_1400234848_b8f554fc/bd4b663d90b2f26f0304245ad9671499/BGtextures.jpg" rel="lightbox"><img src="http://www.leefish.nl/mybb/xthreads_attach.php/5000_1400234848_b8f554fc/bd4b663d90b2f26f0304245ad9671499/BGtextures.jpg/thumb640x480" alt="" /></a><br />
<br />
Includes Wood, Metal, Stone, Water, Soil, and others. 50 in all.<br />
<br />
Will add textures from other expansions as I extract them.<br />
<br />
These are extracted from <br />
\The Sims 2\TSData\Res\Sims3D\Textures.package.<br />
<br />
The other files in this folder contain all the bits and pieces that make up sims and objects. Objects06 - Objects09.package have the TXTR images and the LIF0 images that make up every object in the game - both recolourable buyable and not.<br />
<br />
Objects01 - Objects05 have the other bits that make up the objects - CRES, GMND, etc.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How to Colour Glass using the TXMT]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=5513</link>
			<pubDate>Sun, 30 Mar 2014 18:52:39 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=5513</guid>
			<description><![CDATA[<span style="font-weight: bold;">How to colour glass when you don't have the TXTR for it.  Simple TXMT changes.</span><br />
<br />
When you have a window, fence, door and you want to change the colour, so you clone/recolour it - but there's no TXTR? Don't panic. Follow these simple steps.<br />
<br />
<br />
1. Choose a colour - you need to have the RGB values. If you don't have a paint program, you can use this site: ColorPicker.com which will get them for you.<br />
2. For each number, divide it by 255. it will give you a number between 0 and 1.<br />
<br />
<span style="font-weight: bold;">Our Example</span> I'm using the invisibarrier in Ether to recolour to blush.<br />
<a href="http://www.colorpicker.com/B4617B" target="_blank">This Colour is Blush</a> It's RGB is 180,97,123<br />
<br />
The numbers to use are<br />
180/255 = 0.705<br />
97/255 = 0.38<br />
123/255 = 0.482<br />
<br />
3. Open up your object with SimPE, plug-in details tab.Choose the TXMT that has a name that ends with glass. Although you won't be able to change the texture, you can use the TXMT to change the colour.<br />
<br />
There is a field called stdMatDiffCoef, place your 3 numbers in this field, separated by commas with no spaces.<br />
Example: 0.705,0.38,0.482<br />
<br />
4. Commit. Save.<br />
<br />
<img src="http://www.leefish.nl/mybb/xthreads_attach.php/4793_1396205481_22bc3f4e/f4e02985b2fc82895966eb237623f2a3/Howto-ColourGlass.jpg/thumb640x480" border="0" alt="[Image: thumb640x480]" /><br />
<br />
5. Test it out.<br />
<br />
<img src="http://www.leefish.nl/mybb/xthreads_attach.php/4794_1396205481_46c7dc9a/6065456a4e989bf99c94cc39c8177253/Howto-ColourGlasseg.jpg/thumb640x480" border="0" alt="[Image: thumb640x480]" />]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;">How to colour glass when you don't have the TXTR for it.  Simple TXMT changes.</span><br />
<br />
When you have a window, fence, door and you want to change the colour, so you clone/recolour it - but there's no TXTR? Don't panic. Follow these simple steps.<br />
<br />
<br />
1. Choose a colour - you need to have the RGB values. If you don't have a paint program, you can use this site: ColorPicker.com which will get them for you.<br />
2. For each number, divide it by 255. it will give you a number between 0 and 1.<br />
<br />
<span style="font-weight: bold;">Our Example</span> I'm using the invisibarrier in Ether to recolour to blush.<br />
<a href="http://www.colorpicker.com/B4617B" target="_blank">This Colour is Blush</a> It's RGB is 180,97,123<br />
<br />
The numbers to use are<br />
180/255 = 0.705<br />
97/255 = 0.38<br />
123/255 = 0.482<br />
<br />
3. Open up your object with SimPE, plug-in details tab.Choose the TXMT that has a name that ends with glass. Although you won't be able to change the texture, you can use the TXMT to change the colour.<br />
<br />
There is a field called stdMatDiffCoef, place your 3 numbers in this field, separated by commas with no spaces.<br />
Example: 0.705,0.38,0.482<br />
<br />
4. Commit. Save.<br />
<br />
<img src="http://www.leefish.nl/mybb/xthreads_attach.php/4793_1396205481_22bc3f4e/f4e02985b2fc82895966eb237623f2a3/Howto-ColourGlass.jpg/thumb640x480" border="0" alt="[Image: thumb640x480]" /><br />
<br />
5. Test it out.<br />
<br />
<img src="http://www.leefish.nl/mybb/xthreads_attach.php/4794_1396205481_46c7dc9a/6065456a4e989bf99c94cc39c8177253/Howto-ColourGlasseg.jpg/thumb640x480" border="0" alt="[Image: thumb640x480]" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[EA Patches and Homecrafter downloads]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=4449</link>
			<pubDate>Wed, 19 Dec 2012 13:19:52 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=4449</guid>
			<description><![CDATA[I have created a page with EA Essential Downloads. Adding others to it as I go.<br />
<br />
<a href="http://www.simthing.net/easims.htm" target="_blank">EA Sims Essentials</a><br />
<br />
Patches for all packs, base, expansion and stuff.<br />
<br />
Homecrafter program.]]></description>
			<content:encoded><![CDATA[I have created a page with EA Essential Downloads. Adding others to it as I go.<br />
<br />
<a href="http://www.simthing.net/easims.htm" target="_blank">EA Sims Essentials</a><br />
<br />
Patches for all packs, base, expansion and stuff.<br />
<br />
Homecrafter program.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Making TS2 Custom Content work properly under Windows 7]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=4289</link>
			<pubDate>Sat, 27 Oct 2012 20:10:10 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=4289</guid>
			<description><![CDATA[When you install TS2 on a Windows 7 system, the EA Games folder will be created TWICE: once in your own Documents folder, and once under Public Documents.<br />
So when you open your "My Documents" Folder, you'll find TWO "EA Games" folders.<br />
<br />
Now here's the problem: The installer will install all CC in the Public folder, while the game only reads CC from your OWN folder. So anything you install, will NOT be found.<br />
If you delete the Public version of this folder, it will simply be automatically re-created by either the game or the installer, so that's no solution to the problem. The only way to prevent this crap from happening, is to do the following:<br />
<br />
1. Open the C Drive in Windows Explorer<br />
2. Then go to "Users", "Public", "Public Documents"<br />
3. Open the "EA Games" folder, and move everything you find in there to a new folder (on the Desktop, for example)<br />
4. Now click the "back" button in Windows Explorer, to return to "Public Documents"<br />
5. Right-click the folder "EA Games" and select "Properties"<br />
6. On the properties page, tick both the boxes at the bottom, saying "Read only" and Hidden".<br />
7. Click "Save"<br />
<br />
Your problem is now solved. If you open "My Documents", you'll see only ONE "EA Games" folder, and everything you put in there, will be found by the game. The Public EA Games folder exists, so it will not be re-created. But since access to this folder is restricted, no system will ever be able to use it again: neither you, nor the installer. Thus, everything is BOUND to end up in your personal EA Games folder, where the game can find it. Problem solved once and for all time!<br />
<br />
If, in step 3, you found any stuff in the now defunct "EA Games" folder, that stuff should now be in the new folder on the Desktop, with ample opportunity for you to sort it out and find stuff that you might wish to move to the <span style="font-weight: bold;">proper</span> folders.]]></description>
			<content:encoded><![CDATA[When you install TS2 on a Windows 7 system, the EA Games folder will be created TWICE: once in your own Documents folder, and once under Public Documents.<br />
So when you open your "My Documents" Folder, you'll find TWO "EA Games" folders.<br />
<br />
Now here's the problem: The installer will install all CC in the Public folder, while the game only reads CC from your OWN folder. So anything you install, will NOT be found.<br />
If you delete the Public version of this folder, it will simply be automatically re-created by either the game or the installer, so that's no solution to the problem. The only way to prevent this crap from happening, is to do the following:<br />
<br />
1. Open the C Drive in Windows Explorer<br />
2. Then go to "Users", "Public", "Public Documents"<br />
3. Open the "EA Games" folder, and move everything you find in there to a new folder (on the Desktop, for example)<br />
4. Now click the "back" button in Windows Explorer, to return to "Public Documents"<br />
5. Right-click the folder "EA Games" and select "Properties"<br />
6. On the properties page, tick both the boxes at the bottom, saying "Read only" and Hidden".<br />
7. Click "Save"<br />
<br />
Your problem is now solved. If you open "My Documents", you'll see only ONE "EA Games" folder, and everything you put in there, will be found by the game. The Public EA Games folder exists, so it will not be re-created. But since access to this folder is restricted, no system will ever be able to use it again: neither you, nor the installer. Thus, everything is BOUND to end up in your personal EA Games folder, where the game can find it. Problem solved once and for all time!<br />
<br />
If, in step 3, you found any stuff in the now defunct "EA Games" folder, that stuff should now be in the new folder on the Desktop, with ample opportunity for you to sort it out and find stuff that you might wish to move to the <span style="font-weight: bold;">proper</span> folders.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Clearing the Caches]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=3821</link>
			<pubDate>Sun, 24 Jun 2012 03:50:59 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=3821</guid>
			<description><![CDATA[<span style="font-weight: bold;">Why Clear your Cache? </span>Because it gets corrupted. And when it gets Corrupted, it can cause your game to crash.<br />
<br />
<span style="font-weight: bold;">What is the Cache? </span>It's where the game stores an index of your CC content. <br />
<br />
<span style="font-weight: bold;">How do I clear the Cache?</span><br />
The easiest way to deal with this - is to delete your cache files, forcing the game to recreate them each time.<br />
<br />
Location: My Documents\EA Games\The Sims 2\<br />
<br />
You'll find 1 or 2 files: Groups.cache and Accessories.cache.<br />
<br />
Delete them.<br />
<br />
Alternatively - if you can get an empty Groups.cache that if you set it to read-only, you will never have this problem again.<br />
<br />
An empty Accessories.cache has been attached. Set it to read-only (using right-click properties in Windows Explorer)]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;">Why Clear your Cache? </span>Because it gets corrupted. And when it gets Corrupted, it can cause your game to crash.<br />
<br />
<span style="font-weight: bold;">What is the Cache? </span>It's where the game stores an index of your CC content. <br />
<br />
<span style="font-weight: bold;">How do I clear the Cache?</span><br />
The easiest way to deal with this - is to delete your cache files, forcing the game to recreate them each time.<br />
<br />
Location: My Documents\EA Games\The Sims 2\<br />
<br />
You'll find 1 or 2 files: Groups.cache and Accessories.cache.<br />
<br />
Delete them.<br />
<br />
Alternatively - if you can get an empty Groups.cache that if you set it to read-only, you will never have this problem again.<br />
<br />
An empty Accessories.cache has been attached. Set it to read-only (using right-click properties in Windows Explorer)]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Creating Object Default Replacements]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=3691</link>
			<pubDate>Sun, 10 Jun 2012 07:44:31 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=3691</guid>
			<description><![CDATA[<span style="color: Red;"><span style="font-weight: bold;">How to Create an Object Default Replacement from Scratch</span></span><br />
<br />
<span style="font-weight: bold;">Tools - Essential:</span><br />
<br />
<a href="http://sims.ambertation.de/en/2009/04/11/simpe-07344-qa-for-everyone/" target="_blank"><span style="color: Blue;"><span style="text-decoration: underline;">SimPE</span></span></a> - essential<br />
<a href="http://developer.nvidia.com/legacy-texture-tools" target="_blank"><span style="color: Blue;"><span style="text-decoration: underline;">Nvidia DDS Utilities</span></span> </a>(Link to use = DDS Utilities)<br />
Graphics Editor of choice. My choice is Paint Shop Pro 7, but any graphics program that creates PNG's is good.<br />
<br />
Before you start - move all your custom content out of your game, or change your game to a vanilla one. Don't know what I'm talking about?<a href="http://www.simthing.net/tutorials/tuts2test.htm" target="_blank"> Read this</a><br />
<br />
It will make things go all that much faster. Fast is good.<br />
<br />
For this tutorial, we'll be creating Bedding Default Replacements. But it can be used for any object. Skins... that's a bit different. But objects, yes.<br />
<br />
<span style="font-weight: bold;">Step 1: Open up SimPE, and choose Object Workshop tab</span><br />
At the bottom of the window are a lot of tabs, choose the one that says "Object Workshop". Then press the Start button.<br />
Wait while everything loads. Twice.<br />
<br />
All the Categories come up.<br />
<br />
For bedding, lets choose beds because that's what they're connected to. Beds are in the Seating Category, Beds sub-category.<br />
<br />
It doesn't actually matter which bed you choose for this. I chose Cheap Eazzzzzzzze, simply because it's a familiar base game bed.<br />
<br />
<img src="http://www.simthing.net/tutorials/s2defaultobj/DR01.jpg" border="0" alt="[Image: DR01.jpg]" /><br />
<br />
Press Next to get up the choices for the object and the type of action we want to take... what we want to do is choose Clone.<br />
<br />
We'll take a quick break here - to explain what all the choices mean, so that it makes sense what choices we make, and why you might need to make different choices depending on what you are making a default of.<br />
<br />
<img src="http://www.simthing.net/tutorials/s2defaultobj/DR02.jpg" border="0" alt="[Image: DR02.jpg]" /><br />
<ul>
<li><span style="font-style: italic;">Set Custom Group</span>. If this one is ticked, it creates a separate object from the original. When creating a default replacement, untick this one. Any object that is created from this will have the same ID as the original and therefore replace it.</li>
<li><span style="font-style: italic;">Fix Cloned Files (by WesH)</span>.  This one removes useless files, useless languages, and other such things. This one doesn't actually matter whether it's ticked or not because we're going to be deleting a lot of the resources we're not using.</li>
<li><span style="font-style: italic;">Create a stand-alone object</span>. If this is unticked, then the new object will reference the old resources for it. e.g. Glass for the Window, Bedding for the Bed. If this is Ticked, it will pull the resource.</li>
<li><span style="font-style: italic;">Pull only Default Color</span>. If this is ticked, it will pull only one colour sets. So Untick it to get all the sets.</li>
<li><span style="font-style: italic;">Pull Wallmasks</span>. If this is ticked, it will pull the wallmasks. These are used when you are changing Windows and Doors. If you are changing the shapes of the build items, you pull them, if you aren't (and we aren't with bedding) untick the option.</li>
<li><span style="font-style: italic;">Pull Animations</span>. If this is ticked, it will pull the animations. These are used for objects that have animations linked to them - bookcases, sofas, etc. Untick it, if you are not needing the animations.</li>
<li><span style="font-style: italic;">Pull #STR-Linked Resources</span>. Untick this depending on whether you are changing the String resources or not.</li>
<li><span style="font-style: italic;">Reference Original Mesh</span>. If this is ticked, the Original mesh is referenced, rather than bringing the mesh with the new object. We have it unticked, it doesn't matter - we're deleting the mesh anyway.</li>
<li><span style="font-style: italic;">Change Description</span>. Untick this one as well. The change description is for new objects.<br />
</li></ul>
<br />
So tick and untick the boxes, as per the picture.<br />
<br />
And choose either next at the top, or start - both will do the same thing. An object will be created (no name) with the same guid, and content as the original object.<br />
<br />
<span style="font-weight: bold;">Step 2: Change your View to PluginView and save the object.</span><br />
Down at the bottom, click the tab that says Plugin view. It'll bring up the values for Object Data Editor.  And the Resource tree will list everything in the object - of which we only want the textures. That's including the LIFO - we don't want them either.<br />
<br />
<img src="http://www.simthing.net/tutorials/s2defaultobj/DR03.jpg" border="0" alt="[Image: DR03.jpg]" /><br />
<br />
Select File on the menu bar, and choose 'Save as...', save your default template.  I'm saving it as MASTemplateBedding.<br />
<br />
<span style="font-weight: bold;">Step 3: Delete all the sections we don't want</span><br />
<br />
If you click on the 'Type' list in the Resource list Window, you'll get the object sorted by type. <br />
<br />
Select all the resources that are not TXTR, and delete them. They'll be crossed out.<br />
<br />
When you delete them, you may get an error window up, don't panic - you can ignore it.<br />
<br />
<img src="http://www.simthing.net/tutorials/s2defaultobj/DR04.jpg" border="0" alt="[Image: DR04.jpg]" /><br />
<br />
Choose 'Continue' and once it is done, Save the package. When you save the package, the deleted resources will be removed.<br />
<br />
Once you deleted all the resources except the TXTR,  Sort the resource list by Name, and then delete the non-bedding textures. Save it again.<br />
<br />
All you have now is the textures for the beddings. These have the same ID as the original, so at this point you can just replace the textures with what you like.<br />
<br />
<span style="font-weight: bold;">Step 4: Replacing the textures.</span><br />
<br />
You'll notice with the bedding that have 43 textures. This is 41 beddings, and 2 bump-maps. The bump-maps are for base game beddings, so you'll want to grey them out.<br />
<br />
For the others, you will want to replace them with your chosen textures.<br />
<br />
The textures in the file go up to a size 256x128, and the usual bedding texture size is 1024x512.  This is OK. <br />
<br />
Use the 'build dxt' option on each texture, and import the bedding image at 1024x512. What will occur is that the texture will change so that it includes all the MipMaps from the smallest 1x1, to the largest 1024x512.<br />
<br />
Once you've done that - commit and save.<br />
<br />
Repeat for each bedding. And you're done.<br />
<br />
<span style="font-weight: bold;">Step 5: (Optional) Split into separate packages.</span><br />
<br />
The easiest way to split into separate packages, is to make 41 copies of your package, and then delete the textures in each package, so that they have 1 unique texture (or in the case of the beddings with bump-maps - 2 textures).<br />
<br />
As far as I can see, this should work with any Texture-only, or indeed any-other combination of default replacements for maxis objects.<br />
<br />
<span style="font-weight: bold;">Go forth and Default!!</span>]]></description>
			<content:encoded><![CDATA[<span style="color: Red;"><span style="font-weight: bold;">How to Create an Object Default Replacement from Scratch</span></span><br />
<br />
<span style="font-weight: bold;">Tools - Essential:</span><br />
<br />
<a href="http://sims.ambertation.de/en/2009/04/11/simpe-07344-qa-for-everyone/" target="_blank"><span style="color: Blue;"><span style="text-decoration: underline;">SimPE</span></span></a> - essential<br />
<a href="http://developer.nvidia.com/legacy-texture-tools" target="_blank"><span style="color: Blue;"><span style="text-decoration: underline;">Nvidia DDS Utilities</span></span> </a>(Link to use = DDS Utilities)<br />
Graphics Editor of choice. My choice is Paint Shop Pro 7, but any graphics program that creates PNG's is good.<br />
<br />
Before you start - move all your custom content out of your game, or change your game to a vanilla one. Don't know what I'm talking about?<a href="http://www.simthing.net/tutorials/tuts2test.htm" target="_blank"> Read this</a><br />
<br />
It will make things go all that much faster. Fast is good.<br />
<br />
For this tutorial, we'll be creating Bedding Default Replacements. But it can be used for any object. Skins... that's a bit different. But objects, yes.<br />
<br />
<span style="font-weight: bold;">Step 1: Open up SimPE, and choose Object Workshop tab</span><br />
At the bottom of the window are a lot of tabs, choose the one that says "Object Workshop". Then press the Start button.<br />
Wait while everything loads. Twice.<br />
<br />
All the Categories come up.<br />
<br />
For bedding, lets choose beds because that's what they're connected to. Beds are in the Seating Category, Beds sub-category.<br />
<br />
It doesn't actually matter which bed you choose for this. I chose Cheap Eazzzzzzzze, simply because it's a familiar base game bed.<br />
<br />
<img src="http://www.simthing.net/tutorials/s2defaultobj/DR01.jpg" border="0" alt="[Image: DR01.jpg]" /><br />
<br />
Press Next to get up the choices for the object and the type of action we want to take... what we want to do is choose Clone.<br />
<br />
We'll take a quick break here - to explain what all the choices mean, so that it makes sense what choices we make, and why you might need to make different choices depending on what you are making a default of.<br />
<br />
<img src="http://www.simthing.net/tutorials/s2defaultobj/DR02.jpg" border="0" alt="[Image: DR02.jpg]" /><br />
<ul>
<li><span style="font-style: italic;">Set Custom Group</span>. If this one is ticked, it creates a separate object from the original. When creating a default replacement, untick this one. Any object that is created from this will have the same ID as the original and therefore replace it.</li>
<li><span style="font-style: italic;">Fix Cloned Files (by WesH)</span>.  This one removes useless files, useless languages, and other such things. This one doesn't actually matter whether it's ticked or not because we're going to be deleting a lot of the resources we're not using.</li>
<li><span style="font-style: italic;">Create a stand-alone object</span>. If this is unticked, then the new object will reference the old resources for it. e.g. Glass for the Window, Bedding for the Bed. If this is Ticked, it will pull the resource.</li>
<li><span style="font-style: italic;">Pull only Default Color</span>. If this is ticked, it will pull only one colour sets. So Untick it to get all the sets.</li>
<li><span style="font-style: italic;">Pull Wallmasks</span>. If this is ticked, it will pull the wallmasks. These are used when you are changing Windows and Doors. If you are changing the shapes of the build items, you pull them, if you aren't (and we aren't with bedding) untick the option.</li>
<li><span style="font-style: italic;">Pull Animations</span>. If this is ticked, it will pull the animations. These are used for objects that have animations linked to them - bookcases, sofas, etc. Untick it, if you are not needing the animations.</li>
<li><span style="font-style: italic;">Pull #STR-Linked Resources</span>. Untick this depending on whether you are changing the String resources or not.</li>
<li><span style="font-style: italic;">Reference Original Mesh</span>. If this is ticked, the Original mesh is referenced, rather than bringing the mesh with the new object. We have it unticked, it doesn't matter - we're deleting the mesh anyway.</li>
<li><span style="font-style: italic;">Change Description</span>. Untick this one as well. The change description is for new objects.<br />
</li></ul>
<br />
So tick and untick the boxes, as per the picture.<br />
<br />
And choose either next at the top, or start - both will do the same thing. An object will be created (no name) with the same guid, and content as the original object.<br />
<br />
<span style="font-weight: bold;">Step 2: Change your View to PluginView and save the object.</span><br />
Down at the bottom, click the tab that says Plugin view. It'll bring up the values for Object Data Editor.  And the Resource tree will list everything in the object - of which we only want the textures. That's including the LIFO - we don't want them either.<br />
<br />
<img src="http://www.simthing.net/tutorials/s2defaultobj/DR03.jpg" border="0" alt="[Image: DR03.jpg]" /><br />
<br />
Select File on the menu bar, and choose 'Save as...', save your default template.  I'm saving it as MASTemplateBedding.<br />
<br />
<span style="font-weight: bold;">Step 3: Delete all the sections we don't want</span><br />
<br />
If you click on the 'Type' list in the Resource list Window, you'll get the object sorted by type. <br />
<br />
Select all the resources that are not TXTR, and delete them. They'll be crossed out.<br />
<br />
When you delete them, you may get an error window up, don't panic - you can ignore it.<br />
<br />
<img src="http://www.simthing.net/tutorials/s2defaultobj/DR04.jpg" border="0" alt="[Image: DR04.jpg]" /><br />
<br />
Choose 'Continue' and once it is done, Save the package. When you save the package, the deleted resources will be removed.<br />
<br />
Once you deleted all the resources except the TXTR,  Sort the resource list by Name, and then delete the non-bedding textures. Save it again.<br />
<br />
All you have now is the textures for the beddings. These have the same ID as the original, so at this point you can just replace the textures with what you like.<br />
<br />
<span style="font-weight: bold;">Step 4: Replacing the textures.</span><br />
<br />
You'll notice with the bedding that have 43 textures. This is 41 beddings, and 2 bump-maps. The bump-maps are for base game beddings, so you'll want to grey them out.<br />
<br />
For the others, you will want to replace them with your chosen textures.<br />
<br />
The textures in the file go up to a size 256x128, and the usual bedding texture size is 1024x512.  This is OK. <br />
<br />
Use the 'build dxt' option on each texture, and import the bedding image at 1024x512. What will occur is that the texture will change so that it includes all the MipMaps from the smallest 1x1, to the largest 1024x512.<br />
<br />
Once you've done that - commit and save.<br />
<br />
Repeat for each bedding. And you're done.<br />
<br />
<span style="font-weight: bold;">Step 5: (Optional) Split into separate packages.</span><br />
<br />
The easiest way to split into separate packages, is to make 41 copies of your package, and then delete the textures in each package, so that they have 1 unique texture (or in the case of the beddings with bump-maps - 2 textures).<br />
<br />
As far as I can see, this should work with any Texture-only, or indeed any-other combination of default replacements for maxis objects.<br />
<br />
<span style="font-weight: bold;">Go forth and Default!!</span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How to upgrade custom bookcases to Freetime and above]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=3574</link>
			<pubDate>Thu, 24 May 2012 01:04:48 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=3574</guid>
			<description><![CDATA[Tutorial is a bit of a big word for this, it is more a tip than anything else.<br />
<br />
In the years since Sims2 started several items were "upgraded" by EA/Maxis - bookcases and fridges are the main things - to have extra functionality, but some great CC items were never updated and so do not have these extra gameplay options. It's a shame and it bugs many players.<br />
<br />
<br />
<span style="font-weight: bold;">You can actually do this yourself fairly easily with bookcases.</span><br />
<br />
1) Open up SIMPE<br />
2) Open your custom object that you want to upgrade.<br />
<br />
<!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=1024" target="_blank">Tip.jpg</a> (Size: 50.08 KB / Downloads: 1990)
<!-- end: postbit_attachments_attachment --><br />
<span style="font-style: italic;"><span style="font-size: x-small;">Click to view a larger picture</span></span><br />
<br />
3) Go to the Object data tab<br />
4) Click on the raw data tab<br />
5) Set the view to decimal<br />
6) Scroll down until you see "Interaction Table Id"<br />
7) Change the 1 to a 3.<br />
8) Commit and save.<br />
<br />
That's it.]]></description>
			<content:encoded><![CDATA[Tutorial is a bit of a big word for this, it is more a tip than anything else.<br />
<br />
In the years since Sims2 started several items were "upgraded" by EA/Maxis - bookcases and fridges are the main things - to have extra functionality, but some great CC items were never updated and so do not have these extra gameplay options. It's a shame and it bugs many players.<br />
<br />
<br />
<span style="font-weight: bold;">You can actually do this yourself fairly easily with bookcases.</span><br />
<br />
1) Open up SIMPE<br />
2) Open your custom object that you want to upgrade.<br />
<br />
<!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=1024" target="_blank">Tip.jpg</a> (Size: 50.08 KB / Downloads: 1990)
<!-- end: postbit_attachments_attachment --><br />
<span style="font-style: italic;"><span style="font-size: x-small;">Click to view a larger picture</span></span><br />
<br />
3) Go to the Object data tab<br />
4) Click on the raw data tab<br />
5) Set the view to decimal<br />
6) Scroll down until you see "Interaction Table Id"<br />
7) Change the 1 to a 3.<br />
8) Commit and save.<br />
<br />
That's it.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Homecrafter Install]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=2624</link>
			<pubDate>Wed, 12 Oct 2011 06:29:46 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=2624</guid>
			<description><![CDATA[This is a mediafire link to the Homecrafter application which used to be available on the EA site. <br />
<br />
You can find the download link in the list of contents tab.]]></description>
			<content:encoded><![CDATA[This is a mediafire link to the Homecrafter application which used to be available on the EA site. <br />
<br />
You can find the download link in the list of contents tab.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How to edit a multi-PT mod]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=2541</link>
			<pubDate>Fri, 23 Sep 2011 22:32:32 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=2541</guid>
			<description><![CDATA[How to edit a multi-PT mod so it will use the PTs of YOUR choice:<br />
<br />
<table width="100%"><tr><td><div style="width:65%; float:left;">
<span style="font-weight: bold;">Requirements</span>:<br />
- A Multi-PT mod, of course <img src="images/smilies/tongue.png" style="vertical-align: middle;" border="0" alt="Tongue" title="Tongue" /><br />
- Either FOUR or EIGHT custom PTs, depending on the mod you're planning to use. One less custom PT is acceptable, if you're planning to use the Maxis Default PT or a Default Replacement as well.<br />
<br />
<span style="font-weight: bold;">Preparations, part 1: Get the GUIDs</span> (See picture -&gt;)<br />
- Double-click the .package of a custom PT, or Right-click the package and select "Open with SimPE"<br />
- In the Resource List, find and click the OBJD resource<br />
- In the Plug-in View, find and copy (to a piece of paper) the GUID of this PT.<br />
- Repeat the above steps for each custom PT.<br />
<br />
<span style="font-weight: bold;">NOTES</span>:<br />
- You do NOT need to do this for the Maxis Default PT or any Default Replacement, because they always use the same number (0x2E17B9FC)<br />
- If you're planning to use the PTs with <a href="http://www.leefish.nl/mybb/thread-2542.html" target="_blank">my own special Multi-PT mod</a> and <a href="http://www.leefish.nl/mybb/thread-938.html" target="_blank">Alien Experiments v1.7</a> or better, you also need to be sure that you have equal numbers of male and female PTs, AND you must know which GUIDs are male, and which are female.</div><div style="width:25%; float:right; margin-right:10%;">
<!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=857" target="_blank">SimPE 000.jpg</a> (Size: 165.19 KB / Downloads: 4175)
<!-- end: postbit_attachments_attachment --></div></td></tr></table><hr />
<br />
<table width="100%"><tr><td><div style="width:65%; float:left;">
So now you have 4 or 8 numbers, each one looking like 0x########. The number for the default PT (or any default replacer) is 0x2E17B9FC, for example. We need to convert them to something we can use...<br />
<br />
<span style="font-weight: bold;">Preparations, part 2: Convert the GUIDs to Little-Endian</span><br />
- You need to break each GUID down into a Little-Endian sequence. Which means we divide the eight digits after the x into four groups of 2 digits, like 2E 17 B9 FC, and then we make the groups switch places so it looks like FC B9 17 2E.<br />
- Do the previous step for each of the custom PTs you have.<br />
<br />
Checking: So far, everything was rather simple, but it's very important that you now check if you have everything right. Depending on what Multi-PT mod you use, you need to have either 4 or 8 Little-Endian number sequences. And if it's for MY mod, you need to be sure that exactly half of them are male, and the others female, and also you need to KNOW which ones are which.<br />
<br />
Now comes the somewhat more risky part: editing a mod in SimPE. If you haven't done this before, you may want to make a backup of the original mod first, just in case you blow it and need to start over. I hope to make this manual clear enough that there's little risk of this happening, but still...<br />
<br />
Double-click the Multi-PT mod, or Right-click it and select "Open with SimPE". In the Resource List, you'll see a line "NPC - Get Alien Dad - NID". Click that line, and look at the Plug-in view (picture SimPE 001). Here's where modders do their scary work <img src="images/smilies/tongue.png" style="vertical-align: middle;" border="0" alt="Tongue" title="Tongue" /> It's not a lot like making a peanut-butter and jelly sandwich, is it? <img src="images/smilies/biggrin.png" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" /> Anyway, let's continue...</div><div style="width:25%; float:right; margin-right:10%;">
<!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=858" target="_blank">SimPE 001.jpg</a> (Size: 183.47 KB / Downloads: 3900)
<!-- end: postbit_attachments_attachment --></div></td></tr></table>
<br />
<table width="100%"><tr><td><div style="width:65%; float:left;">
<span style="font-weight: bold;">Identifying the lines we need to change</span><br />
Looking at the next picture, you'll see that a number of lines have been marked with a color pen. Lines of the same color use the same GUID. Regardless what Multi-PT mod you're looking at, you'll always find four or eight of those groups, and THESE are the groups that we need to change, to make it use our PTs!</div><div style="width:25%; float:right; margin-right:10%;">
<!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=859" target="_blank">SimPE 002.jpg</a> (Size: 190.54 KB / Downloads: 3821)
<!-- end: postbit_attachments_attachment --></div></td></tr></table>
<br />
<table width="100%"><tr><td><div style="width:65%; float:left;">
<span style="font-weight: bold;">The tricky part: actually editing the mod</span><br />
- Select the first line of one of the groups<br />
- Look over at the right... and you'll see the Little-Endian version of the GUID for that group in the first four fields (underlined). That's why we needed our preparations: so we could replace those numbers with our own!<br />
- Click the first of those fields (purple underlined) and enter the first part of one of your Little-Endian numbers. Hit the TAB key, and enter the next, until the whole number has been done.<br />
- Repeat the previous steps for the other two lines of the same group, using the SAME GUID.<br />
- Now do the same for ALL the groups in your mod. But remember: if you're using <a href="http://www.leefish.nl/mybb/thread-2542.html" target="_blank">MY mod</a> with <a href="http://www.leefish.nl/mybb/thread-938.html" target="_blank">Alien Experiments</a>, you *must* enter the male GUIDs in the top half, and the female in the bottom half of the mod.</div><div style="width:25%; float:right; margin-right:10%;">
<!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=860" target="_blank">SimPE 003.jpg</a> (Size: 168.83 KB / Downloads: 4378)
<!-- end: postbit_attachments_attachment --></div></td></tr></table>
<br />
If you did all the steps right, then it should now be done. That wasn't so hard, was it? But it's now time to check if you did all the steps correctly. Read the lines of each group, and see if they show the correct GUIDs! If you see a mistake somewhere, correct it now!<br />
<br />
When everything is done, click the SAVE button in the toolbar. This saves your work!<br />
Exit, delete the groups.cache file from your "My Documents/EA Games/The Sims 2" folder, and make sure you have the PTs installed anywhere in your Downloads folder.<br />
<br />
You're ready to run... now go abduct some sims, and have new Alien offspring!]]></description>
			<content:encoded><![CDATA[How to edit a multi-PT mod so it will use the PTs of YOUR choice:<br />
<br />
<table width="100%"><tr><td><div style="width:65%; float:left;">
<span style="font-weight: bold;">Requirements</span>:<br />
- A Multi-PT mod, of course <img src="images/smilies/tongue.png" style="vertical-align: middle;" border="0" alt="Tongue" title="Tongue" /><br />
- Either FOUR or EIGHT custom PTs, depending on the mod you're planning to use. One less custom PT is acceptable, if you're planning to use the Maxis Default PT or a Default Replacement as well.<br />
<br />
<span style="font-weight: bold;">Preparations, part 1: Get the GUIDs</span> (See picture -&gt;)<br />
- Double-click the .package of a custom PT, or Right-click the package and select "Open with SimPE"<br />
- In the Resource List, find and click the OBJD resource<br />
- In the Plug-in View, find and copy (to a piece of paper) the GUID of this PT.<br />
- Repeat the above steps for each custom PT.<br />
<br />
<span style="font-weight: bold;">NOTES</span>:<br />
- You do NOT need to do this for the Maxis Default PT or any Default Replacement, because they always use the same number (0x2E17B9FC)<br />
- If you're planning to use the PTs with <a href="http://www.leefish.nl/mybb/thread-2542.html" target="_blank">my own special Multi-PT mod</a> and <a href="http://www.leefish.nl/mybb/thread-938.html" target="_blank">Alien Experiments v1.7</a> or better, you also need to be sure that you have equal numbers of male and female PTs, AND you must know which GUIDs are male, and which are female.</div><div style="width:25%; float:right; margin-right:10%;">
<!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=857" target="_blank">SimPE 000.jpg</a> (Size: 165.19 KB / Downloads: 4175)
<!-- end: postbit_attachments_attachment --></div></td></tr></table><hr />
<br />
<table width="100%"><tr><td><div style="width:65%; float:left;">
So now you have 4 or 8 numbers, each one looking like 0x########. The number for the default PT (or any default replacer) is 0x2E17B9FC, for example. We need to convert them to something we can use...<br />
<br />
<span style="font-weight: bold;">Preparations, part 2: Convert the GUIDs to Little-Endian</span><br />
- You need to break each GUID down into a Little-Endian sequence. Which means we divide the eight digits after the x into four groups of 2 digits, like 2E 17 B9 FC, and then we make the groups switch places so it looks like FC B9 17 2E.<br />
- Do the previous step for each of the custom PTs you have.<br />
<br />
Checking: So far, everything was rather simple, but it's very important that you now check if you have everything right. Depending on what Multi-PT mod you use, you need to have either 4 or 8 Little-Endian number sequences. And if it's for MY mod, you need to be sure that exactly half of them are male, and the others female, and also you need to KNOW which ones are which.<br />
<br />
Now comes the somewhat more risky part: editing a mod in SimPE. If you haven't done this before, you may want to make a backup of the original mod first, just in case you blow it and need to start over. I hope to make this manual clear enough that there's little risk of this happening, but still...<br />
<br />
Double-click the Multi-PT mod, or Right-click it and select "Open with SimPE". In the Resource List, you'll see a line "NPC - Get Alien Dad - NID". Click that line, and look at the Plug-in view (picture SimPE 001). Here's where modders do their scary work <img src="images/smilies/tongue.png" style="vertical-align: middle;" border="0" alt="Tongue" title="Tongue" /> It's not a lot like making a peanut-butter and jelly sandwich, is it? <img src="images/smilies/biggrin.png" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" /> Anyway, let's continue...</div><div style="width:25%; float:right; margin-right:10%;">
<!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=858" target="_blank">SimPE 001.jpg</a> (Size: 183.47 KB / Downloads: 3900)
<!-- end: postbit_attachments_attachment --></div></td></tr></table>
<br />
<table width="100%"><tr><td><div style="width:65%; float:left;">
<span style="font-weight: bold;">Identifying the lines we need to change</span><br />
Looking at the next picture, you'll see that a number of lines have been marked with a color pen. Lines of the same color use the same GUID. Regardless what Multi-PT mod you're looking at, you'll always find four or eight of those groups, and THESE are the groups that we need to change, to make it use our PTs!</div><div style="width:25%; float:right; margin-right:10%;">
<!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=859" target="_blank">SimPE 002.jpg</a> (Size: 190.54 KB / Downloads: 3821)
<!-- end: postbit_attachments_attachment --></div></td></tr></table>
<br />
<table width="100%"><tr><td><div style="width:65%; float:left;">
<span style="font-weight: bold;">The tricky part: actually editing the mod</span><br />
- Select the first line of one of the groups<br />
- Look over at the right... and you'll see the Little-Endian version of the GUID for that group in the first four fields (underlined). That's why we needed our preparations: so we could replace those numbers with our own!<br />
- Click the first of those fields (purple underlined) and enter the first part of one of your Little-Endian numbers. Hit the TAB key, and enter the next, until the whole number has been done.<br />
- Repeat the previous steps for the other two lines of the same group, using the SAME GUID.<br />
- Now do the same for ALL the groups in your mod. But remember: if you're using <a href="http://www.leefish.nl/mybb/thread-2542.html" target="_blank">MY mod</a> with <a href="http://www.leefish.nl/mybb/thread-938.html" target="_blank">Alien Experiments</a>, you *must* enter the male GUIDs in the top half, and the female in the bottom half of the mod.</div><div style="width:25%; float:right; margin-right:10%;">
<!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=860" target="_blank">SimPE 003.jpg</a> (Size: 168.83 KB / Downloads: 4378)
<!-- end: postbit_attachments_attachment --></div></td></tr></table>
<br />
If you did all the steps right, then it should now be done. That wasn't so hard, was it? But it's now time to check if you did all the steps correctly. Read the lines of each group, and see if they show the correct GUIDs! If you see a mistake somewhere, correct it now!<br />
<br />
When everything is done, click the SAVE button in the toolbar. This saves your work!<br />
Exit, delete the groups.cache file from your "My Documents/EA Games/The Sims 2" folder, and make sure you have the PTs installed anywhere in your Downloads folder.<br />
<br />
You're ready to run... now go abduct some sims, and have new Alien offspring!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Hack Conflict Detection Utility]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=2063</link>
			<pubDate>Sat, 25 Jun 2011 03:12:16 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=2063</guid>
			<description><![CDATA[This small program will look for multiple packages in your Sims 2 Downloads folder that modify the same global procedure. If two packages modify the same global procedure, they might very well conflict with each other, causing one or both to break.<br />
<br />
SimsWardrobe's Paladin wrote this program for his own use after having several hack conflicts. It is a very simple program. It only finds the possible conflicts. It is up to you to resolve any conflicts that are detected.]]></description>
			<content:encoded><![CDATA[This small program will look for multiple packages in your Sims 2 Downloads folder that modify the same global procedure. If two packages modify the same global procedure, they might very well conflict with each other, causing one or both to break.<br />
<br />
SimsWardrobe's Paladin wrote this program for his own use after having several hack conflicts. It is a very simple program. It only finds the possible conflicts. It is up to you to resolve any conflicts that are detected.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Minor changes to wall-overlays...]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=1769</link>
			<pubDate>Thu, 05 May 2011 15:41:58 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=1769</guid>
			<description><![CDATA[I've found something that annoyed me a bit with <a href="http://www.modthesims.info/d/242442" target="_blank"><span style="color: blue;">Pixelhate's full wall posters</span></a> and any of their clones (like the ones CatherineTCJD made <a href="http://www.modthesims.info/d/430386" target="_blank"><span style="color: blue;">here</span></a> and <a href="http://www.modthesims.info/d/430730" target="_blank"><span style="color: blue;">here</span></a>).<br />
Since these objects are all "paintings" (or, more specifically, wall-hangings), sims tend to go view them, and comment on them as if they're works of art. I don't feel a grunged wall or a stain of blood should recieve that much attention. So I set out to do something about it, and found that to be quite easy:<br />
<br />
- Open up the mesh in SimPE, select the OBJD resource in Plug-in view, and open the RAW data tab. Then find the line saying "0x0007: Interaction Table ID, and change the value to 0xFFFF. Then commit! (In the file for the 2-tile poster, all three OBJDs need to be changed accordingly for it to work) This alters the object so it can no longer be intracted with! Now, one can even delete the BCON and FWAV resources, as they're no longer needed, making the file a bit smaller. Now save the file, and it's done! .<br />
<br />
Also, CatherineTCJD made her meshes to be free of charge (§0), but she kept the Room score (ratingRoom) at 1. With layering, one could therefor hang a huge number of objects on a wall, and thereby make any old broom closet feel like the Royal Hall at no cost at all! Yuck, that's cheating... If you only use the game for illustrating your stories, then I guess it wouldn't matter much, really. But if you're actually PLAYING the game, it shouldn't be this easy. But we can do something about that, too:<br />
<br />
- Again in the Mesh' OBJD resource, on the RAW data tab, select the line that says "0x0058: ratingRoom" and change the value to 0x0000. Commit and save when ready.<br />
<br />
And one last thing: I've found that for example DJ-Music's recolors (no longer available) did fit better on CatherineTCJD's INside mesh than on Pixelhate's original. That can also easily be arranged:<br />
<br />
- Open the recolor you want to move in SimPE, select the MMAT resource in Plug-in view, and alter the line "objectGUID (dtUInteger) = 0x0029e518" to read "objectGUID (dtUInteger) = 0x00608F03" (0x00608F04 for Outside overlays). Commit and save. Done!<br />
<br />
So, in conclusion: one could make multiple different clones of any of these wall overlays, and re-categorize different recolors by assigning them to different meshes!<br />
<br />
I just thought I'd throw this information out here, so people can do these things for themselves, if they want. It's just a matter of preference, really.<br />
<br />
One last note: after making these changes, it might be a good idea to pull these objects through the Compressorizer (again).<br />
<br />
Happy Simming,<br />
<br />
BoilingOil]]></description>
			<content:encoded><![CDATA[I've found something that annoyed me a bit with <a href="http://www.modthesims.info/d/242442" target="_blank"><span style="color: blue;">Pixelhate's full wall posters</span></a> and any of their clones (like the ones CatherineTCJD made <a href="http://www.modthesims.info/d/430386" target="_blank"><span style="color: blue;">here</span></a> and <a href="http://www.modthesims.info/d/430730" target="_blank"><span style="color: blue;">here</span></a>).<br />
Since these objects are all "paintings" (or, more specifically, wall-hangings), sims tend to go view them, and comment on them as if they're works of art. I don't feel a grunged wall or a stain of blood should recieve that much attention. So I set out to do something about it, and found that to be quite easy:<br />
<br />
- Open up the mesh in SimPE, select the OBJD resource in Plug-in view, and open the RAW data tab. Then find the line saying "0x0007: Interaction Table ID, and change the value to 0xFFFF. Then commit! (In the file for the 2-tile poster, all three OBJDs need to be changed accordingly for it to work) This alters the object so it can no longer be intracted with! Now, one can even delete the BCON and FWAV resources, as they're no longer needed, making the file a bit smaller. Now save the file, and it's done! .<br />
<br />
Also, CatherineTCJD made her meshes to be free of charge (§0), but she kept the Room score (ratingRoom) at 1. With layering, one could therefor hang a huge number of objects on a wall, and thereby make any old broom closet feel like the Royal Hall at no cost at all! Yuck, that's cheating... If you only use the game for illustrating your stories, then I guess it wouldn't matter much, really. But if you're actually PLAYING the game, it shouldn't be this easy. But we can do something about that, too:<br />
<br />
- Again in the Mesh' OBJD resource, on the RAW data tab, select the line that says "0x0058: ratingRoom" and change the value to 0x0000. Commit and save when ready.<br />
<br />
And one last thing: I've found that for example DJ-Music's recolors (no longer available) did fit better on CatherineTCJD's INside mesh than on Pixelhate's original. That can also easily be arranged:<br />
<br />
- Open the recolor you want to move in SimPE, select the MMAT resource in Plug-in view, and alter the line "objectGUID (dtUInteger) = 0x0029e518" to read "objectGUID (dtUInteger) = 0x00608F03" (0x00608F04 for Outside overlays). Commit and save. Done!<br />
<br />
So, in conclusion: one could make multiple different clones of any of these wall overlays, and re-categorize different recolors by assigning them to different meshes!<br />
<br />
I just thought I'd throw this information out here, so people can do these things for themselves, if they want. It's just a matter of preference, really.<br />
<br />
One last note: after making these changes, it might be a good idea to pull these objects through the Compressorizer (again).<br />
<br />
Happy Simming,<br />
<br />
BoilingOil]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[No More Red Lines]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=1552</link>
			<pubDate>Tue, 01 Mar 2011 16:47:08 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=1552</guid>
			<description><![CDATA[I take a lot of pictures in the sims2 game and this mod is really neat - this way I crop pictures because I WANT to - not because I want to get rid of the red lines.<br />
<br />
If you want to keep a visible but less intrusive indicator of the game being paused, try this mod:<br />
<br />
<a href="http://www.leefish.nl/mybb/showthread.php?tid=2404" target="_blank">Pause Indicator Replacement</a><br />
<br />
<span style="font-size: xx-small;">*originally a BeosBoxBoy mod.</span>]]></description>
			<content:encoded><![CDATA[I take a lot of pictures in the sims2 game and this mod is really neat - this way I crop pictures because I WANT to - not because I want to get rid of the red lines.<br />
<br />
If you want to keep a visible but less intrusive indicator of the game being paused, try this mod:<br />
<br />
<a href="http://www.leefish.nl/mybb/showthread.php?tid=2404" target="_blank">Pause Indicator Replacement</a><br />
<br />
<span style="font-size: xx-small;">*originally a BeosBoxBoy mod.</span>]]></content:encoded>
		</item>
	</channel>
</rss>